High Elves Tactics
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| High Elves | ||
| Setting: | Age of Fantasy | |
| Games: | Age of Fantasy, Age of Fantasy: Skirmish, Age of Fantasy: Regiments | |
| Species: | Elf | |
| Version: | v2.50 | |
Note: as v2.50 is in constant development the following might not be accurate.
Why Play High Elves
The High Elves embody the role of the glass cannon like none other. A lot of your units boast better quality than most of their peers, but pay for it by suffering from meager defenses. Because of this, you'll be relying a lot on synergy and overlapping roles. Because of this, your army has plenty of units capable of pulling multiple roles like chariots that shoot and soldiers that can fire while marching to the charge.
Pros:
- Strong infantry
- Some of your units are capable of taking up multiple roles with ease.
Cons:
- Your army is essentially a big glass cannon
Army Special Rules
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Wizard Spells
- Modesty (4+): One enemy unit within 12" takes -1 to hit with shooting. Vital for protecting your troops from heavy weaponry of any kind.
- Drain (4+): One enemy model within 12" takes an AP 4 hit. While it'll only be useful for killing something, that kill is all but guaranteed.
- Protection (5+): A friendly within 12" gains +1 to their defense next time they get hit. Expect to use this a lot to reinforce your otherwise puny glass cannon units.
- Quench (5+): One enemy unit within 12" takes six hits. Odd that your horde-management spell is so high up, but you've got some decent units to handle them otherwise.
- Magical Surge (6+): A friendly unit within 12" can immediately charge and take a +1 to hit in melee. Plenty of units will be making use of this.
- Tempest (6+): Two enemy units within 6" take four AP 2 hits each, making this better suited for small high-armor mobs and Tough units.
Unit Analysis
Heroes
- Elf Prince: Your basic hero is a pretty well-rounded option with an impressive 3+ quality and an open door of possibilities. While other heroes can specialize harder in certain fields, you can do a little of anything with the prince.
- Weapons: His melee options are pretty basic fare for pretty cheap: Paired weapons for even more swings, spear for Phalanx, great weapon for AP 2 and Halberd for Rending makes him pretty well-rounded for options. If mounted, you can also buy a lance for Impact 1. On top of all this, you can also provide the prince a longbow for some shooting prowess.
- Upgrades: The Elf Prince can select between one of three upgrades - Wizard makes the Prince a powerful warrior who can also act as a blocker or caster as the need arises. High Prowess bolsters an attached unit by making them add +1 to any melee attacks (though this is useless if joining archers). Great Banner provides Fear, which can help shift the odds in combat. On top of all this, you can also grab the prince a Lion Cloak if they're not mounted, providing Stealth for some additional protection.
- Mounts: The Elf Prince has the most choices in regards to steeds. If you want to keep it cheap, the horse is there for the bare essentials. The beast is similarly cheap and adds in Strider for better mobility. A Giant Eagle provides flight on top of some extra wounds and more attacks. The Griffon takes the eagle and sacrifices speed for Fear, meat, and AP 1 on the attacks. The Dragon is your ultimate choice, adding even more power, Flame Breath, and some extra defense.
- Phoenix Prince: The Phoenix Prince takes a prince with a halberd and robs them of most choices, but they gain Regeneration for some extra durability.
- Mounts: While unable to take any of the mounts available to the Elf Prince, you do get two mounts that are almost identical. The Fire and Ice Phoenixes both provide flight, strong attacks and a lot of extra defense to make them a veritable menace in any fight. The difference is in their special rules - The Fire Phoenix can actually harm units they fly over, which can make for some multi-tasking. The Ice Phoenix debuffs enemies they fly over, dealing a -1 to hit in melee, a good deal more useful for a melee master like the phoenix prince.
- Mage: Your wizard remains as squishy as any other army's wizard, though your quality is still quite good. On top of a boost to Wizard level, the Mage can also buy a horse or a magic cloud for mobility.
Infantry & Cavalry
- Warriors: Your standard fare warriors, slightly better by their 4+ quality. They get all the basic weapon options as well as harpoons.
- Elites: These warriors are stronger with a 3+ quality and great weapons as their base weapons. They can afford some extra protection by grabbing Lion Cloaks for Stealth. Their weapons can buy great axes for Rending or greathammers to smash anything else.
- Phoenix Warriors: See those Elites? They now come with halberds stock and come with Regen. This makes them even more of a melee force, though any luck with Rending can see them cut short.
- Archers: Your marksmen, coming with longbows and even less protection. Do not expect them to hold up in a fight.
- Guardians: Essentially elite archers with 5+ defense and spears equipped so they can defend themselves from any charges. That said, this comes at the cost of slightly shorter ranges on their bows.
- Shadow Sisters: If anything were to embody the glass cannon philosophy of the high elves, it's these girls. Though their bows lack the best ranges, they come with the rare AP 1 and Quick Fire allows them to fire even after running. With their 3+ quality, they can pretty much strike down armored infantry with ease but a 6+ defense means that any hits will crush them.
- Shadow Brothers: While the sisters are meant to dart around to shoot, the brothers are the ones who hunker down to snipe something. Scout allows these guys to move to a better position immediately, helped by actually owning longbows. Stealth provides them some much-needed protection.
- Light Cavalry: Your warriors can pick between two particular roles. While being armed with hand weapons by default, you can buy longbows to make them mobile shooters. You can also buy lances to add in Impact and make them dedicated melee warriors, but buying both lances and bows is costly enough to be imprudent. Also quite costly is the option for beast mounts, providing Strider for a rather hefty cost.
- Heavy Cavalry: Cavalry with lances, they lack any flexibility, but they come with a 4+ defense. For 10 points over a similarly-equipped pack of light cavalry can prove plenty effective for stuck-in units.
- Dragon Cavalry: Even more powerful than the heavy cavalry. These guys are your elites, with a 3+ quality and defense and lances. Simply put, these are your toughest escorts for a hero.
- Giant Eagles: Most armies have something like hounds or beasts, you have giant flying birds. Though not the best on armor, you have Tough 3 units that can fly and zip around with Fast. They're quite useful for hitting warmachines.
Monsters
- Bull Giant: A big, heaving mountain of a cow, decked in a monstrous 2+ defense and Tough 6. It comes stock with a powerful greathammer, capable of smashing practically anything with AP 4. If you're more inclined to face mobs, then you can swap them off for twin hammers for lower AP 2. You can also buy the giant a shooting attack, making it a short-ranged artillery unit. Mountain Shock allows you to plow through mobs at a decent distance. Mountain Blast is more geared towards blasting other monsters and elites.
- Ice Phoenix: The phoenixes are quite monstrous, with attacks that can rip up infantry and a tanky 2+ defense with Regeneration. If it flies over enemies, you can elect one unit to take a -1 to hit in melee, which can always be useful whether or not it's a mount.
- Fire Phoenix: The phoenixes are quite monstrous, with attacks that can rip up infantry and a tanky 2+ defense with Regeneration. This particular phoenix works better without a rider, as it lets you fly over units to blast them without needing to worry about getting tied up by anything desperate to kill the warlord.
Vehicles
- Elf Chariot: This chariot serves to be pretty flexible. You can easily put this in any position and see it work, as it comes with a bundle of Impact hits as well as a pair of longbows for slight shooting.
- Eagle Chariot: Flying makes this chariot a lot more mobile, but it also acts more as a mobile turret rather than a charging chariot that can also shoot. Not only does it carry three bows, but you can also slap on a mini bolt thrower so you can fire something that can punch through some Tough units.
- Lion Chariot: This chariot is better keyed for melee, being stripped of bows and instead toting lots of AP attacks on top of the Impact hits. Being so melee-focused, you can also find a monstrous statline of 3+ quality 2+ defense, making this essentially a battletank.
Artillery
- Bolt Thrower: Your lone dedicated artillery piece is fairly basic, immobile and capable of throwing a single shot that can pop Tough bruisers. What most armies don't get is the option to instead turn it into a repeater, making it shoot more than once, though these shots are less powerful against armor.
List Building & Tactics
General Advice
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Tactics
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See Also
| High Elves |
|---|
| Overview - Tactics - Skirmish Tactics - Miniatures - Quickplay Armies - Skirmish Quickplay Armies |
| Age of Fantasy tactics |
|---|
| Beastmen - Chivalrous Kingdoms - Dark Elves - Deep-Sea Elves - Duchies of Vinci - Dwarves - Eternal Wardens Ghostly Undead - Giant Tribes - Goblins - Halflings - Havoc Dwarves - Havoc Warriors - High Elves Human Empire - Kingdom of Angels - Mummified Undead - Ogres - Orcs - Ossified Undead - Ratmen Rift Daemons - Saurians - Shadow Stalkers - Sky-City Dwarves - Vampiric Undead - Volcanic Dwarves - Wood Elves |