High Elf Fleets Tactics: Difference between revisions

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|Games = [[Grimdark Future]],<br>[[Grimdark Future Firefight|Grimdark Future: Firefight]]
|Games = [[Grimdark Future]],<br>[[Grimdark Future Firefight|Grimdark Future: Firefight]]
|Species = Elf
|Species = Elf
|Version = 2.50}}
|Version = 3.1.0
}}
'''''Note''': as v3 is in constant development the following might not be accurate.''
 
==Why Play High Elf Fleets==
==Why Play High Elf Fleets==
The high elves are a very flighty and very elite force. All of your troops are quite specialized in their roles, meaning they can serve quite well in their intended role, but will suffer when pushed out of it.
The [[High Elf Fleets]] are a very flighty and very elite force. All of your troops are quite specialized in their roles, meaning they can serve quite well in their intended role, but will suffer when pushed out of it.


'''PROS:'''
'''Pros:'''


* Almost your entire army is some shade of Fast
* Almost your entire army is some shade of Fast
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* Plentiful Rending on the guns
* Plentiful Rending on the guns


'''CONS:'''  
'''Cons:'''  


*Your army is costly as hell
*Your army is costly as hell
*Troops aren't as tanky as your tanks
*Troops are quite fragile
*Your army is very specialized in what they do; attempting to do anything beyond that will only be met with mediocre results at best.


==Army Special Rules==
==Army Special Rules==


*'''Very Fast:''' Fast+1. Some of your models can move 12" and dash/charge 24". Your entire army can cover obscene distances without even blinking. You absolutely will be needing it considering your army's pretty lightweight.  
*'''Drop Grenades:''' Whenever this model moves over enemy units, pick one of them and roll one die, on a 6+ it takes 1 hit.
 
*'''Energy Field:''' This model and its unit get Stealth.
*'''Teleport:''' When activated, this unit can teleport 6" without sacrificing movement and ignoring any terrain.
*'''Hit & Run:''' This model and its unit may move by up to 3” after shooting.
*'''Protected:''' Attacks targeting units where all models have this rule count as having AP(-1), to a min. of AP(0).
*'''Seer Council:'''  Pick one model in this unit to count as having Caster(1), which gets +1 spell token per other model with this rule in its unit each round. If the model is killed, pick another model in the unit to become the next caster.
*'''Shield Wall:''' This model gets +1 to defense rolls against non-spell attacks.
*'''Shield of Grace:''' This model and its unit get the Regeneration.
*Speed Boost: Moves +2” when using Advance, and +4” when using Rush/Charge.
*'''Teleport:''' Once per activation, before attacking, place this model anywhere within 6".
*'''Very Fast:''' Moves +4” when using Advance, and +8” when using Rush/Charge.


==Psychic Spells==
==Psychic Spells==


* '''Hide (4+):''' Enemy unit within 12" takes -1 to hit with shooting. Again, this is critical for protecting your troops.
* '''Hide (1):''' Target enemy unit within 12" gets -1 to hit rolls next time it shoots.
*'''Soul Seeker (4+):''' One enemy model within 12" takes an AP 2 hit. Absolutely welcome to have such a cheap sniping spell.
*'''Soul Seeker (1):''' Target enemy unit within 12" takes 2 hits with AP(2). Absolutely welcome to have such a cheap sniping spell.
*'''Creator (5+):''' Friendly unit within 12" gains +1 to defense when they next get hit. Absolutely worth comboing with Hide.
*'''Creator (2):''' Target 2 friendly units within 12" get +1 to defense rolls next time they take hits. Absolutely worth combining with Hide.
*'''Destroyer (5+):''' Enemy unit within 12" takes 6 hits. Not much, but it can handle mobs.
*'''Destroyer (2):''' Target enemy unit within 12” takes 6 hits.
*'''Blessing (6+):''' One friendly unit within 12" can immediately charge 6" and gets to add +1 to hit in melee. You're only going to use this for the dedicated melee units.
*'''Blessing (3):''' Target 2 friendly units within 18" get +2 to hit rolls next time they charge.
*'''Curse (6+):''' Two enemy units within 6" take a 4 AP 2 hits each. Evil.
*'''Curse (3):''' Target 2 enemy units within 12" take 3 hits with AP(1) each.


==Unit Analysis==
==Unit Analysis==
'''''[THIS SECTION HAS NOT BEEN UPDATED SINCE v2.5.0]'''''


===Heroes===
===Heroes===


*'''Elven King:''' The king's actually quite well-rounded as a leader. While your lone melee weapons are either the stock CCW or the energy sword, you can spend 20 points for Regeneration without losing the option for a gun - of which you can grab a pretty decent variety. The king also has quite a few options for mobility between Teleport, hawk wings (for Ambush and Flying), Fear or a jetbike (Impact 1, Strider, Very Fast and a twin shardgun). The last and most costly option is the Ancient Commander, giving your shooters some mobility, as you let the king and his unit the ability to move 3" before or after their movement.
*'''Elven Noble:''' Your elite hero is incredibly flexible with a very welcome array of options. With a 3+ quality and 4+ defense, they're pretty much embodying the glass cannon lifestyle of the elves, but their loadout makes them far more specialized in certain roles.
 
**''Melee:'' Their base CCW can be replaced with quite a few special weapons for the melee-minded noble, but they won't be strong enough to easily take down stronger heroes. The Dire Sword gives you the means to handle small crowds. The Energy Sword is better for fighting infantry with high defenses, but the Chain-Sword gives an extra swing without Rending. The Killing Sword provides the ultimate answer for heroes and monsters, leaving the Energy Spear to punch through high defense.
*'''High Seer:''' Your most elite psychic has 3+ quality, giving a good lot of power. Besides the shard pistol, you have a choice between the energy sword or an energy spear reliable AP 2 without spending anything. Alongside boosting their psychic level to 2, you can buy a jetbike for the seer as well, giving you a super-mobile means to cast and block as you see fit.
**''Shooting:'' Their stock Shard Pistol provides a single shot with Rending for potential high AP. The Shard Carbine gives better range as well as an extra shot. The Laser Blaster gives you better range but no Rending. The Web Spinner gives an extra shot to the pistol, but replaces Rending with a high AP(4). Shot Missiles give you incredible range AP(3) Deadly(3), but you're only getting one shot. The Fusion Rifle provides you the means to demolish tanks, while the Swarm Missiles give extreme-range AP(1) shots.
 
**''Mounts:'' While not all actual "mounts", they all take the same slot. The Banshee Howl is best for melee nobles by equipping Fear. The Scorpion Suit is a bit more covert, giving Scout and Stealth on top of Impact(1) so they can help with flanking Scorpions. Hawk Wings give you the flight power of jetpacks for other armies with Ambush and Flying, which the Spider Suit can substitute with Teleport. Last among these is the jetbike, which not only gives Speed Boost for high-speed antics, but also more Tough, Strider and a Twin Shardgun.
*'''Seer Council:''' Slightly worse shots than the high seer, but you have three models giving you a psychic level equal to the number of models present, though only one chance to block spells. They are otherwise identical to the high seer, including the ability to buy jetbikes. Good for accompanying the high seer.
**''Upgrades:'' Apart from the other upgrades is an Energy Shield, giving Regeneration if you're expecting plenty of targeted fire like a sniper. Aside from that is a choice between either High Seer for Psychic(1), Ancient Commander for Hit & Run antics for annoying shooting, and Lord Protector for Shield of Grace's squad protection.
 
*'''Guardian Elite:''' A slightly more affordable Noble, but they're now on par with the Defenders and Storms with a 4+ quality and 5+ defense. They're otherwise able to equip the same weapons as the Noble, though the only mount they can get is the jetbike. If you're planning to hide a hero in the back with Psychic or Shield of Grace, then you'd be better served by saving the points for an Elite and the boosts.
* '''Avatar of Flames:''' Obscenely costly, but very powerful with a 2+ to quality and defense. It comes with what's effectively a fusion rifle for shooting and 6 AP 2 sword swings, making it frightening to face. On top of that, it remains Fast while also having Regeneration and Tough 12, guaranteeing that the enemy's gonna need to load up the heavy guns to take the avatar down.


=== Infantry===
=== Infantry===


*'''Storm Squad:''' Your force is pretty light, though 4+ quality makes them better than most hordes. Issue is that your armaments are pretty meager with only a shard pistol and CCW, relying on Fast to get stuck in. You can buy two energy swords for some rending and AP, while two of the guns can be either flamethrowers or fusion rifles.
* '''Seer Council:''' A squad of three Guardian Elites with 4+ defense, giving you a Psychic(1) but able to roll as many dice as there are models for each cast or block they make. They come with Energy Swords and Shard pistols, with their only options being either buying Energy Spears for a guaranteed AP(4) or buying jetbikes so they can go fast. While very expensive in comparison to a hero who buys Psychic, there's no denying the reliability of their casting by having three bodies.
 
* '''Guardian Squad:''' The shooty version of the Storm Squad. Each of them carries a shardgun, which are shard pistols with another attack. Their guns pretty much are their life, though you can grab a weapons platform for a longer-range heavy weapon. If you're not patient with managing reapers, then you're well-served by this.
 
* '''Ranger Squad:''' For only 5 points higher than the guardians, you can get rangers with sniper rifles, Scout and Stealth. While you're not utterly helpless like most dedicated sniper units, you're not in a good spot if you're in danger regardless.


* '''Avengers Squad:''' By default, the avengers are slightly better than guardians, with slightly better range on their shard carbines and 4+ defense. Like the guardians, you will need to learn to love these things if you want to get far, and you can give one unit two of them for fun. If you want something more suited to melee, you can instead swap the carbine for a shard pistol and either an energy sword or a dire sword (AP 3) for free. However, if you value the lives of these troops, you can go down to a pistol+CCW to give the squad Regeneration.
*'''Defender Squad:''' Your basic troops with 4+ quality, making them a good bit more dangerous than something like the HDF troops. Each of them carries a Shardgun, which are Shard Pistols with another attack. Their guns pretty much are their life, as you've got no other guns to equip aside from buying a gun platform. If you're not patient with managing reapers, then you're well-served by this.
**''Gun Platform:'' While very expensive, buying a Gun Platform gives you long-range firepower that can better handle hordes and tanks. The Shard Cannon is essentially two Shardguns slapped together with double the range, so you have plenty of chances to trigger Rending. The Scatter Laser gives better range for rapid-fire AP(1), which the Star Cannon can improve at considerable cost for AP(2). The Missile Launcher is best for taking down Aircraft or Stealthed enemies thanks to Lock-On while the Laser Lance gives better AP.
*'''Storm Squad:''' Melee defenders given a pretty meager with only a Shard Pistol and CCW, relying on Fast and Scout to get stuck in. You can buy two Energy Swords for some Rending and AP, while two of the guns can become either Flamethrowers or Fusion Rifles if you need some special weapons. If you're particularly worried about their safety, the Hologram Platform can give you a bit of extra defense at range by providing Stealth.
*'''Avengers Squad:''' By default, the avengers are slightly improved guardians, with slightly better range on their Shard Carbines and 4+ defense. Like the guardians, you will need to learn to love these things if you want to get far, and you can give one unit two of them for fun. If you want something more suited to melee, you can instead swap the carbine for a Shard Pistol and either an Energy Sword or a Dire Sword if you need some melee prowess and 5 extra points. However, if you value the lives of these troops above all else, you can take the Pistol+weapon and replace the Pistol to give the squad Shield of Grace - but beware that doing so comes at an OBSCENE cost.
*'''Banshee Squad:''' You'll be needing Strider because this unit's all about close combat. After all, they get Energy Swords as default weapons and for 20 points you can buy Fear. If you're planning on focusing more on shooting you can try a Tri-Sling to exchange melee power for shooting power while those more keen on melee by weight of die would look at the Dual Mirror Swords so you can go all-in on the melee train. Buy a Killing Sword if you plan on throwing the banshees at a hero or heavy unit, as it's the best use for Deadly.
*'''Spider Squad:''' Ambush and Teleport mean that they can pretty much be wherever they want, though they lack Fast. The Web Spinner is pretty much a Shardgun with an insane AP(4), making it one of your main tools against high-defense squads. The Web Rifle is there if you need a but more range, but the Twin Web Spinner exists if you just want things gone faster. You can also give a model Dual Spider Blades with Posion, but don't delude yourself into thinking that this will make them any reliable in a fight.
*'''Hawk Squad:''' Your Laser Blasters have twice the range and more attacks, but it lacks the Shardguns' Rending. With Ambush and Flying, you'll have plenty of space to move around for the sake of getting all your shots, though buying Drop Grenades can let you also pop some enemies while not even engaging them. If you need more beyond your Laser Blasters, you can give one model either the surprising AP(2) Hawk Laser or the Sun Blaster if you really need rapid fire on top or Rending. You can also get an Energy Sword, but as with any other squad with fancy guns and CCWs, this won't make them good in combat that they should be thrown in the front lines.
*'''Scorpion Squad:''' Another melee squad, but you have Scout and Stealth to set you up in better positions and Chain-Swords for a sizeable amount of AP(1) swings on top of Impact(1). One model can replace their base pistol for a Scorpion Fist <small>(that is actually a gun)</small> if you really need more pistol shots and another can replace their sword with a Biting Sword for Poison on their hits instead of AP(1). Another model still can turn in their entire loadout for Dual Energy Swords, making for some incredible melee power.
*'''Dragon Squad:''' The entire squad has Fusion Rifles, meaning you're presenting an existential threat to any tank-heavy armies. If you're really keen on annihilating a superheavy tank or titan, you might want to try a Fusion Pike for an even deadlier fusion weapon, while giving the entire squad Heavy Flamethrowers is there if you're actually up against massive hordes.


*'''Banshee Squad:''' You'll be needing strider because this unit's all about combat. After all, they get energy swords as default weapons and for 20 points you can buy Fear. If you're planning on focusing more on shooting you can try a tri-sling for 3 extra shots (without Rending) while those more keen on melee by weight of die would look at the mirror swords so you can throw 6 attacks without any shooting or Rending. Buy an execution sword if you plan on throwing the banshees at a hero or heavy weapons attachment, as it's the best use for Deadly 3.
* '''Ranger Squad:''' Like Defenders but with Sniper Rifles, Scout, Stealth, and Strider so they can set up from anywhere at any time. Though the 4+ quality makes them far from defenseless in a fight, they're very much a lost cause if they aren't shooting.
*'''Reaper Squad:''' A heavy weapon squad with Relentless and Fast is a hard thing to find in this game. If the base Swarm Missiles don't satisfy, you can give any of them Shot Missiles for some Deadly shots. You can also buy one model either a Shard Cannon for mass fire with Rending, or Tempest Missiles for bombardment with Indirect - which might be an issue if you're planning to keep them moving.


*'''Reaper Squad:''' One of your few Slow units, but they're well-protected and have very long-ranged weapons to compensate. If the base missiles don't satisfy, you can give any of them shot missiles for some serious punch. You can also buy either a shard cannon for short-range mass fire with Rending or tempest missiles for Indirect blasting - it's not like you're very mobile to begin with.
* '''Wraith Suit Squad:''' Heavyweight units with 3+ quality and defense and Tough(3) Fearless but they lack Fast. Their base Distortion Guns provide you with Blast(3) right out the box, but you could also give the squad Wraith Cannons for more high AP attacks. If you're keen on making these tanky boys more melee-focused, you're stuck with replacing their guns with either Dual Energy Swords for a ton of attacks or Energy swords and Shields for Regeneration.


*'''Dragon Squad:''' The entire squad has heavy flamethrowers, meaning you're throwing out a lot of attacks. If you're set on killing tanks, you're going to want the fusion rifles or pikes - the only difference between the two is just range. Just beware the price tag because these things don't come cheap.
*'''Jetbike Squad:''' Jebikes are fun because they have Strider and Very Fast, meaning they can pretty much be anywhere you want, and come with Tough(3) so they won't go down quickly. Thankfully they're also quite flexible thanks to having both Twin Shardguns as well as CCWs+Pistols in order to engage at any range. The Shardguns can be swapped out for either a Shard Cannon for rapid fire at a better range, while the Scatter Laser comes with a fixed AP(1). On top of that, you can also replace bike's CCW+Pistol for Sniper Rifles if you need the super-mobile sharpshooter and Hologram Fields for the squad helps protect them from potshots. However, you can also replace the melee weapons with either Energy Spears for more Impact or Laser Spears to nail Tough things - which can then be replaced with either an Energy Sword for a more reliable infantry fighting choice or a Star Spear if you have high defenses to rip through.
 
*'''Scorpion Squad:''' Another melee squad, but you have Scout and Stealth to set you up in better positions and the option for a biting sword if you feel Poison will be more worthwhile than Rending. Scorpion claw gives what amounts to another pistol shot, and you can still make one of them go full-melee with two energy swords.
 
*'''Spider Squad:''' Ambush and Teleport mean that they can pretty much be wherever they want, though they lack Fast. The web spinner is pretty much a shardgun with AP 1, which you can then give one guy either a second one of or buy the web spinner rifle for slightly longer range. Spider blades give you two weapons with AP 1, which should really only be for self-defense.
 
* '''Hawk Squad:''' Your laser blasters have twice the range and more attacks, but it lacks the shardguns' Rending. With Ambush and Flying, you'll have plenty of space to move around for the sake of getting all your shots. For guns you're stuck with spending 5 points for either AP 1 or Poison on your laser blaster. You could also grab an energy sword for token melee, but there's not really much reason to do so when you all have long-range guns.
 
*'''Wraith Suit Squad:''' Heavyweight units with 2+ defense and Tough 3, but lack Slow. Wraith cannons provide you with high AP right out the box, but you could also give the squad distortion guns for a lot of attacks with Rending. If you're more keen on making these tanky boys more melee-focused, you're stuck with either twin energy swords or energy swords and shields for Regeneration.
 
*'''Jetbike Squad:''' Jebikes are fun because they have Strider and Very Fast, meaning they can pretty much be anywhere you want. While you can use them to charge with Impact, you're going to be stuck with CCWs. It's better to view them as mobile weapons platforms, as your only other options see you sacrifice your weapons for twin shardguns with the option for one long-range shard cannon.
 
* '''Jetspear Squad:''' Better jetbikers with laser spears to lean into Impact a bit harder and twin shardguns. You could give one guy an energy sword to make ongoing combat slightly less torturous or a star lance for AP 4 on the charge, making it pretty much able to nail anything.


===Vehicles===
===Vehicles===


*'''Anti-Gravity APC:''' A fairly cheap but very versatile transport with Very Fast and Strider to make sure you get where you need. On top of the stock twin shardgun (you can swap this for a longer-range shard cannon), you can also buy a long-range heavy gun and then have the option between Stealth or the very dangerous pulse laser.  
*'''Anti-Gravity APC:''' A fairly cheap but very versatile transport with Very Fast and Strider to make sure you get where you need. You also have the option of Stealth and the Pulse Laser to get around cover.
**''Shooting:'' On top of the stock Twin Shardgun you can swap this for a longer-range Shard Cannon, you can also buy two more Shard Cannons. Each of these cannons can be replaced with a list of weapons. Scatter Lasers provide extra range for a fixed AP(1), the Missile Launcher lets you pop flyers with Lock-On, the Laser Lance demolishes tanks, and the Star Cannon exists to blow up high-defense infantry.


*'''Anit-Gravity Tank:''' A bit tougher than the APC and comes with a star cannon on top. While it has most of the same options, it can also replace the star cannon with a dizzying variety of heavy cannons, including the costly but devastating prism cannon and doom cannon.  
*'''Anit-Gravity Tank:''' A bit tougher than the APC and comes with two Rapid Shard Cannons on top. While it can replace the Twin Shardgun with a Shard Cannon and the option of Stealth and Pulse Laser like the APC, its focus is more on the big guns.
**''Shooting:'' Those Rapid Shard Cannons can be either be replaced one at a time or both at once depending on what you want to prioritize. Replacing only one can let you grab a rapid-fire AP(1) Rapid Scatter Laser, a Rapid Missile Launcher to guarantee any flyers go down, a Rapid Laser Lance to total tanks, and the Rapid Star Cannon for more AP(2). Replacing both gives you the option between either the tank-demolishing Prism Cannon or the Spinner Cannon's high-AP artillery power.
*'''Support Artillery:''' Your only Slow unit in the army, but you don't need to move it much anyways - the stock Shadow Cannon is a Blast weapon with Inaccurate. If you want anti-air, you can snag the Vibration Cannon, or grab the Distortion Cannon if you need high AP artillery.


*'''Heavy Jetbike:''' While beefier than the regular bike, it's not by much - You're only Tough 3. Instead, it serves as another platform for some of the heavy cannons the tank could grab. Buying Stealth would absolutely help in your case because of how relatively fragile you are in comparison.
*'''Heavy Jetbike:''' While considered a bike, it's really as well equipped as the APC that just happens to be Very Fast. That Shard Cannon can be replaced with any of the weapons that you could get for the same one on the APC and tank if you got one on those, and whatever you do will still keep the Twin Shardgun to maintain mid-range Rending.
* '''Support Artillery:''' Your only Slow vehicle, but you don't need to move it much anyways - the distortion cannon is high-AP, Blast 3 and has Inaccurate. If you want anti-air, you can snag the vibration cannon, or grab the shadow cannon for long-range bombardment with Blast 3, Rending and Indirect.


===Walkers===
===Walkers===


*'''Combat Walker:''' While not as fast as everything else, this walker's still Fast and comes with Scout so you can use those star cannons early. You can swap either of these cannons out of the list of heavy weapons available to the tank and heavy jetbike in any manner of combination. Again, Stealth will help as you will be grabbing attention pretty early.
*'''Combat Walker:''' While not as fast as everything else, this walker's still Fast and comes with Scout so you can use those Shard Cannons early. You can swap either of these cannons out of the list of heavy weapons available to the APC and Heavy Jetbike in any manner of combination. Again, Stealth will help as you will be grabbing attention pretty early.


*'''Wraith Walker:''' The bigger walker has smaller shardguns, but also an AP 3 ghost sword. If you want more shooting, you can instead buy flamethrowers for more attacks instead of the shardguns. You can then buy up to two guns between star cannons, shard cannons, scatter lasers, missile launchers or the star lance, all providing way better shooting from afar.
*'''Wraith Walker:''' The bigger walker has two Shardguns and two Ghost Swords for anti-infantry. If you want more shooting, you can buy Flamethrowers for more shots to replace the Shardguns and you can buy up to two Rapid Shard Cannons, each of which can be replaced with any of the weapons given to the Tank that replace only one gun. If you need more AP, you can drop a sword for an AP(4) fist. On top of all this, you can also make the pilot Psychic so you can have a heavyweight caster to back up your hero.


=== Aircraft===
=== Aircraft===


*'''Wraith Plane:''' Bizarrely enough, this plane is psychic. This means that you can have a very mobile and hard to hit plane firing mind bullets and shielding allies while also using its heavy distortion guns to obliterate. That said, make sure you target whatever dedicated long-range firepower and anti-air the enemy has, because that's what you really should fear.
*'''Wraith Plane:''' Bizarrely enough, this plane is Psychic. This means that you can have a very mobile and hard to hit plane firing mind bullets and shielding allies while also using its Twin Distortion Guns to obliterate crowds. That said, make sure you target whatever dedicated long-range firepower and anti-air the enemy has, because that's what you really should fear.


*'''Hunter Plane:''' The dedicated dogfighter. This plane's got a pulse laser and two star cannons, giving you plenty of AP. Your only option is to swap out the star cannons for laser lances, cutting your range and limiting your shots but also giving AP 4 and Deadly 6, the perfect choice for killing tanks and titans.
*'''Hunter Plane:''' The dedicated dogfighter. This plane's got a Pulse Laser and Twin Laser Lance, giving you plenty of anti-armor firepower. Your only option is to swap out the Twin Laser Lance, for a Twin Star Cannon, sacrificing Deadly for more firepower so it can handle infantry more handily.


===Titans===
===Titans===


*'''Wraith Titan:''' A genuine behemoth, even bigger than the avatar of flames though less adept in melee...by default. See, it has two wraith cannons for crushing armor, but you can instead buy a ghost sword like the wraith walker or the sun cannon for blasting - both come with Regeneration from a shield. If you're looking for another gun, you can buy the star cannon, the shard cannon or the scatter laser. None of them have the punch, but they give you more things to blast.
*'''Wraith Titan:''' A genuine behemoth. It comes stock with merely stomps as well as some high AP punches, but it comes with quite a few options to fight. Before you can even equip its hands with anything, you can buy up to two mounts for either mass-fire Rapid Shard Cannons, Rapid Scatter Lasers, or Star Cannons depending on how much you need the range as well as the AP. If you need to go all-in on melee, then you can grab a Titan Sword, complete with a Titan Shield for melee power with Regeneration. If you wanted to stay at range, you can replace the fists with either a Twin Heavy Wraith Cannon to demolish tank and titan alike or the Sun Cannon for titan-sized artillery complete with the Titan Shield.
*'''Avatar of Flames:''' Lacks customization, but with a 2+ quality and defense on top of Regeneration as well as some devastating weapons, there's no need to. Its Gaze of Doom is as powerful as multiple Fusion Guns so it can burn tanks if it doesn't want to go through the effort of approaching for its barrage of AP(2) Rending sword strikes and stomps. The one thing that might deter someone from using it is the fact that it's way more expensive than the Wraith Titan for fewer Tough and less specialization.


==List Building & Tactics ==
==List Building & Tactics ==
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*[[High Elf Fleets]]
*[[High Elf Fleets]]
*[[High Elf Fleets Quickplay Armies]]
*[[High Elf Fleets Quickplay Armies]]
* [[:Category:Grimdark Future Tactics|Grimdark Future Tactics]]
*[[:Category:Grimdark Future Tactics|Grimdark Future Tactics]]
* [[Grimdark Future List Building]]
*[[Grimdark Future List Building]]
* [[Grimdark Future Strategy]]
*[[Grimdark Future Strategy]]
* [[Grimdark Future]]
*[[Grimdark Future]]
[[Category:Grimdark Future (game)]]
 
{{Faction-Links
|Faction = High Elf Fleets
|Links =  [[High Elf Fleets|Overview]] - [[High Elf Fleets Tactics|Tactics]] - [[High Elf Fleets Firefight Tactics|Firefight Tactics]] - [[High Elf Fleets Miniatures|Miniatures]] - [[High Elf Fleets Quickplay Armies|Quickplay Armies]] - [[High Elf Fleets Firefight Quickplay Armies|Firefight Quickplay Armies]]
}}
{{GDF-Tactics}}
 
[[Category:Grimdark Future Tactics]]
[[Category:Grimdark Future Tactics]]
[[Category:High Elf Fleets]]
[[Category:High Elf Fleets]]

Latest revision as of 15:23, 26 October 2023

High Elf Fleets
Setting: Grimdark Future
Games: Grimdark Future,
Grimdark Future: Firefight
Species: Elf
Version: v3.1.0

Note: as v3 is in constant development the following might not be accurate.

Why Play High Elf Fleets

The High Elf Fleets are a very flighty and very elite force. All of your troops are quite specialized in their roles, meaning they can serve quite well in their intended role, but will suffer when pushed out of it.

Pros:

  • Almost your entire army is some shade of Fast
  • Great tanks
  • Plentiful Rending on the guns

Cons:

  • Your army is costly as hell
  • Troops are quite fragile
  • Your army is very specialized in what they do; attempting to do anything beyond that will only be met with mediocre results at best.

Army Special Rules

  • Drop Grenades: Whenever this model moves over enemy units, pick one of them and roll one die, on a 6+ it takes 1 hit.
  • Energy Field: This model and its unit get Stealth.
  • Hit & Run: This model and its unit may move by up to 3” after shooting.
  • Protected: Attacks targeting units where all models have this rule count as having AP(-1), to a min. of AP(0).
  • Seer Council: Pick one model in this unit to count as having Caster(1), which gets +1 spell token per other model with this rule in its unit each round. If the model is killed, pick another model in the unit to become the next caster.
  • Shield Wall: This model gets +1 to defense rolls against non-spell attacks.
  • Shield of Grace: This model and its unit get the Regeneration.
  • Speed Boost: Moves +2” when using Advance, and +4” when using Rush/Charge.
  • Teleport: Once per activation, before attacking, place this model anywhere within 6".
  • Very Fast: Moves +4” when using Advance, and +8” when using Rush/Charge.

Psychic Spells

  • Hide (1): Target enemy unit within 12" gets -1 to hit rolls next time it shoots.
  • Soul Seeker (1): Target enemy unit within 12" takes 2 hits with AP(2). Absolutely welcome to have such a cheap sniping spell.
  • Creator (2): Target 2 friendly units within 12" get +1 to defense rolls next time they take hits. Absolutely worth combining with Hide.
  • Destroyer (2): Target enemy unit within 12” takes 6 hits.
  • Blessing (3): Target 2 friendly units within 18" get +2 to hit rolls next time they charge.
  • Curse (3): Target 2 enemy units within 12" take 3 hits with AP(1) each.

Unit Analysis

[THIS SECTION HAS NOT BEEN UPDATED SINCE v2.5.0]

Heroes

  • Elven Noble: Your elite hero is incredibly flexible with a very welcome array of options. With a 3+ quality and 4+ defense, they're pretty much embodying the glass cannon lifestyle of the elves, but their loadout makes them far more specialized in certain roles.
    • Melee: Their base CCW can be replaced with quite a few special weapons for the melee-minded noble, but they won't be strong enough to easily take down stronger heroes. The Dire Sword gives you the means to handle small crowds. The Energy Sword is better for fighting infantry with high defenses, but the Chain-Sword gives an extra swing without Rending. The Killing Sword provides the ultimate answer for heroes and monsters, leaving the Energy Spear to punch through high defense.
    • Shooting: Their stock Shard Pistol provides a single shot with Rending for potential high AP. The Shard Carbine gives better range as well as an extra shot. The Laser Blaster gives you better range but no Rending. The Web Spinner gives an extra shot to the pistol, but replaces Rending with a high AP(4). Shot Missiles give you incredible range AP(3) Deadly(3), but you're only getting one shot. The Fusion Rifle provides you the means to demolish tanks, while the Swarm Missiles give extreme-range AP(1) shots.
    • Mounts: While not all actual "mounts", they all take the same slot. The Banshee Howl is best for melee nobles by equipping Fear. The Scorpion Suit is a bit more covert, giving Scout and Stealth on top of Impact(1) so they can help with flanking Scorpions. Hawk Wings give you the flight power of jetpacks for other armies with Ambush and Flying, which the Spider Suit can substitute with Teleport. Last among these is the jetbike, which not only gives Speed Boost for high-speed antics, but also more Tough, Strider and a Twin Shardgun.
    • Upgrades: Apart from the other upgrades is an Energy Shield, giving Regeneration if you're expecting plenty of targeted fire like a sniper. Aside from that is a choice between either High Seer for Psychic(1), Ancient Commander for Hit & Run antics for annoying shooting, and Lord Protector for Shield of Grace's squad protection.
  • Guardian Elite: A slightly more affordable Noble, but they're now on par with the Defenders and Storms with a 4+ quality and 5+ defense. They're otherwise able to equip the same weapons as the Noble, though the only mount they can get is the jetbike. If you're planning to hide a hero in the back with Psychic or Shield of Grace, then you'd be better served by saving the points for an Elite and the boosts.

Infantry

  • Seer Council: A squad of three Guardian Elites with 4+ defense, giving you a Psychic(1) but able to roll as many dice as there are models for each cast or block they make. They come with Energy Swords and Shard pistols, with their only options being either buying Energy Spears for a guaranteed AP(4) or buying jetbikes so they can go fast. While very expensive in comparison to a hero who buys Psychic, there's no denying the reliability of their casting by having three bodies.
  • Defender Squad: Your basic troops with 4+ quality, making them a good bit more dangerous than something like the HDF troops. Each of them carries a Shardgun, which are Shard Pistols with another attack. Their guns pretty much are their life, as you've got no other guns to equip aside from buying a gun platform. If you're not patient with managing reapers, then you're well-served by this.
    • Gun Platform: While very expensive, buying a Gun Platform gives you long-range firepower that can better handle hordes and tanks. The Shard Cannon is essentially two Shardguns slapped together with double the range, so you have plenty of chances to trigger Rending. The Scatter Laser gives better range for rapid-fire AP(1), which the Star Cannon can improve at considerable cost for AP(2). The Missile Launcher is best for taking down Aircraft or Stealthed enemies thanks to Lock-On while the Laser Lance gives better AP.
  • Storm Squad: Melee defenders given a pretty meager with only a Shard Pistol and CCW, relying on Fast and Scout to get stuck in. You can buy two Energy Swords for some Rending and AP, while two of the guns can become either Flamethrowers or Fusion Rifles if you need some special weapons. If you're particularly worried about their safety, the Hologram Platform can give you a bit of extra defense at range by providing Stealth.
  • Avengers Squad: By default, the avengers are slightly improved guardians, with slightly better range on their Shard Carbines and 4+ defense. Like the guardians, you will need to learn to love these things if you want to get far, and you can give one unit two of them for fun. If you want something more suited to melee, you can instead swap the carbine for a Shard Pistol and either an Energy Sword or a Dire Sword if you need some melee prowess and 5 extra points. However, if you value the lives of these troops above all else, you can take the Pistol+weapon and replace the Pistol to give the squad Shield of Grace - but beware that doing so comes at an OBSCENE cost.
  • Banshee Squad: You'll be needing Strider because this unit's all about close combat. After all, they get Energy Swords as default weapons and for 20 points you can buy Fear. If you're planning on focusing more on shooting you can try a Tri-Sling to exchange melee power for shooting power while those more keen on melee by weight of die would look at the Dual Mirror Swords so you can go all-in on the melee train. Buy a Killing Sword if you plan on throwing the banshees at a hero or heavy unit, as it's the best use for Deadly.
  • Spider Squad: Ambush and Teleport mean that they can pretty much be wherever they want, though they lack Fast. The Web Spinner is pretty much a Shardgun with an insane AP(4), making it one of your main tools against high-defense squads. The Web Rifle is there if you need a but more range, but the Twin Web Spinner exists if you just want things gone faster. You can also give a model Dual Spider Blades with Posion, but don't delude yourself into thinking that this will make them any reliable in a fight.
  • Hawk Squad: Your Laser Blasters have twice the range and more attacks, but it lacks the Shardguns' Rending. With Ambush and Flying, you'll have plenty of space to move around for the sake of getting all your shots, though buying Drop Grenades can let you also pop some enemies while not even engaging them. If you need more beyond your Laser Blasters, you can give one model either the surprising AP(2) Hawk Laser or the Sun Blaster if you really need rapid fire on top or Rending. You can also get an Energy Sword, but as with any other squad with fancy guns and CCWs, this won't make them good in combat that they should be thrown in the front lines.
  • Scorpion Squad: Another melee squad, but you have Scout and Stealth to set you up in better positions and Chain-Swords for a sizeable amount of AP(1) swings on top of Impact(1). One model can replace their base pistol for a Scorpion Fist (that is actually a gun) if you really need more pistol shots and another can replace their sword with a Biting Sword for Poison on their hits instead of AP(1). Another model still can turn in their entire loadout for Dual Energy Swords, making for some incredible melee power.
  • Dragon Squad: The entire squad has Fusion Rifles, meaning you're presenting an existential threat to any tank-heavy armies. If you're really keen on annihilating a superheavy tank or titan, you might want to try a Fusion Pike for an even deadlier fusion weapon, while giving the entire squad Heavy Flamethrowers is there if you're actually up against massive hordes.
  • Ranger Squad: Like Defenders but with Sniper Rifles, Scout, Stealth, and Strider so they can set up from anywhere at any time. Though the 4+ quality makes them far from defenseless in a fight, they're very much a lost cause if they aren't shooting.
  • Reaper Squad: A heavy weapon squad with Relentless and Fast is a hard thing to find in this game. If the base Swarm Missiles don't satisfy, you can give any of them Shot Missiles for some Deadly shots. You can also buy one model either a Shard Cannon for mass fire with Rending, or Tempest Missiles for bombardment with Indirect - which might be an issue if you're planning to keep them moving.
  • Wraith Suit Squad: Heavyweight units with 3+ quality and defense and Tough(3) Fearless but they lack Fast. Their base Distortion Guns provide you with Blast(3) right out the box, but you could also give the squad Wraith Cannons for more high AP attacks. If you're keen on making these tanky boys more melee-focused, you're stuck with replacing their guns with either Dual Energy Swords for a ton of attacks or Energy swords and Shields for Regeneration.
  • Jetbike Squad: Jebikes are fun because they have Strider and Very Fast, meaning they can pretty much be anywhere you want, and come with Tough(3) so they won't go down quickly. Thankfully they're also quite flexible thanks to having both Twin Shardguns as well as CCWs+Pistols in order to engage at any range. The Shardguns can be swapped out for either a Shard Cannon for rapid fire at a better range, while the Scatter Laser comes with a fixed AP(1). On top of that, you can also replace bike's CCW+Pistol for Sniper Rifles if you need the super-mobile sharpshooter and Hologram Fields for the squad helps protect them from potshots. However, you can also replace the melee weapons with either Energy Spears for more Impact or Laser Spears to nail Tough things - which can then be replaced with either an Energy Sword for a more reliable infantry fighting choice or a Star Spear if you have high defenses to rip through.

Vehicles

  • Anti-Gravity APC: A fairly cheap but very versatile transport with Very Fast and Strider to make sure you get where you need. You also have the option of Stealth and the Pulse Laser to get around cover.
    • Shooting: On top of the stock Twin Shardgun you can swap this for a longer-range Shard Cannon, you can also buy two more Shard Cannons. Each of these cannons can be replaced with a list of weapons. Scatter Lasers provide extra range for a fixed AP(1), the Missile Launcher lets you pop flyers with Lock-On, the Laser Lance demolishes tanks, and the Star Cannon exists to blow up high-defense infantry.
  • Anit-Gravity Tank: A bit tougher than the APC and comes with two Rapid Shard Cannons on top. While it can replace the Twin Shardgun with a Shard Cannon and the option of Stealth and Pulse Laser like the APC, its focus is more on the big guns.
    • Shooting: Those Rapid Shard Cannons can be either be replaced one at a time or both at once depending on what you want to prioritize. Replacing only one can let you grab a rapid-fire AP(1) Rapid Scatter Laser, a Rapid Missile Launcher to guarantee any flyers go down, a Rapid Laser Lance to total tanks, and the Rapid Star Cannon for more AP(2). Replacing both gives you the option between either the tank-demolishing Prism Cannon or the Spinner Cannon's high-AP artillery power.
  • Support Artillery: Your only Slow unit in the army, but you don't need to move it much anyways - the stock Shadow Cannon is a Blast weapon with Inaccurate. If you want anti-air, you can snag the Vibration Cannon, or grab the Distortion Cannon if you need high AP artillery.
  • Heavy Jetbike: While considered a bike, it's really as well equipped as the APC that just happens to be Very Fast. That Shard Cannon can be replaced with any of the weapons that you could get for the same one on the APC and tank if you got one on those, and whatever you do will still keep the Twin Shardgun to maintain mid-range Rending.

Walkers

  • Combat Walker: While not as fast as everything else, this walker's still Fast and comes with Scout so you can use those Shard Cannons early. You can swap either of these cannons out of the list of heavy weapons available to the APC and Heavy Jetbike in any manner of combination. Again, Stealth will help as you will be grabbing attention pretty early.
  • Wraith Walker: The bigger walker has two Shardguns and two Ghost Swords for anti-infantry. If you want more shooting, you can buy Flamethrowers for more shots to replace the Shardguns and you can buy up to two Rapid Shard Cannons, each of which can be replaced with any of the weapons given to the Tank that replace only one gun. If you need more AP, you can drop a sword for an AP(4) fist. On top of all this, you can also make the pilot Psychic so you can have a heavyweight caster to back up your hero.

Aircraft

  • Wraith Plane: Bizarrely enough, this plane is Psychic. This means that you can have a very mobile and hard to hit plane firing mind bullets and shielding allies while also using its Twin Distortion Guns to obliterate crowds. That said, make sure you target whatever dedicated long-range firepower and anti-air the enemy has, because that's what you really should fear.
  • Hunter Plane: The dedicated dogfighter. This plane's got a Pulse Laser and Twin Laser Lance, giving you plenty of anti-armor firepower. Your only option is to swap out the Twin Laser Lance, for a Twin Star Cannon, sacrificing Deadly for more firepower so it can handle infantry more handily.

Titans

  • Wraith Titan: A genuine behemoth. It comes stock with merely stomps as well as some high AP punches, but it comes with quite a few options to fight. Before you can even equip its hands with anything, you can buy up to two mounts for either mass-fire Rapid Shard Cannons, Rapid Scatter Lasers, or Star Cannons depending on how much you need the range as well as the AP. If you need to go all-in on melee, then you can grab a Titan Sword, complete with a Titan Shield for melee power with Regeneration. If you wanted to stay at range, you can replace the fists with either a Twin Heavy Wraith Cannon to demolish tank and titan alike or the Sun Cannon for titan-sized artillery complete with the Titan Shield.
  • Avatar of Flames: Lacks customization, but with a 2+ quality and defense on top of Regeneration as well as some devastating weapons, there's no need to. Its Gaze of Doom is as powerful as multiple Fusion Guns so it can burn tanks if it doesn't want to go through the effort of approaching for its barrage of AP(2) Rending sword strikes and stomps. The one thing that might deter someone from using it is the fact that it's way more expensive than the Wraith Titan for fewer Tough and less specialization.

List Building & Tactics

General Advice

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Tactics

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See Also

High Elf Fleets
Overview - Tactics - Firefight Tactics - Miniatures - Quickplay Armies - Firefight Quickplay Armies
Grimdark Future tactics
List Building - Strategy - Special Rules
Alien Hives - Battle Brothers - Blessed Sisters - Custodian Brothers - DAO Union - Dark Elf Raiders - Dwarf Guilds
Elven Jesters - Eternal Dynasty - Havoc Brothers - High Elf Fleets - Human Defense Force
Human Inquisition - Infected Colonies - Jackals - Machine Cult - Orc Marauders - Prime Brothers - Ratmen Clans
Rebel Guerrillas - Robot Legions - Saurian Starhost - Soul-Snatcher Cults - Titan Lords - Wormhole Daemons