7th Ed. How to beat High Elves?

Discussion in 'Lizardmen Tactics' started by Smithyramfan, Jul 29, 2008.

  1. Smithyramfan
    Skink

    Smithyramfan New Member

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    I have battled the 7th edition high elf book many times and not come anywhere close to winning. Anyone got any ideas on how to beat them?

    Help APPRECIATED. :D
     
  2. SohCahToa
    Kroxigor

    SohCahToa New Member

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  3. Daeghrefn
    Saurus

    Daeghrefn New Member

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    The thread linked addresses thier melee concerns, but I am having a serious problem with a shooty/magic high elf army. 2250 point game, I'm getting torn to pieces before crossing the distance. My opponent is generating 14 PD per turn, and it's devastating. There are also 4 repeater bolt throwers.
    I am having a difficult time figuring out how to defensively address both his casting and shooting. I'm thinking of dropping the Slann and his temple guard entirely and going back to the Carnosaur.

    Specifically, I'm having problems with Teclis and the bolt throwers.
    Any advice you guys can give would be nice. :)
     
  4. Dalkarius
    Ripperdactil

    Dalkarius New Member

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    Ok, I'm an expert vs. High Elves, I've been playing against them almost weekly since the almost 5th edition days.

    RBT's are the most over-powered damn war machine on the face of the planet. Hitting on 3's with 6 Str 4 armor piercing shots, for a 100 points?! And that magic is gross, I'll agree any day on that. Firstly, if he's using Teclis, I'd suggest, as expensive as he may be, taking Lord Kroak, or just wait until the new edition arrives. Archmages and 3 mages can hold of almost all Lizardmen magic, but Teclis is just murder.

    As for the RBT's, my suggest would be two units of terradons to get there quickly and kill them. Remember the Bane of all Elves is Salamanders! Krox's do a nice job of tearing up DP's and SH's so long as they don't get charge, so remember to use Skinks to screen your army and try to lure a charge if you can. Also remember HE's don't have special barding anymore, so their cav is slower then the may have thought.

    Really the only two HE things that are beyond paniful to kill are Pheonix Guard and Star Dragons. Star Dragons can only be killed by magic....period...unless your opponent is dumb enough to let a Carnosaur charge him. As for large targets, don't take them. With the exception of Slann and Krox, my entire army is skirmishers when I fight HE's. Also bring Chameleons, they're great for march blocking his cav or killing bolt thrower crews/mages/archers. I'd also suggest a JSoD, cause you have a good chance of getting him close to Teclis, and he can kill Teclis. With Kroak, it'd be easy, make sure you have Steed of Shadows, position JSoD where he can see Teclis, and use that as your last spell.

    Funny enough, Saurus, counting as Rare via spawnings with Skinks filling up Core pop, can hold off Swordmasters rather easy with I'd say Quetzl and if your opponent never charges, Sotek spawning. Temple Guard with Slann, if built correctly, are near invincible. Afraid of fear-causers/shooting? Spend too many points and give Slann Fear banner and 5+ Ward Save Plaque.

    In the end, they're a tricky and sly bunch, best of luck.

    -Dalkarius
     
  5. Daeghrefn
    Saurus

    Daeghrefn New Member

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    Thanks for the advice! You've given me some great ideas for next time.
     
  6. doom_diver
    Cold One

    doom_diver New Member

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    Lizardmen have no hope against Telcis. Expt...... Well try this list for size.

    Host of Quetzl
    Lord
    Saurus Oldblood
    Great Weapon, Light Armour, Charm Of Jaguar Warrior,Venom Of Firefly Forg
    Quetzl
    207 points


    Heroes
    Saurus Scar- Veteran
    Light Amour, Sword Of Might
    Quetzl, Tzunki
    129 points

    Skink Chief
    Sword Of Might, Cloak Of Feathers
    Shield, Light Armor, Scout
    134 points

    Troop

    20 Skinks
    Javelin and Sheild
    Quetzl Scout
    145 points

    20 Skinks
    Javelin and Sheild
    145 points

    20 Skinks
    Javelin and Sheild
    145 points

    20 Skinks
    Javelin and Sheild
    145 points

    20 Skinks
    Blow Pipe
    145 points

    20 Skinks
    Blow Pipe
    145 points

    Rare Unit
    Ogre Bulls x6
    Ogre Club, Iron Fist
    Light Armor
    Bellower, Standard
    230

    Special Unit
    Kroxigor X4
    Great Weapons
    232

    Terradons X4
    Skink Brave
    140

    Special Unit
    Kroxigor X4
    Great Weapons
    232

    2174 points

    I couldn't decide for Salamanders or Saurus Guard....... ( I have use to use South Lands and Imperial Guard)
     
  7. Smithyramfan
    Skink

    Smithyramfan New Member

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    What i really hate is when my friend takes his lofien sea guard list (which he takes all the time). His spearmen are also archers so he can spend more points on stuff like expensive heroes and swordmasters. Anyone got any ideas how to beat an army when you can't charge the archers because they have spears?
    And he kills all your ranged before they get in range. (Luckily in the new book they've taken out the rule which he gets a free shooting phase BEFORE the battle starts in 2000pts+. With no range or line of sight required!)
     
  8. Dalkarius
    Ripperdactil

    Dalkarius New Member

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    Ok, as for Lothern Sea Guard, those guys are a pushover if you manage your plays right. Firstly, High Elves are skilled but have a TERRIBLE save when not in combat, and even in combat saurus can hurt them. A Slann usually, with easy to cast D6 Str 4 moves can put the hurt on those units. And if he spreads out his guys usually to shoot then ranks up, see how he likes Wall of Fire!

    Another solution is Sallies, try to hide in terrain if you can, but High Elf shooting is rather weak unless he whips out BT's. But Salamanders + Lothern Sea Guard = you win. Salamander fire is the bane of all Elves. Lothern Sea guard are nasty, but if you shoot with everything you got, even skinks can rip those bastards apart.
     

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