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===Multiplayer Strategies=== If you're playing High Elves, you already think you're better than everyone else, and you want to prove it! Fortunately for you, you have a very well rounded roster that can be used in a myriad of ways to take out a variety of opponents. You have the obvious strengths in your ranged, but you are also strong in terms of cavalry, monsters, and healing. However, the high cost of your army means that you will be outnumbered in many of your match ups, and AP is something you need to pay a premium for. And while you're the tankiest of the Elven factions, that really isn't saying much. That said if used well you can cause havoc. Here is how you can assure domination against the inferior races! Keep in mind this is assuming you bought both High Elf DLCs because if you haven't you may struggle a bit. Yeah, multiplayer can be pay to win, sorry. *'''[[Total War Warhammer/Tactics/Beastmen| Beastmen]]''': You got enough range to poke down their lack of armor, the question is can you protect it all against their flanking and vanguard shenanigans? Kite builds tend to work best here. Get a relatively cheap frontline (trust me, with Minotaurs and Chaos Spawn you do not want to lean on infantry to win) to hold them in place so your Reaver Archers can begin their poke. Make sure to get some cheaper melee cav to screen for the horse archers, preferable Silver Helms. You generally aren't going to see the Ghorgon or the Jabberslythe in this match up since both are very prone to getting shot by missiles. Tyrion is a surprising solid pick, as Sunfang can melt any Beastmen infantry but Bestigors and their mutants have such a hard time catching and killing him. *'''[[Total War Warhammer/Tactics/Bretonnia| Bretonnia]]''': This has historically always been one of your hardest match ups. Don't even think of relying on cavalry, Grail Knights will fuck up Dragon Princes and run amok. Silverin Guard act as a good deterrent against heavy cav and can beat most Bret infantry aside from Foot Squires, and Lothern Sea Guard can at least do something against knights if they are charged. Teclis with nets and enfeebling foe will also play big for you to stop and debuff heavy cav. Use bolt throwers to take out cav models and finally, the Star Dragon can carry if well supported, as Bretonnia tends to struggle with big armoured monsters. *'''[[Total_War_Warhammer/Tactics/Chaos_Dwarves| Chaos Dwarfs]]''': *'''[[Total War Warhammer/Tactics/Daemons of Chaos| Daemons of Chaos]]''': *'''[[Total War Warhammer/Tactics/Warriors of Chaos| Warriors of Chaos]]''': This is a tough one for you. Shaggoths beat Dragons one on one and are cheaper, making it a bit unfair for you. You still want to bring a star dragon to burn shaggoths down with breath attacks, and a couple swordmasters can help burn through that heavily armoured infantry. You can use Teclis on the pidgeon to help the dragon in melee or Alarielle to help keep it alive. Aside from that, grab basic spears and archers and just try to take down those damn shaggoths. *'''[[Total War Warhammer/Tactics/Dark Elves| Dark Elves]]''': A true lore rivalry matchup, which is actually pretty balanced. Remember, the Dark Elves share many of your same strengths and weaknesses, but the longer the battle goes on, the rougher it will be for you. Murderous Prowess, while important in other matchups, can be absolutely game-changing here since your Martial Prowess disappears as your units get more damaged, which kind of forces you into a quasi-rush game. Scourgerunners are the bane of your existence, as they can kill anything you bring to the table. Bolt throwers are the best way to deal with them, and if you can do that, Dragon Princes are free to run rampage across the Druchii. You will never win an infantry grind or a skirmish fight here, so leave your expensive infantry options and units like Ellyrian Reaver Archers and Tiranoc Chariots at home. However, you do have the advantage in Heavy Cav, range and magic variety, so make sure you use it! Also, a Star Dragon is always good to help deal with any big beasties that might get thrown your way, but the Druchii have plentiful sources of anti-large so you need to be on point with your micro if you bring one. Bring a couple basic archers to shoot down their skirmish cav and short range before they get a chance to rip you apart. *'''[[Total War Warhammer/Tactics/Dwarfs| Dwarfs]]''': Is Chrace your favorite kingdom on Ulthuan? Well, this matchup is a perfect chance to rep the Lion Boys! White Lions are amazing here, with AP and missile resistance at a decently affordable price. Bring a few archers or eagles to deal with Gyrocopters and reavers or war lions to deal with artillery and you can score a decent amount of value. And of course, no build against the Dwarfs is complete without AP Chariots, and White Lion Chariots can destroy Dwarfs. Any Dwarf player who picks the stunties against you either think they are way better than you or are new and don't understand matchups yet. (Seriously, this is so one sided it makes you wonder how the High Elves lost the War of the Beard.) *'''[[Total War Warhammer/Tactics/Empire| Empire]]''': The big question in this match up is going to be "how the fuck do you deal with knights?" Demigryphs will eat Dragon Princes 1 on 1 so similar to Bretonnia, don't rely too much on your heavy cav. One tactic that has become popular is to bring a single Lore of Metal caster with Teclis, net them, cast plague of rust and shoot them down with your archers. Phoenix Guard can also be useful here since they can tear up state troops and knights with fairly little problem, but they have to worry about guns. In that case, archers can be used to shoot their guns down or Reavers can be used to run them over. The infantry fight shouldn't be an issue unless they brings Greatswords (which are rare) it's the mobile aspects and [[Gunpowder (Warhammer Fantasy)|gunpowder]] that will end up giving you headaches. *'''[[Total War Warhammer/Tactics/Grand Cathay| Grand Cathay]]''': Dragon Princes are going to be your friends in this match up. They will run over any Cathayan cav (except for the Longma RoR, so make sure you have some way to take them out like tempest and missiles) and are quick enough to dive into the back line and silence those guns, cannons and crossbows. Which is a good thing, because you need to shut down that backline ASAP. If left unchecked a Fire Rain Rocket or Crane Gunners will tear your army apart before they can do anything. Yes, your ranged infantry will out range theirs but A. most of them have heavy armor and shields so your arrows will just doink right off and B. their artillery is very good at turning Archers into Elf Salsa. Get those Dragon Princes and maybe some Spears or Silverin Guard as support and make sure those guns are dead. Rangers and White Lions should trade pretty well into most Cathayan infantry, while being spread out or missile resistant enough to endure some pounding on the way in. Archers can be used to pick off artillery crew or gunners once your close enough or to harass the backline, though you got to make sure they don't explode before they can do anything. Imrik is a decent choice in this match up for more than just Miao Ying memes, as he can out duel the Dragon Siblings and if supported by a life mage he can be a menace that Cathay can't really get rid of. Granted he's expensive and has a big hit box so if you don't think you can keep him safe from missiles or can micro him well, an Archmage will never not be a bad choice. Recommended Lore Choices are Life to keep your army alive, Metal to deal with all the armor, and High for Tempest to deal with Longma if you see some. *'''[[Total War Warhammer/Tactics/Greenskins| Greenskins]]''': Ok after The Warden and The Paunch this became a hard one for two reasons. One, Stone Trolls give a massive middle finger to everything you love to do with their magic and missile resistance. Two, now that WAAAGH! is an army ability and not a lord ability, Arcane Unforging can't put it on cooldown anymore. If you want to rep the Asur against da boyz, Silverin Guard will be your friends. They can hold against anything but Black Orcs or Arachnaroks, and the best way to deal with them are with either Swordmasters or Plague of Rust and missile fire. In terms of missiles I recommend Lothern Sea Guard because then you don't have to worry about the abundance of flanking the greenskins love to bring against you. Also, Dragon Princes will run over any cav that the Greenskins bring so one or two of them can help worth wonders (the Fireborn especially, since it can help with them pesky Stone Trolls). *'''High Elves''': Honestly, this match up boils down to "Who can micro their Dragon Princes better." Since it's a mirror match up it is 100% even, assuming both sides bought the DLCs. Don't bother with Dragons, you'll be fighting a ton of missiles and Dragon Princes have a crap ton of fire resistance anyway. Some AP in the front line can help so White Lions could be used to break through the front line and help your mounted lads get some easy hammer and anvils. Also, as usual heals are paramount, so bring Alarielle or some form of healing in order to keep your army on top. If your enemy's Martial Prowess runs out before yours does, you are going to be in a VERY good position to dominate the map. *'''[[Total War Warhammer/Tactics/Khorne| Khorne]]''': Again, take the game 3 matchups with a grain of salt right now, since Immortal Empires isn't out yet. However, this will probably be a slightly easier matchup for you. Usually when you're facing the uncivilized Chaos barbarians, you will need to lean heavily into the skirmish game, and it's no different here. Don't even think about trying to fight them on their own terms. With some other factions you can rely on your anti-large and holding power somewhat, but this is not an option with Khorne because of your inherent squishiness. Whenever they make contact with any of your units, your guys will be unwillingly donating to the worlds largest blood drive. This means just forgetting about your high-tier infantry and SEM's. Khorne isn't terribly slow, but you can generally rely on the roadrunner strat to pay some dividends. Flesh Hounds can be a P-R-O-B-L-E-M here, as they're very fast, have great weapon damage, and have physical and spell resist all on top of causing fear. The best way to deal with them is probably with your archers. Speaking of archers, Sisters of Avelorn are likely going to be a HUGE DEAL in this matchup with their armor piercing and magical attacks. Skullcannons may be a problem here, though bolt throwers should theoretically be able to zone them out. Finally, there's the lord/hero choices to consider. You generally won't be able to outduel them, and almost all Khorne units have spell resist, which flies in the face of one of your major playstyles. This means your lords and agents will need to be playing the support game. Tyrion probably won't be able to outduel Skarbrand, but on Malhandir he's fast enough to pick and choose his engagements and provide much-needed support against Khorne's high-value melee stuff. Alarielle with her heals and net of Amyntok can be great, but you'll need to keep her out of reach of furies. Just don't bring Teclis. That squishy nerd probably hasn't seen a gym in his entire life, and his magic damage and spells will have all the explosive power of a wet dookie against Khorne's spell resist. Alith Anar or a Princess might be good lord choices here because of their ranged attacks, but we will have to wait and see what strategies emerge when Immortal Empires drops. *'''[[Total War Warhammer/Tactics/Kislev| Kislev]]''': White Lions are going to be very good to bring here. They trade very effectively against all Kislev infantry except Tzar Guard and due to their missile resistance they can get in without taking too much damage. Streltsi and War Sled will tear apart the furries so bringing things like Silver Helms, Reavers or the Dragonborn to lock them down and stop them from shooting should allow them to get into the backline if needed. The big thing you will have to worry about is their Cavalry and Bears, and you should never take a straight cav on cav fight unless it's Reavers VS Dervishes because you will likely lose in any other cavalry encounter. For a backline I would go with Lothern Sea Guard so that when the cav inevitably get their hands on them they can at least fight back somewhat effectively. Kislev does have a decent amount of armor so your missiles aren't exactly going to completely rip them a new butthole, but that's why Plague of Rust can be very strong here. Any kind of metal caster with Plague of Rust will allow you to lower the armor of high value Kislev units like Bear Riders or Tzar Guard and allow your archers to actually put some hurt on them. Of course, against such a cav heavy faction spears are a great idea so a unit of Silverin Guard or two could be a good way to round out the roster. They can fight the cavalry and their decent armor and shields will allow them to soak up the enemy missile fire. As long as you can keep the bears and cav under control you can turn any battlefield into the Battle of Narva (only you don't have cannons... or guns... or Swedish people... Ok, it's nothing like the Battle of Narva but you know what I mean!) *'''[[Total War Warhammer/Tactics/Lizardmen| Lizardmen]]''': Anti-Large and AP will be your bread and butter against the children of the Old Ones. The first major weakness of the Lizardmen is their speed. Skinks aside, their foot soldiers will advance at a rather trudging pace. This, coupled with the relative lack of ranged options in the Lizardmen roster, will give your many ranged units plenty of time to rain hell upon them with impunity. Sisters of Averlorn in particular will decimate Saurus lines (even with shields) due to their solid AP damage while Eagle Claw Bolt Throwers can put some severe hurt on the bigger beasties they'll be bringing. Keep an eye out for Chameleon Skinks; though they're little more than an annoyance to your armored units, they can pop into your back lines unannounced, deal not insignificant damage to your unarmored infantry and will absorb missile-fire from dusk 'till dawn. For all flavors of Skinks, use Rangers to skin them with laughable ease. Spearmen and Lothern Sea Guard are ideal for tying up Lizardmen cavalry and monsters, though you should spring for Sylverin Guard if you have the coin to spare. Lastly, if there is a Slann Mage-Priest leading them, try to focus them down. Slann (especially Life Slann) are often the single source of support magic in the entire army and taking them out of the fight early can ''devastate'' the Lizardmen in the long run. No half measures though; Slann are surprisingly tanky and can often endure combat long enough for reinforcements to rescue them while they heal off the damage you dealt. If you aren't able to burn them down quickly and efficiently, then you shouldn't commit to hunting them down. If you neglect to pay attention to the rest of the Lizardmen army while you obsess over the fat frog, you will pay dearly. *'''[[Total War Warhammer/Tactics/Norsca| Norsca]]''': Good news, you have plenty of ranged assets to take out the lightly armoured troops of the north men! Bad news, they have a shit ton of flanking and skirmisher killers, along with strong line abilities that will make your neatly organized frontline cry. It's fairly similar to what you bring against Greenskins to be honest, Silverin Guard to stop the rush and Lothern Sea Guard to protect yourself incase they get into your backline. There are two main differences. One, lighter cav tends to be better to keep up with the more mobile army of Norsca and to catch out skirmish cav and their anti large range. The other is a Star Dragon should be brought to help burn down Mammoths, though be sure to keep that damn thing save from any Anti Large that comes your way. As usually, bring heals. *'''[[Total War Warhammer/Tactics/Nurgle| Nurgle]]''': Immortal Empires won't be out until August at the earliest (groan) though given what we know so far this seems like a good match up. Nurgle tends to struggle against factions that can heavily poke him from range, and you have the longest ranged basic archers in the whole game. Rangers will also be pretty cost effective in this match up, as they can deal with Nurglings without much in the way of issues and Silverin Guard or basic Spears can hold the Plaguebearers and Forsaken in place long enough for your archers to start poking them down. Nurgle will inevitably bring Furies and Plague Drones as those are going to be the best units to dive your archers with, so bring Alarielle to Tempest them in place. Her healing won't be able to keep up with Nurgle healing but it should be enough to keep your front line in the fight. By far the biggest issue you are going to run into is the Soul Grinder, and I honestly wouldn't be surprised if Nurgle players bring more than one to keep your archers honest. Get your Cavalry or Monsters to dive those things to at least keep them from firing so that your archers can bring down the rest of the army. Finally, expect a Herald as the enemy lord and if they do bring a Great Unclean One.... just shoot the fucking thing and watch it melt. *'''[[Total War Warhammer/Tactics/Ogre Kingdoms| Ogre Kingdoms]]''': Hooo boy, your pointy ears are the ogres' nightmares. Your tier 0 infantry can just trash around their entire melee roster, with plentiful cavalry to shutdown their backline or flankers, shit loads of missiles that outgun theirs and flying monsters, it's an extremely one-sided match up. Seriously it's to the point that in an ogre kingdoms campaign it's better to autoresolve or bring a shitload of armies to defeat a singular high elves force. Either the player facing you is getting cocky, or very new to the game and doesn't know what he is doing. Either way, fighting the ogres is gonna be a field day for you. *'''[[Total War Warhammer/Tactics/Skaven| Skaven]]''': The rats are one of very few factions that can out range you due to their weapon teams and artillery, and if you're outranged, you're a sad pointy ear. Bolt Throwers will help a ton, because not only can they use multishot to help clear away chaff, but more importantly they actually win in shootouts against Skaven artillery. Because of the massive models Skaven artillery have, bolt throwers have an easy time shooting them and getting them destroyed, making the unit useless and forcing the rats to come to you. Rangers will tear through pretty much any infantry that aren't Stormvermin, so that should be your frontline. As far as mobile aspect, due to the sheer number of ranged units coming your way, quantity beats quality. Go for Reavers and Silver Helms over Dragon Princes since they can cover the map more and the loss of one unit won't hurt that much. Side note, this is pretty much the only match up Alith Anar is useful in, since he can easily snipe artillery and large characters without much fear of counterattack. *'''[[Total War Warhammer/Tactics/Slaanesh| Slaanesh]]''': ...Fuck. This one isn't going to be pretty. They'll easily be able to dive into your backline, murder your archers and flank you, meaning a lot of your elves' souls will become some Daemonette's new favorite butt plug. One of the upsides of this match up is that since they have no missiles or strong flyers, a Dragon can get breath attacks off without much issue. So one should be brought for breath attacks and cycle charging, just keep them away from Soul Grinders and Keepers of Secrets. As for your infantry, get as many spears as you can, I'm talking Spearmen, Silverin Guard and Lothern Sea Guard. Not only because they're your most effective holding units, but because Cavalry and Chariots will be plentiful and that sweet anti large will come in handy against all that low armor. Investing in Cavalry might not be the best idea, but if you're going to, go for Dragon Princes or Silver Helms, Reavers have no missiles to go after and will get run down by Seekers and Hellstriders. You will want a flying general to keep them as safe as possible. Imrik comes with a Dragon, though you would prefer to have your mage wrapped into your lord so I would recommend Alarielle or Teclis for nets. Just try your best to lock Slaanesh down, if you can pin their units in with mass or Net them with Teclis your Lothern Sea Guard should get good value. *'''[[Total War Warhammer/Tactics/Tomb Kings| Tomb Kings]]''': BOLT. THROWERS. ARE. YOUR. FRIENDS!!!!! They help deal with a ton of things that the Tomb Kings love to give your trouble for, like Ushabti Great Bows, big constructs or a Casket of Souls. If you can effectively defend your artillery and take out the dangerous ranged tools the skellies love to bring, you have two options on how to completely wipe them. One is combining bird Teclis with a Flamespyre Phoenix, using flight to pick your targets and engage on your terms, as well as taking advantage of the fire weakness. The second is Phoenix Guard, which can mulch anything the Tomb Kings throw at them if they don't have to worry about the AP range. Since Phoenix Guard tend to be risky if you don't deal with the ranged, Rangers are also good since they can trade up against most Tomb King Infantry. Scorpions tend to be common since they can easily dodge missiles and their animations make them hard to catch. In that case, high mass cav can pin them in place and you can shoot them down. *'''[[Total War Warhammer/Tactics/Tzeentch| Tzeentch]]''': At least on paper this actually seems like a pretty solid match up for you. Your lord choice should be Alarielle, though all the fire damage will reduce her healing so you may just want to grab someone with Tempest. Watch the Furies die in a tornado and trap down the Lord of Change, Doom Knights, and Chariots for your archers to get easy shots at. Considering how your missiles out range theirs by a lot, picking down the barrier shouldn't be too hard. Basic Archers will probably do the trick but if you're scared you can't pick off all the flyers, Lothern Sea Guard will also be a solid choice. While the rework to Magic Resistance means they won't be reducing Daemon damage, Silverin Guard will still probably be a great choice as they will be able to hold against most Tzeentch units and resist their spells that they will inevitably bring. Finally, Dragon Princes are going to be an absolute nightmare for Tzeentch to deal with due to the fire resistance shrugging off a lot of the damage that their units can throw at you. Honestly the unit I can see being the biggest problem for you is the Soul Grinder as it can fight your infantry up close and shoot your cav from a distance. Once you wipe the floor with the rest of the army though, you should be able to overwhelm it and drag it down. *'''[[Total War Warhammer/Tactics/Vampire Coast| Vampire Coast]]''': Rangers beat every infantry but Depth Guard, and honestly you probably won't see much Depth Guard anyway. There are two ways Pirates like to play this match up. A gun build with lots of flanking dogs, bats and mortars to deal with archer spam, and crab rushes. In the case of the former, Keeping Spears in the back to help secure the backline from dogs and bats while your cav (preferably reavers) hunt down the artillery and can help your archers rip them apart. As for the latter, bring a metal mage with plague of rust and shoot them down. Your really want to invest in range against these guys as they tend to struggle against a ton of shooting, so protecting them and finding ways to deal with their armored stuff is how you play this. Don't bring too much big stuff like Dragons, they will probably get shot out of the sky. *'''[[Total War Warhammer/Tactics/Vampire Counts| Vampire Counts]]''': They're a rush faction, so they can be handled in a similar way to Greenskins and Norsca. Get some Silverin Guard to hold against their infantry and cav and some Sea Guard to get a hard to crack shooting line, and be ready to bunker down. You have an obvious ranged advantage, so they will have to come to you. A Star Dragon and Alarielle can be devastating if handled well, since Star Dragons eat terrorgheists and Alarielle brings so much to this match up from Immune to Psych and magic damage to deal with ghosts and other physical resistance. Be sure to bring Tempest, as Vampires love to bring scary flyers to the battlefield and if you can lock it down you can shoot them or get some easy engagements with your Dragon and Flying lord. As long as you have good ground support, they shouldn't be able to harm your flyers too bad. *'''[[Total War Warhammer/Tactics/Wood Elves| Wood Elves]]''': One of the few other factions whose missile infantry can rival yours. Wood Elves are a very skittish faction that will endeavor to avoid engaging in prolonged fights in no small part due to how fragile they are. Wood Elves have virtually no armor and only their Eternal Guard has access to shields, so ranged attacks are (ironically) quite effective against their missile infantry. For their infantry in general, Rangers will make quick work of them in a fight, but you'll want to beware of Wardancers. Spearmen and Lothern Sea Guard are crucial for intercepting Wild Rider charges; get a mage with Net of Amyntok to shut them down and allow your spearmen to box them in for the kill. Wood Elves also find themselves rather lacking in the artillery department (as in, they have none), so a few Eagle Claw Bolt Throwers can go a long way during the opening stages of the battle. Now, as far as the angry trees go, bring a matchbox. Fire damage and anti-large will quite literally burn through them, so a Fire Mage and/or Sisters of Averlorn will do you wonders. Lastly, you'll want to secure your back lines. A significant portion of the Wood Elf roster is capable of Vanguard Deployment and you do ''not'' want Dryads, Wild Riders or Waywatchers getting into your squishy infantry early into the fight.
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