Basic info: all elven units tend to lack armor and HP, making them the weakest of the good factions in terms of sturdiness. however, to compensate for that they have the best archers in the game, including the dreaded Mirkwood archers. Elves also excel at hit-and-run tactics since all their units have high speed and will stealth near trees (stealth excludes cavalry and builders).
note: as smeagolfan always preaches USE STANCES, it allows you to keep your elves alive longer.
- The elven fortress is mainly a support base, it has little offensive power on its own and does not have the AoE projectile upgrades of a Dwarven, Angmar, or Mordor fortress.
*Self heal(level 1)
*Leadership(level 4)
*Farsight (level 5)
*Tornado (level 7)
*Restoration(level 10)
- One of the better elven heroes. Having the ability to heal, recharge friendly unit power timers, leadership, spy on enemies, and even tornado, a high level Elrond is a danger to any army. Elrond is more of a support unit, so don't attempt to go solo with him, he is better for buffing an army.
*Wild walk (level 1)
*Move unseen (level 3)
*Elven cloak (level 4)
*Dead eye (level 7)
*Thorn of vengeance (level 10)
- The sniper hero of the elves. his bow packs a punch and has extreme range, but at the cost of fire rate. most of his abilities involve stealth. his level 10 power, Thorn of vengeance, is game over for all units and even most heroes. the initial strike is bad enough, but it is followed up by meta impact damage. though his level 10 ability is great, he is hard to keep alive because of his low HP. Thranduil can solo only because he can hide, but when the enemy knows they are being shot at, move and find a new target.
*Hawk Strike (level 1)
*Knife Fighter (level 2)
*Train Archers (level 4)
*Arrow Wind (level 7)
- A large price tag but still a good hero even at level 1. the initial ability of Legolas is hawk strike does good damage with a minor splash, good for killing retreating heroes or eliminating about half a battalion of soldiers. He also has a fair fire rate and high damage. His knife fighter ability is alright but is more for knocking down buildings or running away since it gives extra defense. Again, support unit that takes down larger foes such as trolls.
*mount (level 1)
*blade of purity (level 3)
*wind rider (level 6)
*starlight (level 10)
- Probably the hero worth more then he costs. Glorfindel's mount allows him to get around easily and his blade of purity is similar to Aragorns blade master ability and can decimate buildings. He also has easy escape because of wind rider. Overall this is the hero you want to lead an assault or raid. He is also the first hero you should get.
*toggle weapon (level 1)
*leadership (level 6)
*golden arrow (level 10)
- Haldir is best used as a support unit. his leadership ability allows raiding forces to do more damage. Haldir's weapon switch ability is good so he can join swordsmen or archers and provide both with his leadership. his low melee attack prevents him from destroying buildings on his own but combining him with pikes/swords allows him to do wonders. due to low HP and the fact that the enemy will target him first in a group, it is best that he is set in defensive stance.
*mount (level 1)
*heal (level 2)
*flood (level 10)
- she is probably the weakest hero in the game, Her slow melee attack prevents her from doing damage to buildings and makes killing units difficult. If you insist on using her, then her heal ability is a hero support and if you ever get her to level 10, her flood can take out front line infantry.
General Rush
-BO>
The elven rush most often used is a combination of of a sword and archer battalion or simply a raiding sword battalion. this allows you to raid your opponent's resource buildings. depending on your opponent's initial attack, you may want either archers to defend your own RBs or get another raiding sword battalion. Around mid-game, you will have to decide whether to get an early hero (glorfindel) or tech up to mirkwood archers, this is at your discretion.
The Lancer Rush (only early game)
BO.
2x Mallorn Tree>
Explanation
Many players will not expect a cavalry rush from elves and you will hopefully catch your opponent off guard and destroy a few RBs before he can make a counter. Aim at his RBs farthest from his fortress and keep out of the fort's arrow range. use Rally Call, clumping, and Stances to quickly eliminate the buildings and run to the next/next ideal RB location.
A Few tips.
-Rally Call is a MUST! You're Lancers cannot hack it without upgrades or Rally Call, you need at least one of those to make them an effective force.
-USE THOSE STANCES! If you aren't hitting buildings, defensive stance...if you are, aggressive. Simple as that. Lancer HP is low enough, leaving them on neutral stance will only hasten them to the grave!
-KEEP YOUR STABLES INTACT! this rush leaves your temporarily without defenders, so if your opponent ignores your raiding, you will need to keep your stables from harm by building it either in an obscure location, or by building it adjacent to your fort.
Mid to Late Game
Elves have the silverthorn arrow upgrade for late game. This upgrade is the largest threat to any player (since it deal magic damage), once elves get silverthorn arrows they need to focus on keeping enemy cavalry away from their precious archers. In an army go heavy on pikes unless you are facing dwarves or goblins, since their cavalry consist of few units and are not very good (but beware because battlewagons can crush many units before slowing down, concentrate fire on the wagons before engaging a main dwarven force. Elven heros are fairly cheap and if allowed to level up, they can be a big problem. Elrond and Glorfindel are the best/most often used hero pair for late game. Mirkwood archers are a must late game since their damage and range can kill most units and even heroes.
tier 1: rallying call, heal , farsight
tier 2: enshrouding mist, arrow volley, elven wood, Tom Bombadil
Tier 3: summon eagles, cloud break, summon ent allies
tier 4: sunflare, flood
(these are in order as they appear on the power tree)
explanation: Rallying Call is useful anytime throughout the game, enshrouding mist is similar, but debuffs the enemy and can be used to hit a fort if the enemy has no defenders. Cloud Break gives you time to turn the fight in your favor or just blitz your opponent's fort and finaly flood is the better of the 25 cost PP and does good damage to a fortress.
I know you may be tempted to just save points and take the path right up to flood, but don't sacrifice your advantage by not using power points to get appropriate powers (such as heal if you get heroes)
I hope this guide helps
-Nenya0619
Join me and many others on RotWK patch 2.02 and enjoy the game in its most balanced form ever.
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[This message has been edited by nenya0619 (edited 04-27-2009 @ 06:17 PM).]