
ARCHERS
Granted, longbows leave a lot to be desired with their single S3
shot arrows. The S3 shot, however, can be effective in eliminating ranks of lightly armoured infantry units, which
can be invaluable for swinging a combat in your favor. Outside of this, they make fantastic position holders. Also, many enemies
will ignore them as a unit with a low threat potential, and your Archers can then safely hang in the backfield and snatch
up that table quarter at the end of the game. Being one of the cheaper units High Elves have, I generally take at least one
unit to support my bolt throwers.
Recommended Unit Size: 10 without command.

SPEARMEN
Spearmen are great in either defensive or offensive roles. Sure, only have a S3 and a 5+ Armor Save,
but the ability to fight in three ranks with spears (2 on the charge) means more attacks across the board, and more attacks
could mean one or two more dead enemies, which can swing the combat in your favor if it is a prolonging fight (since Elves always
strike first, the ability to reduce enemy attacks against you is VITAL). Spearmen therefore, make decently priced anvils that
are fairly decent at maintaining 2 or 3 round combat. Offensively, when supported by a Lion or Tiranoc Chariot, these guys
can even break tougher infantry.
Recommended Unit Size: These guys really excel in big blocks. 20 with full command in 2,000 pt.
games & higher.

LOTHERN
SEAGUARD
Filling the roles of Archers and Spearmen, Seaguard are one of the most defensive units in the High Elf list.
These guys excel at holding your battle lines or war machines, and defensive armies would do well to try and sneak in a unit
of 20 of these guys. Deployed in two ranks, they can volley off some fire at the enemy. When the fight comes closer
to the Seaguard, it's time to switch up tactics and reform the little buggers into a standard 5x4 block, who are just as good
as Spearmen at holding a line since these guys also fight in three ranks with Spears. Seaguard though, are allowed to stand
and shoot, which again, can prove invaluable if you can negate a rank. A bit pricey, but effective in a defensive list.
Recommended Unit Size: 15 to 20 are more than enough.

SWORDSMASTERS
OF HOETH
With a WS of 6, and 2 Str 5 attacks that always strike first, the Swordmasters are more than capable
at going toe-to-toe with some of the best units in Warhammer. Only the elite Wardancers of Athel Loren can come close to matching
thier power and speed. Just don't forget that they only have a T3 and 5+ save. If left in the open, they are extremely vulnerable
to missle fire. However, in close combat, they have few peers.
Recommend Unit Size: 15 in small games, 20 in larger games. Command is a must!

SHADOW
WARRIORS
The scouts from Nagarythe recived a upgrade in this edition. With hatred
against everybody (eternal hatred vs. Dark Elves) and a WS5, these scouts can mash any fast cav, lone mages, war machine
crews or other scouts they face. These are the bread and butter when it comes to harassment. Use them to march block, or charge
exposed flanks to tip battles in your favor.. They also come equipped with longbows, which if forward deployed, can pick off
weak foes at turn one.
Recommended Unit Size: I like between 6-8 of them.

PHOENIX
GUARD
So much better than they used to be, the Phoenix Guard are incredibly durable with heavy armour and a 4+ Ward save.
Thier halberds pack a wallop with a S4. They can also go up against some of the best hitters in the enemy force and keep on
fighting thanks to thier LD of 9. Get them into combat and stomp lightly armored infantry into the ground, and aim for the
fear-causing auto break. Also invaluable against the undead.
Recommended Unit Size: 20 in big games, 15 in less than 2,000 pt games with full command.

WHITE
LIONS
White Lions
are incredible support units. Use them to move through woods quickly and land a flank charge on the enemy while a block infantry
unit hits the front. Spearmen and White Lions together make a good team, as the Spearmen will supplies ranks and a standard,
and maybe a kill or two - and the White Lions will steal enemy ranks, get the flank bonus, slice through armour with their
S6 attacks, and likely tip the scales for the outnumbering bonus. Or field a big unit and watch them trap a unit with
thier stubbon rule.
Recommended
unit size: 10 with a Champion if serving support roles. 15-20 if using individually.

SILVER
HELMS
Silver Helms
are a rather cheap special choice Cavalry that makes a superb hammer unit. High Armour Save, good speed, Elven leadership,
and hard hitting on the charge, Silver Helms have a variety of uses in a High Elf army. The more traditional way to field
them is with Heavy Armour and Shields, for a hard hitting, 2+ Save, elven Knight. If you choose this route, there are two
big fighting options. So all in all, Silver Helms can serve as harassment, flankers, or fighters – it’s all a
matter of personal preference.
Recommended
Unit Size: A unit 7 or 9 strong, and led by a character, to pound head on into enemy infantry or cavalry. Personally,
I prefer a unit 5 strong, with full armour to serve as power flankers.

ELLYRIAN
REAVERS
Akin to the Dark Elf Dark Riders, Ellyrian Reavers can serve an invaluable support role to any High Elf army. With
the Movement value of 9, these guys can out charge anything but flyers and Mounted Daemonettes, which becomes a valuable asset
against light infantry or enemy Fast Cavalry, as the Reavers can strike fast and at S4. These guys are also ideal for hunting
down war machines and lone Mages. But truly, the strength of the Reaver is in general harassment. Threatening flanks, march
blocking, and baiting are their forte. Position them an angle in front of an enemy, leaving your foe two options: charge the
Reavers or go around them. If the Reavers are charged, they flee and thus force the enemy unit to move forward at an angle.
This can, and often does, result in the enemy receiving a flank charge from another unit held in reserve (remember, High Elf
units support each other, and giving support to Reavers is no exception). They also have the option for bows, but this option
is expensive, and often not worth its salt as Shadow Warriors will handle all your harassing arrow fire needs.
Recommended unit size: 6 is perfect for harrasment roles.

DRAGON
PRINCES OF CALEDOR These guys are true Nobles, the descendants of the Dragon Princes of old, those who once rode
mighty Dragons into battle. As such, they have recieved an upgrade this edition. I like to think of them as a perfect combination
of Silver Helm (calvary rules!), Phoenix Guard (WS 5,LD 9) and Swordmaster (2 Str 5 attacks). In addition, thier dragon armour
has been upgraded to immunity to all fire and breath attacks! These guys truly rank amongst the most elite of calvary now,
and I try to field them as much as possible.
Recommended unit size:
I like 6 with full command, sometimes with a character for added punch!

TIRANOC
& LION CHARIOTS Chariots are some of the best support units in the High Elf throng. These are ideal units
to serve alongside Spearmen, as they will add valuable Combat Resolution points to the weight of numbers and the banner of
the Spearmen. And never forget that massive charge range – it will help get the Chariots into battle quickly, and give
them a wider range of what they are capable of supporting. Used correctly, in fact, one Chariot could support two units by
sitting between them, and charge alongside whichever needs its power more. Characters can also find home in a Chariot, and
will be strong enough to negate ranks should the Chariot be able to charge an enemy flank. This is often invaluable toward
swinging a fight.
Recommended Unit Size:
At 140 pts, The Lion Chariot is a more expensive wrecking machine and you could eaisly field 2 of the horse-drawn chariots
at that price. It totally depends on your taste.

REPEATER
BOLT THROWER A must-have unit in a defensive army, RBTs are capable of punching through heavy cavalry and even
taking down large monsters (Dragons, Wyverns, Giants, etc.). This is an ability High Elves largely lack: long-range, heavy-power
weapons. The RBT not only makes up for this weakness, but adds a certain aspect of reliability lacked by Dwarf or Goblin Bolt
Throwers. Using its 6-shot option, a pair of Bolt Throwers can effectively serve as machine guns against enemy infantry, especially
since this method of firing offers a –2 Armour Save modifier. Note that the reliability of this lies in numbers, since
a single shot can pound through ranks as well. But a single shot can miss, as it relies on a single roll. 2 RBTs side-by-side
can both miss, since you’re relying on 2 rolls. But it’s highly unlikely that 12 shots will all miss, and in the
very least you can negate an enemy rank. This 6-shot attacks is also highly effective against enemy screens and Fast Cavalry.
Recommended unit size:
I field at least two always, but more than that is good too!

GREAT
EAGLES Eagles can serve a very important role in a High Elf army. Fast moving, high Leadership, 2 attacks, and
S 4 for a low points cost, they work best in pairs, and work even better if you’ve already got Shadow Warriors lined
up to do some harassing. If the enemy has lone Mages or war machines, take them out. Otherwise, march block with these suckers.
A pair of Eagles and a grouping of Shadow Warriors combines can neutralize the threat of war machines and effectively slow
an entire army in one fell swoop. Use them, and use them well, for they will not let you down.
Recommended
unit size: 2 works well at getting behind enemy lines.
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