
High Elf Tactics By Thomas Setzer, from the Old Sage.
Introduction
The High Elves are a sophisticated and varied army that relies more on maneuver and tactics than on
brute force. You must use subtlety and maneuver to win your battles. To me, these aspects of the
High Elves are what makes the army so appealing. The High Elves have a large variety of capabilities,
and they can be tailored to the job at hand. When you build your High Elf army, plan how each unit
will work with each other unit, and think about the style with which you plan to use them. The High
Elves are not an army with a lot of resilience, but they are one of the hardest hitting armies when used
correctly. Their low Toughness can be overcome through proper maneuver and through taking the
initiative. Maneuver so that it is you that is doing the attacking, and plan your tactics to maximise the
High Elves' strengths.
High Elven Special Rules
Resolve
The enmity that High Elves have for Dark Elves gives them extra resolve when fighting against the
Dark Elves. When fighting Dark Elves, High Elves may reroll any Break tests or psychology tests so
long as either the army General or Standard Bearer remains on the battlefield and is not fleeing.
High Elf Citizen Levy
the High Elf Citizen Levy trains on a regular basis to fight in close formation, and due to this high
standard of training, they can fight in more ranks than normal troops.
Spearmen
High Elf infantry armed with Spears may fight in one more rank than normal Spearmen. This means
that High Elf Spearmen will fight with three ranks if they stand to receive a charge, or two ranks when
they charge.
Bows
High Elf infantry armed with bows may shoot with two ranks, even over flat terrain.
Ithilmar
Ithilmar is the famous High Elven metal used in the High Elf armour. The name Ithilmar means Sky
Silver. This metal is so light for its strength that even High Elven heavy armour does not encumber,
so there is no penalty to movement for High Elves wearing heavy armour. This does not apply to
barding, as the barding penalty is applied due to the bulk of barding causing loss of mobility as much
as it is for weight.
Characters
Elven Lord General
The army must include a general to lead it. The Elven Lord General is a very skillful character with
high WS and BS, a very high I and Ld. If you intend for your general to be with your Silver Helms,
do not put barding on his horse, as the Silver Helms work better without barded horses. You can
give your general magic armour or a magic ward for protection. The General should always have
good protection, as he is very important to your army, and if you intend to use him in your main hand
to hand unit, he should be given a Magic Weapon to increase his destructive ability. With Elven
characters, I like to give them weapons that increase their Wound causing capability, as they already
have very good WS and BS.
Battle Standard Bearer
The Battle Standard is very important, especially to High Elves when they have to fight Dark Elves.
Arm and equip your Battle Standard Bearer to give him good survivability. I like to use the Battle
Standard Bearer along with the general is a unit of Dragon Princes or Silver Helms with the Battle
Banner, the Banner of Might, or the War Banner. The Battle Standard serves both the purpose of
stabilising morale and adding to the fighting capabilities of the unit that it is with.
Heroes
High Elven Heroes have very good stats, but they are expensive, so they should be chosen wisely
and armed for specific jobs. A Hero with the Bow of Loren is excellent for sniping against enemy
characters, Mages, monsters, and war machine crews. A Hero mounted in a Tiranoc Chariot and
given a magic weapon and magic armour can be terror to your enemies. You can also mount Heroes
on flying monsters to swoop down on unsuspecting enemy characters, units, war machines, etc. The
strength of the Elven Heroes is in their speed, high WS and BS, high I, and high Ld, so remember this
when you are arming them and choosing the mission for them. I never give an Elven Hero a weapon
that will slow down their attacks.
Champions
Champions strengthen your regiments and give them the extra edge that they need in combat. I
usually give Elven Champions a magic weapon rather than magic armour for this reason.
Mages
High Elven Mages are some of the very best magic users in Warhammer, but they are also expensive.
The Elven Mage is not a fighter, and should not be expected to fight in hand to hand, as their skills for
fighting are below most Elven rank and file troops' ability. They should be used to strengthen your
army and give aid through the use of their magic abilities, so when choosing magic items, choose
items that give a magic save, a magic armour save without being armour, a special save, and items
that increase their spellcasting and ability to dispel enemy spells.
Regiments
Dragon Princes
These are the heaviest armoured cavalry in the High Elf army, and they make excellent shock troops.
The Dragon Princes have a save of 2+, and can still move 8 inches and charge 16". They do not have
to pay extra for their standard bearer, and if they include a magic standard, which they should, it only
costs half points. I use Dragon Princes formed up four ranks deep with the general, army standard, a
Hero, and the regimental standard with the Battle Banner in the front rank as my main shock unit. In
this case, I usually give the army standard bearer the Standard of Shielding. Or, if I'm worried
about enemy magic users, I will give the Battle Standard Bearer a banner that will give saves versus
magic spells.
Silver Helms
Silver Helms can be used as good shock cavalry that will have an armour save of 3+, a Movement of
9, and a charge of 18" by giving them heavy armour and shield, but no barding, or they can be used
as fast cavalry with an armour save of 5+ and the ability to maneuver and turn without penalties. This
makes the Silver Helms a very good and very versatile cavalry unit that can be tailored to the job at
hand and for best effect against whatever enemy they are fighting. I often use a small unit of Silver
Helms armed and equipped at fast cavalry to support the Dragon Princes and to charge the flank of
the same enemy that the Dragon Princes are charging frontally. The Silver Helms can be given a
magic standard, and when you are using them as shock cavalry, a magic standard that adds to their
fighting ability is a good purchase. When using them as fast cavalry, you might consider the Standard
of Shielding.
Ellyrian Reavers
Ellyrian Reavers are some of the most versatile cavalry there is in Warhammer. They can be armed
with bows and spears both. I would always keep them fast cavalry, as they are most useful as
flankers, skirmishers, and anti-war machine troops. They can skirmish, you can deploy them and
then make a single March move after both sides have deployed but before the game has begun. This
means that if you have the first turn the Reavers can reach almost anywhere on the battlefield on their
first turn, meaning they can charge the crews of war machines, they can move onto the flanks of the
enemy formations, or they can just set up as a forward skirmish screen. They do not take the -1 to hit
penalty for shooting while moving like most troops do, which means they can move and still shoot
with their normal 4 BS. They can also fire and flee, which means they can be used as skirmishers that
fire their bows, injuring any chargers, and then flee out of range of those chargers. I prefer to use
Ellyrian Reavers in units of 5 or 6 to keep their ability to maneuver high and to keep them flexible.
They are not shock troop, and should not be used as such. But when used in their proper roles, they
are a great asset to the High Elf army.
White Lions
The White Lions wear heavy armour and carry a massive two-handed Woodsman's Axe. They also
wear the Lion's Pelt, which gives them an extra +1 save versus shooting. If they are led by the army
general, they and any characters with them will automatically pass all Leadership tests, as it is their
sworn duty to protect the general unto death. They also have three special abilities with their axe.
With the Lion Rampant, all charging foes are at -1 penalty to hit the turn they charge. With the Lion
Leaping, foes the White Lions charge lose 1 attack for each enemy model that is being charged by
the White Lions. With the Lion Claw, if the White Lions choose to use this ability, they do D3
wounds instead of just 1. Obviously, this is only of any use against targets with more than one wound.
The White Lions can be a very potent unit, but at 16 points per model, they are also an expensive
unit. They should be used carefully, and not wasted by allowing them to be decimated by missile fire.
The White Lions can move through woods with no movement penalty, so a good tactic is to use them
moving through and emerging from woods. You can give White Lions a magic standard, and if you
are putting a lot of reliance on this unit, it is a good idea to do so.
Phoenix Guard
The Phoenix Guard is another elite High Elf infantry unit. They wear light armour and carry halberds.
You can increase their light armour to heavy armour if you wish, and you can give them a magic
standard. A good strong block of Phoenix Guard can be an excellent choice for attack infantry. I
usually use units of at least 20 when I use Phoenix Guard.
Sword Masters
The Sword Masters of Hoeth are my favourites of the High Elf elite infantry. They wear heavy
armour, and they are armed with double-handed swords that get to attack at their Initiative, which
means that when they charge, and afterwards, druing the combat, they will probably strike first, at a
Strength 5. The Sword Masters are also protected from shooting to some extent, as anyone shooting
at their front facing must deduct -1 from their to hit roll.
Lothern Sea Guard
You may have as many regiments of Lothern Sea Guard in your army as you wish, and in my
opinion, they are a good buy, as they incorporate all the strengths of both High Elven Spearmen and
High Elven bowmen, meaning they can shoot with two ranks, and they can stand to receive a charge
with their spears and have 3 ranks fighting. This means if they choose to stand and shoot at chargers,
the chargers will take damage from two ranks of bowfire and then take damage from 3 ranks of
spears if they make contact. One unit of Sea Guard may carry a magic standard.
Elven Spearmen
High Elf Spearmen fight using the Citizen Levy rule, which means that they are some of the best
defensive troops in Warhammer, as they will receive a charge fighting with three ranks of spears.
They make a good unit to anchor your line and to defend war machines and archers. One unit of
Spearmen may carry a magic standard.
Shadow Warriors
Shadow Warriors are armed with bow, sword, and shield, and may be given light armour and have
their bows upgraded to longbows. I would advise doing this. Shadow Warriors, when in formation,
can fire their bows in two ranks. Shadow Warriors can deploy anywhere on the battlefield out of
sight of the enemy once their opponent has deployed, which makes them very good units to use to
disrupt you opponent's advance and to snipe at chosen targets. Shadow Warriors hate Dark Elves,
and so they are subject to the rules for Hatred when fighting Dark Elves. They can also skirmish,
which can be used to increase their survivability.
Elven Archers
These are one of the best buys in the whole game. They carry a bow and sword, and they can be
upgraded with light armour and their bow upgraded to a longbow. They shoot with two ranks instead
of only the one that other races are limited to. If you set them up on a slope, you could end up with
four ranks shooting. Think of the concentrated missile fire that this could provide!
War Machines
Repeater Bolt Thrower
This is one of the very best artillery pieces in the game, capable of devastating enemy units. Choose
your deployment to maximise their ability to impale multiple ranks. Firing at an angle across units from
corner to corner can be very deadly, especially with the repeater bolt thrower's multiple shots.
Tiranoc Chariots
The Tiranoc Chariot has very good speed and strikes with a high Strength, causing devastating
damage to even tough units. You can increase its killing capabilities by adding scythes, and upgrading
the crew's weaponry. One chariot may have a magic standard, and you may use chariots as mounts
for characters. The Chariot is a very good mount for a High Elf Hero, giving him good mobility, extra
protection, and the combination of Chariot and heroic character armed with a magic weapon can be
truly devastating.
Monsters
The High Elves have a very good mix of monsters to choose from, one of my favourites being the
Great Eagle. I think at 75 points, the Great Eagle is one of the best buys in the game. They also have
Pegasi to give Heroes cheap flying mounts, and unicorns with their special abilities for mounts for
your Mages. Another very good monster in the mix to use as a mount for a Hero is the Griffon.
High Elf Special Characters
The High Elves have some of the most powerful, but also some of the most expensive, special
characters in Warhammer. For most games, I prefer to use the standard High Elf characters and arm
them as I wish, but it can be enjoyable to play games using the special characters from time to time.
Alith Anar, the Shadow King
Alith Anar is a good special character to use against Dark Elves, as he has Hatred for them, and he
has all of the Shadow Warriors' special rules. He has a special skirmish rule that allows any infantry
unit that he joins to skirmish, except the Phoenix Guard. The Phoenix Guard are too set in their ways
of fighting to ever use a disordered formation as skirmishing. He has three magic items: the Stone of
Midnight, which causes all successful rolls to hit and wound against Alith Anar to be rerolled; the
Shadow Crown, which allows Alith Anar to move freely during his movement phase even if engaged
in hand to hand combat; and the Moon Bow, this magic bow has a range of 36", it can be used even
if Alith Anar has marched, it has a S6, and it has the impale rule, which means that if an arrow hits
and a foe is slain, a model in the rank behind it is hit, but with -1 Strength, if this model is slain, the
one behind it is hit, and so on, adding a further -1 Strength penalty for each rank pierced, also any
regiment of Dark Elves taking a casualty from the Moon Bow must take an immediate panic test.
Eltharion the Grim
Eltharion is one of my favourite High Elf characters (one of the reasons is that he is a great figure!),
even though he is fairly expensive. He wears heavy armour, and is armed with a lance, sword, and a
longbow, and he rides his Griffon Stormwing into battle. He has Hatred for all Goblins, especially
Grom the Paunch, if he is fighting Grom the fury of Eltharion's blows is such that he gains +1 to his to
hit rolls and +1 on the Strength of his hits. He is a great character for swooping down and attacking
lone enemy mages and characters. (He is a great VP grabber.) Eltharion has three magic items: the
Fangsword of Eltharion, which gives him a parry, reducing the enemy's attacks by 1, all armour
savings throws against a wound from the Fangsword are taken with an extra -3 penalty on top of the
usual -1 modifier for Eltharion's own strength, giving a total modifier of -4; the Helm of Yvresse,
while wearing the helm Eltharion may reroll any failed Leadership based test; and the Talisman of
Hoeth, the Talisman gives him all the powers, spells, and abilities of a level 2 High Elf Mage
Champion, but his profile does not change.
Alarialle, the Everqueen of Avelorn
Alarielle and her hand maidens are very good choices if you are up against a Chaos army. With her
special rules she makes a very, very powerful special character.
The Boon of Isha
This special ability means that any one High Elf unit within 12" of the Everqueen can add +1 to its
dice roll made to hit during the shooting phase. Any one High Elf unit within 12" of the Everqueen can
add +1 to hit during the close combat phase. In the case of the hand to hand combat, the bonus
supplies during all hand to hand combat, including combat on the enemy's turn.
Chaos Bane
If there are any Chaos Daemon models within 6" of the Everqueen at the start of any close combat
phase, they each take one wound on the D6 roll of 4+. In addition, at the start of each close combat
phase, the Chaos player must roll a D6 for each magic item within 6" of the Everqueen. If he rolls a
1, the item is destroyed. If he rolls a 2 or a 3, it is useless for the duration of that close combat phase.
The Touch of the Everqueen
The Everqueen has one attack and a WS 10. Although she can strike a blow, this is never resolved
as a Wound. Instead, if an enemy model is hit it becomes momentarily incapable of fighting. The
model that is struck may not strike any blows at all in that combat phase.
Magic Items
The Everqueen has three magic items.
The Star of Avelorn
At the start of her turn, Alarielle may heal the wounds of any High Elf character within 12". To do
this, she rolls a D6 for each wound, and it is recovered on a 4+.
Shield of Isha
The stone protects both Alarielle and, if they accompany her, her Handmaiden bodyguard from
harm. Alarielle and her bodyguard have a 4+ special saving throw against each wound suffered. Note
that this is a special save.
Stave of Avelorn
At the beginning of the game, three spells are dealt to the Stave from the same type of spells as
Alarielle herself is using, either High Magic or Battle Magic. The player can place as many of these
spells in the Stave as he wishes. In the High Elf magic phase, if the player declares he is using a spell
from the Stave, the spell is cast automatically, no power is required to cast it. The spell cannot be
placed back into the staff after it is cast, but Alarielle can take it into her own hand of spells by
surrendering a spell she already holds.
Handmaids of the Everqueen
If an army includes Alarielle, it can include a single regiment of her Handmaidens. The regiment must
include a musician and a standard that represents the Banner of Avelorn and the Horn of Isha. The
Handmaidens are very good warriors with WS and BS both at 5, they wear light armour and carry
spears and longbows, and they may carry the Banner of Avelorn and the Horn of Isha, which, in
my opinion, they should always have. The Handmaidens are immune to all psychology and take
Break tests with an unmodified 10 Ld as long as the Everqueen is with them. If the Everqueen is
killed, the Maidenguard will hate all enemies for the remainder of the battle. The Maidenguard use the
Citizen Levy rules.
The combination of the Everqueen and her Maidenguard is always a potent one, but it is especially
potent when fighting Chaos armies.
Belannaer, Loremaster of Hoeth
Belannaer is a Mage Lord with 4 High Magic or Battle Magic spells. He is also a Mage that is
capable of fighting. He is the exception amongst High Elf Mages in that he is a good character to put
with an assault regiment. With his special Glamour of Hoeth rule that makes it difficult for enemy units
to charge a unit he is with, and his magic items he makes a very potent close combat character. The
magic items: the Cloak of Stars, which means all shooting and hand to hand attacks against
Belannaer will be resolved with -2 Strength (minimum of 1), once per game the Cloak will
automatically dispel the first spell in the battle targeted against Belannaer or any unit he is with, if the
spell is cast with Total Power it will not be dispelled, but the Cloas will dispel the next incoming spell;
the Blade of Bel-Korhadris, mortal armour is no proof against the blade, but magic armour saves as
normal, once per battle, in the beginning of any hand to hand combat phase, Belannaer can unleash
the fires captured in the star, he will then strike first, regardless of Initiative and charging, with D6
extra Attacks; the Book of the Phoenix, at the beginning of the battle, Belannaer may read one of
the verses of the Book, the effect will last until the end of the battle, unless the Book is destroyed or
nullified by some means; and the Staff of Cyeos, the Staff will strengthen all spells cast by one power
as if a single power card had been used to reinforce the spell. Belannaer is a good character to place
with such units as the Sword Masters.
Captian Korhil
You may include Korhil as a unit Champion of a unit of White Lions. If you include Korhil, the unit
may not have another Champion chosen from the army list. Korhil has all the rules for the White
Lions. If another character is placed with the White Lions, it is placed next to Korhil and Korhil will
act as that character's bodyguard. So long as that character stays with the White Lions, no enemy
can attack the character. All attacks will be directed against Korhil instead. You can place the High
Elf General in a unit of White Lions and have him guarded by Korhil, and he will be impossible to
attack until Korhil is dead. You can also do this with a Mage to protect your expensive Mage Lord.
Korhil has: the Axe of Chayal, which increases the wielder's Strength by +2, but will not force
Korhil to strike last like normal axes of the White Lions, in addition should Korhil's very first blow
hits then all his remaining attacks will hit automatically; and the Pelt of Charandris, the Pelt confers a
+2 savings throw against shooting, and a +1 against hand to hand combat attacks, the pelt also
protects Korhil from all poisons, poisoned weapons lose all special benefits and count as normal
weapons of their type.
Caradryan, Captain of the Phoenix Guard
Caradryan is a normal Phoenix Guard Champion, except for the Mark of Asuryan, and he is allowed
no magic items.
Tyrion, High Elf Prince
Tyrion is a very powerful character in hand to hand. He rides Malhandir, who has a Movement of
12" and a charge of 24".
He has three magic items.
Sunfang, his mighty runesword.
The Dragon Armour of Aenarion, which means that when he is mounted upon Malhandir he has a
save of 1+, and if he fails this save he has a furthe special save that is unmodified. Tyrion is
completely immune to all fire-based attack
The Heart of Avelorn, which gives him a save against all magic spells and effects of 4+. If Tyrion is
slain, the Heart will break and release its power, immediately restoring him to life with one wound.
Tyrion is a good choice of a special character to be your general, and to place with the Dragon
Princes.
Teclis, High Elf Mage Lord
Teclis is the only level 5 Mage in Warhammer. This is brought about through the Crown of Saphery,
and he is a very powerful magic user, but he is not a Warrior. He is best used as exactly what he is, a
magic-user. Use him to cast spells to strengthen your army and to weaken your opponent's army,
and protect him from direct attack by the enemy.
Teclis carries four magic items.
The Moon Staff of Lileath, which can be used to draw D6 extra magic cards from the Winds of
Magic, but doing this severely weakens Teclis, and all his characteristics values are halved.
The Crown of Saphery - This item confers level 5 on a Lord level High Elf Mage.
The Sword of Teclis - This is a very powerful magic sword, and with Teclis' only average WS, he
needs it if he ever gets into a fight!
The Scroll of Hoeth - It can be used twice either to dispel or to power a spell. It can only be used
twice per game, period.
Imrik, Lord of the Dragons
Imrik is a very powerful character, and the model for him is very impressive, but I must admit I have
only used him once in all the games I have played with High Elves over the years. For those of you
who might want to use him, I'll give you a run-down on him. Imrik can ride, and always will ride, a
Dragon, either black, red, green, blue, or white (my choice would be either blue or white). He has
the Star Lance, which gives him +3 Strength and negates armour saves. He has the Dragon Horn -
When he blows it, his Dragon will fight with D6 extra attacks, the Horn can be used only once per
battle. He has the Armour of Caledor, which gives him a 2+ saving throw which cannot be
improved by any means, this save can never be worse than 5+ due to modifiers. In addition, Imrik is
immune to all Dragon breath weapons.
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