The High Elf Host of Lord Menethor


This is a 3000pt High Elf force with a fairly even mixture of troops. It also has the benefit of the use of the special character Tyrion.

Read one of their battle reports or read the special rules for Orieth, the High Elf Ranger.

The General

The army is often led by Menethor, a High Elven Lord character. He is mounted on an Elven Steed, so he can either act as an independent character or join up with a unit of Silver Helms for increased destruction. He usually carries a High Elven magic item like the Dragonblade Lance, wears the Armour of Meteoric Iron for the ultimate level of protection, and carries a Potion of Strength. He also has a double handed sword so that he can get +2 strength in every turn of combat, not just when he charges. However, this means he has to strike last...

The Silver Helms

The Silver helms make up a very dangerous part of the High Elves offensive force. They are fast, and armed with lances can kill even the toughest of opponents in the first turn of combat. The unit is usually led by a champion and command group, to increase its destructive potential. With a full complement of heavy armour, shield, barded steed and the Standard of Shielding, they can achieve a 1+ save! However, with only light armour, they have a 5+ save and count as light cavalry, allowing them great manouverability. The regiment is normally made up of 5 Silver Helms (including a command group) and a champion.

The Tiranoc Chariot

Tiranoc chariots form a deadly part of the High Elf attack. They specialise in rushing forwards and charging weak enemy. Be warned, however, that if it does not break the enemy in the first turn of combat, it will probably lose. Also, make sure you arm it with sycthes - for the points, they are well worth the investment. Finally, make sure you take more horses. There is nothing more annoying than having a chariot which can't move at all, let alone charge the enemy!

The White Lions

White Lions of Chrace make excellent attacking and defending troops. This is because of their choice of special attacks. They can choose from -1 enemy attacks, cause D3 wounds or -1 enemy's to hit roll. This means they can easily absorb a charge, take on large multiwound monsters and deal out a lot of punishment. If they accompany a general, they are also immune to breaking. Their main disadvantage is that using double handed axes makes them strike last in combat, so they can often be killed before they get a chance to fight back. To stop this, the champion is given the Axe of Swift Slaying

Repeater Bolt Thrower

The Repeater Bolt Thrower, the "Deathbringer" forms an important part of the armies long range missile support. It can fire either one large...

...bolt for taking out tough enemies, or several smaller ones for raking through regiments. Best of all, no armour save is allowed against the bolts.

Spearmen

Spearmen form the centre of most High Elf armies. They are great defensive troops, as they are trained to fight in 3 ranks. They usually wear light armour and shields, giving them a 5+ save. Their toughness 3 gives them little protection, so like most High Elves, the are quite fragile. Also, they only have a strength of 3, which makes it difficult to kill heavily armoured or very tough opponents. Spearmen are best used in large blocks so that they can benefit from the 3 ranks rule and also to give them a large rank bonus. Add a standard bearer with the Banner of Defiance and also a champion and they will be extremely difficult to break.

Lothern Sea Guard

The Lothern Sea Guard are basically High Elf archers and spearmen rolled into one. This means they can fight on the front of the battle line, pouring arrow fire into the enemy, even as they charge, then make a devestating counter attack with three ranks of spearmen. This unit normally has 24 soldiers in it, to gain a +3 rank bonus and +1 for having a standard. Combine this with initiative 6 and you get quite a lot of guaranteed combat bonuses before most enemies even have a chance to attack. Personal favourite magic item is the Banner of Defiance, to give a +6 rank bonus.

Archers

High Elven Archers are second only to the Wood Elves in level of skill. Their ability to shoot in two ranks gives them an invaluable advantage over other races. They have a relatively high ballistic skill of 4 and use longbows, which give them a range of 30". This gives the Elven general a great advantage because he can deploy the archers near the back of the board, perhaps on a hill, and still be able to reach the enemy battle line with the arrows. With the addition of a champion, the archer unit could be armed with, for example, the Sky Arrow of Naloer. This allows him to shoot at creatures flying high, who could be preparing to attack the archers themselves in the next turn.

High Elven Mage

High Elven Mages are among the most powerful in the whole Warhammer World. Armed with the noble High Magic, they have access to extremely powerful spells like Fiery Convocation, Assault of Stone and Tempest. The mage is at his best when given a good choice of Magic items. For example, the War Crown of Saphery can turn a mage Lord into a level 5 mage! Alternatively, college magic spells such as Celestial Magic make a good alternative if you are wanting a change, but want to stay in character. It is often a good idea to put the mage in a regiment to protect him from potentially deadly missile fire. However, if you are going to be taking him to the front line, bear in mind that a protective item like the Amber Amulet or Cloak of Mist and Shadows could be in order.

Orieth

Orieth is a High Elven Ranger, and is a special character made up by Angus. His main attributes are his stealth, which allows him to deploy behind enemy lines, and his speed, giving him a 4+ special save against all attacks. He is skilled with the bow, and often carries the Bow of Loren, which means he can release whole vollies of arrows towards the enemy. Also, he can be made the army general as he is a High Elf Lord. His main weakness is close combat, where his relatively low toughness makes him vulnerable to a serious attack from decent combat troops or characters. Depending on his magic items, he costs around 400 pts. To read his special rules in full, go to the Orieth page.

Maiden Guard

The Maiden Guard are the personal bodyguard of Alarielle, the Everqueen. They are stubborn defenders, armed with spears and longbows, which they are adept at weilding. While Alarielle is still with them they will not run away, and so can be used to hold a defensive position. Their missile fire is devastating, and can often whittle down enemy numbers a great deal before they reach close combat. With the addition of the Champion pictured here, they have the added flexibility of a magic item, making them even more dangerous.

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