Elves in 4th

I’ve now played four games with elves against different armies. Three of them were with a more mobile and varied list that also relied on cavalry and firepower (2* units of Cavalry, 2* Troops Gladestalkers, Dragon Breath, 2* Mage with Lightning Bolt).

That wasn’t very successful. It’s really annoying when you have 11 damage on a unit, then it just wavers and regenerates a lot. Besides a game against Abyssals, it was especially annoying when I rolled a double 1 against the Voidlurker…

And cavalry simply suffers immensely from the loss of the entire TC.

I tried something totally different then.

No more Lightning Bolt but 2 times Banechant, Scorched Earth and Celestial Restoration, combined with Heal 6 from the Avatar.

I always play 1 horde Palace Guard (with Vicious), due to the the increased Def I added another one hitting on 2s and 2 regiments. Yes, never played 4 units of one type and only rarely 3.

And another important addition was a Tree Herder.

This worked very well. Palace Guard is superior and with Banechant they cut through the toughest foes.

Command Orders are not balanced I would say. Why do Abyssal Dwarfs get a shooting attack with 8 attacks on a 4+ and 15 inches, Elves only 6 on 3+ and only 12 inches?

The other one is quite good, because you can risk to have just 2 sources of Inspiring and give Inspiring (self) to some of your kindred units.

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My list (like I mentioned, first time I use a unit at least 4 times)

Malice at the Palace [2300 / 2300]
~ List Valid ~

Battalion 1
Avatar of the Green Lady [U] (Hero (Lrg Inf)) 1 [240]

  • Heal (6) [0]
    Mage [2] (Hero (Inf)) 1 [170]
  • Inspiring Talisman [30]
  • Bane Chant (2) [25]
  • Celestial Restoration(3) [35]
    Mage [2] (Hero (Inf)) 1 [135]
  • Bane Chant (2) [25]
  • Scorched Earth(3) [30]
    Palace Guard (Inf) Horde [310]
  • Brew of Sharpness [45]
    Palace Guard (Inf) Horde [290]
  • Chant of Hate [25]
    Palace Guard (Inf) Regiment [160]
    Palace Guard (Inf) Regiment [160]
    Critters [2] (Lrg Inf) Troop [65]
    Therennian Sea Guard (Inf) Regiment [155]
    Forest Shamblers (Lrg Inf) Regiment [165]
    Drakon Riders (Lrg Cav) Troop [180]
  • Pipes of Terror [15]
    Tree Herder [2] (Hero (Mon)) 1 [270]
  • Aegis of the Elohi [15]

I wanted to use my newest models, the forest shamblers.

Right now I don’t want to play what I think is best, I want to get to know this edition, try several units,…

If this would be a list for a tournament I would probably replace the shamblers with air elementals.

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I’m with you, the forest shamblers are not in a good place imho. But I want to like them.

I like the guard spam, I love that profile.

Celestial restoration it’s swingy. Personally, i would go heal instead.

I’m just curious, how is the green lady doing? Never tried this ed, either with elves or FoN, my other army.

Had my first tournament with a similar list. But instead of Seaguard just Tallspears and Air Elementals with Hammer instead of Shamblers, plus minor tweaks.

Was an average result, but just because I got the rules for the scenario in game 3 wrong (and my opponent was quite lucky, he did not even realize my air elementals with the hammer will crush his earth elemental troops into pebbles) and I rolled a double 1 in game one when the 2+ Palace Guard caused 16 wounds on a Pegasus vampire.

Draw, Victory, Loss.

Palace Guard is superior, I don’t like Tallspears with average 4+ Melee any longer. :dotted_line_face:

The Avatar did okay. It’s healing is quite useful and even without CS or TC it can cause some trouble getting a flank.

Or just charge the front of a unit with TC and they will have problems causing much damage to Def 5.

Celestial Restoration will be gone, ‘cheated’ because I overlooked it is the only spell allowing no rerolls.

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Yeah, playing those elves was a nasty surprise coming from 3rd. Back then, the palace guard were blenders already, defense 5+ makes them very resillient to boot. Where, in the past, an unhindered cavalry charge in the front and a 50*50 character in the flank spelled doom for any horde, these elves survived the initial charge with plenty of room. (I think I could have routed them on a 11 or 12, so I definately underestimated them).

The double one on the vampire helped quite a lot, then again, next turn the palace guard with 25 wounds got one as well. It was definately a swingy battle and one worth remembering! If only I would have moved that darn necromancer far enough to claim the centre…