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High Elf tactics; Requesting advice!
Topic Started: 5 May 2009, 07:45 PM (338 Views)
Fraserbear
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Sergeant
Hello, I am starting a large (3k points upwards) High Elf force, with a Saphery theme (cute magic user elf chick heavy). I was wondering if anyone here has any experiance with magic heavy HElf armies, and if anyone had any tips. As I want to go for a Saphery theme, I'm guessing lots of Swordmasters would be fluffy, but.... on the other hand, I like cavalry and wish to mount my Arch-Mages (oo-er) on dwaggins (Rule of Cool > all). Would a Swordmaster anvil, Silver Helm/Arch-Mage hammer plan work? And lastly a more specific question, are the Lores of Life and/or Light any good? If I had an Arch-Mage (or two... mmmm twins), they could concievably spam heal their mounts, making them nigh unkillable. Is this viable?
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Brambleten
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The Red Hood
until the lizardmen release i played relatively magic heavy high elves. in 2k, the most magic heavy you are going to get if you take an archmage on moon dwaggin is 1 lvl 4 and 2 lvl 2s, then magic items.
my experiences of lore of life finish at stopping a Dark Elf shooty army shootying at me enough for my wood elf partner to get his wardancers into combat. lore of light i find is effective against undead/demons, due to increased strength in the 2 hitty spells. other than that, i usually run 1 high magic mage due to the awesomeness and drain magic (cast twice and watch black horror cast on 18+ :D ) and then either metal, death (most usual) or fire.

swordmasters might make a good anvil, but they are too lightly armoured to take much damage. you would be better off by having a larger block of spearmen and then a couple of flanking units of swordmasters.

from games my silver helms have played it, they either suffer from rubber lance syndrome and die, or just die. for just 7 points more each, dragon princes are much better.

going back to the mages, one cannon ball will potentially kill a dragon, and usually they are the first target, as they are generally the nastiest things you have to offer. magic is also to fickle for you to rely on it to do constant damage, for although they may be match winners occasionally, you should be prepared to rely on white lions/swordmasters to do the damage for you most of the time

sorry, i carried on for a while then.
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Tychonaut
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Second Lieutenant
Archers, Bolt Throwers and mages, the unholy trinity of Dhoom. If your opponent can't make it to combat, he can't
hit you.

I keep getting told that ranged units won't win you games, but I see it done time and again.
Consider taking a dragon mage and as many mages as your points will allow. The DraMa will only have the lore of fire,
but it knows every spell on it. Flaming sword + dragon = a unit capable of wading in if you have to.
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