Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
love the quality of the forums, I have been lookinkg for three moths since I started WHF
I have a good sixe army but it is still being assembled
My son runs the high elves and their first strike is demoralizing, any suggestions
besides running units with detachments and simply outnumber and out flank the
Gah, double post. Sorry 'bout that.
Welcome to LO, specifically the winning side. Nice to have another Empire player around.
I haven't had the opportunity to unleash my Empire against the HEs yet (my forest-dwelling army has that claim), here are a few things I know about beating them:
*They don't like to get shot.
*If you can shut down their magic, you'll find life far more painless.
The interesting thing is that unless you charge them, they'd be the ones striking first anyway. The main problem would be them striking our detachments first. For that reason, I'd say take some slightly bigger ones, and really consider swordsmen (bear in mind you can't use these extra rank attacks to the flank of the unit). Greatswords would also make a nice addition, due to striking last anyway (effectively +2S for free).
The units I, personally, would worry about, are swordmasters, and Dragon Princes. The former will easily make a mess of any detachment sent to flank them, and the latter will just overrun your line. Those units would make my initial target list (which isn't all that crazy anyway, since both units are expensive and fragile).
What I've just said would do well to be confirmed by an Empire general who's faced the Asur and lived to tell the tale.
Steam tanks! Always strikes first won't help him against impact hits
I've found they really don't like Mortars either.
A few other things:
The Hochland Long Rifle: Remember, all elves are stuck with toughness3, so you will have a decent chance of wounding. Of course this will unlikely kill a character model (you have to hit, to wound then your opponent has still his saves depending on what he gave his model) but it's very nice against unit champions.
Pistoliers. Admittedly somewhat useless against their heavy cavalry (although modifying their armor save to 4+ ain't too bad either) they're doing wonders against his elite infantry
Against Dragon Princes: Try to charge them, so that they can't make use of their lances (and are stuck with strength3) which will keep your losses reasonable (so you might even win CR)
Difficult due to their high movement, I know, but doable (or tarpit them wit flagellants so that in your next round you can flank-charge them)
And deploying a Hellfire Volley Gun, although a lot of players think it's useless with the new rules, will do wonders against his cavalry advance, although I admit it's a bit of a gamble (but other warmachines can malfunction, too)
And as for thunderbeast's mentioning ofWell, empire has the detachment rule, so use it! At least for your Infantry blocks. Handgunner and/or crossbow units don't necessarily need them, but I still use them occasionally for creating cheap baiting/sacrificial units.besides running units with detachments and simply outnumber and out flank
And as for outnumbering: If your HE opponent focuses on elite units (which most of them do) outnumbering will happen automatically (unless you're fielding only Knightly Orders and eypensive war machines)
It ain't easy bein' green... :-)
Hellstrom Rocket Battery destroys units at a time. Pistoliers and Outriders eat HE units up as well. ASF really only works well against our core units and even swordsmen vs. spearelves have a decent chance of saving (1/2 the time)
Our knights on their flanks makes them run as well. You should always have at least 2.5 more guys than they do.
i would stay in a statci line and get as many shots of as possible then when they get near attack. also have hand gunner detachments so when you get charged they can stand and shoot or support fire there parent squad
I would advise against doing a static gun line. You aren't likely to get many stand-and-shoot hits off against cavalry, and can only concentrate so much non war-machine firepower against a typical small unit like Dragon Princes. When Dragon Princes hit a missile unit, the hand gunners unit is hitting on at least 5s for them charging, generally 6s for charging from over half range (Dragon Princes have a 16" charge) and then faced with 3+ to wound and 4+ save to contend with.
Even being generous, you will get one round of shooting hitting on 5s with several units, and then one round of shooting hitting on at best 5s from only one unit as a stand and shoot. So thats 1/3 x 2/3 x 1/2 = 1/9 kills per shot, on average, which if you are firing with 20 men, will result in maybe 2 casualties.
The remaning Dragon Princes will then proceed to butcher said missile unit with lances at strength 5 and 2 attacks each, 3 from the champion...
Join the LO army system! http://www.librarium-online.com/foru...t&uniqueid=910
thats something ive always wondered, why did the designers let stand and shoot have minus 1 for the enemy nearly being ontop of you and minus 1 for long range? i think anyone trying both is bending the spirit of the game as an enemy cannot phisically be ontop of you and at a long distance at the same time.