HIGH ELF 2,000 POINT GT '99 ARMY


CHARACTERS
High Elf General (160) with Sword of Heroes (60), Armor of Fortune (15), Black Amulet (50), shield (1), longbow (3), horse (3), barding (4) and lance (2)
298 Points
Dragon Prince Champion (48) with horse (3), barding (4), heavy armor (3), shield (1) and lance (2)
61 Points
High Elf Mage (59) with Destroy Spell Scroll (50)
109 Points
High Elf Mage (59) with Rod of Power (25)
84 Points
High Elf Mage (59) with Dispel Scroll (25)
84 Points
Subtotal: 636 Points
REGIMENTS 7 Dragon Princes (301) with Standard of Shielding (13)
314 Points
6 Elyrian Reavers (150) with spears (12) and bows (24)
186 Points
8 Swordmasters of Hoeth (128) with shields (8) and Banner of Sorcery (42)
178 Points
9 Archers (90) with longbows (9)
99 Points
5 Shadow Warriors (60) with longbows (5)
65 Points
15 Seaguard (210) with heavy armor (15), longbows (15), Banner of Defiance (66) and musician (16)
322 Points
Subtotal: 1,164 Points
WAR MACHINES
2 Repeater Bolt Throwers
200 Points
TOTAL: 2,000 Points

Notes: I expect to see some HE armies this year from the more cerebral players. They are a bit bland to paint, but can be made coldly beautiful. HE have a good balance between nice infantry and cavalry, and good war machines (the RBT). The only debate is what to spend points on. This army is a mostly infantry force, with some good hard cav support. It is designed to have both vetos.

Movement: The Dragon Princes and reavers are quick, but the rest is infantry. Most of the fast stuff will be out on one flank, ready to slam the door when the enemy is in position. There are three maneuver elements in this army: The Dragon Princes (who do the killing; the general is in there), the reavers and the infantry complex of the Seaguard and swordmasters. Not alot of hammers, but the elves are limited by the war machine rule. If they have too many, they lose game points, so I can have either the RBTs or some chariots. I like the RBTs better because they are more versatile, and they deal well with big threats to the HE, like Daemon Princes, chariots, knights, etc.

Shooting: This army boasts 35 longbow shots plus eight S4 from the RBT, with no armor save. That weapon is meant to pick on small units of T3 and T4 knights and such. The rest of the archers will have to find something they can hurt and shoot at that all game. 35 shots should yield 105 shots per game (three turns of fire). 70 will be at long range, so they will be at 4+. That's 35 hits, of which 22 will wound against T3. The other 35 will be at short range, which is 3+ to hit. At short range, the Elves should hit 22 times, wounding 11 against T3. That is a grand total of 33 wounds vs. T3, plus the RBTs.

Close Combat: Close combat is what the HE will use to finish the game. The DPs are a real hammer, capable of taking punishment (they have a 1+ save) and dishing it out (the general is in there, along with a champion). If the reavers get a flank charge, there's almost nothing they would be afraid of. The swordmasters and seaguard are mutually supportive, but are defensive in nature. The seaguard will be in a 3x5 formation on a hill, so all ranks can shoot, and they will have +7 combat res (banner of defiance). The archers will deploy wherever they can do the most good. The mages will be in the seaguard, archer and swordmaster units. They will enable the infantry to get the charge on threatening units by walking out of the unit when the enemy get too close. That will force the enemy to charge the mage, killing him, but setting up the enemy for a charge from the infantry.

Magic: This army seems fairly inoffensive, until you remember that every mage has High Magic. They will have a little trouble dispelling, but the two scrolls will help with that. The rod of power will help too. Between the mages, they will hold three Winds cards, with the potential to hold three more in the Rod. They will also be able to see six cards of the High Magic deck, because of the drawing rules. That should enable the mages to get some decent spells. They will cast as well as higher level mages because of the unique High Magic rules. Even though this is a defensive army magically, it can still get off a spell or two if need be.