OLD:High Elf Fleets Quickplay Armies

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High Elf Fleets
File:High-elf-fleets.webp
Setting: Grimdark Future
Games: Grimdark Future,
Grimdark Future: Firefight
Species: Elf

Below you will find quickplay army lists for High Elf Fleets from Grimdark Future.

Note: as v2.50 is in constant development the following might not be accurate.

Miniatures Agnostic Wargaming :) (750pts)

This is a v2.50 list you can build using the Combat Patrol: Aeldari box from Games Workshop, or models of your choice, of course.

++ High Elf Fleets [750pts] ++
Elven Noble [1] Q3+ D4+ | 80pts | Fast, Hero, Psychic(1), Tough(3)

Shard Pistol (12", A1, Rending)

CCW (A2)

Avengers Squad [5] Q3+ D4+ | 165pts | Fast

5x Shard Carbines (18", A2, Rending)

5x CCWs (A1)

Scorpion Squad [5] Q3+ D4+ | 225pts | Fast, Impact(1), Scout, Stealth

5x Shard Pistols (12", A1, Rending)

5x Chain-Swords (A3, AP(1))

Jetbike Squad [3] Q3+ D4+ | 280pts | Strider, Tough(3), Very Fast

3x Twin Shardguns (12", A4, Rending)

3x Shard Pistols (12", A1, Rending)

3x CCWs (A2)

Special Rules

Very Fast - This model moves +4” when using Advance and +8” when using Rush/Charge.

High Elf Fleets Psychic Spells

Hide (4+): Target 2 enemy units within 12” get -1 to hit next time they shoot.

Soul Seeker (4+): Target enemy unit within 6” takes 3 hits with AP(2).

Creator (5+): Target 2 friendly units within 12” get +1 to defense next time they take hits.

Destroyer (5+): Target enemy unit within 12” takes 7 hits.

Blessing (6+): Target friendly unit within 12” gets Impact(1) next time it charges.

Curse (6+): Target 2 enemy units within 6” take 6 hits with AP(1) each.

Miniatures Agnostic Wargaming :) (1000pts)

This is a v2.50 list you can build using the Combat Patrol: Aeldari box from Games Workshop.

The title is a bit of a joke, as if you're the sort of person that cares too much about what something is in Warhammer matching up with OnePageRules, you won't have a good time looking at this list - while the Defender and Storm squads match more closely to the infantry elements of this box, the shuriken weapons all look quite similar, and the sprue contains at least 5 Eldar chainswords. High Elf Fleets is a very glass-cannon army, your Scorpion Squad being quite an example of that fact, packing about 45 points into each model and only having a 4+ armor save. Abuse your cover and your Stealth with them and they'll mince up pretty much anything, getting about 2 hits each once they get into melee, and AP(1) is more than enough to deal with even 3+ armor quite readily. Zip around on your bikes threatening capture of objectives with your 20" Rush range and pouring 15 Rending shots a round into anything within 25" with your Advance range and the innate range of the guns.

The Wraith is a bit of an ugly duckling here, not having much way to get into melee quickly via increased movement speed or any abilities to ignore terrain, but will do alright once it closes the distance. Unfortunately there is not much that can be done with it regarding ranged weapons, as they are expensive to add and dilute the unit's role into both ranged and melee combat, which isn't something OPR handles particularly well due to no units being able to shoot and fight in the same activation.

++ High Elf Fleets [1000pts] ++
Avengers Squad [5] Q3+ D4+ | 165pts | Fast

5x Shard Carbines (18", A2, Rending)

5x CCWs (A1)

Scorpion Squad [5] Q3+ D4+ | 225pts | Fast, Impact(1), Scout, Stealth

5x Shard Pistols (12", A1, Rending)

5x Chain-Swords (A3, AP(1))

Jetbike Squad [3] Q3+ D4+ | 280pts | Strider, Tough(3), Very Fast

3x Twin Shardguns (12", A4, Rending)

3x Shard Pistols (12", A1, Rending)

3x CCWs (A2)

Wraith Walker [1] Q3+ D2+ | 330pts | Fear, Fearless, Tough(12)

2x Shardguns (12", A2, Rending)

2x Ghost Swords (A4, AP(1), Rending)

Stomp (A4, AP(1))

Special Rules

Very Fast - This model moves +4” when using Advance and +8” when using Rush/Charge.

Miniatures Agnostic Wargaming :) (1500pts)

This is a v2.50 list you can build using the Combat Patrol: Aeldari box from Games Workshop.

The Noble is the ugly duckling this time around, being a melee model that can't readily be placed in the Scorpion Squad as they will lose their Scout deployment ability and their Stealth bonus. You can get around this, if you wish, by dropping one of the Shard Cannon jetbikes back down to a Twin Shardguns, freeing up 20 points, and upgrading the Elven Noble with Scorpion Suit (Impact(1), Scout, Stealth) using the freed 20 points. Otherwise, they'll need to camp in the back with your Avengers, maybe getting lucky and being allowed to stab something if the unit gets charged later in the game.

The Wraith is still a bit underwhelming mobility-wise, but has been upgraded to have a pair of Flamethrowers, so it can soften up many targets the turn before it is in range to get in their face. It does have the Psychic upgrade now, though, which can be handy.

++ High Elf Fleets [1500pts] ++
Elven Noble [1] Q3+ D4+ | 90pts | Fast, Hero, Psychic(1), Tough(3)

Shard Pistol (12", A1, Rending)

Energy Spear (A2, AP(4))

Avengers Squad [5] Q3+ D4+ | 180pts | Fast

1x Twin Shard Carbine (18", A4, Rending)

4x Shard Carbines (18", A2, Rending)

5x CCWs (A1)

Scorpion Squad [5] Q3+ D4+ | 225pts | Fast, Impact(1), Scout, Stealth

5x Shard Pistols (12", A1, Rending)

5x Chain-Swords (A3, AP(1))

Jetbike Squad [3] Q3+ D4+ | 340pts | Strider, Tough(3), Very Fast

3x Shard Cannon (24", A4, Rending)

3x Shard Pistols (12", A1, Rending)

3x CCWs (A2)

Jetbike Squad [3] Q3+ D4+ | 280pts | Strider, Tough(3), Very Fast

3x Twin Shardguns (12", A4, Rending)

3x Shard Pistols (12", A1, Rending)

3x CCWs (A2)

Wraith Walker [1] Q3+ D2+ | 385pts | Fear, Fearless, Psychic(1), Tough(12)

2x Flamethrower (12", A6)

2x Ghost Swords (A4, AP(1), Rending)

Stomp (A4, AP(1))

Special Rules

Very Fast - This model moves +4” when using Advance and +8” when using Rush/Charge.

High Elf Fleets Psychic Spells

Hide (4+): Target 2 enemy units within 12” get -1 to hit next time they shoot.

Soul Seeker (4+): Target enemy unit within 6” takes 3 hits with AP(2).

Creator (5+): Target 2 friendly units within 12” get +1 to defense next time they take hits.

Destroyer (5+): Target enemy unit within 12” takes 7 hits.

Blessing (6+): Target friendly unit within 12” gets Impact(1) next time it charges.

Curse (6+): Target 2 enemy units within 6” take 6 hits with AP(1) each.

See Also

High Elf Fleets
Overview - Tactics - Firefight Tactics - Miniatures - Quickplay Armies - Firefight Quickplay Armies
Grimdark Future quickplay armies
Alien Hives - Battle Brothers - Blessed Sisters - Custodian Brothers - DAO Union - Dark Elf Raiders - Dwarf Guilds
Elven Jesters - Eternal Dynasty - Havoc Brothers - High Elf Fleets - Human Defense Force
Human Inquisition - Infected Colonies - Jackals - Machine Cult - Orc Marauders - Prime Brothers - Ratmen Clans
Rebel Guerrillas - Robot Legions - Saurian Starhost - Soul-Snatcher Cults - Titan Lords - Wormhole Daemons