I actually have found a modified version of the Battle for Skull Pass works well; not neccesarily buying it because unless you want to play gobbos or dwarfs, not much point, but breaking a couple core units down and letting them go at it with maybe a special per side.
Exam-ple, since you are rolling High Elf and Dark Elf, go with 10 spearmen, 10 seaguard with bows, 5 swordmasters and a basic noble for the High Elves, and with maybe 5 cold ones, 10 repeater crossbows and 10 line troops for the Dark Elfs. Maybe put a hydra for Dark Elves and Repeater Bolt Thrower for high elfs.
Don't woory too much about army special rules the first game or two, and play each side once. Gives them a feel for missile troops, line combat troops, war machines, cavalry, and monsters, how it is to play with them and how to play against them.
then you introduce the army special rules and play another game, playing once each side.
Then you can add a low level wizard or something and pretty soon they have seen each phase of the game, have not had it thrown at them all at once, and will be hooked. Much like a substance that is white and sounds like track, the first one is free...after that, they pay for their butt-kicking
