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OBTW, post may be chopped due to some just incurred text limit (2000 characters).
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Ultiville:
High Elves Units and Tactics
I'm gonna start off a big High Elf tactics thread. I'm going to begin by inspecting the forces!
I'll list each High Elf unit and give a number of stars to each general role I think one might try to use it in, from 1-5. If I don't list a given role it means I think it can't do that, but I could always be wrong or forgetful, so please respond and post your own if you like!
We can also use this thread for High Elf tactics; I might put some of mine up later but they have shown up in some other places so I might also be lazy. It'll be a surprise.
If you have a post you've made in another thread that you think fits in this one, feel free to post it; I think it would make some sense to have everything in one place.
General guideline to what the stars mean:
*: It looks like this unit might be able to do this, but I've found that this is a trap.
**: In select cases, the unit might not completely embarrass you trying to play this role.
***: The unit plays the role competently. Generally it won't work miracles, but it justifies its points in most games.
****: The unit is excellent at that role. I'll try to "upgrade" other units in that role to this one if I can.
*****: Centaurs.
Stars are points-adjusted, so you'll often see a unit that's better on the table getting fewer stars at a role, because it isn't enough better to make the points worth it in my opinion.
Roles:
Tank: This is a unit you use to soak up hits and last long enough for relief to arrive, without planning on it doing significant damage.
Light Infantry: This is a unit that you plan to have last just long enough to get help, and maybe do a bit of damage while it's at it. It won't stand up to a real damage unit, but it will prevent opposing tanks from embarrassing you by pinching in. I think of this as the "offensive" version of the tank unit.
Heavy Infantry: The game's generalist units. They have good attack and defense stats, but neither is enough of a standout that they aren't capable of both dealing and taking some damage. These are the non-specialist guys who you plan to use to cover contingencies and things like that.
Light Damage: This is a unit you use to charge in, either against weak units or into a pinch. This plan involves breaking them on the first turn because the unit will be in trouble if you don't.
Heavy Damage: This is a unit you use to charge in and beat people up on the charge turn, but unlike Light Damage, you're trusting them to last a few turns if things go wrong.
Fire Support: This is a unit you use to add fire where it is needed. You don't count on them to get much done on their own, but combined with a reasonable infantry unit or other fire support, they can create holes in the opposing line and get things going.
Artillery: The big guns. These units add fire support, but the fire is meaningful enough that you are hoping they'll do big damage over the course of the game, rather than serving a dedicated support role.
Other: Sometimes I'll put in another category, like "Centaurs" or "Bowriders" and explain it in the comments.
I'll also give every unit an overall score indicating how often I tend to play it.
High Elf Unit Review
Cygnets
Light Infantry: ***
Tank: **
Overall: **
Cygnets are actually a perfectly fine light infantry type unit; they're very cheap for their stats, and they're able to hold up long enough and do enough damage that two of them pinching will almost certainly take down a reasonable tank or heavy infantry unit, which I consider the hallmark of reasonable light infantry. Unfortunately the High Elves don't need a light infantry unit, and High Elf command cards and abilities tend to work far better with higher quality units. The Cygnets are also seemingly comparable to Hawk Swordsmen, but without the Hawk army ability, they can't really be trusted as tanks like Swordsmen can. These guys have some specialized roles, but I find Battle Squads just fit the vast majority of High Elf armies better, for a mostly negligible increase in costs.
High Elf Battle Squad
Tank: ****
Light Infantry: *
Overall: ****
It is a rare High Elf army that I build without having any of these guys in it. They're absolutely fantastic at heroic defiance: they'll hold a piece of ground for ages and not give an inch. With heavy infantry style defense stats, eight health, and good courage, they're going to hold up even vastly more expensive units for quite some time. Newer players often think they suck, though, because they plan to have them work as some sort of light infantry unit, or a heavy infantry on the cheap. Don't let their high attack skill and average strength fool you: these guys are not likely to average even one damage, and they've got so few dice that it rarely makes sense to boost them with offensive cards (though dice adders can be very good.) They serve as stopgap number 1, though, against the horrible risk of pinches the High Elves often run. If all you expect for them (and at 187 points this is a great deal!) is to be flypaper and hold an enemy unit down until you can pinch it, then they'll serve you exceedingly well.
Elder Blade Battle Squad
Tank: ****
Light Infantry: *
Overall: ***/*
Sadly, these guys pay a hefty amount of points for an increased stat that I'm pretty convinced you'll never care about. They cost 33 more points than a Battle Squad and they'll barely ever perform noticeably better. They technically get three stars because they're still an amazingly good tank unit once they're on the table...but given you have a cheaper, in faction unit that is exactly the same defensively for fewer points, I'm not sure why you'd ever take them. Frankly, in most situations, I think I'd rather have the command card.
High Elf Spearmen
Tank: ***
Heavy Infantry: ***
Spearman: **
Overall: **
These guys are odd. They occupy a points cost somewhere between Swordsmen and Elder Blade Swordsmen, which is handy I guess if you've got the spare points, but it's an awfully specific role. They're a fine unit that won't disgrace you or anything, but they're not great at their spearmen role because I find often the threat of spearmen is the most powerful thing against cavalry or large guys, and these guys are too expensive to really make me feel great about that. If my 220 point Hawk or 230 point Ravenwood Spearmen are warding off some 400 point monstrosity because they'll maul it badly if it charges them, that's hilarious. But these guys are almost 400 themselves, so I'm not nearly as happy leaving them out of combat. That said, they're still a strict upgrade on Swordsmen, so if you've got the points, and you have a Swordsmen, I'd rather have these guys than an extra command card.
High Elf Swordsmen
Tank: ****
Heavy Infantry: **
Overall: ***
I consider these guys to be the 2500-3000 point game's equivalent of Battle Squads. They're not really going to do damage in line with their cost in most cases (300 points is a lot!) but they're very brave, have great defense, and a lot of health given how hard it is to get hits through on them. I field Battle Squads a lot more often, because I find they get the job done well enough and I'm always having trouble fitting in damage units, but these guys are fine, and as games get bigger, the opposing line's average strength goes up, so you have to budget at least some of your Battle Squads into these guys because their opposition gets tougher. I consider these guys only mediocre as heavy infantry because High Elves really need their heavies to kick out better attacks to justify themselves.
Elder Blade Swordsmen
Tank: **
Heavy Infantry: ***
Heavy Damage: **
Overall: ****
These guys are the other core infantry unit that I really like in the High Elves at 2000 points. They're brutally hard to kill at that level, and with (5) 6/6 attack stats they're not going to end up with the problem that cripples Swordsmen as a breakthrough unit: 2's to wound plate wearers. These guys are also incredibly flexible because their ability to pretend to be a heavy damage unit in a pinch is highly relevant if the opponent just tries to swarm you with terrible guys. Against really awful opponents like Goblins, they've got a very good chance to rout them on the first turn, so they can do a passable impression of a real damage unit against foes like that. This sounds like faint praise, but it is really handy: no matter how much information you have about the opponent (unless you know the exact list, I suppose) Battleground armies are flexible enough that the unexpected happens quite often. Having units reasonably capable of cross-training is really important in cases like that.
High Elf Archers
Fire Support: ***
Charging into a pinch: Grin
Overall: ***
These guys are a solid, workhorse unit. They're higher quality attacks than most fire support, and accuracy on archers is always very welcome, but they come with a hefty price tag, so they're only sort of ok at it anyway. The High Elves love shooting units, though, since they're so evasive with maneuver mastery and can a pain to chase down out of proportion to the rewards you get for doing so. Never forget they can charge in and pinch someone from up to 5" away (Sprint) either; it is not only fun, but also often highly effective. They only get three stars because they're quite pricey for a unit that can't do anything but shoot, and other than being core and a few more points, Bowriders do everything they do and more.
High Elf Chariots
Light Damage: **
Heavy Damage: *
Overall: *
I don't like these guys much. First things first: they will never survive charging a halfway decent unit head on. They're just too terrible on turns beyond the first. Only four attack dice at most, and 2/2 defense, means they're not made for that. What they are made for is charging in at flanks, and they do a passable job at it. Unfortunately they're hampered by two major failings in that scenario: first, they are quite a lot of points for someone who can only engage in favorable circumstances, and second they only move 5". Both of these are pretty crippling, and for a significant but not ridiculous 40 additional points, you could get Bowriders who are likely to get the job done charging a flank and both move faster and add support fire until they get there or if things go wrong. These guys are core, but even in the very rare army where I don't want to run any line units, I'm going archers for my cores over these guys. I basically only ever field them in round 1 of Kingdoms campaigns, where you aren't allowed to bring anyone but Core units so there aren't any other flanking units to choose from.
end part 1