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V Coast ranged is better suited to anti-inf roles than counter skirmishing, with the exception of deck hands, put them on melee, turn off skirmish mode and you have an expendable counter to ranged cav. (they shoot while moving and cannot rout)
Just kill their leaders and then crumble, that's all there is too it!
Otherwise idk any sure win. My preferred strategy is to play them balanced vs high elves and it helps to have a second army of chaf just to give you breathing room and more room to shoot.
Don't let their cav get to your artillery unless you have depth guard with polearms to counter them.
Use summons and maybe bring a couple bloated corpses in the chaf army to knock off their more expensive and effective infantry like swordmasters and Phoenix guard.
Mournguls and the hero are probs some of the best options for getting on their archers if your artillery isn't enough.
No they don't. I don't want to call them "just faction packs" either though because they include their own win conditions (aside from the vortex) in the Warhammer 2 campaign. So they are somewhere in between a faction pack and the full Wood Elf mini campaign.
Use summons to slow down the enemy advance. A mob of summoned zombies will get wrecked by HE archers, but those archers need to pause to fire, which means you get a chance to bomb them for longer.
Have a couple bloated corpses in your front line and bum rush the enemy elites as they get close to your frontline.
I mean they do, if the A.I. wasn't dumb as bricks.
Problem is the A.I. is dumb as bricks.