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Ceynuundra Aelvari - Elven High Command


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My 750 point list and tactical analysis/ strategies

 

Captain 103 DF 10

6 warriors 114

 

Centaur 58

 

Meridh 36

6 archers 264

 

Meridh 36

4 warriors 76

 

Meridh 36

4 warriors 76

 

Total 751 Close enough I presume?

No longthorns or breakers too soft.

Centaurs are great 58 point itnitiative cards and at 24rng RAV 2 aint bad

Captain takes center with the melee sarges each holding a flank

centaur back the least pressured flank while 2 archers move together on the other

4 archers and sarge in the rear slinging arrows with haughty abandon.

 

Use your ranger move with everyone even though it may not matter the sheer number of models moving can really unnerve your opponent.

 

the centaur and two archers pick out priority targets like mages and enemy commanders while the other four shoot whatever is handy go for numbers the vale guard can mob any big critters left over and you can shoot a larger base model anytime cause it cant hide in melee

 

hope this helps

any questions?

 

This is fairly close to how I would build a 750, as well as being tactically sound. The only thing I might do different is drop one or two of the archers and the DF for Selwyn. If you drop one archer and DF you can add two more meatshields to the Meridh troops giving them 5 warriors each. Then add a musician to your archers to give them a little more mobility.

 

I use the two flanking troops as speedbumps for my enemy's fast movers. Keep them close enough to protect the archers but far enough away so that melee isn't happening close enough to threaten them. As the enemy moves up my archers move back, and the flanking forces tend to back up with them. When necessary I litterally form hemisphereical wall with the warriros leaving gaps to shoot through but not large enough for a model to get through.

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My 750 point list and tactical analysis/ strategies

 

Captain 103 DF 10

6 warriors 114

 

Centaur 58

 

Meridh 36

6 archers 264

 

Meridh 36

4 warriors 76

 

Meridh 36

4 warriors 76

 

 

Just want to make it clear that I think this list is a better one than what I posted previously, I only put that one forward as a slight variant to the models you were currently using (and adjustment you could try if you didn't want to buy more warriors). Picking up another couple Blisters of Warriors would really help your cause, DV 9 isn't great, but it is alot better than DV 7 (Breakers and Longthorns).

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Wow!

SE and Darthiir Like my list, they like me they really like me :lol:

Thanks it means alot.

And true if you have breakers and want to use them then do.

I usually dont branch out until 1000+ points

Good luck this is all good stuff

Feanor

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Saturday, I fought Necropolis in a pair of 750 point battles. The first was my first major victory with the elves. The other was another matter, and where I'm seeking help.

 

The terrain was basically, from east to west, a set of ruins about mid-point on the field, a set of forests near the deployment zones, a set of graveyards near the deployment zones, a wide open area and a set of forests near each deployment zone.

 

Anyway, on to the lists:

The elves:

Selwyn DF

6 Archers

 

Meridh1

5 Warriors

 

Meridh 2

5 Warriors

 

Meridh 3

4 Warriors

 

751

 

The Necropolis first build was something like this:

 

Azaphan

10 skeletal archers

 

Railor

6 Warriors

3 Breakers

 

Railor

6 Warriors

3 Breakers

 

Banshee

 

The first battle was entirely the elves. He came in mostly avoiding the wide open area (that is, the killing zone), and my elfish forward forces ran through the forests to first engage, and then moved laterally into the killing area. He engaged Meridh force 1 and Meridh force 2 (his choices were try to kill them, or have them attack from behind), and was killed by the archers. The game was called at about turn 5, after the Necropolis had suffered 60-70% casualties, and I had lost one warrior. Luck was very much with the elves.

 

The second battle was quite different. My force stayed the same, and he brought:

Azaphan

5 Warriors

2 Breakers

 

Railor

4 Warriors

2 Breakers

 

Railor

4 Warriors

2 Breakers

 

Railor

4 Warriors

2 Breakers

 

3 Banshees

 

32 models in 750 points. Not bad.

 

This battle started off great -- I used my ranger movement to move my archers into just enough range to kill 2 of the 3 banshees before they got closer than 26 inches from my deployment zone. The third was killed a turn later by Meridh's lucky arrow. This was the good news.

 

The terrible news was what happened in our melee. This time, he ran all four troops right down the middle, with Azaphan in the rear. My melee forces generally pulled the Railors out of line. In general, one Meridh troop would attrite one Railor force effectively -the Meridh and Railor forces would mostly wipe each other out. My archers killed stragglers, but didn't control the board nearly so well. My opponent did a much better job of making sure my archers couldn't hit his mass. Azaphan and company ran up and got into B2B with the archers. That was a pair of major mistakes on my part - I misjudged 14 inches by a lot, and I didn't break up my formation earlier. Azaphn easily killed Selwyn , and we called the game. Azaphan and his group (who had lost one warrior on defensive strikes) could wipe up my remaining army handily.

 

My question to my fellow elf players is "What do you do after the levies have broken?" The answer on Saturday was "get flooded". I probably should have scattered, but was hoping to retreat through a forest the next turn. Even then, it was a mistake as the necropolis could have gotten the first initiative card and hit the archer force before I could react.

 

My problem was my warriors and archers couldn't kill 33% more troops than we had on the board (24 to 32). Can anyone spare a thought on what I should have done differently?

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My question to my fellow elf players is "What do you do after the levies have broken?" The answer on Saturday was "get flooded". I probably should have scattered, but was hoping to retreat through a forest the next turn. Even then, it was a mistake as the necropolis could have gotten the first initiative card and hit the archer force before I could react.

 

My problem was my warriors and archers couldn't kill 33% more troops than we had on the board (24 to 32). Can anyone spare a thought on what I should have done differently?

 

As a Necropolis player, I was surprised by both lists. Very little magic! Elves need a way to disperse/punish large clumps of enemy troops. Read fireball (and firestorm at larger points.) To counter superior firepower, I think Necropolis needs healing. (Although that big chunk of skeleton archers helps!)

 

Try to extend the time you can shoot without suffering retaliation as long as possible. My suspicion is that your opponent let you kill his banshees in exchange for getting you to move closer. (Ranger moves are great, but a two-edged sword. I love anything that gets my skeleton archers in range quicker, and reduces the number of turns of fire I take before reaching you with my melee troops.) If you must move forward, take your shots but make sure you stay mobile in retrograde - don't make the mistake of shooting twice while the enemy closes on you.

 

And of course, learn to judge 14" better. :lol:

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Don't be seduced by Marksmen. It's great in spots, but elf archers have to remember to keep moving. Ranger up, then fire and retreat on turn 1.

 

Elf foes simply must close the gap, so keep drawing back and waiting for them. Keep a Standard with your elves, so you can retreat from B2B. DO NOT attack in melee with your archers. It's practically useless and you'll get killed on Defensive Strikes. Instead, try to break contact. Two methods, depending on which risk you want to take. 1) Try to break B2B, if that fails, shoot into melee to free the guy. Upside, if the archer does break, you have one more archer to fire; downside, if it fails you have a shaken token to deal with. 2) Shoot first. Upside, the archer can CDG or can move away or both if it works, and can still try to retreat if it doesn't; downside, the archer cannot use his own ranged attacks wether it works or not.

 

Do not advance your melee forces either. If your warriors can't get to your archers in a single move, you'd best have a dang good reason for that. I'd put at least a warrior or two in with the archers, just to clear off foes or stand in the way.

 

And once the levee breaks, run for the hills! At this point no archer should be anywhere near another. You don't want to be close enough together that a model in B2B with one of your archers can kill one and then base another in the same turn. This lets the archers keep shooting and running, which is brutally effective once the model count gets low.

 

PS

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Two methods, depending on which risk you want to take. 1) Try to break B2B, if that fails, shoot into melee to free the guy. Upside, if the archer does break, you have one more archer to fire; downside, if it fails you have a shaken token to deal with. 2) Shoot first. Upside, the archer can CDG or can move away or both if it works, and can still try to retreat if it doesn't; downside, the archer cannot use his own ranged attacks wether it works or not.

 

Against Necropolis, plan on using method 2 to break contact. Pure Necropolis forces knock your discipline down by 2. With that in mind, you might consider dropping standards in favor of more troops or fireballs.

 

That also has implications for how you scatter - since lone archers aren't likely to break free all by themselves, you need to keep LOS so the archers can support each other.

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Also, make use of your Faction SA, Shadowy. Fire from within Light woods and then laugh when counter attacks fall short because of your extra cover bonuses.

 

Make use of your superior range and try to get on hilltops to extend that even further and improve your line of site. There is nothing more dangerous than a couple elven archers atop a level 2 or 3 hill. They can pick off just about anything in their now extended range. If there are 2 or more, they can make mini volleys to have insane range. Pick off anything that is a ranged threat and let your melee troops delay and tie up incoming ground models while you shred them from a distance.

 

Elves work best with delaying tactics and their better than average movement. Melee forces are not so much to charge in and lay waste to opponents as it is to slow them down and protect the archers so they can do their work.

 

As Pete mentioned, you need to keep at least one troop of warriors back and very close to defend the archers and remove pesky Cavalry threats, etc.

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Also, make use of your Faction SA, Shadowy. Fire from within Light woods and then laugh when counter attacks fall short because of your extra cover bonuses.

 

Make use of your superior range and try to get on hilltops to extend that even further and improve your line of site. There is nothing more dangerous than a couple elven archers atop a level 2 or 3 hill. They can pick off just about anything in their now extended range. If there are 2 or more, they can make mini volleys to have insane range. Pick off anything that is a ranged threat and let your melee troops delay and tie up incoming ground models while you shred them from a distance.

 

Elves work best with delaying tactics and their better than average movement. Melee forces are not so much to charge in and lay waste to opponents as it is to slow them down and protect the archers so they can do their work.

 

As Pete mentioned, you need to keep at least one troop of warriors back and very close to defend the archers and remove pesky Cavalry threats, etc.

 

I've been wondering about that.... Have people tried fielding, say, 6 archers at 750 points and immediately split them up in 3 2-elf teams? It makes it much more difficult for your opponent to select a focus for his (or her) advance.

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I do it all the time with my archers (even if they are Orcs) with very good effect. I typically field 5 and break it into 3 model and 2 model mini units if I need to watch two advancing fronts. Giving yourself multiple lanes of fire is soooo helpful. Whether you are doing mini volleys or not, it's a good way to force your opponent to split their own focus.

 

Darthiir has used his elves to do it on occasion as well with good effect, sending off a couple to keep an eye on another side of the table and keep that side honest and hunkering down behind terrain to slow advances.

 

A 2-model, 4-shot Volley will not be super effective except for it allowing you the extra range, which can be handy picking off annoying models just out of your normal range.

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Also, make use of your Faction SA, Shadowy. Fire from within Light woods and then laugh when counter attacks fall short because of your extra cover bonuses.

 

Make use of your superior range and try to get on hilltops to extend that even further and improve your line of site. There is nothing more dangerous than a couple elven archers atop a level 2 or 3 hill. They can pick off just about anything in their now extended range. If there are 2 or more, they can make mini volleys to have insane range. Pick off anything that is a ranged threat and let your melee troops delay and tie up incoming ground models while you shred them from a distance.

 

Elves work best with delaying tactics and their better than average movement. Melee forces are not so much to charge in and lay waste to opponents as it is to slow them down and protect the archers so they can do their work.

 

As Pete mentioned, you need to keep at least one troop of warriors back and very close to defend the archers and remove pesky Cavalry threats, etc.

I've always wondered about this . Are you saying that the shadowy upgrade of light to heavy woods actually blocks line of sight ? :unsure: Or , is it just the cover bonus ?

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Just the cover bonus.

 

As for splitting your archers, I almost always take 6 archers and split into a two elf and four elf team.

the two protect the flank and hunt spellcasters while the four protect the main advance.

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Also, make use of your Faction SA, Shadowy. Fire from within Light woods and then laugh when counter attacks fall short because of your extra cover bonuses.

I've always wondered about this . Are you saying that the shadowy upgrade of light to heavy woods actually blocks line of sight ? :unsure: Or , is it just the cover bonus ?

 

Emphasis added. :poke: I meant how they get a better bonus to DV from light cover.

 

You get an effective DV of 9 for your Archers instead of their usual 7. Using woods, or any light cover is a very vital survival tactic for Elves. The Archers' greatest weakness, succeptibility to Cavalry, benefits from Light woods too, since Cavalry models take penalties when moving through Light Woods.

 

Makes it quite a bit tougher to hit them with a ranged counter attack. It drops my Bull Orc's odds from 60% (RAV 2 vs DV 7, needing 5+) down to 40% (RAV 2 vs effective DV 9, needing 7+)

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If you check out the battle reports for CaptC and I, well . . .I've been having my hands full taking down the Crypt Legion as well. :angry:

 

The first build I brought won a tournament for me a couple months back, but it didn't take Moandin and his Zombies long to cut the trees into kindling. I tried a few some other tactics (sometimes the Marine in me just comes out) and let's just say they weren't that effective.

 

The build that worked.

 

Selwyn (GMA)

Caerwyn (GAU)

7 archers

2 longthorns (Musician)

 

meridh1

5 warriors

2 deathseekers

 

meridh2

5 warriors

2 breakers

 

centaur1

centaur2

 

giant eagle

 

The thought was to send my fast movers out to the flank, hoping to get around his troops as he went for my archers (this way I could shoot him from in front and from behind). I let the eagle get to close though and he was pin-cushioned by skeley archers and his twin azarphans gave chase to the centaurs...who lead them into the elven speed bumps.

 

The melee elves did their jobs, ganging up on the leaders and taking lots of punishment in return. But it slowed them down enough so that my archers could finish off Moandin (love critical shot) and his archers. Once they were down I could out maneuver and shoot.

 

Storm is right, use marksman early (first turn maybe) to get the bigger AOE but then move and shoot unless you're super sure they don't have the charge distance to get to you.

 

Don't be surprised if he bring the cavalry next time to counter your archers. If you think your opponent will drop one or two archers for the extra speed bumps.

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