Until now, I have followed the popular belief that elite infantry are meant to be used in small units (flanking), relying on kills to win combat rather then static combat resolution. However, after considering the possiblities, I have come to the conclusion that 5 SH and a chariot simply do it better then 12 swordmasters in the flank: they hit harder, higher unit strength, higher movement, better armor. All for just a few points more expensive. So that brought me to consider where elite infantry really stands in the high elf army. Comparing a block of swordmasters to a block of spearelves, for 40 more points you get a unit that is always st5, the same armor, and ensures that any unit charging will always hit on 4s, greatly reducing the number of casualties. Additionaly, once they have taken in the charge, they are actually somewhat able to stand up for themselves in a battle of attrition against *some* opponents.
The list itself is meant to stand up to any opposition. I tried to focus a little bit more on supportive magic rather then the normal 11 Pd + rings. I see the shooting as the stuff thats supposed to kill things, and the magic as supporting your units. Thus said, if i can kill mages, my magic phase will start to eat things as well. And also, with only 4 DD, 4 scrolls shouldnt be over kill.
Lvl 4 Archmage, 4 Scrolls, Silver Wand
(often shadow, but sometimes other lores depending on the situation)
Commander, Heavy Armor, Shield, Great Weapon, Reaver Bow
(same price as a unit of archers, but provides better shooting flexibitliy as its 3 ST5 shots that will often hit. Good against things alot of things. Also, can be combined with steed of shadows to fly into a mage, or over a building to shoot the mage hiding behind. Archers cant do that either. Oh, and good for banshees, spirit hosts, and our new friends the demoni---erm...tree spirit woodelves.
*a note on characters: the mage tries to become general, sticks inbetween the two infantry blocks. either way, i get a ld9 general*
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MBU:
20 Spearelves, Command
*tried to squeeze in the warbanner, but couldnt find the points*
19 Swordmasters, Command, Blessed Tome
*didnt have points for the 20th, but can be joined by the commander if i need some more punch* Unit champ can stay at the edge of the unit so he can spread the +1 ld to the spears as well. With the archmage inbetween im looking @ at least one ld 10 block, and maybe two.
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Flankers/Combat Support:
5 Silverhelms
5 Dragon Princes wSB, Banner of Sorcery
2 Chariots
*nothing much to say really, one cav unit and one chariot for each infantry block. I took the DP over a unit of helms so that i could take the banner of sorcery*
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Missile Battery:
10 Archers
2 RBT
*archers are great for swarms, lightly armed fast cav, dogs, lone wizards, eagles, etc. RBT are for the big stuff....we all know what to target with those. But i almost always spend the first couple of turns shooting at the enemies support units rather then rank and file. Along with the reaver bow, i got some flexibility in this department.*
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Other Support:
5 Shadow Warriors
2 Eagles
*i didnt include the SW in the missile battery section, because i dont plan to use them as a shooting unit. Marchblocking, mage hunting, warmachine unit. And, if really neccessary (and if the enemy has a lot of shooting units on ground level, they can be used as a screen for the swordmasters. (although i dont want to be forced to screen an expensive unit with another expensive unit). I dont think i have to explain what eagles do. They alone won me the game against dwarfs the other day, reirecting a big unit of longbeards + general + BSB so that my battle banner could hit in the flank, break them, over run into a unit of warriors and break them also.*
Lvl4, 4 Scrolls, Silver Wand
Commander, HA, GW, SH, Reaver bow
10 archers
20 spears FC
5 SH
19 Smasters FC, Blessed Tome
2 Chariots
5 DP, SB, Banner of Sorcery
5 SWarriors
2 Eagles
2 RBT