After having read (multiple times) how easy it is for just 500 Elven archers to beat 5000 Orcs/Goblins I decided to give the battle mechanics for Silvan Elves a closer look. And drew conclusions out of the appr. 100 battles I had against Mordor and the Orcs of ... in 3 Silvan campaigns.
Let me start with a clear statement - I do not beleive anyone telling me he can win against 5000 Orcs (20 full units, mostly skirmishers) with just 500 Elven archers (which would be 4 units) easily in the vanilla TATW, less that he can win with nigh 0 losses. The only exception would be a battle on extremely steep ground where the enemy has to come uphill channeled through narrow "passes" and you enjoy free space for shooting to the limit of the Elven archer range upped by the height advantage. Otherwise - no.
Boundary conditions:
- Early stages (until around turns 30 to 40). Light Elven archers/some spearmen/some Sentinels against mostly Snaga Archers/Snaga Skirmishers/some heavy Goblin infantry
- No submods, no canged unit stats
- No reckoning with Trolls. If youīre not able to field at least 2/3rd of stacks against full on the other side as soon as trolls in numbers come into play - well, youīre in for a hard time then ...
- Battles on hard difficulty
Troublesome enemies:
Most troublesome enemies of Silvan elves in the early campaign stages?
1., 2., 3. - Black Numenorean cavalry (Nazgul generals bodyguards). Reason is obvious - your Elves have to skirmish (move) to avoid losses, thus even stakes may be pretty useless. So you do NOT have an effective counter for heavy cavalry. Fortunately you will encounter just one at a predictable place - Dol Guldur.
4. Snaga skirmishers. Reason is likewise obvious - these guys do Javelin damage at a distance where the Elves will not automatically try to disengage until Javelin distance has passed. So their high number always ensures that despite the pathetic attack values they will hit some scores. Due to my experience they are the sole origin for the vast majority of Elven losses in early game stages.
5. Snaga archers. As soon as they come into range they WILL score kills as you are most likely forced to ignore them for quite some time in the battle
Battle mechanics:
Letīs assume a (bad) standard setup for Elves - flat land (be it covered with wood or not), 3 Elven light archers, one spearmen unit, one generalīs unit against 5 Snaga skirmishers, 2 Snaga archers, 2 Goblin infantry, one Orc general. Sounds pretty familiar to Elven players?
Well, no matter how you position your units 3 things are going to happen:
- You will win
- You will take losses
- You will find the strongest enemy units to be the easiest to deal with
Letīs go through all 3 step by step:
Win?
Obviously you will set your archers in skirmish mode, fire arrows on (so they use up arrows in a less speedy way and cause moral damage). If "fire at will" is turned on (highly recommended for this Elven specific setup) your archers will always fire at the nearest target. Spearmen placed in the (far) back, you want them at good health chasing weakened enemy units where appropriate. They need micromanagemen, together with the generals unit. One note of warning - without support the generals archers can NOT even take out a single unit of Snaga skirmishers (tested in a 1:1 encounter in a campaign).
With an enormous amount of patience and having your units scattered all over the place you may at least rout one exhausted Orc unit after the next one, most likely extinguishing some in the course of events.
Losses?
Watch the way the archers retreat in skirmish mode. Letīs assume you positioned them 2 lines deep, max width initially for the highest amount of damage (straight lines of sight/fire to the enemies for most units possible). Letīs further assume the enemy approaches 3 units wide, with a more or less linear front but slightly slanted to your forces.
From north to south
Orcs: G
X X
X X X
X X X
X
Elves: ------- -------
------- GGGG
Then the archer line retreats starting with the elements nearest o the enemy, moving away from the enemy again not strictly backwards (so not |) but slanted (\). Basically they roll themselves up from the left to the right. And few of them will be caught in this process and forced into melee. This may or may not repeat several times. The first source of losses.
After the first retreat the battlefield might look like this, with adjacent units might experience fringe melee occurances:
Orcs: G
X X
X X X
X X X
Elves X -------
-------
------- GGGG
The second source of losses are the Snaga skirmishers. These buggers are extremely weak, but if they only aproach into Javelin distance they will not trigger the Elves retreat. And no matter how weak their attack, the high number ensures that still few Javelins will find and kill their targets. Yes, there might be people out there that are able (and have the patience) to micromanage all their archer units and avoid Javelin losses altogether - I canīt :-).
The third source are the Snaga archers. Even if you temporarily concentrate fire of all units upon them, there will be some left alive. And in the course of the battle until the final stages your retreating archers will have more important targets, thus even the diminished Snaga archers will score some (a few) kills.
Thus - if your 675 people come out of the battle victorious with about 80 lost lives it is a normal result, not a bad one.
Deal?
To make a long story short - the heavy infantry and the Orc generals unit are preferred Elven meat. They rarely ever spread (like the skirmishers), have no change to reach the archers ever and just run into one volley after the next. If the same 10 units as above would consist out of Goblin infantry only, you might win without losses (though the higher armour and shield rating might prevent their extinction before arachers are out of arrows).
As a summary conclusion - the Elves biggest advantage is speed combined with firepower. But that is made up by an extreme weakness - no cavalry until mid game. Which essentially means that the enemy might have survivors, you canīt enfore early routs and you canīt force break temporary melees where necessary. The fact that any reasonable enemy (except you are in for world conquest - a bad idea for a Tolkien Elven game) does likewise not have cavalry renders the stake ability pretty useless ...
For what its worth to you,
Thorsten