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		<title>Total War Warhammer/Tactics/Dark Elves</title>
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		<summary type="html">&lt;p&gt;2601:283:4C80:11C0:25D1:C5E4:29C6:775C: /* Morathi */&lt;/p&gt;
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&lt;div&gt;{{Topquote|Skulls for Khaine! Blood for Khaine!|Game battle chant for Dark Elves. Why does it sound familiar...}}&lt;br /&gt;
This is the tactica for the [[Total War: Warhammer]] version of the Dark Elves.&lt;br /&gt;
&lt;br /&gt;
==Why Play Dark Elves==&lt;br /&gt;
*Because you&#039;d like your elves to take their arrogance to the next level and just start murdering people for the crime of not being elves.&lt;br /&gt;
*Because you believe that everything looks roughly 1000 times better when covered in spikes.&lt;br /&gt;
*Because you enjoy the inherent power fantasy that comes from playing a big spiky asshole out to conquer and enslave.&lt;br /&gt;
*You like a versatile unit roster with some serious killing power.&lt;br /&gt;
*Because being the good guy is just so boring sometimes.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*&#039;&#039;&#039;AP for Days&#039;&#039;&#039;: If you&#039;re playing Dark Elves and having a hard time with armoured troops, you&#039;re playing them wrong. A large chunk of the roster has majority AP damage, so armor should be the least of your concerns.&lt;br /&gt;
*&#039;&#039;&#039;Solid Range&#039;&#039;&#039;: While you may not be the shootiest of factions, the Dark Elves are more than capable. They are fully capable of melting enemy units before they close to melee with the right build.&lt;br /&gt;
*&#039;&#039;&#039;Mobility&#039;&#039;&#039;: You&#039;re not as good at it as the Asrai, but with a ton of good light cav and infantry like Witch Elves and Sisters of Slaughter, you are able to get around the battlefield pretty damn fast. Light Cav tactics are a favorite among Dark Elf players.&lt;br /&gt;
*&#039;&#039;&#039;Powerful Lords&#039;&#039;&#039;: When it comes to lord options, you are spoiled for choice. Most of their lords are at the very least decent and some like Malekith can carry an entire army to victory if given the time.&lt;br /&gt;
*&#039;&#039;&#039;Flexibility&#039;&#039;&#039;: Thanks to Murderous Prowess, you can play offense unlike a lot of factions can. You can also play Defense, kite, heavy monster focus and all-around can use whatever tactic you can think of with these guys.&lt;br /&gt;
*&#039;&#039;&#039;Strong Economy&#039;&#039;&#039;: Your economy is god-tier, and this is even before you bring in trade. Raking in high numbers of Slaves all but guarantees that your cash flow reaches insane levels which you can further boost by abusing the Master hero who reduces Slave decay to the point that they literally cannot decay anymore. Combine this with the extremely generous discounts on Black Arks and your pockets will never be empty again. &lt;br /&gt;
*&#039;&#039;&#039;Naval Supremacy&#039;&#039;&#039;: An often overlooked, but still important feature is that your Black Arks can dominate the oceans of the world and keeping your homeland secure from any threats. The only faction that rivals your naval power are (big surprise here) the Vampire Coast.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*&#039;&#039;&#039;Frail&#039;&#039;&#039;: Okay, so you don&#039;t have it as bad as the Wood Elves, since many of your units are bringing actual armor to the fight, but you&#039;re still a glass cannon rush faction. Running into a faction that can simply outlast your burst of melee damage once Murderous Prowess proccs, can and will give you a lot of trouble. &lt;br /&gt;
*&#039;&#039;&#039;Limited Range&#039;&#039;&#039;: Their ranged units aren&#039;t bad, in fact, Darkshards are extremely good for their cost, but they don&#039;t shoot very far. Even some gunpowder units will outrange you, and most factions will get one or two shots off before you get in position.&lt;br /&gt;
*&#039;&#039;&#039;Unreliable Heavy Cav&#039;&#039;&#039;: The Stupidity of Cold Ones Knights in this game got translated to Rampage, meaning if they take too much damage, you lose control and they charge forward to probably die if you&#039;re facing a smart opponent. Similar to the Lizardmen, but unlike them, you don&#039;t have a way to make them stop. [[Fail|Even Malus, who specializes in Cold Ones and had a rule that allowed them to ignore stupidity, can&#039;t get rid of rampage]]. The addition of Rakarth finally gives you an ability that allows Cold Ones to ignore Rampage, ironically making him a better Cold One specialist than the ACTUAL Cold One specialist. - they were reworked to only frenzy at 20% health or less, so it’s mostly a positive now. Still not amazing but good with campaign buffs from beast-master lords&lt;br /&gt;
*&#039;&#039;&#039;Lack of Healing&#039;&#039;&#039;: You&#039;re the only Elven faction with no multi-target healing. The only thing you have is Soul Stealer, which only heals the caster. Combine this with your low health pools, and your units will die a lot faster than their tanky statline might lead you to believe.&lt;br /&gt;
*&#039;&#039;&#039;Expensive&#039;&#039;&#039;: Not as much as High Elves, but still pretty pricey. Expect to be outnumbered most of the time.&lt;br /&gt;
*&#039;&#039;&#039;Poor Public Order&#039;&#039;&#039;: Being the quarrelsome lot that they are, Dark Elves suffer from a multitude of public order penalties (especially once you have a lot of slaves) and don&#039;t have a lot of tools to counter them; managing it can quickly devolve into a frantic nightmare, particularly on high difficulties.&lt;br /&gt;
*&#039;&#039;&#039;No Encampments&#039;&#039;&#039;: If you are away from your territory, you can&#039;t recruit new guys while encamping. This can be offset somewhat with Black Arks, though that&#039;s not an option in regions far from the coast.&lt;br /&gt;
*&#039;&#039;&#039;DLC&#039;&#039;&#039;: Scourgerunners and Supreme Sorceresses are some of your best units. They also cost extra. As with most Non DLC factions, you will need to pay extra money to be consistent in multiplayer&lt;br /&gt;
&lt;br /&gt;
==Universal Traits==&lt;br /&gt;
*&#039;&#039;&#039;Murderous Prowess&#039;&#039;&#039;: A passive, army-wide ability that gives all units on the map considerable offensive bonuses after you hit a certain threshold of kills (usually around 30-50% of the enemy force). Hard to time right and difficult to control, but extremely effective regardless. Seeing your Corsairs, Shades, and whatnot go into overdrive for 90 seconds is a scary and satisfying spectacle to behold. For a few units, the effect lasts 120 seconds instead of 90.&lt;br /&gt;
*&#039;&#039;&#039;Slaves&#039;&#039;&#039;: You get slaves by raiding, winning battles, and looting/sacking settlements. Slaves go to your cities to do the crapwork and are gradually worked to death turn by turn. The Druchii can make a hell of a lot of money by capturing slaves. However the more slaves you&#039;ve got the harder it is to control them, which leads to unrest.&lt;br /&gt;
*&#039;&#039;&#039;Black Arks&#039;&#039;&#039;: A special kind of campaign unit that acts as one of the two true &amp;quot;navies&amp;quot; in the entire game, Black Arks can only exist on the water but they are essentially floating garrisoned cities that can also let your other armies recruit and exchange from them. A powerful incentive for any Druchii player to adopt the raiding lifestyle and an excellent tool for mobile defence across Naggaroth&#039;s extensive coastline.&lt;br /&gt;
&lt;br /&gt;
==Lords==&lt;br /&gt;
&lt;br /&gt;
===Legendary Lords===&lt;br /&gt;
*&#039;&#039;&#039;[[Malekith]]&#039;&#039;&#039;: Warhammer&#039;s rendition of Darth Vader with severe mummy issues arrived on the scene, and he doesn&#039;t mess around. A monster of a Hybrid LL, he is everything the likes of Azhag the Slaughterer and Arkhan the Black wish they could be. He punches hard, gets a Dragon relatively early on and his spellcasting doesn&#039;t disappoint either. You can hardly go wrong with Malekith.&lt;br /&gt;
*&#039;&#039;&#039;[[Morathi]]&#039;&#039;&#039; : Morathi is a &#039;&#039;very&#039;&#039; weird animal (There&#039;s gotta be a sex joke in here somewhere). Unlike many other Legendary Lords, her skill tree is the only one in the game where you actually get to make meaningful choices, as she can alternate between ridiculously powerful spellcasting and good backline harasser, both paths are viable. What sets her apart from other caster lords as her spellcasting is concerned is that, like Teclis, she doesn&#039;t specialize in single lore and her pool of spells draws from the Lores of Dark, Death, and Shadows and favors all-out offensive spells from all of them. Arguably the second-best Caster Lord in the game, just behind Teclis. Unfortunately her campaign mechanics are badly broken, she has to spread corruption but doesn&#039;t get public order benefits from it, only downsides. This makes her campaign more difficult than you&#039;d expect simply due to serous public order issues. They even nerfed the building in quintex that made the public order manageable for no apparent reason. &lt;br /&gt;
*&#039;&#039;&#039;[[Hellebron]] (DLC)&#039;&#039;&#039; : Hellebron exists in her own little niche. Barely armored like Witch Elves, but really, really bloody fast and a buffmachine for your already busted murdermachine frontline. She excels in prolonged combat, preferably against lightly armored chaff and will rack a high kill count very quickly but will cave against elite units and other single entity monsters or characters. &lt;br /&gt;
: Get a unique campaign mechanic of her vitality slowly draining way and have to progressively sacrifice more slaves during the Death Night to keep the faction buffed instead of Debuffed, but also create a new stack of frenzied elves to attack [[Ulthwe]].&lt;br /&gt;
*&#039;&#039;&#039;[[Lokhir Fellheart]] (FLC)&#039;&#039;&#039; : Lord of the [[Black Ark]]s. He is a cheaper blender lord in comparison to Hellebron, being a well-armored Infantry blender while on foot like a Vlad von Carstein without magic. CA also gave him his own Dragon mount which only make him better than a Dread Lord on dragon when he pops his attack buffs.&lt;br /&gt;
:the Drukii pirate lord starts in the thunder dome that is Lustria but can have a lot of freedom by starting with a middle settlement that is a Black Ark. &lt;br /&gt;
*&#039;&#039;&#039;[[Malus Darkblade]] (DLC)&#039;&#039;&#039;: an unremarkable lord until he lets the daemon take over, and then he is a melee powerhouse. Using Malus in combat is like burning a candle wick, his Tz&#039;arkan form and abilities are powerful but drain his hit points so know when he should be in daemon or Malus mode. He does have Resistance and Healing in combat so he won&#039;t burn out as fast in a fight. Switching to daemon mode restores all his health and vigor and makes him unbreakable so it&#039;s best to wait until the last moment before switching.&lt;br /&gt;
:in campaign his battle with his inner deamon is a game mechanic, with having a possession meeter, giving you greater campaign bonuses while Malus is mostly in control, but as Tz&#039;arkan slowly takes over, he gains greater battle prowess but at the cost of large penalties to your empire. You control the possession by drinking a potion that gets progressively more expensive until you finish his storyline to make it free. Tz&#039;arkan will also offer an additional quest to increase the possession but with very good payoffs. For your start position, you get a Black ark in the Southern Land, in addition, have your traditional Drukii hold, [[Hag Graef]], that you can sell for a lot of money but have to listen to [[Malekith]] (which will be an AI) or make it harder by having to run and protect the dame place yourself while also declaring on the big cheese. -disappointingly he is actually more effective if you confederate him then if you play as him, confederated he gets the benefits of full possession with no downsides. making him insanely tanky. His faction benefits are actually more of a hassle than they are helpful. &lt;br /&gt;
*&#039;&#039;&#039;Rakarth (FLC)&#039;&#039;&#039; Your man you pick if you want to go for a full monster build. he comes with heavy armor and Anti Large to deal with enemy big monsters while also providing buffs to his own beasties.  He will also have a Scourgerunner for skirmishing, a Manticore and a Dragon for a straight up brawl. He serves as your best counter to mounters, with his whip being able to strip Fear and Terror from monsters (leaving said monsters susceptible to fear and terror) and armor that gives him buffs as enemy monsters are around him. He&#039;s also being voiced by [[A Song of Ice and Fire|Ramsay Bolton]].&lt;br /&gt;
&lt;br /&gt;
===Generic Lords===&lt;br /&gt;
*&#039;&#039;&#039;Dread Lord (Melee &amp;amp; Ranged)&#039;&#039;&#039;: Your two generic lord with one focused on melee and has a shield while the other is a hybrid that focuses on shooting. In multiplayer, their ability change to help them buff their respective areas, Sword &amp;amp; Shield having buffs to melee attacks and debuffing enemy damage, while Sword &amp;amp; Crossbow supports other crossbows unit while also being a sniper, and gives a burst bonus to Ld. Note that the lords have almost identical melee stats once you put them on a black dragon and the melee lord looses her shield when mounted on one while the ranged lord keeps his ranged weapon. at high levels i cant see much reason to use the melee version instead but she will be better in melee until they get the dragon. &lt;br /&gt;
*&#039;&#039;&#039;Supreme Sorceress (DLC)&#039;&#039;&#039;: Makes a Sorceress as a lord for money-saving cost.  Somewhat feeble in combat until she levels up enough to get a black dragon mount, after which she fights better than many dedicated melee lords.&lt;br /&gt;
*&#039;&#039;&#039;High Beastmaster (DLC)&#039;&#039;&#039;: Your monster hunter Lord. not as tanky in melee as a Dread Lord but deals a good amount of anti-large damage in addition to his burst of additional weapon strength. is Also is supportive by giving a single unit a big buff as they charge into melee (don&#039;t yet specify anything except can&#039;t be used on characters, so go crazy on an Executioners charge). Can Come on a Scouregrunner Chariot(roll though everyone while armed with a ballast) or ride a Manticore which has proven to be cost-effective flying monsters. Can give a big boost to cold ones and monsters in campaign as well as recruiting them faster. If running cavalry or monster stacks, likely your best option. The big MA/MD/ and charge boost they give colds ones really makes them preform better.&lt;br /&gt;
&lt;br /&gt;
==Heroes==&lt;br /&gt;
*&#039;&#039;&#039;Death Hag&#039;&#039;&#039; : Single-entity Witch Elves dialed up to 11. Death Hags excel as extremely vicious infantry blenders with a lot of speed of behind them and, as an added bonus, a variety of buff abilities that make them even deadlier. They tend to get the shorter end of the stick against dedicated duelist characters and their only mount option consists of the Cauldron of Blood, which, to be frank, is a waste, since it sacrifices offensive power and speed for more durability, something that Death Hags with their high Melee Defense don&#039;t really need. I’m not sure what the above was talking about, death hags kinda suck on foot like most foot heroes, the mount is good vs infantry and makes them actually pretty tough plus buffs nearby units. Always mount in campaign, foot may have more use in multiplayer I guess. &lt;br /&gt;
*&#039;&#039;&#039;Sorceress&#039;&#039;&#039; : Caster bitches in the flavours of Death, Dark, Shadows, Beasts, and Fire.&lt;br /&gt;
*&#039;&#039;&#039;Khainite Assassin&#039;&#039;&#039; : good on campaign map, terrible in an actual fight.&lt;br /&gt;
*&#039;&#039;&#039;Master (DLC)&#039;&#039;&#039; : Tyrants in Training who never graduate in game to Dreadlords :(. Masters are your tanky Dark Elf hero. You can’t really overuse these, they are amazing. Ap anti large heavily armored high stat combat monsters with great mount options, the guardian skill, easy recruitment from a tier 3 building, the ability to reduce slave decline to zero if stacked, access to martial names of power granting incredibly powerful bonuses, easy to recruit at level 9 and up in any 4 city province. A doom stack of these with the regeneration or hunger/frenzy skill name of power and access to the extra melee attack army wide or leadership reduction traits is probably the campaigns deadliest hero doomstack, rivaling or beating Isabella vampire stacks or lizardmen hero spam. Really, really good heroes. And easier to spam then any comparable hero. Recommend cold one for ground duty (extra armor and ap) or Pegasus for flying (fast and flying with good charge but no shield). Foot is ok too but generally mounts are more than worth it for mobility alone.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Dreadspears&#039;&#039;&#039;: Your most basic spearmen unit in the DE roster. They&#039;re... alright? They lack an offensive punch and High Elf Spearman performs better at the job they are supposed to be doing, being to hold the line to stop enemy cavalry punching through to your precious archers. They work fine in the early game, as well as being cheap, but don&#039;t rely on them for too long. &lt;br /&gt;
**&#039;&#039;&#039;The Hellebronai (RoR)&#039;&#039;&#039;: Dreadspears that are a bit better in general with poison attacks.&lt;br /&gt;
*&#039;&#039;&#039;Bleakswords&#039;&#039;&#039;: The offensive counterpart to Dreadspears, just as basic, just as mediocre. Their only redeeming feature is their large shield. They have more damage potential &#039;&#039;in theory&#039;&#039; but this more or less comes down to what they are facing; they will hold up well against Goblins and Empire State Troops, but basically anyone can hold up well against these units. As with Dreadspears: Okay for the early game, drop them the moment something better becomes available. Seriously only use dreadspears. Never use these. Dreadspears are better defensively and have anti large, the slightly higher MA will never be worth losing antilarge. Alternate Opinion, they&#039;re rather cost effective being fairly cheap, are well shielded and can beat most other infantry at their price point and in the early phases of the game. If you take things into consideration they can be quite useful, just don&#039;t expect them to move mountains.&lt;br /&gt;
*&#039;&#039;&#039;Black Ark Corsairs&#039;&#039;&#039; : ...These guys. Oh, these guys. Frail as all hell, but worth it. Corsairs should make up the majority of melee troops of your midgame armies as soon as they become available. Their raw damage output as well as their armour (having a value of 90, putting them on the same level as dwarf warriors!) makes them a solid frontline and they will cut down all basic infantry used against them with ease and surprising speed. Their easy availability combined with a reasonable price make sure they are always a good choice, especially against horde-centric factions. One glaring weakness is their lack of AP damage.  - whoever wrote the above likes corsairs way too much, they’re good but non synergistic with usual dark elf campaign strategies of crossbow spam. And they aren’t worth using after the early game. You can honestly never use them and just go dreadspears and darkshards and usually do better in the early campaign. I hear they are nice in multiplayer, but campaign wise meh.&lt;br /&gt;
*&#039;&#039;&#039;Witch Elves&#039;&#039;&#039;: Talk about glass cannons, Witch Elves are a really weird bunch. They have no armour, but (try to) compensate for this with 20% physical resistance and a 5% ward save after you research technologies. In exchange, they excel in melee attack and apply debuffs to enemy forces attacked by them. The debuff in itself is very unique, as it not only debuffs enemy melee stats but also sends them on a rampage; causing them to stay way longer in a fight which they otherwise would be comfortable with. This is especially useful against all elven factions, since you can lure their expensive specialized elite tropps in matchups that they are not equipped to deal with (i.e. Swordmasters against a Hydra or a Dragon) and &#039;&#039;reliably keep them there&#039;&#039;. Well at least as long as your Witch Elves survive the encounter, which, given that their only defense is a meager 28 melee defense and a 5% ward save, might not be that long... &lt;br /&gt;
**&#039;&#039;&#039;Sisters of Singing Doom (RoR)&#039;&#039;&#039; : &lt;br /&gt;
*&#039;&#039;&#039;Sisters of Slaughter (DLC)&#039;&#039;&#039;: They wear even less clothes than Witch Elves do, yet are more resilient. Strangely. Their extremely high melee defense, among the best a single unit has, and their missile resistance of 20%  make them surprisingly tough to crack, despite being able to easily dispatch many kinds of troops. As one of the few resilient Dark Elven melee units, their job is to dispatch units with otherwise high defensive stats, like Phoenix Guard or Helbardiers, where their melee defense in conbination with their bonus vs. infantry lets them reliably come out on top. Additionally, they come with a unique passive that boost their melee defense and physical resist even further as long as they are losing their current encounter, which makes them surprisingly viable as a high damaging tarpit unit.  These and black guard compete to be your best frontline, against elite ap infantry sisters can last up to twice as long because of high physical resist, poison, and amazing stats. &lt;br /&gt;
*&#039;&#039;&#039;Executioners&#039;&#039;&#039;: The offensive counterpart to the Black Guards, your ol&#039; reliable murderers of heavy armoured elite troops and anything in between. They won&#039;t last long, but kill everything in their path. Frail, especially against missiles, but as a Dark Elf player, you&#039;re used to that. I don’t recommend these, they’re fragile, slow and they have weirdly low melee stats compacted to your other elite units. You can replace these with cold one dread knights even. Seriously with the change to primal instincts dread knights have massively higher stats especially with beast master lords skills. And otherwise fill the exact same role but do it better and faster. &lt;br /&gt;
**&#039;&#039;&#039;Blades of the Blood Queen (RoR)&#039;&#039;&#039; :  &lt;br /&gt;
*&#039;&#039;&#039;Black Guard&#039;&#039;&#039;: Extremely beefy, these are your dedicated elite line holders and monster slayers. Remember murderous prowess makes them into an absolute force of destruction. And they have very good stats, the only downside is knowing that they’ll never be as awesome as Phoenix guard. Even if they can be offensively much deadlier the survivability of Phoenix guard is insane.&lt;br /&gt;
&lt;br /&gt;
===Missile Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Darkshards&#039;&#039;&#039;: Basic Dark Elf ranged unit and all and all pretty darn good for the entire game. Indirect fire with pretty good AP makes them very useful, especially when focusing on firing key targets into oblivion. For a little extra, you can get these guys with shields which makes them excellent in an arrow exchange, which is important given [[High Elves|who one of your biggest foes is]] always go shields.&lt;br /&gt;
**&#039;&#039;&#039;The Bolt-Fiends (ROR)&#039;&#039;&#039; : The cool thing about these guys is that they degrade and nullify shields. &lt;br /&gt;
*&#039;&#039;&#039;Black Ark Corsairs (Repeater Handbows)&#039;&#039;&#039;: A mixed bag, making up for the relative lack of skirmish units in the Dark Elf roster. Surprisingly mobile and difficult to catch, their biggest strength is easily their flexibility. Nice vs skaven early on.&lt;br /&gt;
*&#039;&#039;&#039;Shades&#039;&#039;&#039;: Don&#039;t let the low model count discourage you, Shades rank among the best Missile Troops in the game. The high rate of Fire, high damage output, and even decent in melee, especially with greatswords. Actually not really that much better than dark shards if you just use them as archers, much more expensive for only slightly better ranged performance. However if combined with a shadow dart name of power lord can be as good or better than sisters of avelorn. 210 or more range, crazy ap, and better in melee than the sisters by a large margin due to AP and anti infantry. Even with all that taken into account you need a specific name of power, some later technologies, and the red skill tree to make them as good/slightly better than the sisters. And they cost 50% more upkeep with great swords than sisters do. Which really just shows how op sisters are in campaign.&lt;br /&gt;
&lt;br /&gt;
===Cavalry===&lt;br /&gt;
*&#039;&#039;&#039;Dark Riders&#039;&#039;&#039;: Your extremely quick light cavalry, comparable to most other units of their class. One key feature is that they are actually fast enough to chase down most other missile cavalry. If your micromanagement  skills hold up, Dark Riders can terrorize the enemy backline very efficiently and do so at the highest speed any base game cavalry unit offers, but they get vaporized the instant their charge bonus wears off, so will need to keep the cycle charges going. &lt;br /&gt;
*&#039;&#039;&#039;Dark Riders (Crossbows)&#039;&#039;&#039;: changes light melee skirmish cavalry into ranged harassment cavalry. As using repeater Crossbows, they fire two shots of primarily AP damage. As always Useful to annoying poke an enemy to death but also those higher armor units that are normally resistant to those shenanigans. (most other factions only get close-range hand axes or more squisher handguns)&lt;br /&gt;
**&#039;&#039;&#039;The Raven Heralds (ROR)&#039;&#039;&#039;: Rather distinct from their vanilla Dark Riders, these guys ride Dark Pegusii and can fly around the battlefield.&lt;br /&gt;
*&#039;&#039;&#039;Doomfire Warlocks (DLC)&#039;&#039;&#039;: Really, really weird hybrid unit. In melee they have actually pretty good attack with magic and poison and charge, plus an aoe melee attack animation. They also have 40% physical resist to help keep them alive. One key advantage they have over comparable light to medium cavalry is their ability to fling around the Doombolt spell from the Lore of Dark and Soulblight from the Lord of Death as bound spells. A unit of these is pretty much always useful if nothing else, plus they look great. &lt;br /&gt;
**&#039;&#039;&#039;Slaanesh&#039;s Harvesters (ROR)&#039;&#039;&#039; :&lt;br /&gt;
*&#039;&#039;&#039;Cold One Knights&#039;&#039;&#039;: A massive disappointment. Evil Elven Dino-Riders should be barrels of fun, alas. They are outclassed by any other medium cavalry they are supposed to be fighting against, really slow for a cavalry unit, have rampage, and share the frailty of all Dark Elves units. Don&#039;t bother with them. -actually they no longer have rampage just reworked primal instincts, which means they only rampage at 20% health or less. The new beast master lords can grant them plus 8 MA and MD plus 10 extra charge from their unique skills and another 8 to both from the red skill tree. With both of these they actually become cost effective anti cav. They trade favorable against much more expensive units.&lt;br /&gt;
*&#039;&#039;&#039;Cold One Dread Knights&#039;&#039;&#039;: The same problems with the basic Cold One Knights are even worse here since they are exceedingly expensive and hard to get. Dread Knights actually rank among the worst units in the game. How can it get even worse, you might ask? Well, they are Shock Cavalry. On the lowest base speed of any true cavalry unit in the game, making it extremely difficult to get them out of melee combat once they&#039;re stuck in it and cycle charging nearly impossible. On top of all that, the bonus vs. large that nearly every high-tier Shock Cavalry in the game gets is also denied to them. - same as cold one knights, the presented info is outdated. they now only risk frenzy at 20% health or less. With campaign skills from a beast master lord they end up with mid 60’s in both MA and MD, they are actually better than sword chaos knights in campaign because of better skills. With how high they’re stats go they can function as prolonged melee units easily. Compare them to executioners and they can basically do everything better.  &lt;br /&gt;
**&#039;&#039;&#039;Knights of the Ebon Claw (ROR)&#039;&#039;&#039;: What&#039;s this? Cold One Knights that don&#039;t spaz out.&lt;br /&gt;
&lt;br /&gt;
===Chariots===&lt;br /&gt;
*&#039;&#039;&#039;Cold One Chariot&#039;&#039;&#039; : &lt;br /&gt;
*&#039;&#039;&#039;Scourgerunner Chariot&#039;&#039;&#039; : Scourgerunner Chariots are your jack of all trades chariot, that has a special boon in being on the very few ranged units in the game that get a bonus vs. large on their ranged attacks. Their key advantage is that they also move at Dark Rider speed, which makes them extremely difficult to catch or even hit, and in a pinch, they can even reliably dispatch basic missile tropps and infantry, thanks to a bonus vs. infantry. &lt;br /&gt;
**&#039;&#039;&#039;The Ravagers of Rakarth (ROR)&#039;&#039;&#039; :&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
*&#039;&#039;&#039;Reaper Bolt Thrower&#039;&#039;&#039;: Essentially identical to the High Elf counterpart (in spite of the significantly more badass name), the Reaper is likewise probably not going to be winning any prizes for the best artillery piece. Alright, it does hit a bit harder and has a smidge less range, but this is not something people would notice much in most situations. Nevertheless, it remains a useful and versatile addition to a Dark Elf army. Just don&#039;t go in expecting a WMD. Like the repeater, they possess two firing modes and can be particularly useful for sniping enemy artillery. In short a decent, if not exactly exceptional, artillery unit.&lt;br /&gt;
*&#039;&#039;&#039;Bloodwrack Shrine (DLC)&#039;&#039;&#039;: A Bloodwrack Medusa with a Go-Cart. Despite being described as a chariot don&#039;t use it as such, it&#039;s too slow to pass through a unit.&lt;br /&gt;
Provides +7 MA and -7 MD to nearby allies/enemies respectively. Similar in purpose to the high elf frost Phoenix but offensive. Quite effective if you want your melee units buffed. Plus ok ranged damage from the Medusa herself.&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Harpies&#039;&#039;&#039;: Harpies fulfill essentially the same role as war hound and fell bat units. They&#039;re intended to be fast-moving harassers best used to hunt down or disrupt enemy missile units and artillery crews. When used in their intended capacity they can get some work done, just don&#039;t expect them to do much against anything with actual staying power. Even some of the sturdier archer units can prove a bit too much for them. If you&#039;re up against an opponent with a heavy focus on ranged firepower they can be a valuable addition. However, sending them in unsupported against basically anything else is a good way to end up with a whole lot of dead bat-ladies. Rakarth makes then a lot better, giving them bonus Melee Attack as well as a smidge of AP damage. &lt;br /&gt;
**&#039;&#039;&#039;The Crows of Khaine (ROR)&#039;&#039;&#039;: Basically Harpies with Fear and the ability to regenerate when fighting. Surprisingly tanky because of it, just watch out for units that counter them.&lt;br /&gt;
*&#039;&#039;&#039;Feral Manticore&#039;&#039;&#039;: Surprisingly good backline harasser. Manticores make Harpies pretty much obsolete and make for great mid-tier carnage against everything that doesn&#039;t have a bonus against large. They are very susceptible to Rampage, so take care of them. Manticores are best taken in groups of 2-4 in order to kill targets fast enough that they don’t die themselves. Paired with a flying master they can make a fast deadly Air Force for cheap which can act as a single unit killing gank squad. Can usually staggerlock foot heroes. And usually outfight other aerial units short of dragons or heroes. &lt;br /&gt;
*&#039;&#039;&#039;War Hydra&#039;&#039;&#039;: Lots of nasty surprises with the Hydra, your standard frontline melee monster. One of its core features is its flexibility; it&#039;s effective against a lot of targets and can reliably hunt down infantry thanks to its speed and breath attack. It tends to get the short end of the stick against other monsters and anti large. In campaign you can get these 25% cheaper from a klar karond building. Super cheap and easy to spam regenerating monster. &lt;br /&gt;
**&#039;&#039;&#039;The Chill of Sontar (ROR)&#039;&#039;&#039; : Same regenerating monstery goodness as a normal hydra, though it replaces its flaming breath in exchange for one that slows down whatever it hits.&lt;br /&gt;
*&#039;&#039;&#039;Kharibdyss (DLC)&#039;&#039;&#039; : OMNOMNOMNOM. A Hydra on steroids, trades the regeneration factor and flaming breath for poisoned attacks, anti-large, and lots of AP goodness. Works best against armoured monsters, so if the enemy brings big scary beasts it can go toe to toe. If you want to blend infantry though, you’re better off with the Hydra.&lt;br /&gt;
*&#039;&#039;&#039;Bloodwrack Medusa (DLC)&#039;&#039;&#039;: Combination monster and short rate direct fire artillery. Can delete chunks of elite infantry very quickly.&lt;br /&gt;
**&#039;&#039;&#039;The Siren of Red Ruin (ROR)&#039;&#039;&#039; : Same as a normal Medusa, but gains a AOE ability that causes moderate damage to all enemies around her. &lt;br /&gt;
*&#039;&#039;&#039;Black Dragon&#039;&#039;&#039; : Evil Dragonny Goodness. Occupies a niche between Sun and Star Dragons in terms of killyness, but retains a devastating breath attack, huge mass, and good mobility. As is tradition, compared with other dragons, quite frail when caught on the wrong foot. Harder to use because dark elves don’t have healing lores.&lt;br /&gt;
&lt;br /&gt;
===Rakarth Campaign Units===&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
===Multiplayer Strategies===&lt;br /&gt;
Long, Long ago in the distant times of 2017 Dark Elves where one of the top factions in the game with their massive amount of AP, powerful Lords and flexible army. Unfortunately after years of being beaten with the Nerf Bat they have fallen from grace. As of the Twisted and the Twilight patch they are considered low tier they really only have one viable tactic, relying on Scourgerunners and Crossbow Dark Riders. Now just because they are considered low tier doesn&#039;t mean you can&#039;t win with them as they still have some favorable match ups. As of right now, you are a bit of a one trick pony so you may have to get creative.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Beastmen&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Bretonnia&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Chaos Daemons&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Chaos Warriors&#039;&#039;&#039;: Chaos Warriors are slow as hell and very vulnerable to anti-armor. &lt;br /&gt;
*&#039;&#039;&#039;Dark Elves&#039;&#039;&#039;: Since Murderous Prowess cares about kills and not whose side they&#039;re on it&#039;s going to trigger roughly at the same time for both factions.&lt;br /&gt;
*&#039;&#039;&#039;Dwarfs&#039;&#039;&#039;: You have the heavy AP to pierce your opponent&#039;s stunties. Unfortunately, they have the firepower to shut down a lot of your ranged units before you can get close enough to return the favor.&lt;br /&gt;
*&#039;&#039;&#039;Empire&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Grand Cathay&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Greenskins&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;High Elves&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Khorne&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Kislev&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Lizardmen&#039;&#039;&#039;: This is one of the matchups in which you shine. All their armored dinosaurs are extremely vulnerable to your wide selection of AP troops, with a special shoutout to Dark Shards and Shades. Lizardmen lack missile infantry beyond their rather frail Skink Skirmishers, though their Chameleon Skinks will prove particularly annoying due to their missile resist and loose formations. Scourgerunner Chariots will run circles around the Lizardmen and, with proper positioning, can easily slip around their screening units to chunk the bigger Artillery Stegadons/Bastilodons that could potentially retaliate against your ranged forces. Try to kite them as much as you can, whittle down their frontline before sending in your Executioners and Blackguard to clean up.&lt;br /&gt;
*&#039;&#039;&#039;Norsca&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Nurgle&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Skaven&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Slaanesh&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Tomb Kings&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Tzeentch&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Vampire Coast&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Vampire Counts&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Wood Elves&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
===Campaign Strategies===&lt;br /&gt;
Focus on economy in a few good provinces with 4 cities (Hag Graef, Naggarond, Ghrond, Quintex, Har Ganeth, etc) put income, slave pens, and then black roads or special resources on every city/town. Then put all slaves here. Add 3 or 4 masters to reduce slave decline to zero and you have the strongest, easiest, and fastest to grow economy in the game bar none. Can field near unlimited armies of doom stacks. There you go, you win.&lt;br /&gt;
&lt;br /&gt;
Actually, the most prosperous slave province for the Dark Elves is Yvresse owing to the unique Tower of the Warden building which generates 50 gold per 100 slaves. With a maximum slaveholding capacity of 15500 slaves, combined with the multiplicative effect of slaves on base province income and the ability to stack slave income multipliers through heroes that are essentially unlimited, it surpasses any Druchii province in gold-generating potential. Proving, once again, that Naggarond sucks. This wealth is also why it is viable for certain Dark Elf factions to abandon their starting capitals and conquer Ulthuan instead.- while that may be more profitable technically, it’s irrelevant. Any proper slave strategy give’s effectively unlimited money even in just the dark elf lands. Conquer Ulthuan first or not, either way you won’t need for money with even a little strategy.&lt;br /&gt;
&lt;br /&gt;
===Campaign Specific===&lt;br /&gt;
&lt;br /&gt;
====Malekith====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Beware Hellebron&#039;&#039;&#039;: Malekith&#039;s campaign is generally pretty easy (and very fun!), but it can really depend on what Hellebron does at the start. Usually you can get pretty powerful early and just confederate her, but it&#039;s not unknown for her to just straight up declare war on you, which can really send your campaign down shit swamp. Furthermore, she can actually out-recruit you, making it next to impossible to confederate her. One strategy is to just rush to Har Ganeth immediately after securing Naggarond, while another is trying to out-recruit her in turn. Just ignoring her CAN be fine, but Har Ganeth is a good early game province, and you don&#039;t want to risk a civil war with her.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Don&#039;t spend too long in Naggaroth&#039;&#039;&#039;: Look, I get it, who doesn&#039;t want to rule a city made entirely out of towers that look like spiky black dildos? But conquering Ulthuan as Malekith can and should be done fairly early in the game, because it takes a loooonnnggg time to take over all those provinces settlement-by-settlement. You definitely want to get Ulthuan conquered before the chaos invasion rolls in, as they basically spawn right on top of Naggarond, and constantly fighting them until someone knocks off Archaon on the other side of the map can be a huge pain. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tyrant is the way to go&#039;&#039;&#039;: Malekith has OPTIONS and almost all of them are good, but if it&#039;s your first campaign, Tyrant can really bring your slave economy to the next level. More money -&amp;gt; more stacks -&amp;gt; Druchii supremacy, baby!&lt;br /&gt;
&lt;br /&gt;
====Morathi====&lt;br /&gt;
*&#039;&#039;&#039;The start. Oh god, the start&#039;&#039;&#039;: Yeahhh, there&#039;s no getting around it. Morathi&#039;s start is a bitch and a half (kind of like Morathi herself!). She&#039;s surrounded by enemies who hate her guts, and one mistake here can spell doom for your campaign. Here&#039;s the thing though: she actually has all the tools she needs to deal with it (She&#039;s an incredibly strong legendary lord, and tier 1 Dark Elf units like bleakswords and darkshards are awesome even into the late game), it can just be tough learning the first few times around. You need to be EXTREMELY aggressive in consolidating your starting province, as the Ss&#039;ildra Tor can just out-recruit you if you leave them alone long enough. Once you do that and deal with Alith Anar though, everything gets easier so have faith!&lt;br /&gt;
*&#039;&#039;&#039;You can use her in melee!&#039;&#039;&#039; A mistake I see a lot of players make is using Morathi as you&#039;d use a typical caster lord, i.e. keeping them at a distance and shying away from any fight. If you do this though, you aren&#039;t getting her full value. Her unique weapon combined with one of her unique skills (Enchanting Beauty) can lower enemy melee attack by 18 and defence by 9 JUST FOR BEING NEAR HER. She can basically use her darksword as a strap-on to peg enemy melee stats. Be careful how you use her, because of course she isnt going to outduel dedicated melee combatant characters, but these passive abilities combined with lore of shadows make her great for absolutely dumpstering enemies that your units are having a tough time dealing with.&lt;br /&gt;
&lt;br /&gt;
====Hellebron====&lt;br /&gt;
*&#039;&#039;&#039;Unpaid interns&#039;&#039;&#039;: Hellebron requires a constant influx of slaves to keep active, which means that you are going to have to be ultra aggressive throughout your campaign, more so than other druchii factions who can just sit back and let their slaves do all their work for them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Malekith&#039;&#039;&#039;: It&#039;s harder (though not impossible!) to confederate Naggarond than vice-versa, and pissing off Malekith can really become a problem, since he usually skyrockets to strength rank 1 after turn 20 or 30. One strategy is just to leave for Ulthuan right away, but this can be very challenging. Rushing Naggarond is also an option, but you can also ally with them, which is what I&#039;d recommend for less experienced players.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blood Fleets suckkkk&#039;&#039;&#039;: Remember how the Greenskins WAAGGHH worked before their update? Theoretically it was a way to encourage aggressiveness and movement on the campaign map. How it actually worked was that they&#039;d spawn AI controlled armies that would allahu-akbar themselves upon the nearest settlement. Wellll, Hellebron&#039;s voyages basically have the same idea and it&#039;s honestly worse because you can&#039;t choose where they spawn. Just don&#039;t rely on them to do any heavy lifting.&lt;br /&gt;
====Lokhir====&lt;br /&gt;
*&#039;&#039;&#039;The Blender King&#039;&#039;&#039;: Ah, Lustria. Let&#039;s see, the lizards hate you because they don&#039;t want a dark elf caravan on their land. Teclis hates you because he doesn&#039;t like your stupid face, and Harkon hates you for... stealing all his treasure, I guess? Packing up and leaving for Ulthuan on turn 1 can actually be a pretty viable strategy here. Lustria-bowl honestly sucks for you, but if you&#039;re intent on doing it, allying with the rats can secure your western border, and allow you to focus on Teclis at the start, which takes one of the major pressures off your campaign.&lt;br /&gt;
*&#039;&#039;&#039;The Black Ark King&#039;&#039;&#039;: Black Arks are awesome and should be your main method of recruiting units to your armies, especially in the early game. BUILD THE GROWTH BUILDING FIRST! You&#039;ll get to those higher tiers so much faster, and can laugh over the corpses of your enemies when your tier 5 dread knights are running over red-crested skinks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;What to do with Karond Kar?&#039;&#039;&#039;: Lokhir&#039;s campaign is pretty weird, because his unique item requires taking over the city of Karond Kar which is wayyyy in the middle of assfuck nowhere compared to where you start. You don&#039;t really want to manage a split empire in Warhammer 2, so taking Karond Kar by force isn&#039;t really advisable. Luckily, he now has a quest line that allows him to confederate Karond Kar remotely. I&#039;d recommend confederating with them, and then just selling all the buildings and abandoning the province. Keeping it generally means dealing with High elf DEATHstacks every two turns, along with Wood Elves and Taurox if he&#039;s still alive which will really make you want to deepthroat a cactus.&lt;br /&gt;
&lt;br /&gt;
====Malus Darkblade====&lt;br /&gt;
Malus is a fan-favorite character, and CA honestly did him pretty dirty, which is kind of upsetting. His campaign is very difficult especially at the start, and he slightly boosts cold one knights, a notoriously cost-inefficient unit. He is a monster on the battlefield, but &#039;&#039;it&#039;s honestly always better to play as another dark elf faction and confederate him&#039;&#039;, since he gets all his battlefield strengths and none of the weaknesses. If you insist on playing his campaign though, keep these tips in mind:&lt;br /&gt;
*&#039;&#039;&#039;SNIKCH MUST DIE!&#039;&#039;&#039;: Snikch must die unless you like having 30 million filthy rats coming over the border to take your land and deflower your sorceresses. Sometimes you can even make a non-aggression pact with Imrik to focus on Snikch which I definitely recommend. After killing him, you can slow down a little, and pick off your enemies one-by-one, but it&#039;s an absolute miserable campaign experience if you allow Snikch to get his shit together.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Black Arks are essential&#039;&#039;&#039;: You start with a Black Ark and you NEED it to get past Malus&#039; cancerous early game. You probably aren&#039;t going to have the money to spend on potions at the start, which means your troops will replenish at the speed of a glacier. A Black Ark can help a lot with this problem, and can provide a good base to recruit from.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Keep your alliance with Malekith going&#039;&#039;&#039;: Keeping your alliance with Malekith alive allows you to cheese the &#039;Tz&#039;arkans whispers&#039; mechanic a little bit, since the unique quests might be to declare war on a faction you don&#039;t care about halfway across the map. The rewards from these missions can be quite powerful, so complete as many as you can.&lt;br /&gt;
&lt;br /&gt;
====Rakarth====&lt;br /&gt;
*&#039;&#039;&#039;Ulthuan&#039;&#039;&#039;: Rakarth&#039;s starting place in Albion offers him a variety of options in theory. however, you&#039;re kind of forced into attacking Ulthuan which sucks. Once they discover you, they will send stack after stack after you, and trying to expand eastward or southward just becomes unviable. Sure, Morathi can sometimes get super aggressive and start conquering Ulthuan early taking some of the pressure off you, but it&#039;s a gamble that sometimes doesn&#039;t pay off.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Rakarth only for beastpen armies&#039;&#039;&#039;: Beast pens areeee... interesting? The thing is, the only boosts to monstrous units from the beast pens come from Rakarth&#039;s army skills. For your generic lords, it&#039;s better to stick to your tried and true druchii units, unless you&#039;re in an emergency and need units fast.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2601:283:4C80:11C0:25D1:C5E4:29C6:775C</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Dark_Elves&amp;diff=502900</id>
		<title>Total War Warhammer/Tactics/Dark Elves</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Dark_Elves&amp;diff=502900"/>
		<updated>2022-05-10T08:45:52Z</updated>

		<summary type="html">&lt;p&gt;2601:283:4C80:11C0:25D1:C5E4:29C6:775C: /* Morathi */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Topquote|Skulls for Khaine! Blood for Khaine!|Game battle chant for Dark Elves. Why does it sound familiar...}}&lt;br /&gt;
This is the tactica for the [[Total War: Warhammer]] version of the Dark Elves.&lt;br /&gt;
&lt;br /&gt;
==Why Play Dark Elves==&lt;br /&gt;
*Because you&#039;d like your elves to take their arrogance to the next level and just start murdering people for the crime of not being elves.&lt;br /&gt;
*Because you believe that everything looks roughly 1000 times better when covered in spikes.&lt;br /&gt;
*Because you enjoy the inherent power fantasy that comes from playing a big spiky asshole out to conquer and enslave.&lt;br /&gt;
*You like a versatile unit roster with some serious killing power.&lt;br /&gt;
*Because being the good guy is just so boring sometimes.&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*&#039;&#039;&#039;AP for Days&#039;&#039;&#039;: If you&#039;re playing Dark Elves and having a hard time with armoured troops, you&#039;re playing them wrong. A large chunk of the roster has majority AP damage, so armor should be the least of your concerns.&lt;br /&gt;
*&#039;&#039;&#039;Solid Range&#039;&#039;&#039;: While you may not be the shootiest of factions, the Dark Elves are more than capable. They are fully capable of melting enemy units before they close to melee with the right build.&lt;br /&gt;
*&#039;&#039;&#039;Mobility&#039;&#039;&#039;: You&#039;re not as good at it as the Asrai, but with a ton of good light cav and infantry like Witch Elves and Sisters of Slaughter, you are able to get around the battlefield pretty damn fast. Light Cav tactics are a favorite among Dark Elf players.&lt;br /&gt;
*&#039;&#039;&#039;Powerful Lords&#039;&#039;&#039;: When it comes to lord options, you are spoiled for choice. Most of their lords are at the very least decent and some like Malekith can carry an entire army to victory if given the time.&lt;br /&gt;
*&#039;&#039;&#039;Flexibility&#039;&#039;&#039;: Thanks to Murderous Prowess, you can play offense unlike a lot of factions can. You can also play Defense, kite, heavy monster focus and all-around can use whatever tactic you can think of with these guys.&lt;br /&gt;
*&#039;&#039;&#039;Strong Economy&#039;&#039;&#039;: Your economy is god-tier, and this is even before you bring in trade. Raking in high numbers of Slaves all but guarantees that your cash flow reaches insane levels which you can further boost by abusing the Master hero who reduces Slave decay to the point that they literally cannot decay anymore. Combine this with the extremely generous discounts on Black Arks and your pockets will never be empty again. &lt;br /&gt;
*&#039;&#039;&#039;Naval Supremacy&#039;&#039;&#039;: An often overlooked, but still important feature is that your Black Arks can dominate the oceans of the world and keeping your homeland secure from any threats. The only faction that rivals your naval power are (big surprise here) the Vampire Coast.&lt;br /&gt;
&lt;br /&gt;
===Cons===&lt;br /&gt;
*&#039;&#039;&#039;Frail&#039;&#039;&#039;: Okay, so you don&#039;t have it as bad as the Wood Elves, since many of your units are bringing actual armor to the fight, but you&#039;re still a glass cannon rush faction. Running into a faction that can simply outlast your burst of melee damage once Murderous Prowess proccs, can and will give you a lot of trouble. &lt;br /&gt;
*&#039;&#039;&#039;Limited Range&#039;&#039;&#039;: Their ranged units aren&#039;t bad, in fact, Darkshards are extremely good for their cost, but they don&#039;t shoot very far. Even some gunpowder units will outrange you, and most factions will get one or two shots off before you get in position.&lt;br /&gt;
*&#039;&#039;&#039;Unreliable Heavy Cav&#039;&#039;&#039;: The Stupidity of Cold Ones Knights in this game got translated to Rampage, meaning if they take too much damage, you lose control and they charge forward to probably die if you&#039;re facing a smart opponent. Similar to the Lizardmen, but unlike them, you don&#039;t have a way to make them stop. [[Fail|Even Malus, who specializes in Cold Ones and had a rule that allowed them to ignore stupidity, can&#039;t get rid of rampage]]. The addition of Rakarth finally gives you an ability that allows Cold Ones to ignore Rampage, ironically making him a better Cold One specialist than the ACTUAL Cold One specialist. - they were reworked to only frenzy at 20% health or less, so it’s mostly a positive now. Still not amazing but good with campaign buffs from beast-master lords&lt;br /&gt;
*&#039;&#039;&#039;Lack of Healing&#039;&#039;&#039;: You&#039;re the only Elven faction with no multi-target healing. The only thing you have is Soul Stealer, which only heals the caster. Combine this with your low health pools, and your units will die a lot faster than their tanky statline might lead you to believe.&lt;br /&gt;
*&#039;&#039;&#039;Expensive&#039;&#039;&#039;: Not as much as High Elves, but still pretty pricey. Expect to be outnumbered most of the time.&lt;br /&gt;
*&#039;&#039;&#039;Poor Public Order&#039;&#039;&#039;: Being the quarrelsome lot that they are, Dark Elves suffer from a multitude of public order penalties (especially once you have a lot of slaves) and don&#039;t have a lot of tools to counter them; managing it can quickly devolve into a frantic nightmare, particularly on high difficulties.&lt;br /&gt;
*&#039;&#039;&#039;No Encampments&#039;&#039;&#039;: If you are away from your territory, you can&#039;t recruit new guys while encamping. This can be offset somewhat with Black Arks, though that&#039;s not an option in regions far from the coast.&lt;br /&gt;
*&#039;&#039;&#039;DLC&#039;&#039;&#039;: Scourgerunners and Supreme Sorceresses are some of your best units. They also cost extra. As with most Non DLC factions, you will need to pay extra money to be consistent in multiplayer&lt;br /&gt;
&lt;br /&gt;
==Universal Traits==&lt;br /&gt;
*&#039;&#039;&#039;Murderous Prowess&#039;&#039;&#039;: A passive, army-wide ability that gives all units on the map considerable offensive bonuses after you hit a certain threshold of kills (usually around 30-50% of the enemy force). Hard to time right and difficult to control, but extremely effective regardless. Seeing your Corsairs, Shades, and whatnot go into overdrive for 90 seconds is a scary and satisfying spectacle to behold. For a few units, the effect lasts 120 seconds instead of 90.&lt;br /&gt;
*&#039;&#039;&#039;Slaves&#039;&#039;&#039;: You get slaves by raiding, winning battles, and looting/sacking settlements. Slaves go to your cities to do the crapwork and are gradually worked to death turn by turn. The Druchii can make a hell of a lot of money by capturing slaves. However the more slaves you&#039;ve got the harder it is to control them, which leads to unrest.&lt;br /&gt;
*&#039;&#039;&#039;Black Arks&#039;&#039;&#039;: A special kind of campaign unit that acts as one of the two true &amp;quot;navies&amp;quot; in the entire game, Black Arks can only exist on the water but they are essentially floating garrisoned cities that can also let your other armies recruit and exchange from them. A powerful incentive for any Druchii player to adopt the raiding lifestyle and an excellent tool for mobile defence across Naggaroth&#039;s extensive coastline.&lt;br /&gt;
&lt;br /&gt;
==Lords==&lt;br /&gt;
&lt;br /&gt;
===Legendary Lords===&lt;br /&gt;
*&#039;&#039;&#039;[[Malekith]]&#039;&#039;&#039;: Warhammer&#039;s rendition of Darth Vader with severe mummy issues arrived on the scene, and he doesn&#039;t mess around. A monster of a Hybrid LL, he is everything the likes of Azhag the Slaughterer and Arkhan the Black wish they could be. He punches hard, gets a Dragon relatively early on and his spellcasting doesn&#039;t disappoint either. You can hardly go wrong with Malekith.&lt;br /&gt;
*&#039;&#039;&#039;[[Morathi]]&#039;&#039;&#039; : Morathi is a &#039;&#039;very&#039;&#039; weird animal (There&#039;s gotta be a sex joke in here somewhere). Unlike many other Legendary Lords, her skill tree is the only one in the game where you actually get to make meaningful choices, as she can alternate between ridiculously powerful spellcasting and good backline harasser, both paths are viable. What sets her apart from other caster lords as her spellcasting is concerned is that, like Teclis, she doesn&#039;t specialize in single lore and her pool of spells draws from the Lores of Dark, Death, and Shadows and favors all-out offensive spells from all of them. Arguably the second-best Caster Lord in the game, just behind Teclis. Unfortunately her campaign mechanics are badly broken, she has to spread corruption but doesn&#039;t get public order benefits from it, only downsides. This makes her campaign more difficult than you&#039;d expect simply due to serous public order issues. They even nerfed the building in quintex that made the public order manageable for no apparent reason. &lt;br /&gt;
*&#039;&#039;&#039;[[Hellebron]] (DLC)&#039;&#039;&#039; : Hellebron exists in her own little niche. Barely armored like Witch Elves, but really, really bloody fast and a buffmachine for your already busted murdermachine frontline. She excels in prolonged combat, preferably against lightly armored chaff and will rack a high kill count very quickly but will cave against elite units and other single entity monsters or characters. &lt;br /&gt;
: Get a unique campaign mechanic of her vitality slowly draining way and have to progressively sacrifice more slaves during the Death Night to keep the faction buffed instead of Debuffed, but also create a new stack of frenzied elves to attack [[Ulthwe]].&lt;br /&gt;
*&#039;&#039;&#039;[[Lokhir Fellheart]] (FLC)&#039;&#039;&#039; : Lord of the [[Black Ark]]s. He is a cheaper blender lord in comparison to Hellebron, being a well-armored Infantry blender while on foot like a Vlad von Carstein without magic. CA also gave him his own Dragon mount which only make him better than a Dread Lord on dragon when he pops his attack buffs.&lt;br /&gt;
:the Drukii pirate lord starts in the thunder dome that is Lustria but can have a lot of freedom by starting with a middle settlement that is a Black Ark. &lt;br /&gt;
*&#039;&#039;&#039;[[Malus Darkblade]] (DLC)&#039;&#039;&#039;: an unremarkable lord until he lets the daemon take over, and then he is a melee powerhouse. Using Malus in combat is like burning a candle wick, his Tz&#039;arkan form and abilities are powerful but drain his hit points so know when he should be in daemon or Malus mode. He does have Resistance and Healing in combat so he won&#039;t burn out as fast in a fight. Switching to daemon mode restores all his health and vigor and makes him unbreakable so it&#039;s best to wait until the last moment before switching.&lt;br /&gt;
:in campaign his battle with his inner deamon is a game mechanic, with having a possession meeter, giving you greater campaign bonuses while Malus is mostly in control, but as Tz&#039;arkan slowly takes over, he gains greater battle prowess but at the cost of large penalties to your empire. You control the possession by drinking a potion that gets progressively more expensive until you finish his storyline to make it free. Tz&#039;arkan will also offer an additional quest to increase the possession but with very good payoffs. For your start position, you get a Black ark in the Southern Land, in addition, have your traditional Drukii hold, [[Hag Graef]], that you can sell for a lot of money but have to listen to [[Malekith]] (which will be an AI) or make it harder by having to run and protect the dame place yourself while also declaring on the big cheese. -disappointingly he is actually more effective if you confederate him then if you play as him, confederated he gets the benefits of full possession with no downsides. making him insanely tanky. His faction benefits are actually more of a hassle than they are helpful. &lt;br /&gt;
*&#039;&#039;&#039;Rakarth (FLC)&#039;&#039;&#039; Your man you pick if you want to go for a full monster build. he comes with heavy armor and Anti Large to deal with enemy big monsters while also providing buffs to his own beasties.  He will also have a Scourgerunner for skirmishing, a Manticore and a Dragon for a straight up brawl. He serves as your best counter to mounters, with his whip being able to strip Fear and Terror from monsters (leaving said monsters susceptible to fear and terror) and armor that gives him buffs as enemy monsters are around him. He&#039;s also being voiced by [[A Song of Ice and Fire|Ramsay Bolton]].&lt;br /&gt;
&lt;br /&gt;
===Generic Lords===&lt;br /&gt;
*&#039;&#039;&#039;Dread Lord (Melee &amp;amp; Ranged)&#039;&#039;&#039;: Your two generic lord with one focused on melee and has a shield while the other is a hybrid that focuses on shooting. In multiplayer, their ability change to help them buff their respective areas, Sword &amp;amp; Shield having buffs to melee attacks and debuffing enemy damage, while Sword &amp;amp; Crossbow supports other crossbows unit while also being a sniper, and gives a burst bonus to Ld. Note that the lords have almost identical melee stats once you put them on a black dragon and the melee lord looses her shield when mounted on one while the ranged lord keeps his ranged weapon. at high levels i cant see much reason to use the melee version instead but she will be better in melee until they get the dragon. &lt;br /&gt;
*&#039;&#039;&#039;Supreme Sorceress (DLC)&#039;&#039;&#039;: Makes a Sorceress as a lord for money-saving cost.  Somewhat feeble in combat until she levels up enough to get a black dragon mount, after which she fights better than many dedicated melee lords.&lt;br /&gt;
*&#039;&#039;&#039;High Beastmaster (DLC)&#039;&#039;&#039;: Your monster hunter Lord. not as tanky in melee as a Dread Lord but deals a good amount of anti-large damage in addition to his burst of additional weapon strength. is Also is supportive by giving a single unit a big buff as they charge into melee (don&#039;t yet specify anything except can&#039;t be used on characters, so go crazy on an Executioners charge). Can Come on a Scouregrunner Chariot(roll though everyone while armed with a ballast) or ride a Manticore which has proven to be cost-effective flying monsters. Can give a big boost to cold ones and monsters in campaign as well as recruiting them faster. If running cavalry or monster stacks, likely your best option. The big MA/MD/ and charge boost they give colds ones really makes them preform better.&lt;br /&gt;
&lt;br /&gt;
==Heroes==&lt;br /&gt;
*&#039;&#039;&#039;Death Hag&#039;&#039;&#039; : Single-entity Witch Elves dialed up to 11. Death Hags excel as extremely vicious infantry blenders with a lot of speed of behind them and, as an added bonus, a variety of buff abilities that make them even deadlier. They tend to get the shorter end of the stick against dedicated duelist characters and their only mount option consists of the Cauldron of Blood, which, to be frank, is a waste, since it sacrifices offensive power and speed for more durability, something that Death Hags with their high Melee Defense don&#039;t really need. I’m not sure what the above was talking about, death hags kinda suck on foot like most foot heroes, the mount is good vs infantry and makes them actually pretty tough plus buffs nearby units. Always mount in campaign, foot may have more use in multiplayer I guess. &lt;br /&gt;
*&#039;&#039;&#039;Sorceress&#039;&#039;&#039; : Caster bitches in the flavours of Death, Dark, Shadows, Beasts, and Fire.&lt;br /&gt;
*&#039;&#039;&#039;Khainite Assassin&#039;&#039;&#039; : good on campaign map, terrible in an actual fight.&lt;br /&gt;
*&#039;&#039;&#039;Master (DLC)&#039;&#039;&#039; : Tyrants in Training who never graduate in game to Dreadlords :(. Masters are your tanky Dark Elf hero. You can’t really overuse these, they are amazing. Ap anti large heavily armored high stat combat monsters with great mount options, the guardian skill, easy recruitment from a tier 3 building, the ability to reduce slave decline to zero if stacked, access to martial names of power granting incredibly powerful bonuses, easy to recruit at level 9 and up in any 4 city province. A doom stack of these with the regeneration or hunger/frenzy skill name of power and access to the extra melee attack army wide or leadership reduction traits is probably the campaigns deadliest hero doomstack, rivaling or beating Isabella vampire stacks or lizardmen hero spam. Really, really good heroes. And easier to spam then any comparable hero. Recommend cold one for ground duty (extra armor and ap) or Pegasus for flying (fast and flying with good charge but no shield). Foot is ok too but generally mounts are more than worth it for mobility alone.&lt;br /&gt;
&lt;br /&gt;
==Units==&lt;br /&gt;
&lt;br /&gt;
===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Dreadspears&#039;&#039;&#039;: Your most basic spearmen unit in the DE roster. They&#039;re... alright? They lack an offensive punch and High Elf Spearman performs better at the job they are supposed to be doing, being to hold the line to stop enemy cavalry punching through to your precious archers. They work fine in the early game, as well as being cheap, but don&#039;t rely on them for too long. &lt;br /&gt;
**&#039;&#039;&#039;The Hellebronai (RoR)&#039;&#039;&#039;: Dreadspears that are a bit better in general with poison attacks.&lt;br /&gt;
*&#039;&#039;&#039;Bleakswords&#039;&#039;&#039;: The offensive counterpart to Dreadspears, just as basic, just as mediocre. Their only redeeming feature is their large shield. They have more damage potential &#039;&#039;in theory&#039;&#039; but this more or less comes down to what they are facing; they will hold up well against Goblins and Empire State Troops, but basically anyone can hold up well against these units. As with Dreadspears: Okay for the early game, drop them the moment something better becomes available. Seriously only use dreadspears. Never use these. Dreadspears are better defensively and have anti large, the slightly higher MA will never be worth losing antilarge. Alternate Opinion, they&#039;re rather cost effective being fairly cheap, are well shielded and can beat most other infantry at their price point and in the early phases of the game. If you take things into consideration they can be quite useful, just don&#039;t expect them to move mountains.&lt;br /&gt;
*&#039;&#039;&#039;Black Ark Corsairs&#039;&#039;&#039; : ...These guys. Oh, these guys. Frail as all hell, but worth it. Corsairs should make up the majority of melee troops of your midgame armies as soon as they become available. Their raw damage output as well as their armour (having a value of 90, putting them on the same level as dwarf warriors!) makes them a solid frontline and they will cut down all basic infantry used against them with ease and surprising speed. Their easy availability combined with a reasonable price make sure they are always a good choice, especially against horde-centric factions. One glaring weakness is their lack of AP damage.  - whoever wrote the above likes corsairs way too much, they’re good but non synergistic with usual dark elf campaign strategies of crossbow spam. And they aren’t worth using after the early game. You can honestly never use them and just go dreadspears and darkshards and usually do better in the early campaign. I hear they are nice in multiplayer, but campaign wise meh.&lt;br /&gt;
*&#039;&#039;&#039;Witch Elves&#039;&#039;&#039;: Talk about glass cannons, Witch Elves are a really weird bunch. They have no armour, but (try to) compensate for this with 20% physical resistance and a 5% ward save after you research technologies. In exchange, they excel in melee attack and apply debuffs to enemy forces attacked by them. The debuff in itself is very unique, as it not only debuffs enemy melee stats but also sends them on a rampage; causing them to stay way longer in a fight which they otherwise would be comfortable with. This is especially useful against all elven factions, since you can lure their expensive specialized elite tropps in matchups that they are not equipped to deal with (i.e. Swordmasters against a Hydra or a Dragon) and &#039;&#039;reliably keep them there&#039;&#039;. Well at least as long as your Witch Elves survive the encounter, which, given that their only defense is a meager 28 melee defense and a 5% ward save, might not be that long... &lt;br /&gt;
**&#039;&#039;&#039;Sisters of Singing Doom (RoR)&#039;&#039;&#039; : &lt;br /&gt;
*&#039;&#039;&#039;Sisters of Slaughter (DLC)&#039;&#039;&#039;: They wear even less clothes than Witch Elves do, yet are more resilient. Strangely. Their extremely high melee defense, among the best a single unit has, and their missile resistance of 20%  make them surprisingly tough to crack, despite being able to easily dispatch many kinds of troops. As one of the few resilient Dark Elven melee units, their job is to dispatch units with otherwise high defensive stats, like Phoenix Guard or Helbardiers, where their melee defense in conbination with their bonus vs. infantry lets them reliably come out on top. Additionally, they come with a unique passive that boost their melee defense and physical resist even further as long as they are losing their current encounter, which makes them surprisingly viable as a high damaging tarpit unit.  These and black guard compete to be your best frontline, against elite ap infantry sisters can last up to twice as long because of high physical resist, poison, and amazing stats. &lt;br /&gt;
*&#039;&#039;&#039;Executioners&#039;&#039;&#039;: The offensive counterpart to the Black Guards, your ol&#039; reliable murderers of heavy armoured elite troops and anything in between. They won&#039;t last long, but kill everything in their path. Frail, especially against missiles, but as a Dark Elf player, you&#039;re used to that. I don’t recommend these, they’re fragile, slow and they have weirdly low melee stats compacted to your other elite units. You can replace these with cold one dread knights even. Seriously with the change to primal instincts dread knights have massively higher stats especially with beast master lords skills. And otherwise fill the exact same role but do it better and faster. &lt;br /&gt;
**&#039;&#039;&#039;Blades of the Blood Queen (RoR)&#039;&#039;&#039; :  &lt;br /&gt;
*&#039;&#039;&#039;Black Guard&#039;&#039;&#039;: Extremely beefy, these are your dedicated elite line holders and monster slayers. Remember murderous prowess makes them into an absolute force of destruction. And they have very good stats, the only downside is knowing that they’ll never be as awesome as Phoenix guard. Even if they can be offensively much deadlier the survivability of Phoenix guard is insane.&lt;br /&gt;
&lt;br /&gt;
===Missile Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Darkshards&#039;&#039;&#039;: Basic Dark Elf ranged unit and all and all pretty darn good for the entire game. Indirect fire with pretty good AP makes them very useful, especially when focusing on firing key targets into oblivion. For a little extra, you can get these guys with shields which makes them excellent in an arrow exchange, which is important given [[High Elves|who one of your biggest foes is]] always go shields.&lt;br /&gt;
**&#039;&#039;&#039;The Bolt-Fiends (ROR)&#039;&#039;&#039; : The cool thing about these guys is that they degrade and nullify shields. &lt;br /&gt;
*&#039;&#039;&#039;Black Ark Corsairs (Repeater Handbows)&#039;&#039;&#039;: A mixed bag, making up for the relative lack of skirmish units in the Dark Elf roster. Surprisingly mobile and difficult to catch, their biggest strength is easily their flexibility. Nice vs skaven early on.&lt;br /&gt;
*&#039;&#039;&#039;Shades&#039;&#039;&#039;: Don&#039;t let the low model count discourage you, Shades rank among the best Missile Troops in the game. The high rate of Fire, high damage output, and even decent in melee, especially with greatswords. Actually not really that much better than dark shards if you just use them as archers, much more expensive for only slightly better ranged performance. However if combined with a shadow dart name of power lord can be as good or better than sisters of avelorn. 210 or more range, crazy ap, and better in melee than the sisters by a large margin due to AP and anti infantry. Even with all that taken into account you need a specific name of power, some later technologies, and the red skill tree to make them as good/slightly better than the sisters. And they cost 50% more upkeep with great swords than sisters do. Which really just shows how op sisters are in campaign.&lt;br /&gt;
&lt;br /&gt;
===Cavalry===&lt;br /&gt;
*&#039;&#039;&#039;Dark Riders&#039;&#039;&#039;: Your extremely quick light cavalry, comparable to most other units of their class. One key feature is that they are actually fast enough to chase down most other missile cavalry. If your micromanagement  skills hold up, Dark Riders can terrorize the enemy backline very efficiently and do so at the highest speed any base game cavalry unit offers, but they get vaporized the instant their charge bonus wears off, so will need to keep the cycle charges going. &lt;br /&gt;
*&#039;&#039;&#039;Dark Riders (Crossbows)&#039;&#039;&#039;: changes light melee skirmish cavalry into ranged harassment cavalry. As using repeater Crossbows, they fire two shots of primarily AP damage. As always Useful to annoying poke an enemy to death but also those higher armor units that are normally resistant to those shenanigans. (most other factions only get close-range hand axes or more squisher handguns)&lt;br /&gt;
**&#039;&#039;&#039;The Raven Heralds (ROR)&#039;&#039;&#039;: Rather distinct from their vanilla Dark Riders, these guys ride Dark Pegusii and can fly around the battlefield.&lt;br /&gt;
*&#039;&#039;&#039;Doomfire Warlocks (DLC)&#039;&#039;&#039;: Really, really weird hybrid unit. In melee they have actually pretty good attack with magic and poison and charge, plus an aoe melee attack animation. They also have 40% physical resist to help keep them alive. One key advantage they have over comparable light to medium cavalry is their ability to fling around the Doombolt spell from the Lore of Dark and Soulblight from the Lord of Death as bound spells. A unit of these is pretty much always useful if nothing else, plus they look great. &lt;br /&gt;
**&#039;&#039;&#039;Slaanesh&#039;s Harvesters (ROR)&#039;&#039;&#039; :&lt;br /&gt;
*&#039;&#039;&#039;Cold One Knights&#039;&#039;&#039;: A massive disappointment. Evil Elven Dino-Riders should be barrels of fun, alas. They are outclassed by any other medium cavalry they are supposed to be fighting against, really slow for a cavalry unit, have rampage, and share the frailty of all Dark Elves units. Don&#039;t bother with them. -actually they no longer have rampage just reworked primal instincts, which means they only rampage at 20% health or less. The new beast master lords can grant them plus 8 MA and MD plus 10 extra charge from their unique skills and another 8 to both from the red skill tree. With both of these they actually become cost effective anti cav. They trade favorable against much more expensive units.&lt;br /&gt;
*&#039;&#039;&#039;Cold One Dread Knights&#039;&#039;&#039;: The same problems with the basic Cold One Knights are even worse here since they are exceedingly expensive and hard to get. Dread Knights actually rank among the worst units in the game. How can it get even worse, you might ask? Well, they are Shock Cavalry. On the lowest base speed of any true cavalry unit in the game, making it extremely difficult to get them out of melee combat once they&#039;re stuck in it and cycle charging nearly impossible. On top of all that, the bonus vs. large that nearly every high-tier Shock Cavalry in the game gets is also denied to them. - same as cold one knights, the presented info is outdated. they now only risk frenzy at 20% health or less. With campaign skills from a beast master lord they end up with mid 60’s in both MA and MD, they are actually better than sword chaos knights in campaign because of better skills. With how high they’re stats go they can function as prolonged melee units easily. Compare them to executioners and they can basically do everything better.  &lt;br /&gt;
**&#039;&#039;&#039;Knights of the Ebon Claw (ROR)&#039;&#039;&#039;: What&#039;s this? Cold One Knights that don&#039;t spaz out.&lt;br /&gt;
&lt;br /&gt;
===Chariots===&lt;br /&gt;
*&#039;&#039;&#039;Cold One Chariot&#039;&#039;&#039; : &lt;br /&gt;
*&#039;&#039;&#039;Scourgerunner Chariot&#039;&#039;&#039; : Scourgerunner Chariots are your jack of all trades chariot, that has a special boon in being on the very few ranged units in the game that get a bonus vs. large on their ranged attacks. Their key advantage is that they also move at Dark Rider speed, which makes them extremely difficult to catch or even hit, and in a pinch, they can even reliably dispatch basic missile tropps and infantry, thanks to a bonus vs. infantry. &lt;br /&gt;
**&#039;&#039;&#039;The Ravagers of Rakarth (ROR)&#039;&#039;&#039; :&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
*&#039;&#039;&#039;Reaper Bolt Thrower&#039;&#039;&#039;: Essentially identical to the High Elf counterpart (in spite of the significantly more badass name), the Reaper is likewise probably not going to be winning any prizes for the best artillery piece. Alright, it does hit a bit harder and has a smidge less range, but this is not something people would notice much in most situations. Nevertheless, it remains a useful and versatile addition to a Dark Elf army. Just don&#039;t go in expecting a WMD. Like the repeater, they possess two firing modes and can be particularly useful for sniping enemy artillery. In short a decent, if not exactly exceptional, artillery unit.&lt;br /&gt;
*&#039;&#039;&#039;Bloodwrack Shrine (DLC)&#039;&#039;&#039;: A Bloodwrack Medusa with a Go-Cart. Despite being described as a chariot don&#039;t use it as such, it&#039;s too slow to pass through a unit.&lt;br /&gt;
Provides +7 MA and -7 MD to nearby allies/enemies respectively. Similar in purpose to the high elf frost Phoenix but offensive. Quite effective if you want your melee units buffed. Plus ok ranged damage from the Medusa herself.&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Harpies&#039;&#039;&#039;: Harpies fulfill essentially the same role as war hound and fell bat units. They&#039;re intended to be fast-moving harassers best used to hunt down or disrupt enemy missile units and artillery crews. When used in their intended capacity they can get some work done, just don&#039;t expect them to do much against anything with actual staying power. Even some of the sturdier archer units can prove a bit too much for them. If you&#039;re up against an opponent with a heavy focus on ranged firepower they can be a valuable addition. However, sending them in unsupported against basically anything else is a good way to end up with a whole lot of dead bat-ladies. Rakarth makes then a lot better, giving them bonus Melee Attack as well as a smidge of AP damage. &lt;br /&gt;
**&#039;&#039;&#039;The Crows of Khaine (ROR)&#039;&#039;&#039;: Basically Harpies with Fear and the ability to regenerate when fighting. Surprisingly tanky because of it, just watch out for units that counter them.&lt;br /&gt;
*&#039;&#039;&#039;Feral Manticore&#039;&#039;&#039;: Surprisingly good backline harasser. Manticores make Harpies pretty much obsolete and make for great mid-tier carnage against everything that doesn&#039;t have a bonus against large. They are very susceptible to Rampage, so take care of them. Manticores are best taken in groups of 2-4 in order to kill targets fast enough that they don’t die themselves. Paired with a flying master they can make a fast deadly Air Force for cheap which can act as a single unit killing gank squad. Can usually staggerlock foot heroes. And usually outfight other aerial units short of dragons or heroes. &lt;br /&gt;
*&#039;&#039;&#039;War Hydra&#039;&#039;&#039;: Lots of nasty surprises with the Hydra, your standard frontline melee monster. One of its core features is its flexibility; it&#039;s effective against a lot of targets and can reliably hunt down infantry thanks to its speed and breath attack. It tends to get the short end of the stick against other monsters and anti large. In campaign you can get these 25% cheaper from a klar karond building. Super cheap and easy to spam regenerating monster. &lt;br /&gt;
**&#039;&#039;&#039;The Chill of Sontar (ROR)&#039;&#039;&#039; : Same regenerating monstery goodness as a normal hydra, though it replaces its flaming breath in exchange for one that slows down whatever it hits.&lt;br /&gt;
*&#039;&#039;&#039;Kharibdyss (DLC)&#039;&#039;&#039; : OMNOMNOMNOM. A Hydra on steroids, trades the regeneration factor and flaming breath for poisoned attacks, anti-large, and lots of AP goodness. Works best against armoured monsters, so if the enemy brings big scary beasts it can go toe to toe. If you want to blend infantry though, you’re better off with the Hydra.&lt;br /&gt;
*&#039;&#039;&#039;Bloodwrack Medusa (DLC)&#039;&#039;&#039;: Combination monster and short rate direct fire artillery. Can delete chunks of elite infantry very quickly.&lt;br /&gt;
**&#039;&#039;&#039;The Siren of Red Ruin (ROR)&#039;&#039;&#039; : Same as a normal Medusa, but gains a AOE ability that causes moderate damage to all enemies around her. &lt;br /&gt;
*&#039;&#039;&#039;Black Dragon&#039;&#039;&#039; : Evil Dragonny Goodness. Occupies a niche between Sun and Star Dragons in terms of killyness, but retains a devastating breath attack, huge mass, and good mobility. As is tradition, compared with other dragons, quite frail when caught on the wrong foot. Harder to use because dark elves don’t have healing lores.&lt;br /&gt;
&lt;br /&gt;
===Rakarth Campaign Units===&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
===Multiplayer Strategies===&lt;br /&gt;
Long, Long ago in the distant times of 2017 Dark Elves where one of the top factions in the game with their massive amount of AP, powerful Lords and flexible army. Unfortunately after years of being beaten with the Nerf Bat they have fallen from grace. As of the Twisted and the Twilight patch they are considered low tier they really only have one viable tactic, relying on Scourgerunners and Crossbow Dark Riders. Now just because they are considered low tier doesn&#039;t mean you can&#039;t win with them as they still have some favorable match ups. As of right now, you are a bit of a one trick pony so you may have to get creative.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Beastmen&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Bretonnia&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Chaos Daemons&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Chaos Warriors&#039;&#039;&#039;: Chaos Warriors are slow as hell and very vulnerable to anti-armor. &lt;br /&gt;
*&#039;&#039;&#039;Dark Elves&#039;&#039;&#039;: Since Murderous Prowess cares about kills and not whose side they&#039;re on it&#039;s going to trigger roughly at the same time for both factions.&lt;br /&gt;
*&#039;&#039;&#039;Dwarfs&#039;&#039;&#039;: You have the heavy AP to pierce your opponent&#039;s stunties. Unfortunately, they have the firepower to shut down a lot of your ranged units before you can get close enough to return the favor.&lt;br /&gt;
*&#039;&#039;&#039;Empire&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Grand Cathay&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Greenskins&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;High Elves&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Khorne&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Kislev&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Lizardmen&#039;&#039;&#039;: This is one of the matchups in which you shine. All their armored dinosaurs are extremely vulnerable to your wide selection of AP troops, with a special shoutout to Dark Shards and Shades. Lizardmen lack missile infantry beyond their rather frail Skink Skirmishers, though their Chameleon Skinks will prove particularly annoying due to their missile resist and loose formations. Scourgerunner Chariots will run circles around the Lizardmen and, with proper positioning, can easily slip around their screening units to chunk the bigger Artillery Stegadons/Bastilodons that could potentially retaliate against your ranged forces. Try to kite them as much as you can, whittle down their frontline before sending in your Executioners and Blackguard to clean up.&lt;br /&gt;
*&#039;&#039;&#039;Norsca&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Nurgle&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Skaven&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Slaanesh&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Tomb Kings&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Tzeentch&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Vampire Coast&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Vampire Counts&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Wood Elves&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
===Campaign Strategies===&lt;br /&gt;
Focus on economy in a few good provinces with 4 cities (Hag Graef, Naggarond, Ghrond, Quintex, Har Ganeth, etc) put income, slave pens, and then black roads or special resources on every city/town. Then put all slaves here. Add 3 or 4 masters to reduce slave decline to zero and you have the strongest, easiest, and fastest to grow economy in the game bar none. Can field near unlimited armies of doom stacks. There you go, you win.&lt;br /&gt;
&lt;br /&gt;
Actually, the most prosperous slave province for the Dark Elves is Yvresse owing to the unique Tower of the Warden building which generates 50 gold per 100 slaves. With a maximum slaveholding capacity of 15500 slaves, combined with the multiplicative effect of slaves on base province income and the ability to stack slave income multipliers through heroes that are essentially unlimited, it surpasses any Druchii province in gold-generating potential. Proving, once again, that Naggarond sucks. This wealth is also why it is viable for certain Dark Elf factions to abandon their starting capitals and conquer Ulthuan instead.- while that may be more profitable technically, it’s irrelevant. Any proper slave strategy give’s effectively unlimited money even in just the dark elf lands. Conquer Ulthuan first or not, either way you won’t need for money with even a little strategy.&lt;br /&gt;
&lt;br /&gt;
===Campaign Specific===&lt;br /&gt;
&lt;br /&gt;
====Malekith====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Beware Hellebron&#039;&#039;&#039;: Malekith&#039;s campaign is generally pretty easy (and very fun!), but it can really depend on what Hellebron does at the start. Usually you can get pretty powerful early and just confederate her, but it&#039;s not unknown for her to just straight up declare war on you, which can really send your campaign down shit swamp. Furthermore, she can actually out-recruit you, making it next to impossible to confederate her. One strategy is to just rush to Har Ganeth immediately after securing Naggarond, while another is trying to out-recruit her in turn. Just ignoring her CAN be fine, but Har Ganeth is a good early game province, and you don&#039;t want to risk a civil war with her.&lt;br /&gt;
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*&#039;&#039;&#039;Don&#039;t spend too long in Naggaroth&#039;&#039;&#039;: Look, I get it, who doesn&#039;t want to rule a city made entirely out of towers that look like spiky black dildos? But conquering Ulthuan as Malekith can and should be done fairly early in the game, because it takes a loooonnnggg time to take over all those provinces settlement-by-settlement. You definitely want to get Ulthuan conquered before the chaos invasion rolls in, as they basically spawn right on top of Naggarond, and constantly fighting them until someone knocks off Archaon on the other side of the map can be a huge pain. &lt;br /&gt;
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*&#039;&#039;&#039;Tyrant is the way to go&#039;&#039;&#039;: Malekith has OPTIONS and almost all of them are good, but if it&#039;s your first campaign, Tyrant can really bring your slave economy to the next level. More money -&amp;gt; more stacks -&amp;gt; Druchii supremacy, baby!&lt;br /&gt;
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====Morathi====&lt;br /&gt;
*&#039;&#039;&#039;The start. Oh god, the start&#039;&#039;&#039;: Yeahhh, there&#039;s no getting around it. Morathi&#039;s start is a bitch and a half (kind of like Morathi herself!). She&#039;s surrounded by enemies who hate her guts, and one mistake here can spell doom for your campaign. Here&#039;s the thing though: she actually has all the tools she needs to deal with it (She&#039;s an incredibly strong legendary lord, and tier 1 Dark Elf units like bleakswords and darkshards are awesome even into the late game), it can just be tough learning the first few times around. You need to be EXTREMELY aggressive in consolidating your starting province, as the Ss&#039;ildra Tor can just out-recruit you if you leave them alone long enough. Once you do that and deal with Alith Anar though, everything gets easier so have faith!&lt;br /&gt;
*&#039;&#039;&#039;You can use her in melee!&#039;&#039;&#039; A mistake I see a lot of players make is using Morathi as you&#039;d use a typical caster lord, i.e. keeping them at a distance and shying away from any fight. If you do this though, you aren&#039;t getting her full value. Her unique weapon combined with one of her unique skills (Enchanting Beauty) can lower enemy melee attack by 18 and defence by 9 JUST FOR BEING NEAR HER. She can basically use her darksword as a strap-on to peg enemy melee stats. Be careful how you use her, because of course she isnt going to outduel dedicated melee combatants, but these passive abilities combined with lore of shadows make her great for absolutely dumpstering enemies that your units are having a tough time dealing with.&lt;br /&gt;
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====Hellebron====&lt;br /&gt;
*&#039;&#039;&#039;Unpaid interns&#039;&#039;&#039;: Hellebron requires a constant influx of slaves to keep active, which means that you are going to have to be ultra aggressive throughout your campaign, more so than other druchii factions who can just sit back and let their slaves do all their work for them.&lt;br /&gt;
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*&#039;&#039;&#039;Malekith&#039;&#039;&#039;: It&#039;s harder (though not impossible!) to confederate Naggarond than vice-versa, and pissing off Malekith can really become a problem, since he usually skyrockets to strength rank 1 after turn 20 or 30. One strategy is just to leave for Ulthuan right away, but this can be very challenging. Rushing Naggarond is also an option, but you can also ally with them, which is what I&#039;d recommend for less experienced players.&lt;br /&gt;
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*&#039;&#039;&#039;Blood Fleets suckkkk&#039;&#039;&#039;: Remember how the Greenskins WAAGGHH worked before their update? Theoretically it was a way to encourage aggressiveness and movement on the campaign map. How it actually worked was that they&#039;d spawn AI controlled armies that would allahu-akbar themselves upon the nearest settlement. Wellll, Hellebron&#039;s voyages basically have the same idea and it&#039;s honestly worse because you can&#039;t choose where they spawn. Just don&#039;t rely on them to do any heavy lifting.&lt;br /&gt;
====Lokhir====&lt;br /&gt;
*&#039;&#039;&#039;The Blender King&#039;&#039;&#039;: Ah, Lustria. Let&#039;s see, the lizards hate you because they don&#039;t want a dark elf caravan on their land. Teclis hates you because he doesn&#039;t like your stupid face, and Harkon hates you for... stealing all his treasure, I guess? Packing up and leaving for Ulthuan on turn 1 can actually be a pretty viable strategy here. Lustria-bowl honestly sucks for you, but if you&#039;re intent on doing it, allying with the rats can secure your western border, and allow you to focus on Teclis at the start, which takes one of the major pressures off your campaign.&lt;br /&gt;
*&#039;&#039;&#039;The Black Ark King&#039;&#039;&#039;: Black Arks are awesome and should be your main method of recruiting units to your armies, especially in the early game. BUILD THE GROWTH BUILDING FIRST! You&#039;ll get to those higher tiers so much faster, and can laugh over the corpses of your enemies when your tier 5 dread knights are running over red-crested skinks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;What to do with Karond Kar?&#039;&#039;&#039;: Lokhir&#039;s campaign is pretty weird, because his unique item requires taking over the city of Karond Kar which is wayyyy in the middle of assfuck nowhere compared to where you start. You don&#039;t really want to manage a split empire in Warhammer 2, so taking Karond Kar by force isn&#039;t really advisable. Luckily, he now has a quest line that allows him to confederate Karond Kar remotely. I&#039;d recommend confederating with them, and then just selling all the buildings and abandoning the province. Keeping it generally means dealing with High elf DEATHstacks every two turns, along with Wood Elves and Taurox if he&#039;s still alive which will really make you want to deepthroat a cactus.&lt;br /&gt;
&lt;br /&gt;
====Malus Darkblade====&lt;br /&gt;
Malus is a fan-favorite character, and CA honestly did him pretty dirty, which is kind of upsetting. His campaign is very difficult especially at the start, and he slightly boosts cold one knights, a notoriously cost-inefficient unit. He is a monster on the battlefield, but &#039;&#039;it&#039;s honestly always better to play as another dark elf faction and confederate him&#039;&#039;, since he gets all his battlefield strengths and none of the weaknesses. If you insist on playing his campaign though, keep these tips in mind:&lt;br /&gt;
*&#039;&#039;&#039;SNIKCH MUST DIE!&#039;&#039;&#039;: Snikch must die unless you like having 30 million filthy rats coming over the border to take your land and deflower your sorceresses. Sometimes you can even make a non-aggression pact with Imrik to focus on Snikch which I definitely recommend. After killing him, you can slow down a little, and pick off your enemies one-by-one, but it&#039;s an absolute miserable campaign experience if you allow Snikch to get his shit together.&lt;br /&gt;
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*&#039;&#039;&#039;Black Arks are essential&#039;&#039;&#039;: You start with a Black Ark and you NEED it to get past Malus&#039; cancerous early game. You probably aren&#039;t going to have the money to spend on potions at the start, which means your troops will replenish at the speed of a glacier. A Black Ark can help a lot with this problem, and can provide a good base to recruit from.&lt;br /&gt;
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*&#039;&#039;&#039;Keep your alliance with Malekith going&#039;&#039;&#039;: Keeping your alliance with Malekith alive allows you to cheese the &#039;Tz&#039;arkans whispers&#039; mechanic a little bit, since the unique quests might be to declare war on a faction you don&#039;t care about halfway across the map. The rewards from these missions can be quite powerful, so complete as many as you can.&lt;br /&gt;
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====Rakarth====&lt;br /&gt;
*&#039;&#039;&#039;Ulthuan&#039;&#039;&#039;: Rakarth&#039;s starting place in Albion offers him a variety of options in theory. however, you&#039;re kind of forced into attacking Ulthuan which sucks. Once they discover you, they will send stack after stack after you, and trying to expand eastward or southward just becomes unviable. Sure, Morathi can sometimes get super aggressive and start conquering Ulthuan early taking some of the pressure off you, but it&#039;s a gamble that sometimes doesn&#039;t pay off.&lt;br /&gt;
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*&#039;&#039;&#039;Rakarth only for beastpen armies&#039;&#039;&#039;: Beast pens areeee... interesting? The thing is, the only boosts to monstrous units from the beast pens come from Rakarth&#039;s army skills. For your generic lords, it&#039;s better to stick to your tried and true druchii units, unless you&#039;re in an emergency and need units fast.&lt;br /&gt;
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[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2601:283:4C80:11C0:25D1:C5E4:29C6:775C</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Dark_Elves&amp;diff=502899</id>
		<title>Total War Warhammer/Tactics/Dark Elves</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Dark_Elves&amp;diff=502899"/>
		<updated>2022-05-10T08:41:13Z</updated>

		<summary type="html">&lt;p&gt;2601:283:4C80:11C0:25D1:C5E4:29C6:775C: /* Campaign Strategies */&lt;/p&gt;
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&lt;div&gt;{{Topquote|Skulls for Khaine! Blood for Khaine!|Game battle chant for Dark Elves. Why does it sound familiar...}}&lt;br /&gt;
This is the tactica for the [[Total War: Warhammer]] version of the Dark Elves.&lt;br /&gt;
&lt;br /&gt;
==Why Play Dark Elves==&lt;br /&gt;
*Because you&#039;d like your elves to take their arrogance to the next level and just start murdering people for the crime of not being elves.&lt;br /&gt;
*Because you believe that everything looks roughly 1000 times better when covered in spikes.&lt;br /&gt;
*Because you enjoy the inherent power fantasy that comes from playing a big spiky asshole out to conquer and enslave.&lt;br /&gt;
*You like a versatile unit roster with some serious killing power.&lt;br /&gt;
*Because being the good guy is just so boring sometimes.&lt;br /&gt;
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===Pros===&lt;br /&gt;
*&#039;&#039;&#039;AP for Days&#039;&#039;&#039;: If you&#039;re playing Dark Elves and having a hard time with armoured troops, you&#039;re playing them wrong. A large chunk of the roster has majority AP damage, so armor should be the least of your concerns.&lt;br /&gt;
*&#039;&#039;&#039;Solid Range&#039;&#039;&#039;: While you may not be the shootiest of factions, the Dark Elves are more than capable. They are fully capable of melting enemy units before they close to melee with the right build.&lt;br /&gt;
*&#039;&#039;&#039;Mobility&#039;&#039;&#039;: You&#039;re not as good at it as the Asrai, but with a ton of good light cav and infantry like Witch Elves and Sisters of Slaughter, you are able to get around the battlefield pretty damn fast. Light Cav tactics are a favorite among Dark Elf players.&lt;br /&gt;
*&#039;&#039;&#039;Powerful Lords&#039;&#039;&#039;: When it comes to lord options, you are spoiled for choice. Most of their lords are at the very least decent and some like Malekith can carry an entire army to victory if given the time.&lt;br /&gt;
*&#039;&#039;&#039;Flexibility&#039;&#039;&#039;: Thanks to Murderous Prowess, you can play offense unlike a lot of factions can. You can also play Defense, kite, heavy monster focus and all-around can use whatever tactic you can think of with these guys.&lt;br /&gt;
*&#039;&#039;&#039;Strong Economy&#039;&#039;&#039;: Your economy is god-tier, and this is even before you bring in trade. Raking in high numbers of Slaves all but guarantees that your cash flow reaches insane levels which you can further boost by abusing the Master hero who reduces Slave decay to the point that they literally cannot decay anymore. Combine this with the extremely generous discounts on Black Arks and your pockets will never be empty again. &lt;br /&gt;
*&#039;&#039;&#039;Naval Supremacy&#039;&#039;&#039;: An often overlooked, but still important feature is that your Black Arks can dominate the oceans of the world and keeping your homeland secure from any threats. The only faction that rivals your naval power are (big surprise here) the Vampire Coast.&lt;br /&gt;
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===Cons===&lt;br /&gt;
*&#039;&#039;&#039;Frail&#039;&#039;&#039;: Okay, so you don&#039;t have it as bad as the Wood Elves, since many of your units are bringing actual armor to the fight, but you&#039;re still a glass cannon rush faction. Running into a faction that can simply outlast your burst of melee damage once Murderous Prowess proccs, can and will give you a lot of trouble. &lt;br /&gt;
*&#039;&#039;&#039;Limited Range&#039;&#039;&#039;: Their ranged units aren&#039;t bad, in fact, Darkshards are extremely good for their cost, but they don&#039;t shoot very far. Even some gunpowder units will outrange you, and most factions will get one or two shots off before you get in position.&lt;br /&gt;
*&#039;&#039;&#039;Unreliable Heavy Cav&#039;&#039;&#039;: The Stupidity of Cold Ones Knights in this game got translated to Rampage, meaning if they take too much damage, you lose control and they charge forward to probably die if you&#039;re facing a smart opponent. Similar to the Lizardmen, but unlike them, you don&#039;t have a way to make them stop. [[Fail|Even Malus, who specializes in Cold Ones and had a rule that allowed them to ignore stupidity, can&#039;t get rid of rampage]]. The addition of Rakarth finally gives you an ability that allows Cold Ones to ignore Rampage, ironically making him a better Cold One specialist than the ACTUAL Cold One specialist. - they were reworked to only frenzy at 20% health or less, so it’s mostly a positive now. Still not amazing but good with campaign buffs from beast-master lords&lt;br /&gt;
*&#039;&#039;&#039;Lack of Healing&#039;&#039;&#039;: You&#039;re the only Elven faction with no multi-target healing. The only thing you have is Soul Stealer, which only heals the caster. Combine this with your low health pools, and your units will die a lot faster than their tanky statline might lead you to believe.&lt;br /&gt;
*&#039;&#039;&#039;Expensive&#039;&#039;&#039;: Not as much as High Elves, but still pretty pricey. Expect to be outnumbered most of the time.&lt;br /&gt;
*&#039;&#039;&#039;Poor Public Order&#039;&#039;&#039;: Being the quarrelsome lot that they are, Dark Elves suffer from a multitude of public order penalties (especially once you have a lot of slaves) and don&#039;t have a lot of tools to counter them; managing it can quickly devolve into a frantic nightmare, particularly on high difficulties.&lt;br /&gt;
*&#039;&#039;&#039;No Encampments&#039;&#039;&#039;: If you are away from your territory, you can&#039;t recruit new guys while encamping. This can be offset somewhat with Black Arks, though that&#039;s not an option in regions far from the coast.&lt;br /&gt;
*&#039;&#039;&#039;DLC&#039;&#039;&#039;: Scourgerunners and Supreme Sorceresses are some of your best units. They also cost extra. As with most Non DLC factions, you will need to pay extra money to be consistent in multiplayer&lt;br /&gt;
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==Universal Traits==&lt;br /&gt;
*&#039;&#039;&#039;Murderous Prowess&#039;&#039;&#039;: A passive, army-wide ability that gives all units on the map considerable offensive bonuses after you hit a certain threshold of kills (usually around 30-50% of the enemy force). Hard to time right and difficult to control, but extremely effective regardless. Seeing your Corsairs, Shades, and whatnot go into overdrive for 90 seconds is a scary and satisfying spectacle to behold. For a few units, the effect lasts 120 seconds instead of 90.&lt;br /&gt;
*&#039;&#039;&#039;Slaves&#039;&#039;&#039;: You get slaves by raiding, winning battles, and looting/sacking settlements. Slaves go to your cities to do the crapwork and are gradually worked to death turn by turn. The Druchii can make a hell of a lot of money by capturing slaves. However the more slaves you&#039;ve got the harder it is to control them, which leads to unrest.&lt;br /&gt;
*&#039;&#039;&#039;Black Arks&#039;&#039;&#039;: A special kind of campaign unit that acts as one of the two true &amp;quot;navies&amp;quot; in the entire game, Black Arks can only exist on the water but they are essentially floating garrisoned cities that can also let your other armies recruit and exchange from them. A powerful incentive for any Druchii player to adopt the raiding lifestyle and an excellent tool for mobile defence across Naggaroth&#039;s extensive coastline.&lt;br /&gt;
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==Lords==&lt;br /&gt;
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===Legendary Lords===&lt;br /&gt;
*&#039;&#039;&#039;[[Malekith]]&#039;&#039;&#039;: Warhammer&#039;s rendition of Darth Vader with severe mummy issues arrived on the scene, and he doesn&#039;t mess around. A monster of a Hybrid LL, he is everything the likes of Azhag the Slaughterer and Arkhan the Black wish they could be. He punches hard, gets a Dragon relatively early on and his spellcasting doesn&#039;t disappoint either. You can hardly go wrong with Malekith.&lt;br /&gt;
*&#039;&#039;&#039;[[Morathi]]&#039;&#039;&#039; : Morathi is a &#039;&#039;very&#039;&#039; weird animal (There&#039;s gotta be a sex joke in here somewhere). Unlike many other Legendary Lords, her skill tree is the only one in the game where you actually get to make meaningful choices, as she can alternate between ridiculously powerful spellcasting and good backline harasser, both paths are viable. What sets her apart from other caster lords as her spellcasting is concerned is that, like Teclis, she doesn&#039;t specialize in single lore and her pool of spells draws from the Lores of Dark, Death, and Shadows and favors all-out offensive spells from all of them. Arguably the second-best Caster Lord in the game, just behind Teclis. Unfortunately her campaign mechanics are badly broken, she has to spread corruption but doesn&#039;t get public order benefits from it, only downsides. This makes her campaign more difficult than you&#039;d expect simply due to serous public order issues. They even nerfed the building in quintex that made the public order manageable for no apparent reason. &lt;br /&gt;
*&#039;&#039;&#039;[[Hellebron]] (DLC)&#039;&#039;&#039; : Hellebron exists in her own little niche. Barely armored like Witch Elves, but really, really bloody fast and a buffmachine for your already busted murdermachine frontline. She excels in prolonged combat, preferably against lightly armored chaff and will rack a high kill count very quickly but will cave against elite units and other single entity monsters or characters. &lt;br /&gt;
: Get a unique campaign mechanic of her vitality slowly draining way and have to progressively sacrifice more slaves during the Death Night to keep the faction buffed instead of Debuffed, but also create a new stack of frenzied elves to attack [[Ulthwe]].&lt;br /&gt;
*&#039;&#039;&#039;[[Lokhir Fellheart]] (FLC)&#039;&#039;&#039; : Lord of the [[Black Ark]]s. He is a cheaper blender lord in comparison to Hellebron, being a well-armored Infantry blender while on foot like a Vlad von Carstein without magic. CA also gave him his own Dragon mount which only make him better than a Dread Lord on dragon when he pops his attack buffs.&lt;br /&gt;
:the Drukii pirate lord starts in the thunder dome that is Lustria but can have a lot of freedom by starting with a middle settlement that is a Black Ark. &lt;br /&gt;
*&#039;&#039;&#039;[[Malus Darkblade]] (DLC)&#039;&#039;&#039;: an unremarkable lord until he lets the daemon take over, and then he is a melee powerhouse. Using Malus in combat is like burning a candle wick, his Tz&#039;arkan form and abilities are powerful but drain his hit points so know when he should be in daemon or Malus mode. He does have Resistance and Healing in combat so he won&#039;t burn out as fast in a fight. Switching to daemon mode restores all his health and vigor and makes him unbreakable so it&#039;s best to wait until the last moment before switching.&lt;br /&gt;
:in campaign his battle with his inner deamon is a game mechanic, with having a possession meeter, giving you greater campaign bonuses while Malus is mostly in control, but as Tz&#039;arkan slowly takes over, he gains greater battle prowess but at the cost of large penalties to your empire. You control the possession by drinking a potion that gets progressively more expensive until you finish his storyline to make it free. Tz&#039;arkan will also offer an additional quest to increase the possession but with very good payoffs. For your start position, you get a Black ark in the Southern Land, in addition, have your traditional Drukii hold, [[Hag Graef]], that you can sell for a lot of money but have to listen to [[Malekith]] (which will be an AI) or make it harder by having to run and protect the dame place yourself while also declaring on the big cheese. -disappointingly he is actually more effective if you confederate him then if you play as him, confederated he gets the benefits of full possession with no downsides. making him insanely tanky. His faction benefits are actually more of a hassle than they are helpful. &lt;br /&gt;
*&#039;&#039;&#039;Rakarth (FLC)&#039;&#039;&#039; Your man you pick if you want to go for a full monster build. he comes with heavy armor and Anti Large to deal with enemy big monsters while also providing buffs to his own beasties.  He will also have a Scourgerunner for skirmishing, a Manticore and a Dragon for a straight up brawl. He serves as your best counter to mounters, with his whip being able to strip Fear and Terror from monsters (leaving said monsters susceptible to fear and terror) and armor that gives him buffs as enemy monsters are around him. He&#039;s also being voiced by [[A Song of Ice and Fire|Ramsay Bolton]].&lt;br /&gt;
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===Generic Lords===&lt;br /&gt;
*&#039;&#039;&#039;Dread Lord (Melee &amp;amp; Ranged)&#039;&#039;&#039;: Your two generic lord with one focused on melee and has a shield while the other is a hybrid that focuses on shooting. In multiplayer, their ability change to help them buff their respective areas, Sword &amp;amp; Shield having buffs to melee attacks and debuffing enemy damage, while Sword &amp;amp; Crossbow supports other crossbows unit while also being a sniper, and gives a burst bonus to Ld. Note that the lords have almost identical melee stats once you put them on a black dragon and the melee lord looses her shield when mounted on one while the ranged lord keeps his ranged weapon. at high levels i cant see much reason to use the melee version instead but she will be better in melee until they get the dragon. &lt;br /&gt;
*&#039;&#039;&#039;Supreme Sorceress (DLC)&#039;&#039;&#039;: Makes a Sorceress as a lord for money-saving cost.  Somewhat feeble in combat until she levels up enough to get a black dragon mount, after which she fights better than many dedicated melee lords.&lt;br /&gt;
*&#039;&#039;&#039;High Beastmaster (DLC)&#039;&#039;&#039;: Your monster hunter Lord. not as tanky in melee as a Dread Lord but deals a good amount of anti-large damage in addition to his burst of additional weapon strength. is Also is supportive by giving a single unit a big buff as they charge into melee (don&#039;t yet specify anything except can&#039;t be used on characters, so go crazy on an Executioners charge). Can Come on a Scouregrunner Chariot(roll though everyone while armed with a ballast) or ride a Manticore which has proven to be cost-effective flying monsters. Can give a big boost to cold ones and monsters in campaign as well as recruiting them faster. If running cavalry or monster stacks, likely your best option. The big MA/MD/ and charge boost they give colds ones really makes them preform better.&lt;br /&gt;
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==Heroes==&lt;br /&gt;
*&#039;&#039;&#039;Death Hag&#039;&#039;&#039; : Single-entity Witch Elves dialed up to 11. Death Hags excel as extremely vicious infantry blenders with a lot of speed of behind them and, as an added bonus, a variety of buff abilities that make them even deadlier. They tend to get the shorter end of the stick against dedicated duelist characters and their only mount option consists of the Cauldron of Blood, which, to be frank, is a waste, since it sacrifices offensive power and speed for more durability, something that Death Hags with their high Melee Defense don&#039;t really need. I’m not sure what the above was talking about, death hags kinda suck on foot like most foot heroes, the mount is good vs infantry and makes them actually pretty tough plus buffs nearby units. Always mount in campaign, foot may have more use in multiplayer I guess. &lt;br /&gt;
*&#039;&#039;&#039;Sorceress&#039;&#039;&#039; : Caster bitches in the flavours of Death, Dark, Shadows, Beasts, and Fire.&lt;br /&gt;
*&#039;&#039;&#039;Khainite Assassin&#039;&#039;&#039; : good on campaign map, terrible in an actual fight.&lt;br /&gt;
*&#039;&#039;&#039;Master (DLC)&#039;&#039;&#039; : Tyrants in Training who never graduate in game to Dreadlords :(. Masters are your tanky Dark Elf hero. You can’t really overuse these, they are amazing. Ap anti large heavily armored high stat combat monsters with great mount options, the guardian skill, easy recruitment from a tier 3 building, the ability to reduce slave decline to zero if stacked, access to martial names of power granting incredibly powerful bonuses, easy to recruit at level 9 and up in any 4 city province. A doom stack of these with the regeneration or hunger/frenzy skill name of power and access to the extra melee attack army wide or leadership reduction traits is probably the campaigns deadliest hero doomstack, rivaling or beating Isabella vampire stacks or lizardmen hero spam. Really, really good heroes. And easier to spam then any comparable hero. Recommend cold one for ground duty (extra armor and ap) or Pegasus for flying (fast and flying with good charge but no shield). Foot is ok too but generally mounts are more than worth it for mobility alone.&lt;br /&gt;
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==Units==&lt;br /&gt;
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===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Dreadspears&#039;&#039;&#039;: Your most basic spearmen unit in the DE roster. They&#039;re... alright? They lack an offensive punch and High Elf Spearman performs better at the job they are supposed to be doing, being to hold the line to stop enemy cavalry punching through to your precious archers. They work fine in the early game, as well as being cheap, but don&#039;t rely on them for too long. &lt;br /&gt;
**&#039;&#039;&#039;The Hellebronai (RoR)&#039;&#039;&#039;: Dreadspears that are a bit better in general with poison attacks.&lt;br /&gt;
*&#039;&#039;&#039;Bleakswords&#039;&#039;&#039;: The offensive counterpart to Dreadspears, just as basic, just as mediocre. Their only redeeming feature is their large shield. They have more damage potential &#039;&#039;in theory&#039;&#039; but this more or less comes down to what they are facing; they will hold up well against Goblins and Empire State Troops, but basically anyone can hold up well against these units. As with Dreadspears: Okay for the early game, drop them the moment something better becomes available. Seriously only use dreadspears. Never use these. Dreadspears are better defensively and have anti large, the slightly higher MA will never be worth losing antilarge. Alternate Opinion, they&#039;re rather cost effective being fairly cheap, are well shielded and can beat most other infantry at their price point and in the early phases of the game. If you take things into consideration they can be quite useful, just don&#039;t expect them to move mountains.&lt;br /&gt;
*&#039;&#039;&#039;Black Ark Corsairs&#039;&#039;&#039; : ...These guys. Oh, these guys. Frail as all hell, but worth it. Corsairs should make up the majority of melee troops of your midgame armies as soon as they become available. Their raw damage output as well as their armour (having a value of 90, putting them on the same level as dwarf warriors!) makes them a solid frontline and they will cut down all basic infantry used against them with ease and surprising speed. Their easy availability combined with a reasonable price make sure they are always a good choice, especially against horde-centric factions. One glaring weakness is their lack of AP damage.  - whoever wrote the above likes corsairs way too much, they’re good but non synergistic with usual dark elf campaign strategies of crossbow spam. And they aren’t worth using after the early game. You can honestly never use them and just go dreadspears and darkshards and usually do better in the early campaign. I hear they are nice in multiplayer, but campaign wise meh.&lt;br /&gt;
*&#039;&#039;&#039;Witch Elves&#039;&#039;&#039;: Talk about glass cannons, Witch Elves are a really weird bunch. They have no armour, but (try to) compensate for this with 20% physical resistance and a 5% ward save after you research technologies. In exchange, they excel in melee attack and apply debuffs to enemy forces attacked by them. The debuff in itself is very unique, as it not only debuffs enemy melee stats but also sends them on a rampage; causing them to stay way longer in a fight which they otherwise would be comfortable with. This is especially useful against all elven factions, since you can lure their expensive specialized elite tropps in matchups that they are not equipped to deal with (i.e. Swordmasters against a Hydra or a Dragon) and &#039;&#039;reliably keep them there&#039;&#039;. Well at least as long as your Witch Elves survive the encounter, which, given that their only defense is a meager 28 melee defense and a 5% ward save, might not be that long... &lt;br /&gt;
**&#039;&#039;&#039;Sisters of Singing Doom (RoR)&#039;&#039;&#039; : &lt;br /&gt;
*&#039;&#039;&#039;Sisters of Slaughter (DLC)&#039;&#039;&#039;: They wear even less clothes than Witch Elves do, yet are more resilient. Strangely. Their extremely high melee defense, among the best a single unit has, and their missile resistance of 20%  make them surprisingly tough to crack, despite being able to easily dispatch many kinds of troops. As one of the few resilient Dark Elven melee units, their job is to dispatch units with otherwise high defensive stats, like Phoenix Guard or Helbardiers, where their melee defense in conbination with their bonus vs. infantry lets them reliably come out on top. Additionally, they come with a unique passive that boost their melee defense and physical resist even further as long as they are losing their current encounter, which makes them surprisingly viable as a high damaging tarpit unit.  These and black guard compete to be your best frontline, against elite ap infantry sisters can last up to twice as long because of high physical resist, poison, and amazing stats. &lt;br /&gt;
*&#039;&#039;&#039;Executioners&#039;&#039;&#039;: The offensive counterpart to the Black Guards, your ol&#039; reliable murderers of heavy armoured elite troops and anything in between. They won&#039;t last long, but kill everything in their path. Frail, especially against missiles, but as a Dark Elf player, you&#039;re used to that. I don’t recommend these, they’re fragile, slow and they have weirdly low melee stats compacted to your other elite units. You can replace these with cold one dread knights even. Seriously with the change to primal instincts dread knights have massively higher stats especially with beast master lords skills. And otherwise fill the exact same role but do it better and faster. &lt;br /&gt;
**&#039;&#039;&#039;Blades of the Blood Queen (RoR)&#039;&#039;&#039; :  &lt;br /&gt;
*&#039;&#039;&#039;Black Guard&#039;&#039;&#039;: Extremely beefy, these are your dedicated elite line holders and monster slayers. Remember murderous prowess makes them into an absolute force of destruction. And they have very good stats, the only downside is knowing that they’ll never be as awesome as Phoenix guard. Even if they can be offensively much deadlier the survivability of Phoenix guard is insane.&lt;br /&gt;
&lt;br /&gt;
===Missile Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Darkshards&#039;&#039;&#039;: Basic Dark Elf ranged unit and all and all pretty darn good for the entire game. Indirect fire with pretty good AP makes them very useful, especially when focusing on firing key targets into oblivion. For a little extra, you can get these guys with shields which makes them excellent in an arrow exchange, which is important given [[High Elves|who one of your biggest foes is]] always go shields.&lt;br /&gt;
**&#039;&#039;&#039;The Bolt-Fiends (ROR)&#039;&#039;&#039; : The cool thing about these guys is that they degrade and nullify shields. &lt;br /&gt;
*&#039;&#039;&#039;Black Ark Corsairs (Repeater Handbows)&#039;&#039;&#039;: A mixed bag, making up for the relative lack of skirmish units in the Dark Elf roster. Surprisingly mobile and difficult to catch, their biggest strength is easily their flexibility. Nice vs skaven early on.&lt;br /&gt;
*&#039;&#039;&#039;Shades&#039;&#039;&#039;: Don&#039;t let the low model count discourage you, Shades rank among the best Missile Troops in the game. The high rate of Fire, high damage output, and even decent in melee, especially with greatswords. Actually not really that much better than dark shards if you just use them as archers, much more expensive for only slightly better ranged performance. However if combined with a shadow dart name of power lord can be as good or better than sisters of avelorn. 210 or more range, crazy ap, and better in melee than the sisters by a large margin due to AP and anti infantry. Even with all that taken into account you need a specific name of power, some later technologies, and the red skill tree to make them as good/slightly better than the sisters. And they cost 50% more upkeep with great swords than sisters do. Which really just shows how op sisters are in campaign.&lt;br /&gt;
&lt;br /&gt;
===Cavalry===&lt;br /&gt;
*&#039;&#039;&#039;Dark Riders&#039;&#039;&#039;: Your extremely quick light cavalry, comparable to most other units of their class. One key feature is that they are actually fast enough to chase down most other missile cavalry. If your micromanagement  skills hold up, Dark Riders can terrorize the enemy backline very efficiently and do so at the highest speed any base game cavalry unit offers, but they get vaporized the instant their charge bonus wears off, so will need to keep the cycle charges going. &lt;br /&gt;
*&#039;&#039;&#039;Dark Riders (Crossbows)&#039;&#039;&#039;: changes light melee skirmish cavalry into ranged harassment cavalry. As using repeater Crossbows, they fire two shots of primarily AP damage. As always Useful to annoying poke an enemy to death but also those higher armor units that are normally resistant to those shenanigans. (most other factions only get close-range hand axes or more squisher handguns)&lt;br /&gt;
**&#039;&#039;&#039;The Raven Heralds (ROR)&#039;&#039;&#039;: Rather distinct from their vanilla Dark Riders, these guys ride Dark Pegusii and can fly around the battlefield.&lt;br /&gt;
*&#039;&#039;&#039;Doomfire Warlocks (DLC)&#039;&#039;&#039;: Really, really weird hybrid unit. In melee they have actually pretty good attack with magic and poison and charge, plus an aoe melee attack animation. They also have 40% physical resist to help keep them alive. One key advantage they have over comparable light to medium cavalry is their ability to fling around the Doombolt spell from the Lore of Dark and Soulblight from the Lord of Death as bound spells. A unit of these is pretty much always useful if nothing else, plus they look great. &lt;br /&gt;
**&#039;&#039;&#039;Slaanesh&#039;s Harvesters (ROR)&#039;&#039;&#039; :&lt;br /&gt;
*&#039;&#039;&#039;Cold One Knights&#039;&#039;&#039;: A massive disappointment. Evil Elven Dino-Riders should be barrels of fun, alas. They are outclassed by any other medium cavalry they are supposed to be fighting against, really slow for a cavalry unit, have rampage, and share the frailty of all Dark Elves units. Don&#039;t bother with them. -actually they no longer have rampage just reworked primal instincts, which means they only rampage at 20% health or less. The new beast master lords can grant them plus 8 MA and MD plus 10 extra charge from their unique skills and another 8 to both from the red skill tree. With both of these they actually become cost effective anti cav. They trade favorable against much more expensive units.&lt;br /&gt;
*&#039;&#039;&#039;Cold One Dread Knights&#039;&#039;&#039;: The same problems with the basic Cold One Knights are even worse here since they are exceedingly expensive and hard to get. Dread Knights actually rank among the worst units in the game. How can it get even worse, you might ask? Well, they are Shock Cavalry. On the lowest base speed of any true cavalry unit in the game, making it extremely difficult to get them out of melee combat once they&#039;re stuck in it and cycle charging nearly impossible. On top of all that, the bonus vs. large that nearly every high-tier Shock Cavalry in the game gets is also denied to them. - same as cold one knights, the presented info is outdated. they now only risk frenzy at 20% health or less. With campaign skills from a beast master lord they end up with mid 60’s in both MA and MD, they are actually better than sword chaos knights in campaign because of better skills. With how high they’re stats go they can function as prolonged melee units easily. Compare them to executioners and they can basically do everything better.  &lt;br /&gt;
**&#039;&#039;&#039;Knights of the Ebon Claw (ROR)&#039;&#039;&#039;: What&#039;s this? Cold One Knights that don&#039;t spaz out.&lt;br /&gt;
&lt;br /&gt;
===Chariots===&lt;br /&gt;
*&#039;&#039;&#039;Cold One Chariot&#039;&#039;&#039; : &lt;br /&gt;
*&#039;&#039;&#039;Scourgerunner Chariot&#039;&#039;&#039; : Scourgerunner Chariots are your jack of all trades chariot, that has a special boon in being on the very few ranged units in the game that get a bonus vs. large on their ranged attacks. Their key advantage is that they also move at Dark Rider speed, which makes them extremely difficult to catch or even hit, and in a pinch, they can even reliably dispatch basic missile tropps and infantry, thanks to a bonus vs. infantry. &lt;br /&gt;
**&#039;&#039;&#039;The Ravagers of Rakarth (ROR)&#039;&#039;&#039; :&lt;br /&gt;
&lt;br /&gt;
===Artillery===&lt;br /&gt;
*&#039;&#039;&#039;Reaper Bolt Thrower&#039;&#039;&#039;: Essentially identical to the High Elf counterpart (in spite of the significantly more badass name), the Reaper is likewise probably not going to be winning any prizes for the best artillery piece. Alright, it does hit a bit harder and has a smidge less range, but this is not something people would notice much in most situations. Nevertheless, it remains a useful and versatile addition to a Dark Elf army. Just don&#039;t go in expecting a WMD. Like the repeater, they possess two firing modes and can be particularly useful for sniping enemy artillery. In short a decent, if not exactly exceptional, artillery unit.&lt;br /&gt;
*&#039;&#039;&#039;Bloodwrack Shrine (DLC)&#039;&#039;&#039;: A Bloodwrack Medusa with a Go-Cart. Despite being described as a chariot don&#039;t use it as such, it&#039;s too slow to pass through a unit.&lt;br /&gt;
Provides +7 MA and -7 MD to nearby allies/enemies respectively. Similar in purpose to the high elf frost Phoenix but offensive. Quite effective if you want your melee units buffed. Plus ok ranged damage from the Medusa herself.&lt;br /&gt;
&lt;br /&gt;
===Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Harpies&#039;&#039;&#039;: Harpies fulfill essentially the same role as war hound and fell bat units. They&#039;re intended to be fast-moving harassers best used to hunt down or disrupt enemy missile units and artillery crews. When used in their intended capacity they can get some work done, just don&#039;t expect them to do much against anything with actual staying power. Even some of the sturdier archer units can prove a bit too much for them. If you&#039;re up against an opponent with a heavy focus on ranged firepower they can be a valuable addition. However, sending them in unsupported against basically anything else is a good way to end up with a whole lot of dead bat-ladies. Rakarth makes then a lot better, giving them bonus Melee Attack as well as a smidge of AP damage. &lt;br /&gt;
**&#039;&#039;&#039;The Crows of Khaine (ROR)&#039;&#039;&#039;: Basically Harpies with Fear and the ability to regenerate when fighting. Surprisingly tanky because of it, just watch out for units that counter them.&lt;br /&gt;
*&#039;&#039;&#039;Feral Manticore&#039;&#039;&#039;: Surprisingly good backline harasser. Manticores make Harpies pretty much obsolete and make for great mid-tier carnage against everything that doesn&#039;t have a bonus against large. They are very susceptible to Rampage, so take care of them. Manticores are best taken in groups of 2-4 in order to kill targets fast enough that they don’t die themselves. Paired with a flying master they can make a fast deadly Air Force for cheap which can act as a single unit killing gank squad. Can usually staggerlock foot heroes. And usually outfight other aerial units short of dragons or heroes. &lt;br /&gt;
*&#039;&#039;&#039;War Hydra&#039;&#039;&#039;: Lots of nasty surprises with the Hydra, your standard frontline melee monster. One of its core features is its flexibility; it&#039;s effective against a lot of targets and can reliably hunt down infantry thanks to its speed and breath attack. It tends to get the short end of the stick against other monsters and anti large. In campaign you can get these 25% cheaper from a klar karond building. Super cheap and easy to spam regenerating monster. &lt;br /&gt;
**&#039;&#039;&#039;The Chill of Sontar (ROR)&#039;&#039;&#039; : Same regenerating monstery goodness as a normal hydra, though it replaces its flaming breath in exchange for one that slows down whatever it hits.&lt;br /&gt;
*&#039;&#039;&#039;Kharibdyss (DLC)&#039;&#039;&#039; : OMNOMNOMNOM. A Hydra on steroids, trades the regeneration factor and flaming breath for poisoned attacks, anti-large, and lots of AP goodness. Works best against armoured monsters, so if the enemy brings big scary beasts it can go toe to toe. If you want to blend infantry though, you’re better off with the Hydra.&lt;br /&gt;
*&#039;&#039;&#039;Bloodwrack Medusa (DLC)&#039;&#039;&#039;: Combination monster and short rate direct fire artillery. Can delete chunks of elite infantry very quickly.&lt;br /&gt;
**&#039;&#039;&#039;The Siren of Red Ruin (ROR)&#039;&#039;&#039; : Same as a normal Medusa, but gains a AOE ability that causes moderate damage to all enemies around her. &lt;br /&gt;
*&#039;&#039;&#039;Black Dragon&#039;&#039;&#039; : Evil Dragonny Goodness. Occupies a niche between Sun and Star Dragons in terms of killyness, but retains a devastating breath attack, huge mass, and good mobility. As is tradition, compared with other dragons, quite frail when caught on the wrong foot. Harder to use because dark elves don’t have healing lores.&lt;br /&gt;
&lt;br /&gt;
===Rakarth Campaign Units===&lt;br /&gt;
&lt;br /&gt;
==Tactics==&lt;br /&gt;
===Multiplayer Strategies===&lt;br /&gt;
Long, Long ago in the distant times of 2017 Dark Elves where one of the top factions in the game with their massive amount of AP, powerful Lords and flexible army. Unfortunately after years of being beaten with the Nerf Bat they have fallen from grace. As of the Twisted and the Twilight patch they are considered low tier they really only have one viable tactic, relying on Scourgerunners and Crossbow Dark Riders. Now just because they are considered low tier doesn&#039;t mean you can&#039;t win with them as they still have some favorable match ups. As of right now, you are a bit of a one trick pony so you may have to get creative.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Beastmen&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Bretonnia&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Chaos Daemons&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Chaos Warriors&#039;&#039;&#039;: Chaos Warriors are slow as hell and very vulnerable to anti-armor. &lt;br /&gt;
*&#039;&#039;&#039;Dark Elves&#039;&#039;&#039;: Since Murderous Prowess cares about kills and not whose side they&#039;re on it&#039;s going to trigger roughly at the same time for both factions.&lt;br /&gt;
*&#039;&#039;&#039;Dwarfs&#039;&#039;&#039;: You have the heavy AP to pierce your opponent&#039;s stunties. Unfortunately, they have the firepower to shut down a lot of your ranged units before you can get close enough to return the favor.&lt;br /&gt;
*&#039;&#039;&#039;Empire&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Grand Cathay&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Greenskins&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;High Elves&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Khorne&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Kislev&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Lizardmen&#039;&#039;&#039;: This is one of the matchups in which you shine. All their armored dinosaurs are extremely vulnerable to your wide selection of AP troops, with a special shoutout to Dark Shards and Shades. Lizardmen lack missile infantry beyond their rather frail Skink Skirmishers, though their Chameleon Skinks will prove particularly annoying due to their missile resist and loose formations. Scourgerunner Chariots will run circles around the Lizardmen and, with proper positioning, can easily slip around their screening units to chunk the bigger Artillery Stegadons/Bastilodons that could potentially retaliate against your ranged forces. Try to kite them as much as you can, whittle down their frontline before sending in your Executioners and Blackguard to clean up.&lt;br /&gt;
*&#039;&#039;&#039;Norsca&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Nurgle&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Skaven&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Slaanesh&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Tomb Kings&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Tzeentch&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Vampire Coast&#039;&#039;&#039;:&lt;br /&gt;
*&#039;&#039;&#039;Vampire Counts&#039;&#039;&#039;: &lt;br /&gt;
*&#039;&#039;&#039;Wood Elves&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
===Campaign Strategies===&lt;br /&gt;
Focus on economy in a few good provinces with 4 cities (Hag Graef, Naggarond, Ghrond, Quintex, Har Ganeth, etc) put income, slave pens, and then black roads or special resources on every city/town. Then put all slaves here. Add 3 or 4 masters to reduce slave decline to zero and you have the strongest, easiest, and fastest to grow economy in the game bar none. Can field near unlimited armies of doom stacks. There you go, you win.&lt;br /&gt;
&lt;br /&gt;
Actually, the most prosperous slave province for the Dark Elves is Yvresse owing to the unique Tower of the Warden building which generates 50 gold per 100 slaves. With a maximum slaveholding capacity of 15500 slaves, combined with the multiplicative effect of slaves on base province income and the ability to stack slave income multipliers through heroes that are essentially unlimited, it surpasses any Druchii province in gold-generating potential. Proving, once again, that Naggarond sucks. This wealth is also why it is viable for certain Dark Elf factions to abandon their starting capitals and conquer Ulthuan instead.- while that may be more profitable technically, it’s irrelevant. Any proper slave strategy give’s effectively unlimited money even in just the dark elf lands. Conquer Ulthuan first or not, either way you won’t need for money with even a little strategy.&lt;br /&gt;
&lt;br /&gt;
===Campaign Specific===&lt;br /&gt;
&lt;br /&gt;
====Malekith====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Beware Hellebron&#039;&#039;&#039;: Malekith&#039;s campaign is generally pretty easy (and very fun!), but it can really depend on what Hellebron does at the start. Usually you can get pretty powerful early and just confederate her, but it&#039;s not unknown for her to just straight up declare war on you, which can really send your campaign down shit swamp. Furthermore, she can actually out-recruit you, making it next to impossible to confederate her. One strategy is to just rush to Har Ganeth immediately after securing Naggarond, while another is trying to out-recruit her in turn. Just ignoring her CAN be fine, but Har Ganeth is a good early game province, and you don&#039;t want to risk a civil war with her.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Don&#039;t spend too long in Naggaroth&#039;&#039;&#039;: Look, I get it, who doesn&#039;t want to rule a city made entirely out of towers that look like spiky black dildos? But conquering Ulthuan as Malekith can and should be done fairly early in the game, because it takes a loooonnnggg time to take over all those provinces settlement-by-settlement. You definitely want to get Ulthuan conquered before the chaos invasion rolls in, as they basically spawn right on top of Naggarond, and constantly fighting them until someone knocks off Archaon on the other side of the map can be a huge pain. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Tyrant is the way to go&#039;&#039;&#039;: Malekith has OPTIONS and almost all of them are good, but if it&#039;s your first campaign, Tyrant can really bring your slave economy to the next level. More money -&amp;gt; more stacks -&amp;gt; Druchii supremacy, baby!&lt;br /&gt;
&lt;br /&gt;
====Morathi====&lt;br /&gt;
*&#039;&#039;&#039;The start. Oh god, the start&#039;&#039;&#039;: Yeahhh, there&#039;s no getting around it. Morathi&#039;s start is a bitch and a half. She&#039;s surrounded by enemies who hate her guts, and one mistake here can spell doom for your campaign. Here&#039;s the thing though: she actually has all the tools she needs to deal with it (She&#039;s an incredibly strong legendary lord, and tier 1 Dark Elf units like bleakswords and darkshards are awesome even into the late game), it can just be tough learning the first few times around. You need to be EXTREMELY aggressive in consolidating your starting province, as the Ss&#039;ildra Tor can just out-recruit you if you leave them alone long enough. Once you do that and deal with Alith Anar though, everything gets easier so have faith!&lt;br /&gt;
*&#039;&#039;&#039;You can use her in melee!&#039;&#039;&#039; A mistake I see a lot of players make is using Morathi as you&#039;d use a typical caster lord, i.e. keeping them at a distance and shying away from any fight. If you do this though, you aren&#039;t getting her full value. Her unique weapon combined with one of her unique skills (Enchanting Beauty) can lower enemy melee attack by 18 and defence by 9 JUST FOR BEING NEAR HER. She can basically use her darksword as a strap-on to peg enemy melee stats. Be careful how you use her, because of course she isnt going to outduel dedicated melee combatants, but these passive abilities combined with lore of shadows make her great for absolutely dumpstering enemies that your units are having a tough time dealing with.&lt;br /&gt;
&lt;br /&gt;
====Hellebron====&lt;br /&gt;
*&#039;&#039;&#039;Unpaid interns&#039;&#039;&#039;: Hellebron requires a constant influx of slaves to keep active, which means that you are going to have to be ultra aggressive throughout your campaign, more so than other druchii factions who can just sit back and let their slaves do all their work for them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Malekith&#039;&#039;&#039;: It&#039;s harder (though not impossible!) to confederate Naggarond than vice-versa, and pissing off Malekith can really become a problem, since he usually skyrockets to strength rank 1 after turn 20 or 30. One strategy is just to leave for Ulthuan right away, but this can be very challenging. Rushing Naggarond is also an option, but you can also ally with them, which is what I&#039;d recommend for less experienced players.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Blood Fleets suckkkk&#039;&#039;&#039;: Remember how the Greenskins WAAGGHH worked before their update? Theoretically it was a way to encourage aggressiveness and movement on the campaign map. How it actually worked was that they&#039;d spawn AI controlled armies that would allahu-akbar themselves upon the nearest settlement. Wellll, Hellebron&#039;s voyages basically have the same idea and it&#039;s honestly worse because you can&#039;t choose where they spawn. Just don&#039;t rely on them to do any heavy lifting.&lt;br /&gt;
====Lokhir====&lt;br /&gt;
*&#039;&#039;&#039;The Blender King&#039;&#039;&#039;: Ah, Lustria. Let&#039;s see, the lizards hate you because they don&#039;t want a dark elf caravan on their land. Teclis hates you because he doesn&#039;t like your stupid face, and Harkon hates you for... stealing all his treasure, I guess? Packing up and leaving for Ulthuan on turn 1 can actually be a pretty viable strategy here. Lustria-bowl honestly sucks for you, but if you&#039;re intent on doing it, allying with the rats can secure your western border, and allow you to focus on Teclis at the start, which takes one of the major pressures off your campaign.&lt;br /&gt;
*&#039;&#039;&#039;The Black Ark King&#039;&#039;&#039;: Black Arks are awesome and should be your main method of recruiting units to your armies, especially in the early game. BUILD THE GROWTH BUILDING FIRST! You&#039;ll get to those higher tiers so much faster, and can laugh over the corpses of your enemies when your tier 5 dread knights are running over red-crested skinks.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;What to do with Karond Kar?&#039;&#039;&#039;: Lokhir&#039;s campaign is pretty weird, because his unique item requires taking over the city of Karond Kar which is wayyyy in the middle of assfuck nowhere compared to where you start. You don&#039;t really want to manage a split empire in Warhammer 2, so taking Karond Kar by force isn&#039;t really advisable. Luckily, he now has a quest line that allows him to confederate Karond Kar remotely. I&#039;d recommend confederating with them, and then just selling all the buildings and abandoning the province. Keeping it generally means dealing with High elf DEATHstacks every two turns, along with Wood Elves and Taurox if he&#039;s still alive which will really make you want to deepthroat a cactus.&lt;br /&gt;
&lt;br /&gt;
====Malus Darkblade====&lt;br /&gt;
Malus is a fan-favorite character, and CA honestly did him pretty dirty, which is kind of upsetting. His campaign is very difficult especially at the start, and he slightly boosts cold one knights, a notoriously cost-inefficient unit. He is a monster on the battlefield, but &#039;&#039;it&#039;s honestly always better to play as another dark elf faction and confederate him&#039;&#039;, since he gets all his battlefield strengths and none of the weaknesses. If you insist on playing his campaign though, keep these tips in mind:&lt;br /&gt;
*&#039;&#039;&#039;SNIKCH MUST DIE!&#039;&#039;&#039;: Snikch must die unless you like having 30 million filthy rats coming over the border to take your land and deflower your sorceresses. Sometimes you can even make a non-aggression pact with Imrik to focus on Snikch which I definitely recommend. After killing him, you can slow down a little, and pick off your enemies one-by-one, but it&#039;s an absolute miserable campaign experience if you allow Snikch to get his shit together.&lt;br /&gt;
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*&#039;&#039;&#039;Black Arks are essential&#039;&#039;&#039;: You start with a Black Ark and you NEED it to get past Malus&#039; cancerous early game. You probably aren&#039;t going to have the money to spend on potions at the start, which means your troops will replenish at the speed of a glacier. A Black Ark can help a lot with this problem, and can provide a good base to recruit from.&lt;br /&gt;
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*&#039;&#039;&#039;Keep your alliance with Malekith going&#039;&#039;&#039;: Keeping your alliance with Malekith alive allows you to cheese the &#039;Tz&#039;arkans whispers&#039; mechanic a little bit, since the unique quests might be to declare war on a faction you don&#039;t care about halfway across the map. The rewards from these missions can be quite powerful, so complete as many as you can.&lt;br /&gt;
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====Rakarth====&lt;br /&gt;
*&#039;&#039;&#039;Ulthuan&#039;&#039;&#039;: Rakarth&#039;s starting place in Albion offers him a variety of options in theory. however, you&#039;re kind of forced into attacking Ulthuan which sucks. Once they discover you, they will send stack after stack after you, and trying to expand eastward or southward just becomes unviable. Sure, Morathi can sometimes get super aggressive and start conquering Ulthuan early taking some of the pressure off you, but it&#039;s a gamble that sometimes doesn&#039;t pay off.&lt;br /&gt;
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*&#039;&#039;&#039;Rakarth only for beastpen armies&#039;&#039;&#039;: Beast pens areeee... interesting? The thing is, the only boosts to monstrous units from the beast pens come from Rakarth&#039;s army skills. For your generic lords, it&#039;s better to stick to your tried and true druchii units, unless you&#039;re in an emergency and need units fast.&lt;br /&gt;
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[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2601:283:4C80:11C0:25D1:C5E4:29C6:775C</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/High_Elves&amp;diff=504230</id>
		<title>Total War Warhammer/Tactics/High Elves</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/High_Elves&amp;diff=504230"/>
		<updated>2022-05-10T07:26:35Z</updated>

		<summary type="html">&lt;p&gt;2601:283:4C80:11C0:25D1:C5E4:29C6:775C: /* Multiplayer Strategies */&lt;/p&gt;
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&lt;div&gt;{{Topquote|Galri Asur! Galri Asur!|Game battle chant for High Elves}}&lt;br /&gt;
This is the general tactics page on how to play [[High Elves (Warhammer Fantasy)|Fantasy British]] in [[Total War: WARHAMMER]]. This assumes you understand the basics of the games and if not, [[Total War: Warhammer/Tactics|here is the general tactics page]].&lt;br /&gt;
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==Why Play High Elves==&lt;br /&gt;
*Because you want an excuse to act like a snobby prick.&lt;br /&gt;
*You like armies that don&#039;t really have a field where they are particularly weak in, and are just solid all around.&lt;br /&gt;
*Because you probably played them on the tabletop and this is the closest thing to 9th edition we will have til  [[Warhammer: The Old World]] comes out.&lt;br /&gt;
*You have a high tolerance for silly headgear.&lt;br /&gt;
*MOTHER FUCKING DRAGONS!!!!!!&lt;br /&gt;
&lt;br /&gt;
===Pros===&lt;br /&gt;
*&#039;&#039;&#039;Versatility&#039;&#039;&#039;: An all around very well balanced roster. If the Empire is a Jack of all Trades, you are a Queen of all Trades.&lt;br /&gt;
*&#039;&#039;&#039;Range&#039;&#039;&#039;: Their range units can dish out a hell lot of damage. Their cheapest archers can out range and kill a lot of elite skirmishers in a shootout. It also means that they can land the first blows of battles.&lt;br /&gt;
*&#039;&#039;&#039;Martial Prowess&#039;&#039;&#039;: Their passive ability, Martial Prowess, gives you 12 melee defense and 2 melee attack as long as you are above 50% HP. This make you by far the most durable of the Elven factions, unlike your edgy or hippy cousins, most of your units can actually take a hit or two. To some people, this ability was poorly adapted from the tabletop rule, for the tabletop stated the ability allow the HE to strike first no matter how injured they are, making it more of an offensive ability than a defensive one. Either way, this ability could use some rework.&lt;br /&gt;
*&#039;&#039;&#039;Magic&#039;&#039;&#039;: You currently have access to the most lores of magic in the game, having all the generic ones and a unique one for your own.&lt;br /&gt;
*&#039;&#039;&#039;Cavalry&#039;&#039;&#039;: Dragon Princes are some of the most cost effective heavy cav in the game. They won&#039;t beat Grail Knights, Blood Knights or Demigryphs, but damn they are sturdy (due to their physical resist and fire resist) and having high charge bonus. Even Silver Helms aren&#039;t bad for the price, and Ellyrian Reavers are some of the best light cav in the game.&lt;br /&gt;
*&#039;&#039;&#039;Fire&#039;&#039;&#039;: A hell of a lot of fire damage, from dragons, RORs, mages and mages who RIDE DRAGONS, you will laugh at anything weak to fire.&lt;br /&gt;
*&#039;&#039;&#039;Air Superiority&#039;&#039;&#039;: With Dragons, Phoenixes, and Eagles it is not hard to gain control of the skies if you decide you want to invest into it.&lt;br /&gt;
*&#039;&#039;&#039;Infantry Specialization&#039;&#039;&#039;: A lot of their units are specialized to go after certain targets, and some of them are the best at it. Rangers are great chaff cleaners, Swordmaster win against any non ROR infantry unit one on one and Phoenix Guard are expert monster killers.&lt;br /&gt;
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===Cons===&lt;br /&gt;
*&#039;&#039;&#039;Cost&#039;&#039;&#039;: High Elf units are expensive. Their units cost more than just about any other unit in the game at their respective tiers. You will likely go in heavily outnumbered.&lt;br /&gt;
*&#039;&#039;&#039;Reliance on Healing&#039;&#039;&#039;: Due to how their passive works, a lot of their fighting ability relies on keeping Martial Prowess up. If it goes away, their units got from being very good for their price to being very NOT good for their price. For most factions healing is recommended, but for these guys it&#039;s almost required.&lt;br /&gt;
*&#039;&#039;&#039;Over Specialization&#039;&#039;&#039;: The downside to a lot of their specialization in the Infantry department is they get trounced by anything they aren&#039;t supposed to be fighting against. Sure, Swordmasters will cut through Bestigors but if Minotaurs get on them they are screwed. Phoenix Guard can kill the Minotaurs just fine, but Bestigors trade up against them. make sure your units are fighting the right targets.&lt;br /&gt;
*&#039;&#039;&#039;Lack of AP&#039;&#039;&#039;: You don&#039;t have that many armor piercing options, and the ones you do have tend to be on the expensive side. Because of this high armor might be a problem for you. Can be mitigated with a Lore of Metal mage with Plague of Rust.&lt;br /&gt;
*&#039;&#039;&#039;Low Health Pools.&#039;&#039;&#039; An issue with Elves in general. They are categorized with expensive costs, high stats, and low health. This doesn&#039;t really make you a glass cannon army because a lot of your units are pretty resilient, but you probably aren&#039;t going to out grind the likes of the Dwarfs, Warriors of Chaos or Lizardmen.&lt;br /&gt;
*&#039;&#039;&#039;Lack of Difficulty&#039;&#039;&#039;: Aside from Imrik, High Elves aren&#039;t really known for having particularly difficult campaigns. They all have strong starting lords, powerful early units and they usually all have easy access to Ulthuan, making for a more casual easier setting. If you want a challenge in your campaign and aren&#039;t interested in Imrik, perhaps look elsewhere.&lt;br /&gt;
*&#039;&#039;&#039;DLC&#039;&#039;&#039;: Unfortunately, a lot of their best units are locked behind DLC. The Queen and the Crone are needed for Alarielle and Sisters of Averlorn and The Warden and The Paunch are needed for Silverin Guard, Rangers and War Lions. If you want to win consistently, you may have to spend extra dough.&lt;br /&gt;
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==Universal Traits==&lt;br /&gt;
*&#039;&#039;&#039;Martial Prowess&#039;&#039;&#039;: Your standard High Elf passive ability. When you are above 50% HP, you gain 12 melee defense and 2 melee attack, making you a lot tankier and able to hit just a bit more often. This means that High Elves can hold a line for a surprisingly long time, as even their offensive infantry can hold for a while. Sadly, this comes with a reliance on healing, as if a unit&#039;s HP gets too low, they get a sizable stat debuff. Make sure your high tier units have some form of sustain, either through magic or passive abilities.&lt;br /&gt;
** Just to expand, this trait is super good, it pumps High Elf Spearmen to Melee Defence 50 (38 base), which is incredibly good when we look at how melee combat works in the game:&lt;br /&gt;
 Unit Chance to Hit = Base 40% + (Melee Attack as % + Charge Bonus as % - target&#039;s Melee Defence as %)&lt;br /&gt;
::An Orc Boyz unit costs 450, has MA 28, so they have a chance to hit of only 18% (40+28-50), they cost 50 gold less but the Spearmen have 37% (40+22-25) chance to hit back. A very strong unit like Saurus Warriors with shields have only a 19% (40+29-50) chance to hit and cost 800 gold to the Spearmen&#039;s 500 gold. If these units charge the spearmen they do better with their charge bonus applied, but otherwise they&#039;re tarpitted once that&#039;s gone. The requirement of being above 50% health might seem offputting, but on units like Spearmen the trait helps sustain itself.&lt;br /&gt;
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*&#039;&#039;&#039;Martial Mastery&#039;&#039;&#039;: An upgraded version for elite units. Supplies 8 melee attack instead of 2, meaning they can pump out way more damage. Comes with the same weakness though, so make sure you are getting that healing as units with this trait are usually expensive.&lt;br /&gt;
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*&#039;&#039;&#039;The Sword of Khaine&#039;&#039;&#039;: Less of a trait and morelike a campaign mechanic. The Sword of Khaine is a balls-out broken OP epic weapon for any Lord that is lucky enough to pick it up. In includes absurd bonusses to Melee Attack and Defense, Armour, HP, Regeneration and a unique Vortex spell that even surpasses Doomsday Rockets and Wind of Death in terms of Damage and grows in power as long as it is in your posession.  However, it comes with some harsh downsides. First amongst all is that you need to actually draw it from the Shrine of Khaine in the North of Nagarythe, you can alternatively wrestle it from the cold, dead hands of any opponent whw happened to have it. Secondly, and much more important is that the sword eventually causes your faction to descend into something that is little better than a bunch of maniacal lunatics, reflected in-game with harsh penalties that get worse as time goes on. The corruption of the sword is however not permanent; your Lord can choose to return it to the Shrine of Khaine at each additional step of Corruption; if you choose to return it, the penalties vanish and the Sword respawns at the Shrine of Khaine, where it can be picked up again. Important to note is that, while only the elven factions can actually draw it, ANY faction can claim the Sword if they defeat its current wielder, which is a terrifying prospect should it fall into the hands of characters like Grom the Paunch, Ikit Claw or Settra, all factions that have much less trouble at keeping their public order up and/or field cheaper units than the Elves do.&lt;br /&gt;
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==Lords==&lt;br /&gt;
Your Elf bois (and gals) who shall be leading your forces into battle. You have quite a few to pick from so let&#039;s get into it.&lt;br /&gt;
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===Legendary Lords===&lt;br /&gt;
*&#039;&#039;&#039;Tyrion&#039;&#039;&#039;: Ulthuan&#039;s best military mind is exactly what you think he&#039;d be, a fast duelist character who specializes in eliminating Lords, Heroes and other single entity targets. High armor, high speed and high armor piercing makes sure he can lay the whooping on whatever you need him to and stay out of harms way. Feint and Repose increases his already considerable dueling might and Sunfang allows him to almost insta-clear any chaff around to get to his desired targets. And if he does get low, don&#039;t worry! Heart of Averlorn has a chance to bring him form near dead to almost 3/4ths HP. His main drawback is the fact that he can only use a horse as a mount, meaning getting to the targets he wants can be hard. Still, a pretty decent, relatively cheap duelist lord.&lt;br /&gt;
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*&#039;&#039;&#039;Teclis&#039;&#039;&#039;: The wimpy nerd who can destroy an entire city if he sneezes too hard. Your main magical lord, who can do a little bit of everything you want a mage to do. He&#039;s got damage, lock down, buffs, debuffs and is an all around great utility mage. His Potion of Charoi gives him 4 healing potions with damage resist so he&#039;s not completely screwed if he&#039;s caught out of position. Still a character that is squishy and shouldn&#039;t be in the melee fight. Or at least he was, until CA decided to give him an Arcane Phoenix for some reason. After being given a monstrous mount, his main weakness went away and he became one of if not THE best mage lord in the game, his only real weakness being his ungodly high price tag.&lt;br /&gt;
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*&#039;&#039;&#039;Alarielle (DLC)&#039;&#039;&#039;: Your other caster lord. Where as Teclis is a utility mage who can go a bit of everything, Alarielle focuses more on defensive buffs and healing. With an eagle mount she can stay out of harm&#039;s way and she give AOE immune to Psych and magic damage, making Vampire players cry. She also has a variety of defensive items that can really.... Oh, who are we kidding? If you&#039;re picking Alarielle as your lord you&#039;re picking her for The Star of Avelorn. Considering how important healing is for the High Elves, a magic item that can give OVER 2000 HP IN HEALING is invaluable for elite focused armies. &amp;quot;What&#039;s that Mr. Star Dragon? You&#039;re almost dead!? Well, here&#039;s a healing bomb, go beat up the bad people.&amp;quot; This ability can turn a battle from a sure fire loss into a win if used at the right moment. She&#039;s been considered one of the Asur&#039;s best choices since she came out. And totally on her own merit and skill, not because she has one of the most broken magic items in the game.&lt;br /&gt;
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*&#039;&#039;&#039;Alith Anar (FLC)&#039;&#039;&#039;: Alith Anar checks in for Nagarythe. This man is a bolt thrower with legs, and can chunk down targets from a considerable distance. However, unlike a lot of archer lords and heroes, he lacks a form of net, which is part of the reason those lords are so viable. Turns out a lot of people are going to be running in Alith Anar&#039;s lobby. (He&#039;s voiced by Dylan Sprouse if you&#039;re wondering about the Zack and Cody jokes.) As such, you almost have to lock yourself into the Lore of Light for Net of Amyntok to get the most out of his. Also, his lack of mount options makes it hard for him to get away when he is eventually discovered. He works best in full on kite builds with shadow warriors and archers since he gives a lot of buffs to range, including missile resistances and reload skill, though overall is still considered a niche pick.&lt;br /&gt;
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*&#039;&#039;&#039;Eltharion the Grim (DLC)&#039;&#039;&#039;: On paper, Elf Batman has a lot going for him. As a Hybrid Lord with the Lore of High Magic, decent melee stats, and an automatic barrage of missiles every few second you&#039;d think he&#039;d be a good bunker buster. Hell the guy also has a sword that gives him 44% physical resistance and his helm can make units unbreakable and straight up stop them from dying. You&#039;d think he&#039;d be an amazing tanky lord with a lot of utility. Unfortunately, he has the exact same problem the had on the table top, that being his price tag. Even when you strip the less useful stuff down he can cost close to 3,000 points, which sadly doesn&#039;t justify many of his cool abilities. He DOES have a cool combo with Phoenixes, as due to his helm stopping units from dying he can guarantee a fiery rebirth, but that&#039;s about his only gimmick. &lt;br /&gt;
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*&#039;&#039;&#039;Imrik (FLC)&#039;&#039;&#039;: The Lord of Caledor is what you&#039;d expect him to be; a pompous, punchable prick on a giant fuck off dragon. His Dragonhorn grants melee attack and speed map wide when used, meaning unlike other High Elf lords you want to play offense when you pick this lad.  Lord of Dragons give a massive debuff to attack and defense and he can instill fire weakness on his lance. Generally Imrik is fairly straightforward, point him at something, drop his buffs and debufffs, and watch as he beats the shit out of it. Granted you are paying for his ungodly statline at over 3,000 points and he is surprising fragile with no self healing, meaning lore of life is pretty much a requirement if you want the most out of him.&lt;br /&gt;
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===Generic Lords===&lt;br /&gt;
*&#039;&#039;&#039;Prince&#039;&#039;&#039;: Your generic melee lord, coming with most of the what you&#039;d expect out of a melee dedicated generic lord. Has some weapons and abilities that give him some good self buffs, and some abilities like Stand Your Ground that most generic lords have. His issue is the lack of any real buffing abilities to help his army, no magic no nothing, which makes it easy to overlook him. Granted, anything that has a Star Dragon for a mount will be useful in some way, though it asks why you aren&#039;t just getting a normal Star Dragon for cheaper. If you put him on the Star Dragon, give him his weapon buffs and treat him like budget Imrik he &#039;&#039;kinda&#039;&#039; works, but honestly you&#039;re better off with the Dragon Lord.&lt;br /&gt;
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*&#039;&#039;&#039;Princess&#039;&#039;&#039;: Don&#039;t let those bitches at Disney taint your mind, this princess doesn&#039;t take shit from nobody. She sacrifices some melee prowess in exchange for a bow, which makes her way more useful than her Prince counterpart when on monstrous mounts as you get a Star Dragon that shoots arrows at people. She also has some really good buffing abilities, focusing on helping archers, which is good for 90% of High Elf builds. She also comes with an armour piercing magic missile ability for helping dish some damage at long range. Oh, did we mention she&#039;s cheaper than the Prince? She serves a similar role to Alith Anar only she actually gets mounts so she can stay out of harm&#039;s way when she needs to. The lack of magic holds her back from being top tier, but overall a very solid pick.&lt;br /&gt;
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*&#039;&#039;&#039;Archmage (DLC)&#039;&#039;&#039;: For you Saphery fans, Archmages fulfill all your magical needs in the Lord slot. These ladies come with the usual mage stuff, Arcane Conduit and one of the Lores of Magic, though she can pick between any of the generic ones and Lore of High Magic, giving her the highest variety of any generic mage lord in the game. Her mounts are also cool, choosing between a horse or chariot for ground support or an eagle or Moon Dragon for aerial dominance. Her magic items include an increase to power recharge rate and armor that when activated gives her stalk and unspottable. Yup, you can give a goddamn dragon stalk and unspottable, it&#039;s as hilarious as it sounds. Granted a Moon Dragon isn&#039;t as nice as a Star Dragon, but it&#039;s good none the less. All in all, she&#039;s about what you&#039;d expect from a High Elf mage lord, and probably the best generic choice.&lt;br /&gt;
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==Heroes==&lt;br /&gt;
Sadly, no Legendary Heroes for the Asur, guess Korhil and Caradryan didn&#039;t get an invite. Still, they have pretty good options.&lt;br /&gt;
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*&#039;&#039;&#039;Noble&#039;&#039;&#039;: The minor nobility of Ulthuan and your melee heroes. Halberd wielding Anti Large fighters who generally act as bodyguards when you bring a squishier lord like Teclis. When on a horse, 2 of them plus your lord can serve as a good goon squad to help take out specific targets. They also act as decent mage killers and are overall pretty cheap by hero standard. Chariots are also handy for Dwarfs. Overall, not a bad pick if you need something to protect your mage lord on a horse, though the lack of Guardian means they aren&#039;t the best heroes in the game at that job. Or don’t ever use them in campaign, Because you need them spamming gather influence every single turn. Use a handmaiden instead.&lt;br /&gt;
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*&#039;&#039;&#039;Mage&#039;&#039;&#039;: I mean... it&#039;s what you think it is. She&#039;s your generic caster hero and is about what you would expect. She has every generic lore plus High Magic, Arcane Conduit, and will get her ass clapped in melee. The chariot mount option does come in handy if you&#039;re fighting Dwarfs or any faction that struggles with Chariots in general. If you aren&#039;t picking a magic lord, you pretty much have to grab one. Note to Dragon Mage fans that Fire Mages get access to a Sun Dragon mount, because CA figured making making a whole different mage hero just to give it a Dragon would be redundant. As useful as you&#039;d expect a mage on a dragon and Fire is a great lore, though she becomes expensive and a massive bullseye for missiles. Campaign dominance usually wants you camping as many mages as possible with economy boosting traits in your most profitable province. So optimally use archmage lords and camp the rest. &lt;br /&gt;
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*&#039;&#039;&#039;Loremaster&#039;&#039;&#039;: Sadly, these pointy eared Jedi got demoted from Lords to Heroes in the jump from Tabletop to Game, though they can whoop ass none the less. One of very few Hybrid Heroes, they have good casting along with good Melee stats. The variety of spells allow them to heal, do direct damage and buff troops, giving him some good variety. The combo of Spirit Leech plus Armor Piercing Anti Infantry damage can make them decent duelists when fighting foot lords. What screws them over is their lack of mounts and cost to recruit, so be wary of that when using them. Can be a good mage substitute if you use yours to boost your economy.&lt;br /&gt;
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*&#039;&#039;&#039;Handmaiden (DLC)&#039;&#039;&#039;: The bodyguards of Alarielle, and your sniping heroes. With flaming, magical armor piercing shots, they can lay a bit of damage on a target given they have the time to shoot. Of course, she&#039;s squishy and of the three melee heroes she is probably the worst fighting up close. She has anti large, thought a Noble can do that plus armor piercing. She also has some passive abilities and items that can buff archers, so in a fully dedicated range list she can do a bit of help. Overall though, you may as well go with a Noble, he&#039;ll do everything she does better. - the above is only true in multiplayer. in campaign where nobles are better used to gain influence you should probably only handmaidens as your primary combat hero. Especially since they boost archers and sisters of avelorn doom stacks are objectively the cheapest, strongest armies high elves can field. (Dragons stack may be stronger but cost 2-3 times as much, and come online much later and slower). In campaign they also have a skill to give a boost to public order factionwide (sure, it&#039;s just a +1 per Handmaiden that has the skill, but since you&#039;re going to want to recruit them anyway...) &lt;br /&gt;
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==Units==&lt;br /&gt;
Lords and heroes are cool and all, but a faction can&#039;t win without their units. Let&#039;s see what the Pointy Ears got.&lt;br /&gt;
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===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Spearmen&#039;&#039;&#039;: Your standard, tier one Infantry, armed with spears and shields. They are what they say on the tin. High Melee Defense and low Attack means they are used more for holding the line rather than outright killing their opposition, unless they are fighting straight up chaff. At 500 points, they are hardly what one would consider &amp;quot;cheap&amp;quot; compared to what others can brings, so swarming isn&#039;t exactly the plan with these guys. Also with only 40 armour, they will be chewed up by any missiles not hitting the shield. As with most spear units, they have Charge Defense against large and Anti Large, so they are great light cav killers. A go to pick in a lot of match ups.&lt;br /&gt;
**&#039;&#039;&#039;Scions of Mathlann (RoR, DLC)&#039;&#039;&#039;: Same as above, with slightly better stats and give an AOE 12% ward save. This can help keep your front line going just a little bit longer, though the short range and the fact that people enjoy distancing their units to avoid the risk of spells killing them is means their usefulness is a bit limited. Certainly one of those &amp;quot;better in campaign&amp;quot; units.&lt;br /&gt;
*&#039;&#039;&#039;Dryads (DLC, Avelorn Only):&#039;&#039;&#039; Only available if you are playing as the Avelorn subfaction, which locks you into Alarielle as your only Legendary Lord choice (Not that anyone would complain). One of the better tier one infantry, with good stats for the price, physical resistance and fear. Keep them the hell away from fire, for obvious reasons. Pretty good offensive choice, but honestly picking a subfaction and giving away part of your strategy may not be worth it, especially since their role can be fulfilled by... &lt;br /&gt;
*&#039;&#039;&#039;Rangers (DLC)&#039;&#039;&#039;: ... These lovely boys from The Warden and The Paunch. Your cheap (by High Elf standards anyway) tier one offensive infantry. Dual swords gives them a nice bonus vs infantry, meaning they are great for clearing out enemy chaff such as Goblins and Skavenslaves. While you may look at their 30 armor and grow concerned, their loose formation and their 20% physical resistance means they can take more missile fire than you would expect an unshielded unit of that tier to take. They are also decently fast by infantry standards, so they won&#039;t be soaking up fire for too long anyway. Granted, they are going to get trounced by anything mid tier or higher or anything that has a decent armour value. You want to be bringing these guys against factions that throw in unarmored trashed to bog you down, like Skaven or Beastmen.&lt;br /&gt;
*&#039;&#039;&#039;White Lions of Chrace&#039;&#039;&#039;: I don&#039;t know if the King&#039;s Court faced some serious budget cuts or whatever, but man these guys have fallen on some hard times. [[Derp|These bodyguards of the Phoenix King are mid tier infantry that go down to mid to elite tier units form other factions]]. Jokes aside, these guys got a bad wrap but they aren&#039;t AS bad as people say, you just can&#039;t use them as a front line (Unless you&#039;re fighting Dwarfs). They have great AP values and good armor with missile resist, so they&#039;re hardly useless. Use them as support for your spears to cut through enemies and they can do some work. It&#039;s understandable CA didn&#039;t want to give the High Elve 2 elite great weapon units, but the fact the King&#039;s bodyguards got reduced to mid tier left a sour taste in the mouth of lots of High Elf fans.&lt;br /&gt;
**&#039;&#039;&#039;The Puremane Company (RoR, DLC)&#039;&#039;&#039;: More or less the same as above, only with better stats and new abilities. These guys have -30 armour sundering, which only further helps them as a support option for a cheaper frontline without AP. They also get the guardian trait to protect Lords and Heroes from harm, so they at least now actually act like bodyguards. Great against heavy armour like Dwarfs and Warriors of Chaos, they will not only do lots of damage, but support others in doing damage as well.&lt;br /&gt;
*&#039;&#039;&#039;Silverin Guard (DLC)&#039;&#039;&#039;: Now THIS is a staunch line of spears. These guys are to normal Spearmen what Longbeards are to Dwarf Warriors. Just a better, sturdier and more expensive alternative. Great defensive stats and magic resistance means that cutting through these guys is not going to be easy to anyone but dedicated armour piercing and/or strong anti infantry units. Their main use is to give a massive middle finger to any rush faction, and watch as they try to slam their heads against this wall to no avail. Of course, they are a much more expensive frontline than normal spears, so you will have less resources in other parts of the battlefield. Despite that, they are still a fantastic choice and can hold forever against the right opponents.&lt;br /&gt;
*&#039;&#039;&#039;Swordmasters of Hoeth&#039;&#039;&#039;: Now we&#039;re getting into the big guns. These guys but White Lions to shame, and stat wise can take on any other non RoR infantry 1 one 1 and win. Combine fantastic stats with an armour piercing anti infantry bonus and they will lawn mower their way through any infantry they come across. Plus, they even have a missile block chance, which allows them to mitigate missiles, which is usually the best way to fight great weapons. However, they are expensive, and most competent enemies know how scary they are. Because of this, a lot of people bring monstrous infantry to deal with these guys, which is not something they enjoy fighting. They can earn you a lot of profit against infantry, but if your enemy burns them down before they fight anything, that&#039;s 1250 points you aren&#039;t getting back.&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Guard&#039;&#039;&#039;: The Anti Large alternative to Swordmasters. With a large 30% physical resistance, fear and charge defense against large, they are tanks through and through. They can hold the line and carve apart monsters with fairly little issue. Their lack of shields does leave them vulnerable to AP missiles, however, so watch out for that. &lt;br /&gt;
**&#039;&#039;&#039;The Keepers of The Flame (RoR, DLC)&#039;&#039;&#039;:Even better Phoenix Guard with magical attacks and The Mark of Asuryan. What that does is when a model dies, it explodes, and deals damage to enemies around them. This makes them much better infantry killers than normal Phoenix Guard, as an explosion will probably drag a model or two with them.&lt;br /&gt;
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===Missile Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Archers&#039;&#039;&#039;: It&#039;s all in the name. Fellows with bows that have a whooping 180 range. Only Waywatchers out range you, meaning you can get some easy free fire on most enemy units before you come under pressure. Lack of AP aside, a great unit. Of course, you need to protect these little bastards as they are crap in melee. They also come in a &amp;quot;Light Armour&amp;quot; varient that give cost 50 more cold for 30 more armour. Given the fact that the DPS is the same and they&#039;ll die is light cav sneezes on them anyway, most people just go with the standard version.&lt;br /&gt;
**&#039;&#039;&#039;Talons of Tor Caleda (RoR, DLC)&#039;&#039;&#039;: Fun unit if you love playing with fire. Not only do they do Fire damage, but they also imbue a fire weakness. Team these guys up with some Sisters of Avelorn and watch whatever they&#039;re shooting get blown to smithereens! &lt;br /&gt;
*&#039;&#039;&#039;Lothern Sea Guard&#039;&#039;&#039;: Another non AP archer unit, but one who trades a bit of range for a spear. While they don&#039;t have the sheer oppressive firing range of normal archers, it means you don&#039;t have to babysit them nearly as much. If a light cav shoots them they will laugh as they turn in the horse pelts for new boots. Granted, you&#039;d rather they not be fighting light cav because you want them shooting, but hey. They can even serve as a front line, especially if you pay extra for the shielded variant. A great hybrid unit that can fulfill all kinds of roles and are useful even with no ammo. Upkeep is about the same as sisters of avelorn, ask yourself are they ever really better than just more sisters? Generally the answer is no. Kinda a trap option because the fight slight worse than basic spearman and shoot slightly worse than basic archers. Not bad just overshadowed. &lt;br /&gt;
**&#039;&#039;&#039;The Storm Riders (RoR, DLC)&#039;&#039;&#039;: These guys really wanted to become Shadow Warriors but unfortunately grew up in the pleasant city of Lothern and not the shithole that is Nagarythe. One day they said, &amp;quot;fuck it, we can do skirmishing better than them!&amp;quot; They can&#039;t. Vanguard and fire while moving is nice but you want these guys stationary to help with your lines, so it seems pointless. They do have that fear though, which can come in handy.&lt;br /&gt;
*&#039;&#039;&#039;Shadow Warriors (DLC)&#039;&#039;&#039;: They have the same range and damage output as normal archers. You&#039;re paying extra for vanguard, stalk, fire while moving and better melee stats (not like you want them throwing hands with anything stronger than Clanrats.) They are if you are really into the kite game, and want to use mobile skirmishing to blast the enemy to pieces. Granted with only 22 Melee Defense they aren&#039;t that good in melee, and honestly in most match up archers will do the same job for cheaper. They have a nice niche, particularly against factions with shit infantry, but aren&#039;t a staple by any means.&lt;br /&gt;
**&#039;&#039;&#039;The Grey (RoR, DLC)&#039;&#039;&#039;: No point in taking these guys over normal Shadow Warriors. All they get is snipe and a banner that makes them unspottable. Save your cash.&lt;br /&gt;
*&#039;&#039;&#039;Shadow-Walkers (FLC, Nagarythe Only)&#039;&#039;&#039;: Not much to say about these guys, they&#039;re just better Shadow Warriors. The poison they have is cool. Rarely seen as the subfaction don&#039;t have a lackluster selection of Legendary lords of one guy. Locking into a subfaction is not so bad if you don&#039;t use Legendary lords in MP.&lt;br /&gt;
*&#039;&#039;&#039;[[Sisters of Avelorn]] (DLC)&#039;&#039;&#039;: Feast your eyes and despair, for your gaze upon one of the best archer units in the game. With 180 range, massive armour piercing, magical and fire damage and the ability to fight in melee makes them one of the best overall units the High Elves have. Anything they shoot turns to dust, and they can create a firing line that can make gunpowder factions jealous. Also, they are pretty damn good in melee, able to hold off cav charge until reinforcements come and can tear apart chaff that is thrown their way. Their big failing is their high price, meaning you will have one or two on the field at a time if you want to invest in anything else. Used wisely, and these lovely ladies can win games all by themselves. In Campaign, where financial concerns become laughably inconsequential, their price-tag becomes a complete non-issue. Objectively the most op and cost effective unit on the high elf roster. &lt;br /&gt;
**&#039;&#039;&#039;Everqueen&#039;s Court Guard (RoR, DLC)&#039;&#039;&#039;: These even better ladies come with encourage and The Banner of Avelorn for more magic recharge. Want your troops to hold out longer? Want more magic in your pool? These ladies got you covered.&lt;br /&gt;
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===Cavalry===&lt;br /&gt;
*&#039;&#039;&#039;Ellyrian Reavers&#039;&#039;&#039;: Light cav that can put on pressure like very little light cav can. With vanguard and great speed they can run rampant across the battlefield, preying on skirmishers and artillery alike. Granted, they are about as durable as tissue paper, so don&#039;t expect them to last if they come across actual resistance. Still, as far as light cav goes, this is one of the best options currently in the game. &lt;br /&gt;
*&#039;&#039;&#039;Ellyrian Reaver Archers&#039;&#039;&#039;: Skirmisher cav that can still whack people in melee. Their bows can give out a good stream of damage over time and give enemies an aneurysm. Plus, despite their primary role being ranged warfare, they are honestly pretty good in melee, they&#039;ll actually beat Dark Riders with shields in a head up engagement. Not that you need to, because with 360 fire and fire while moving, they can punish anything that tries to chase them down.&lt;br /&gt;
**&#039;&#039;&#039;Heralds of The Wind (RoR, DLC)&#039;&#039;&#039;: Not much to say about these guys. They&#039;re the same as above but with way better melee stats. This means they can serve both purposes as skirmisher hunter and ranged damage. Solid RoR all around.&lt;br /&gt;
*&#039;&#039;&#039;Silver Helms&#039;&#039;&#039;: If you want something that punches more punch that Reavers but don&#039;t want to invest all that money in Dragon Princes, this is a solid pick. Very sold mid tier cav option meant to ride around and slam into the backs of enemies. They will lose to pretty much all elite cav head on, so watch out for that. They come with a shielded version as well, which you should honestly grab whenever you can.&lt;br /&gt;
*&#039;&#039;&#039;Dragon Princes&#039;&#039;&#039;: of course, why settle for 2nd best when you can have the best. These boys do Caledor proud, being just as fast as Silver Helms and having better stats in virtually every department. They also have physical and fire resistance, meaning as long as they aren&#039;t fighting anything with magic damage they can be one of the more resilient cav units in the game. Granted, their lack of anti large and armor piercing makes them not the best against other heavy cav. Instead, these guys focus more on charging into the rears and flanks of enemy infantry and taking them down. Keep them healed up, and they can put armies on their back.&lt;br /&gt;
**&#039;&#039;&#039;The Fireborn (RoR, DLC)&#039;&#039;&#039;: Well, now they have fire damage and anti large, so sorry Skaven players, if you thought throwing a Hell Pit Abominations would kill them you were mistaken. Now they&#039;re cavalry killers, and wreck lightly armoured monsters or one weak to fire.&lt;br /&gt;
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===Chariots===&lt;br /&gt;
*&#039;&#039;&#039;Tiranoc Chariot&#039;&#039;&#039;: The first of three chariots, and one focused on skirmishing. The magical arrows are cool and can help against physical resistance, but it&#039;s not like the High Elves are missing in that department. The bonus versus large also helps versus lightly armoured troops, though they won&#039;t do much against heavy armour. They have a niche, but really this is a unit that you can certainly skip in your army if you want to.&lt;br /&gt;
*&#039;&#039;&#039;Ilthimar Chariot&#039;&#039;&#039;: Same issue here to be honest. People grab chariots for hard hitting armour piercing infantry blending. A chariot this expensive without armour piercing is never going to be useful. There&#039;s honestly nothing they can do that a unit of Ellyrion Reavers or Silver Helms can&#039;t do better, at least the Tiranoc version can shoot magical arrows. Widely considered one of the worst units on the roster, and one you can easily skip.&lt;br /&gt;
*&#039;&#039;&#039;White Lion Chariot (DLC)&#039;&#039;&#039;: Now THIS is a chariot unit! These cat lovers have that AP that the other chariots are sorely missing. While they do give up some armour in exchange, the ability to mulch Dwarfs and Chaos Warriors into paste is more than worth the trade off. Plus, they don&#039;t care about losing armour that much because they gained missile resistance, so shooting them won&#039;t get rid of the quickly. Finally, they cause fear because, you know, it&#039;s a chariot pulled by fucking lions. Has the same flaws most chariots do, being a lack of ability to fight in sustain melee, but easily the best option of the chariots here.&lt;br /&gt;
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===Artillery===&lt;br /&gt;
*&#039;&#039;&#039;Eagle Claw Bolt Thrower&#039;&#039;&#039;: The only artillery piece these elves have, and not one that will be winning any &amp;quot;Best Artillery&amp;quot; awards soon. Not to say they&#039;re bad, the ability to cycle through anti large single shot and anti infantry multi shot makes them a bit more versatile than most artillery units. Plus, they can be good for sniping out other large artillery units, like War Lightning Cannon or Queen Bess. Of course, they won&#039;t win any shootout with Dwarfs but for the price it will probably get the job done so long as it&#039;s protected. If given the choice between targeting monsters or elite infantry it&#039;s better to pick the latter.&lt;br /&gt;
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===Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Great Eagle&#039;&#039;&#039;: This giant bird is a relatively cheap flying unit that can provide some decent mage hunting and is a fairly accessible source of fear. The best thing it offers is its speed, and can be used to get from different points of the battle when needed. Granted, these guys are squishy, and will lose to most monster units. Honestly work best as mounts for mages you want to keep out of the fight, acting as a distraction to missile units (being able to easily dodge most ranged assaults) or to escort tattered, key enemy units off the map.&lt;br /&gt;
*&#039;&#039;&#039;War Lions of Chrace (DLC)&#039;&#039;&#039;: War hounds on steroids, these thing can provide a lot of killing power. They are fast, have decent stats and have armour piercing anti infantry damage. This equates to a lot of dead skirmishers, but also dead mid tier infantry if they are able to support infantry. A missile resistance will protect them on the way in form archers, and they have strider to help them ignore penalties from trees. Plus, fear is never a bad thing. Pretty solid choice all around, and serve as great flankers and artillery hunters.&lt;br /&gt;
**&#039;&#039;&#039;Rahagra&#039;s Pride (RoR, DLC)&#039;&#039;&#039;: These mighty kitties come with a Mighty Roar ability, lowering leadership and speed. If they attack from the flank, they can pop this to potentially cause a mass route and make sure ideal targets don&#039;t escape. Great for low leadership armies like Skaven or Beastmen.&lt;br /&gt;
*&#039;&#039;&#039;Tree Kin (DLC, Avelorn Only)&#039;&#039;&#039;: Continuing Alarielle&#039;s tree fetish, these guys serve a tanky defensive role. They can help spears hold the line longer and instill fear to make them run off faster. Immune to Psych and high physical resistance means these trees aren&#039;t going anywhere. Granted, fire will put them down fast, so keep that in mind if your enemy has lore of fire. They also won&#039;t do much damage to their enemies, so don&#039;t expect them to buzzsaw through any form of enemy.&lt;br /&gt;
*&#039;&#039;&#039;Treeman (DLC, Avelorn Only)&#039;&#039;&#039;: The ents are marching, but they&#039;re much less impressive in this setting. The tanky stats, good armour piercing and magic damage are nice, but they are way too slow to be of much use. Any skirmishing force can burn these guys down, especially if they have fire. Not really a worthwile pick, and we already discussed the downsides of sub factions.&lt;br /&gt;
*&#039;&#039;&#039;Flamespyre Phoenix&#039;&#039;&#039;: The first of three magic birds. This fire one has fear and terror, good stats all around, and is mainly focused on chaff clearing. All Phoenixes ahve an ability where they get a ward save when the magic pool is above 50% It has ten uses of a bombing type attack where it drops down fire bombs on the enemy to blow them to pieces. Not great against armour, but can deal with blobs pretty well. The other is Fiery Rebirth. If it gets too low, it has a chance to either die outright, or too go through an animation where it comes back to life with significantly more HP, which in the right scenario can turn a fight. You don&#039;t want to rely on this to win though, as it may not happen. Still a decent monster.&lt;br /&gt;
*&#039;&#039;&#039;Frostheart Phoenix&#039;&#039;&#039;: The icey bird. Trades the fire bombs and rebirth ability from the previous phoenix in exchange for better overall stats and a good debuff ability. Blizzard Aura generates around it and causes a decrease to overall weapon damage and melee attack. Elven spearlines will appreciate this, as it will allow them to hold out for even longer. Granted, losing the chance to rebirth sucks, but still considered an overall better pick than the fire bird.&lt;br /&gt;
*&#039;&#039;&#039;Arcane Phoenix (DLC)&#039;&#039;&#039;: The last bird, and the best of them all. Comes with even better stats, regains the rebirth, and gains Emberstorm. This allows it to face plant into the ground and create a stationary vortex that burns anything around it. Great for clearing our low armour, it can demolish blobs of infantry. It&#039;s an expensive little chicken (Seriously, it costs more than a Moon Dragon) but one that certainly wins fights in the right scenarios. &lt;br /&gt;
**&#039;&#039;&#039;Omen of Asuryan (DLC, RoR)&#039;&#039;&#039;: This birb does everything listed above and also gives Immune to Psych in an AOE. Not the best thing for a race that doesn&#039;t really suffer from leadership problems, but still nice to have.&lt;br /&gt;
*&#039;&#039;&#039;Dragons&#039;&#039;&#039;: With 3 goddam choice, i figured we&#039;d make a general listing then split them off. Dragons have crazy ass stats but aren&#039;t something you should just throw around willy nilly. They can be fragile and will often lose to elite anti large units and monsters. It&#039;s the breath attacks that make these guys scary. and each dragon&#039;s breath serves a different purpose. A well placed breath can win you the game, and a bad one can blow it away. BRING HEALING TO KEEP THEM IN THE FIGHT!!!!!&lt;br /&gt;
**&#039;&#039;&#039;Sun Dragon&#039;&#039;&#039;: The weakest and cheapest of the dragons. Their breathe is spread out more and will destroy infantry blobs.&lt;br /&gt;
**&#039;&#039;&#039;Moon Dragon&#039;&#039;&#039;: The inbetween of the two stats wise, and can deal damage with its breath to both monsters and units.&lt;br /&gt;
**&#039;&#039;&#039;Star Dragon&#039;&#039;&#039;: The strongest dragon, and widely considered the best unit on the roster. If played well can absolutely demolish units. their breath will destroy other monsters.&lt;br /&gt;
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==Tactics==&lt;br /&gt;
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===Multiplayer Strategies===&lt;br /&gt;
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If you&#039;re playing High Elves, you already think you&#039;re better than everyone else, and you want to prove it! Fortunately for you, you have a very well rounded roster that can be used in a myriad of ways to take out a variety of opponents. You have the obvious strengths in your ranged, but you are also strong in terms of cavalry, monsters, and healing. However, the high cost of your army means that you will be outnumbered in many of your match ups, and AP is something you need to pay a premium for. And while you&#039;re the tankiest of the Elven factions, that really isn&#039;t saying much. That said if used well you can cause havoc. Here is how you can assure domination against the inferior races! Keep in mind this is assuming you bought both High Elf DLCs because if you haven&#039;t you may struggle a bit. Yeah, multiplayer can be pay to win, sorry.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Beastmen| Beastmen]]&#039;&#039;&#039;: You got enough range to poke down their lack of armor, the question is can you protect it all against their flanking and vanguard shenanigans? Kite builds tend to work best here. Get a relatively cheap frontline (trust me, with Minotaurs and Chaos Spawn you do not want to lean on infantry to win) to hold them in place so your Reaver Archers can begin their poke. Make sure to get some cheaper melee cav to screen for the horse archers, preferable Silver Helms. You generally aren&#039;t going to see the Ghorgon or the Jabberslythe in this match up since both are very prone to getting shot by missiles. Tyrion is a surprising solid pick, as Sunfang can melt any Beastmen infantry but Bestigors and they mutants have such a hard time catching and killing him.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Bretonnia| Bretonnia]]&#039;&#039;&#039;: This has historically always been one of your hardest match ups. Don&#039;t even think of relying on cavalry, Grail Knights will fuck up Dragon Princes and run amok. Silverin Guard act as a good deterrent against heavy cav and can beast most Bret infantry aside from Foot Squires, and Lothern Sea Guard can at least do something against knights if they are charged. Teclis with nets and enfeebling foe will also play big for you to stop and debuff heavy cav. Use bolt throwers to take out cav models and finally, the Star Dragon can carry if well supported, as Bretonnia tends to struggle with big armoured monsters.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Daemons of Chaos| Daemons of Chaos]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Warriors of Chaos| Warriors of Chaos]]&#039;&#039;&#039;: This is a tough one for you. Shaggoths beat Dragons one on one and are cheaper, making it a bit unfair for you. You still want to bring a star dragon to burn shaggoths down with breath attacks, and a couple swordmasters can help burn through that heavily armoured infantry. You can use Teclis on the pidgeon to help the dragon in melee or Alarielle to help keep it alive. Aside from that, grab basic spears and archers and just try to take down those damn shaggoths.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dark Elves| Dark Elves]]&#039;&#039;&#039;: A true lore rivalry matchup, which is actually pretty balanced. Remember, the Dark Elves share many of your same strengths and weaknesses, but the longer the battle goes on, the rougher it will be for you. Murderous Prowess, while important in other matchups, can be absolutely game-changing here since your Martial Prowess disappears as your units get more damaged, which kind of forces you into a quasi-rush game. Scourgerunners are the bane of your existence, as they can kill anything you bring to the table. Bolt throwers are the best way to deal with them, and if you can do that Dragon Princes are free to run rampage across the Druchii. You will never win an infantry grind or a skirmish fight here, so leave your expensive infantry options and units like Ellyrian Reaver A&#039;rchers and Tiranoc Chariots at home. However, you do have the advantage in Heavy Cav, range and magic variety, so make sure you use it! Also, a Star Dragon is always good to help deal with any big beasties that might get thrown your way, but the druchii have plentiful sources of anti-large so you need to be on point with your micro if you bring one. Bring a couple basic archers to shoot down their skirmish cav and short range before they get a chance to rip you apart.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dwarfs| Dwarfs]]&#039;&#039;&#039;: Is Chrace your favorite kingdom on Ulthuan? Well, this match up is a perfect chance to rep the Lion Boys! White Lions are amazing here, with AP and missile resistance at a decently affordable price. Bring a few archers or eagles to deal with Gyrocopters and reavers or war lions to deal with artillery and you can score a decent amount of value. And of course, no build against the Dwarfs is complete without AP Chariots, and White Lion Chariots can destroy Dwarfs. Any Dwarf player who picks the stunties against you either think they are way better than you or are new and don&#039;t understand match ups yet. (Seriously, this is so one sided it makes you wonder how the High Elves lost the War of the Beard)&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Empire| Empire]]&#039;&#039;&#039;: The big question in this match up is going to be &amp;quot;how the fuck do you deal with knights?&amp;quot; Demigryphs will eat Dragon Princes 1 on 1 so similar to Bretonnia, don&#039;t rely too much on your heavy cav. One tactic that has become popular is to bring a single Lore of Metal caster with Teclis, net them, cast plague of rust and shoot them down with your archers. Phoenix Guard can also be useful here since they can tear up state troops and knights with fairly little problem, but they have to worry about guns. In that case, archers can be used to shoot their guns down or Reavers can be used to run them over. The infantry fight shouldn&#039;t be an issue unless they brings Greatswords (which are rare) it&#039;s the mobile aspects and gunpowder that will end up giving you headaches.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Grand Cathay| Grand Cathay]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Greenskins| Greenskins]]&#039;&#039;&#039;: Ok after The Warden and The Paunch this became a hard one for two reasons. One, Stone Trolls give a a massive middle finger to everything you love to do with their magic and missile resistance. Two, now that WAAAGH! is an army ability and not a lord ability, Arcane Unforging can&#039;t put it on cooldown anymore. If you want to rep the Asur against da boyz, Silverin Guard will be your friends. They can hold against anything but Black Orcs or Arachnaroks, and the best way to deal with them are with either Swordmasters or Plague of Rust and missile fire. In terms of missiles I recommend Lothern Sea Guard because then you don&#039;t have to worry about the abundance of flanking the greenskins love to bring against you. Also, Dragon Princes will run over any cav that the Greenskins bring so one or two of them can help worth wonders (The Fireborn especially, since it can help with them pesky Stone Trolls)&lt;br /&gt;
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*&#039;&#039;&#039;High Elves&#039;&#039;&#039;: Honestly, this match up boils down to &amp;quot;Who can micro their Dragon Princes better.&amp;quot; Since it&#039;s a mirror match up it is 100% even, assuming both sides bought the DLCs. Don&#039;t bother with Dragons, you&#039;ll be fighting a ton of missiles and Dragon Princes have a crap ton of fire resistance anyway. Some AP in the front line can help so White Lions could be used to break through the front line and help your mounted lads get some easy hammer and anvils. Also, as usual heals are paramount, so bring Alarielle or some form of healing in order to keep your army on top. If your enemy&#039;s Martial Prowess runs out before yours does, you are going to be in a VERY good position to dominate the map.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Khorne| Khorne]]&#039;&#039;&#039;: Again, take the game 3 matchups with a grain of salt right now, since Immortal Empires isn&#039;t out yet. However, this will probably be a slightly easier matchup for you. Usually when you&#039;re facing the uncivilized Chaos barbarians, you will need to lean heavily into the skirmish game, and it&#039;s no different here. Don&#039;t even think about trying to fight them on their own terms. With some other factions you can rely on your anti-large and holding power somewhat, but this is not an option with Khorne because of your inherent squishiness. Whenever they make contact with any of your units, your guys will be unwillingly donating to the worlds largest blood drive. This means just forgetting about your high-tier infantry and SEM&#039;s. Khorne isn&#039;t terribly slow, but you can generally rely on the roadrunner strat to pay some dividends. Flesh Hounds can be a P-R-O-B-L-E-M here, as they&#039;re very fast, have great weapon damage, and have physical and spell resist all on top of causing fear. The best way to deal with them is probably with your archers. Speaking of archers, Sisters of Avelorn are likely going to be a HUGE DEAL in this matchup with their armor piercing and magical attacks. Skullcannons may be a problem here, though bolt throwers should theoretically be able to zone them out. Finally, there&#039;s the lord/hero choices to consider. You generally won&#039;t be able to outduel them, and almost all Khorne units have spell resist, which flies in the face of one of your major playstyles. This means your lords and agents will need to be playing the support game. Tyrion probably won&#039;t be able to outduel Skarbrand, but on Malhandir he&#039;s fast enough to pick and choose his engagements and provide much-needed support against Khorne&#039;s high-value melee stuff. Alarielle with her heals and net of Amyntok can be great, but you&#039;ll need to keep her out of reach of furies. Just don&#039;t bring Teclis. That squishy nerd probably hasn&#039;t seen a gym in his entire life, and his magic damage and spells will have all the explosive power of a wet dookie against Khorne&#039;s spell resist. Alith Anar or a Princess might be good lord choices here because of their ranged attacks, but we will have to wait and see what strategies emerge when Immortal Empires drops. &lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Kislev| Kislev]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Lizardmen| Lizardmen]]&#039;&#039;&#039;: Anti-Large and AP will be your bread and butter against the children of the Old Ones. The first major weakness of the Lizardmen is their speed. Skinks aside, their foot soldiers will advance at a rather trudging pace. This, coupled with the relative lack of ranged options in the Lizardmen roster, will give your many ranged units plenty of time to rain hell upon them with impunity. Sisters of Averlorn in particular will decimate Saurus lines (even with shields) due to their solid AP damage while Eagle Claw Bolt Throwers can put some severe hurt on the bigger beasties they&#039;ll be bringing. Keep an eye out for Chameleon Skinks; though they&#039;re little more than an annoyance to your armored units, they can pop into your back lines unannounced, deal not insignificant damage to your unarmored infantry and will absorb missile-fire from dusk &#039;till dawn. For all flavors of Skinks, use Rangers to skin them with laughable ease. Spearmen and Lothern Sea Guard are ideal for tying up Lizardmen cavalry and monsters, though you should spring for Sylverin Guard if you have the coin to spare. Lastly, if there is a Slann Mage-Priest leading them, try to focus them down. Slann (especially Life Slann) are often the single source of support magic in the entire army and taking them out of the fight early can &#039;&#039;devastate&#039;&#039; the Lizardmen in the long run. No half measures though; Slann are surprisingly tanky and can often endure combat long enough for reinforcements to rescue them while they heal off the damage you dealt. If you aren&#039;t able to burn them down quickly and efficiently, then you shouldn&#039;t commit to hunting them down. If you neglect to pay attention to the rest of the Lizardmen army while you obsess over the fat frog, you will pay dearly.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Norsca| Norsca]]&#039;&#039;&#039;: Good news, you have plenty of ranged assets to take out the lightly armoured troops of the north men! Bad news, they have a shit ton of flanking and skirmisher killers, along with strong line abilities that will make your neatly organized frontline cry. It&#039;s fairly similar to what you bring against Greenskins to be honest, Silverin Guard to stop the rush and Lothern Sea Guard to protect yourself incase they get into your backline. There are two main differences. One, lighter cav tends to be better to keep up with the more mobile army of Norsca and to catch out skirmish cav and their anti large range. The other is a Star Dragon should be brought to help burn down Mammoths, though be sure to keep that damn thing save from any Anti Large that comes your way. As usually, bring heals.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Nurgle| Nurgle]]&#039;&#039;&#039;: Immortal Empires won&#039;t be out until August at the earliest (groan) though given what we know so far this seems like a good match up. Nurgle tends to struggle against factions that can heavily poke him from range, and you have the longest ranged basic archers in the whole game. Rangers will also be pretty cost effective in this match up, as they can deal with Nurglings without much in the way of issues and Silverin Guard or basic Spears can hold the Plaguebearers and Forsaken in place long enough for your archers to start poking them down. Nurgle will inevitably bring Furies and Plague Drones as those are going to be the best units to dive your archers with, so bring Alarielle to Tempest them in place. Her healing won&#039;t be able to keep up with Nurgle healing but it should be enough to keep your front line in the fight. By far the biggest issue you are going to run into is the Soul Grinder, and I honestly wouldn&#039;t be surprised if Nurgle players bring more than one to keep your archers honest. Get your Cavalry or Monsters to dive those things to at least keep them from firing so that your archers can bring down the rest of the army. Finally, expect a Herald as the enemy lord and if they do bring a Great Unclean One.... just shoot the fucking thing and watch it melt.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Skaven| Skaven]]&#039;&#039;&#039;: The rats are one of very few factions that can out range you due to their weapon teams and artillery, and if you&#039;re outranged, you&#039;re a sad pointy ear. Bolt Throwers will help a ton, because not only can they use multishot to help clear away chaff, but more importantly they actually win in shootouts against Skaven artillery. Because of the massive models Skaven artillery have, bolt throwers have an easy time shooting them and getting them destroyed, making the unit useless and forcing the rats to come to you. Rangers will tear through pretty much any infantry that aren&#039;t Stormvermin, so that should be your frontline. As far as mobile aspect, due to the sheer number of ranged units coming your way, quantity beats quality. Go for Reavers and Silver Helms over Dragon Princes since they can cover the map more and the loss of one unit won&#039;t hurt that much. Side note, this is pretty much the only match up Alith Anar is useful in, since he can easily snipe artillery and large characters without much fear of counterattack.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Slaanesh| Slaanesh]]&#039;&#039;&#039;: ...Fuck. This one isn&#039;t going to be pretty. They&#039;ll easily be able to dive into your backline, murder your archers and flank you, meaning a lot of your elves&#039; souls will become some Daemonette&#039;s new favorite butt plug. One of the upsides of this match up is that since they have no missiles or strong fliers, a Dragon can get breath attacks off without much issue. So one should be brought for breath attacks and cycle charging, just keep them away from Soul Grinders and Keepers of Secrets. As for your infantry, get as many spears as you can, I&#039;m talking Spearmen, Silverin Guard and Lothern Sea Guard. Not only because they&#039;re your most effective holding units, but because Cavalry and Chariots will be plentiful and that sweet anti large will come in handy against all that low armor. Investing in Cavalry might not be the best idea, but if you&#039;re going to go for Dragon Princes or Silver Helms, Reavers have no missiles to go after and will get run down by Seekers and Hellstriders. You will want a flying general to keep them as safe as possible. Imrik comes with a Dragon, though you would prefer to have your mage wrapped into your lord so I would recommend Alarielle or Teclis for nets. Just try your best to lock Slaanesh down, if you can pin their units in with mass or Net them with Teclis your Lothern Sea Guard should get good value.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tomb Kings| Tomb Kings]]&#039;&#039;&#039;: BOLT. THROWERS. ARE. YOUR. FRIENDS!!!!! They help deal with a ton of things that the Tomb Kings love to give your trouble for, like Ushabti Great Bows, big constructs or a Casket of Souls. If you can effectively defend your artillery and take out the dangerous ranged tools the skellies love to bring, you have two options on how to completely wipe them. One is combining bird Teclis with a Flamespyre Phoenix, using flight to pick your targets and engage on your terms, as well as taking advantage of the fire weakness. The second is Phoenix Guard, which can mulch anything the Tomb Kings throw at them if they don&#039;t have to worry about the AP range. Since Phoenix Guard tend to be risky if you don&#039;t deal with the ranged, Rangers are also good since they can trade up against most Tomb King Infantry. Scorpions tend to be common since they can easily dodge missiles and their animations make them hard to catch. In that case, high mass cav can pin them in place and you can shoot them down.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tzeentch| Tzeentch]]&#039;&#039;&#039;: At least on paper this actually seems like a pretty solid match up for you. Your lord choice should be Alarielle, though all the fire damage will reduce her healing so you may just want to grab someone with tempest. Watch the Furies die in a tornado and trap down the Lord of Change, Doom Knights, and Chariots for your archers to get easy shots at. Considering how your missiles out range theirs by a lot, picking down the barrier shouldn&#039;t be too hard. Basic Archers will probably do the trick but if you&#039;re scared you can&#039;t pick off all the fliers Lothern Sea Guard will also be a solid choice. While the rework to Magic Resistance means they won&#039;t be reducing Daemon damage, Silverin Guard will still probably be a great choice as they will be able to hold against most Tzeentch units and resist their spells that they will inevitably bring. Finally, Dragon Princes are going to be an absolute nightmare for Tzeentch to deal with due to the fire resistance shrugging off a lot of the damage that their units can throw at you. Honestly the unit I an see being the biggest problem for you is the Soul Grinder as it can fight your infantry up close and shoot your cav from a distance. Once you wipe the floor with the rest of the army though, you should be able to overwhelm it and drag it down.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Coast| Vampire Coast]]&#039;&#039;&#039;: Rangers beat every infantry but Depth Guard, and honestly you probably won&#039;t see much Depth Guard anyway. There are two ways Pirates like to play this match up. A gun build with lots of flanking dogs, bats and mortars to deal with archer spam, and crab rushes. In the case of the former, Keeping Spears in the back to help secure the backline from dogs and bats while your cav (Preferably reavers) hunt down the artillery can help your archers rip them apart. As for the latter, bring a metal mage with plague of rust and shoot them down. Your really want to invest in range against these guys as they tend to struggle against a ton of shooting, so protecting them and finding ways to deal with their armored stuff is how you play this. Don&#039;t bring too much big stuff like Dragons, they will probably get shot out of the sky.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Counts| Vampire Counts]]&#039;&#039;&#039;: They&#039;re a rush faction, so they can be handled in a similar way to Greenskins and Norsca.  Get some Silverin Guard to hold against their infantry and cav and some Sea Guard to get a hard to crack shooting line, and be ready to bunker down. You have an obvious ranged advantage, so they will have to come to you. A Star Dragon and Alarielle can be devastating if handled well, since Star Dragons eat terrorghiests and Alarielle brings so much to this match up from Immune to Psych and magic damage to deal with ghosts and other physical resistance. Be sure to bring Tempest, as Vampires love to bring scary fliers to the battlefield and if you can lock it down you can shoot them or get some easy engagements with your Dragon and Flying lord. As long as you have good ground support, they shouldn&#039;t be able to harm your fliers too bad.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Wood Elves| Wood Elves]]&#039;&#039;&#039;: One of the few other factions whose missile infantry can rival yours. Wood Elves are a very skittish faction that will endeavor to avoid engaging in prolonged fights in no small part due to how fragile they are. Wood Elves have virtually no armor and only their Eternal Guard has access to shields, so ranged attacks are (ironically) quite effective against their missile infantry. For their infantry in general, Rangers will make quick work of them in a fight, but you&#039;ll want to beware of Wardancers. Spearmen and Lothern Sea Guard are crucial for intercepting Wild Rider charges; get a mage with Net of Amyntok to shut them down and allow your spearmen to box them in for the kill. Wood Elves also find themselves rather lacking in the artillery department (as in, they have none), so a few Eagle Claw Bolt Throwers can go a long way during the opening stages of the battle. Now, as far as the angry trees go, bring a matchbox. Fire damage and anti-large will quite literally burn through them, so a Fire Mage and/or Sisters of Averlorn will do you wonders. Lastly, you&#039;ll want to secure your back lines. A significant portion of the Wood Elf roster is capable of Vanguard Deployment and you do &#039;&#039;not&#039;&#039; want Dryads, Wild Riders or Waywatchers getting into your squishy infantry early into the fight.&lt;br /&gt;
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==Campaign Strategies==&lt;br /&gt;
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===General===&lt;br /&gt;
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Step 1: find highest income province, step 2: recruit mages with the region income boosting trait, step 3: camp every mage in step 1 province, end result all the money you could ever need. Repeat.&lt;br /&gt;
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High Elves have an image of being one of the easiest races to play in campaign. While yes, Due to their powerful lords and strong economies they tend to lean a bit more on the easy side, that doesn&#039;t mean you will never come across any difficulty while playing them in Vortex or Mortal Empires. In this section we will go over the general tips about how to handle a High Elf campaign, followed in more depth by the specific subfactions themselves and how they differ from each other. Let&#039;s go over the generic traits all High Elves have first:&lt;br /&gt;
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Probably the most important mechanic the High Elves have, and the one that connects back to all of their other ones, is &#039;&#039;&#039;Influence&#039;&#039;&#039;. The Elves are political animals and as such need some kind of leverage or favors in order to make headway in anything they want to do. Influence is a special currency you get for completing missions, building certain buildings, doing hero actions and through random events on the campaign map. This offers you two major ways to spend it, one being stronger lords and the other being Intrigue at the Court. The first way revolves on how you recruit lords and heroes, as each one has a certain amount of influence you have to spend in order to recruit them. Lords and Heroes that cost 0 influence have shitty traits that hurt your campaign, ones that cost a relatively low amount have more standard traits, while the most expensive have straight up OP ones. For instance, there&#039;s a 60 influence trait for Archmages called Incendiary, which gives a +100% weapon strength, +100 charge bonus and flaming attacks. This may sounds pointless on a mage character you want to keep out of melee until you realize she can ride a fucking dragon at some point. This can get you some ungoldy powerful lords if you build up influence. &lt;br /&gt;
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The other thing you use Influence for is &#039;&#039;&#039;Intrigue at Court&#039;&#039;&#039;, which further reflects the politcalness of Elves. With this, you can improve or destroy relations between any two factions on the campaign map that you know. It&#039;s similar to what the Empire has, only while they can only do it between two Imperial factions, you can do it between anyone. This means you can puppeteer the map in anyway you like. Want to declare war on a faction but they are allies with someone you have a Non Aggression Pact with? Pump some influence and now they hate eachother. Want to confederate that one stubborn faction on Ulthuan? Keep spending Influence and you&#039;ll win them over eventually. You can manipulate diplomacy to start wars and alliances between however you want. 90% of the time you&#039;ll be using this to get other High Elves to confederate with you easier.&lt;br /&gt;
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Since Influence is so important, here&#039;s an easy tip to get a ton of it:&lt;br /&gt;
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*Recruit a Noble. Don&#039;t worry if he has a bad trait, he&#039;ll never be used in combat.&lt;br /&gt;
*Send him to a city that&#039;s owned by a faction you won&#039;t be friendly with anyway, like Dark Elves or Norsca&lt;br /&gt;
*Keep spamming the &#039;&#039;&#039;Secure Influence&#039;&#039;&#039; option, it will give you 1 influence every turn for 5 turns.&lt;br /&gt;
*Level up Secure Influence every chance you get, you get an extra point for every level up, and rinse and repeat. &lt;br /&gt;
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If you keep doing this you will be drowning in influence.&lt;br /&gt;
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Also, their research is kind of stupid. The research is locked by different stages and you need to construct different buildings in order to get access to all of them. This means building things you&#039;d rather not in order to finish the research tree. You even need to get all tradeable resources in order to completely finish the tree. Just complete what you need to complete and you&#039;ll get through it fine.&lt;br /&gt;
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Here&#039;s some buildings you&#039;ll want in every major city:&lt;br /&gt;
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*&#039;&#039;&#039;Ampitheater&#039;&#039;&#039;: Your public order building, just make it to make sure rebels don&#039;t spring up anywhere. It&#039;s also makes money and isn&#039;t too bad at it on top of that. &lt;br /&gt;
*&#039;&#039;&#039;Tower of Mages&#039;&#039;&#039;: Gets you more Mages and Loremasters, along with more research rate and access to more stages of research.&lt;br /&gt;
*&#039;&#039;&#039;Blessed Grove&#039;&#039;&#039;: Gets you more Handmaidens and Sisters of Avelorn. A fun agent and one of your best units.&lt;br /&gt;
*&#039;&#039;&#039;Dragon Keep&#039;&#039;&#039;: The Dragons are nice, but you really want this for the +1 Lord Recruit rank. Being able to get lv20 lords from the start instead of leveling them up there is so nice. &lt;br /&gt;
*&#039;&#039;&#039;Elven Court&#039;&#039;&#039;: More Nobles, which means more Influence. What more do you want.&lt;br /&gt;
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The best time to ask for a Confederation is after your target has suffered a military defeat. If you see them lose two armies in the same battle, they are more likely to agree to Confederate.&lt;br /&gt;
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Basic Archers and Spearmen are ridiculously effective, and wil be able to handle most of what the game throws at you until pretty far in the game. If you don&#039;t know what to put in your armies, four Spearmen, five-six Archers and two Bolt Throwers are a pretty good base that you never can go wrong with.&lt;br /&gt;
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===Campaign Specific===&lt;br /&gt;
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====Tyrion====&lt;br /&gt;
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*&#039;&#039;&#039;J-just play the damn thing&#039;&#039;&#039;: Look, Tyrion&#039;s campaign is designed to be the &amp;quot;baby&#039;s first Total Warhammer campaign.&amp;quot; You start with one of the best cities on the map, are surrounded by friends, have fairly weak enemies and are on an isolated continent. Now this isn&#039;t a bad thing, but it results in the campaign having very little challenge for experienced players. As such, don&#039;t worry too much about it. You&#039;ll probably unite Ulthuan and attack the Dark Elves in Naggaroth to complete your campaign objectives and after that you can do pretty much whatever you want. &lt;br /&gt;
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*&#039;&#039;&#039;Use Morathi to your advantage&#039;&#039;&#039;: Morathi is eventually going to attack Ulthuan and since Auto Resolve freaking loves her she&#039;s going to take quite a few provinces. Since you are going to be trading with most High Elf neighbors, use this to your advantage to expand. Take any territory that Morathi takes yourself and confederate the factions that she weakens during her expansion. Once you control the majority of Ulthuan you can sail over to finish her off and confed Alith Anar if he is still alive. &lt;br /&gt;
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*&#039;&#039;&#039;Don&#039;t do Blood of Anerion at higher difficulties&#039;&#039;&#039;: Look, I know it&#039;s fun to give Tyrion the Sword of Khaine, max out the Blood of Anerion tree and watch him slap his dick across the face of everyone he fights but trust me at higher difficulties it isn&#039;t worth it. The public order penalties will stack with what you get with difficulty level anyway and you will start having rebel problems early on. The other tree will improve your economy, public order and relations, which are much more useful than making Tyrion more of a beatstick than he already is.&lt;br /&gt;
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====Teclis====&lt;br /&gt;
*&#039;&#039;&#039;Invest in Anti Corruption&#039;&#039;&#039;: You will be dealing with Skaven and Vampires in your campaign, so something to deal with all of that corruption will be nice. This is especially true in Mortal Empire where you start right next to Skrolk and Luthor Harkon. The Lustriabowl is stupid enough as it is, and getting rid of all that corruption will help you get through it.&lt;br /&gt;
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*&#039;&#039;&#039;Don&#039;t bother too much with the Lustria Bowl.&#039;&#039;&#039; The more you expand into Lustria the more bullshit you will have to deal with. The Lizards are generally friendly with you and make good trade partners, so once you secure the Eastern Coast from Skrolk, Luthor and Lokhir, see if you can try to confed with Ulthuan. Yes, it&#039;s the more boring way to play but unless you want to reenact the Vietnam War but with Lizards it is the more practical way to do things. Of course if you&#039;re playing the Vortex campaign..... yeah you&#039;re kind of stuck. Good luck.&lt;br /&gt;
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====Alarielle====&lt;br /&gt;
*&#039;&#039;&#039;Get Ulthuan under Asur control ASAP&#039;&#039;&#039;: You get penalties to public order and money when there are something other than preppy pointy ears on the donut. As such, you got to make sure to go out of your way to kill anything non High Elf on Ulthuan. Once you do that, you&#039;re in the clear to steam roll the campaign, as you get massive bonuses once Ulthuan is united.&lt;br /&gt;
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*&#039;&#039;&#039;Use Morathi to your advantage&#039;&#039;&#039;: Same as Tyrion really, only it&#039;s easier for you to take advantage of it. Once Morathi takes some provinces on Ulthuan make sure you&#039;re there to sweep them up.&lt;br /&gt;
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*&#039;&#039;&#039;Fortify against Blood Fleets&#039;&#039;&#039;: Hellebron is going to send blood fleets to Ulthuan and you are probably going to have to deal with them. They will land at the Salvation Isles in Vortex and at the Shrine of Khaine in Mortal Empires. Keep these locations fortified and smash the armies they send at you before they can do any extreme damage to Ulthuan.&lt;br /&gt;
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====Alith Anar====&lt;br /&gt;
*&#039;&#039;&#039;Do Assassination Missions when you can&#039;&#039;&#039;: They&#039;re a very good source of money and influence that can really help you out, though the big problem tends to be getting to your target. Obviously, you shouldn&#039;t bother doing them if they&#039;re asking you to kill an ally or someone on the other side of the map, but if it&#039;s someone close and in a faction you have no interest in being friends with by all means go at them. Especially if you have your special hero that never fails assassination attempts.&lt;br /&gt;
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*&#039;&#039;&#039;Fight dirty&#039;&#039;&#039;: with your ambush stance, heavy focus on skirmishing and guerilla fighting and underworld stance, you&#039;re essentially a Skaven faction in an elf suit. Use this to your advantage and always try to go for ambushes and drowning the enemy in arrows.&lt;br /&gt;
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*&#039;&#039;&#039;Kill Morathi ASAP&#039;&#039;&#039;: You want to do this for three reasons. One, she spreads Chaos Corruption which will eventually come to bite you in the ass, so you may as well get rid of her before it spreads too much. Two, it&#039;s inevitable that she will invade Ulthuan and disrupt your main trade partners and confederation targets. Three, her main settlement is one of the richest in the game, which will heavily improve your economy.&lt;br /&gt;
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====Eltharion====&lt;br /&gt;
*&#039;&#039;&#039;Get ready to fight a lot&#039;&#039;&#039;: Part of this is because of the prison mechanic, which incentivizes you to fight a lot of otherwise very one sided battles. This is because while it is possible to get a prisoner in Auto Resolve, it&#039;s low so you&#039;re better off just fighting it out and capturing them manually even if it is a two stack army vs your griffon knight stack. The other part is because eventually every green bastard in the Badlands is going to want to mount your buttcheeks over his fireplace, so expect a ton of stacks coming at you.&lt;br /&gt;
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*&#039;&#039;&#039;Mistwalkers stacks are Eltharion only&#039;&#039;&#039;: There is one big reason for this, he&#039;s the only one who can buff them. The Mistwalker units don&#039;t get buffs from the Red tree, so generic and other Legendary High Elf lords can&#039;t buff them. Eltharion does have a skill that buffs them, so while they&#039;re useful in all your armies, Eltharion is the only one who can effectively doomstack them.&lt;br /&gt;
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*&#039;&#039;&#039;Consolodate Forces&#039;&#039;&#039;: In Mortal Empires you have a dual start, one on Ulthuan and one in the Badlands. With your split forces, it can be a bit hard in the early game to get started. Your main focus should be to get all of Yvresse under control so you can trade with your fellow High Elves and get an economy going. Once that is done, use your money to focus on either taking all of Ulthuan or expanding in the Bad Lands. You can do both, and to win you need provinces in both, but you&#039;ll be splitting up your forces doing so.&lt;br /&gt;
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====Imrik====&lt;br /&gt;
*&#039;&#039;&#039;MURDER SNIKCH!!!!!&#039;&#039;&#039;: More of a Mortal Empires problem, but one that is REALLY important. Unless you want never ending rat stacks against you, you need to kill the Rat weeb as soon as possible. Once you take the first dwarf settlement, take your army and kill Clan Eshin immediately. trust me, you will be saving yourself a lot of head ache in the future.&lt;br /&gt;
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*&#039;&#039;&#039;Prepare to have no money&#039;&#039;&#039;: Your are going to have a grand total of 0 trade in the early game because of how trade works. You can only trade with a faction if they can directly get to your capital by sea or land, meaning having a port or a settlement with a road to your main city. Since the ocean you start by is blocked to the rest of the world, and you are surronded by people who hate you, trade is not happening early one. Even when you do confed your way back to Ulthuan, your capitol doesn&#039;t change to Caledor so you can&#039;t trade with the other elves. Yes, you can cut back on Dragon money, but only cowards do that.&lt;br /&gt;
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*&#039;&#039;&#039;Find those Dragons&#039;&#039;&#039;: Once you start collecting the Dragons, you start to become stupid strong. Early on it&#039;s ok to just use their events to collect money and favor (especially if you want to confed Caledor the best way possible) but once you have a strong army there is no reason to not go after them. Once you collect one, all the others come in much easier.&lt;br /&gt;
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==DLCs==&lt;br /&gt;
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In this section we&#039;ll go over the DLCs for the High Elves and determine whether or not they&#039;re worth buying.&lt;br /&gt;
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*&#039;&#039;&#039;The Queen and the Crone&#039;&#039;&#039;: Because of course you&#039;re going to have a Lord Pack against your main rivals. Alarielle and the Sisters of Avelorn are the highlights of the DLC, both being core units in campaign and multiplayer. It also comes with the Handmaiden, a decent hero in campaign with nice buffs and Shadow Warriors, your mobile kiting archer unit. The biggest problem with this DLC is the lack of content compared to Lord Packs that show up later, as you only get two units and a hero option. Compare that to what other factions get later on and it does feel bare bones. Alarielle&#039;s campaign itself isn&#039;t bad but the mechanics are a little bland compared to other DLC factions and it does lean on the easy side once you kick the non Asur off Ulthuan. All in all a decent pick if you love the High Elves and are only interested in campaign but if you&#039;re tight on money you can hold off on it. If you play multiplayer though it&#039;s a must buy as Alarielle is arguably your best lord and it gives you a ton of good options.&lt;br /&gt;
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*&#039;&#039;&#039;The Warden and The Paunch&#039;&#039;&#039;: In many ways the opposite to the above in which it adds a ton of content and gives you great campaign options. The big Lord here is Eltharion, who has a fun campaign where you get to roleplay Batman and throw thousands of Greenskins into your own Arkham Asylum for cool buffs and bonuses. Other units include the Archmage, giving you a lord level mage and a collection of units to fill the holes in your army. Rangers offer good early game offense and Silverin Guard finally give you a mid tier defensive infantry option. War Lions and Lion Chariots offer good mobile AP and Arcane Phoenixes are great lord/hero duelists and blob killers. Honestly this is one of the better Lord Packs in game 2, giving you a ton of good content (especially if you also like Greenskins) and a pretty good campaign. Easy recommend.&lt;br /&gt;
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[[Category:Total Warhammer]] &lt;br /&gt;
{{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
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		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/High_Elves&amp;diff=504229</id>
		<title>Total War Warhammer/Tactics/High Elves</title>
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		<summary type="html">&lt;p&gt;2601:283:4C80:11C0:25D1:C5E4:29C6:775C: /* Multiplayer Strategies */&lt;/p&gt;
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&lt;div&gt;{{Topquote|Galri Asur! Galri Asur!|Game battle chant for High Elves}}&lt;br /&gt;
This is the general tactics page on how to play [[High Elves (Warhammer Fantasy)|Fantasy British]] in [[Total War: WARHAMMER]]. This assumes you understand the basics of the games and if not, [[Total War: Warhammer/Tactics|here is the general tactics page]].&lt;br /&gt;
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==Why Play High Elves==&lt;br /&gt;
*Because you want an excuse to act like a snobby prick.&lt;br /&gt;
*You like armies that don&#039;t really have a field where they are particularly weak in, and are just solid all around.&lt;br /&gt;
*Because you probably played them on the tabletop and this is the closest thing to 9th edition we will have til  [[Warhammer: The Old World]] comes out.&lt;br /&gt;
*You have a high tolerance for silly headgear.&lt;br /&gt;
*MOTHER FUCKING DRAGONS!!!!!!&lt;br /&gt;
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===Pros===&lt;br /&gt;
*&#039;&#039;&#039;Versatility&#039;&#039;&#039;: An all around very well balanced roster. If the Empire is a Jack of all Trades, you are a Queen of all Trades.&lt;br /&gt;
*&#039;&#039;&#039;Range&#039;&#039;&#039;: Their range units can dish out a hell lot of damage. Their cheapest archers can out range and kill a lot of elite skirmishers in a shootout. It also means that they can land the first blows of battles.&lt;br /&gt;
*&#039;&#039;&#039;Martial Prowess&#039;&#039;&#039;: Their passive ability, Martial Prowess, gives you 12 melee defense and 2 melee attack as long as you are above 50% HP. This make you by far the most durable of the Elven factions, unlike your edgy or hippy cousins, most of your units can actually take a hit or two. To some people, this ability was poorly adapted from the tabletop rule, for the tabletop stated the ability allow the HE to strike first no matter how injured they are, making it more of an offensive ability than a defensive one. Either way, this ability could use some rework.&lt;br /&gt;
*&#039;&#039;&#039;Magic&#039;&#039;&#039;: You currently have access to the most lores of magic in the game, having all the generic ones and a unique one for your own.&lt;br /&gt;
*&#039;&#039;&#039;Cavalry&#039;&#039;&#039;: Dragon Princes are some of the most cost effective heavy cav in the game. They won&#039;t beat Grail Knights, Blood Knights or Demigryphs, but damn they are sturdy (due to their physical resist and fire resist) and having high charge bonus. Even Silver Helms aren&#039;t bad for the price, and Ellyrian Reavers are some of the best light cav in the game.&lt;br /&gt;
*&#039;&#039;&#039;Fire&#039;&#039;&#039;: A hell of a lot of fire damage, from dragons, RORs, mages and mages who RIDE DRAGONS, you will laugh at anything weak to fire.&lt;br /&gt;
*&#039;&#039;&#039;Air Superiority&#039;&#039;&#039;: With Dragons, Phoenixes, and Eagles it is not hard to gain control of the skies if you decide you want to invest into it.&lt;br /&gt;
*&#039;&#039;&#039;Infantry Specialization&#039;&#039;&#039;: A lot of their units are specialized to go after certain targets, and some of them are the best at it. Rangers are great chaff cleaners, Swordmaster win against any non ROR infantry unit one on one and Phoenix Guard are expert monster killers.&lt;br /&gt;
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===Cons===&lt;br /&gt;
*&#039;&#039;&#039;Cost&#039;&#039;&#039;: High Elf units are expensive. Their units cost more than just about any other unit in the game at their respective tiers. You will likely go in heavily outnumbered.&lt;br /&gt;
*&#039;&#039;&#039;Reliance on Healing&#039;&#039;&#039;: Due to how their passive works, a lot of their fighting ability relies on keeping Martial Prowess up. If it goes away, their units got from being very good for their price to being very NOT good for their price. For most factions healing is recommended, but for these guys it&#039;s almost required.&lt;br /&gt;
*&#039;&#039;&#039;Over Specialization&#039;&#039;&#039;: The downside to a lot of their specialization in the Infantry department is they get trounced by anything they aren&#039;t supposed to be fighting against. Sure, Swordmasters will cut through Bestigors but if Minotaurs get on them they are screwed. Phoenix Guard can kill the Minotaurs just fine, but Bestigors trade up against them. make sure your units are fighting the right targets.&lt;br /&gt;
*&#039;&#039;&#039;Lack of AP&#039;&#039;&#039;: You don&#039;t have that many armor piercing options, and the ones you do have tend to be on the expensive side. Because of this high armor might be a problem for you. Can be mitigated with a Lore of Metal mage with Plague of Rust.&lt;br /&gt;
*&#039;&#039;&#039;Low Health Pools.&#039;&#039;&#039; An issue with Elves in general. They are categorized with expensive costs, high stats, and low health. This doesn&#039;t really make you a glass cannon army because a lot of your units are pretty resilient, but you probably aren&#039;t going to out grind the likes of the Dwarfs, Warriors of Chaos or Lizardmen.&lt;br /&gt;
*&#039;&#039;&#039;Lack of Difficulty&#039;&#039;&#039;: Aside from Imrik, High Elves aren&#039;t really known for having particularly difficult campaigns. They all have strong starting lords, powerful early units and they usually all have easy access to Ulthuan, making for a more casual easier setting. If you want a challenge in your campaign and aren&#039;t interested in Imrik, perhaps look elsewhere.&lt;br /&gt;
*&#039;&#039;&#039;DLC&#039;&#039;&#039;: Unfortunately, a lot of their best units are locked behind DLC. The Queen and the Crone are needed for Alarielle and Sisters of Averlorn and The Warden and The Paunch are needed for Silverin Guard, Rangers and War Lions. If you want to win consistently, you may have to spend extra dough.&lt;br /&gt;
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==Universal Traits==&lt;br /&gt;
*&#039;&#039;&#039;Martial Prowess&#039;&#039;&#039;: Your standard High Elf passive ability. When you are above 50% HP, you gain 12 melee defense and 2 melee attack, making you a lot tankier and able to hit just a bit more often. This means that High Elves can hold a line for a surprisingly long time, as even their offensive infantry can hold for a while. Sadly, this comes with a reliance on healing, as if a unit&#039;s HP gets too low, they get a sizable stat debuff. Make sure your high tier units have some form of sustain, either through magic or passive abilities.&lt;br /&gt;
** Just to expand, this trait is super good, it pumps High Elf Spearmen to Melee Defence 50 (38 base), which is incredibly good when we look at how melee combat works in the game:&lt;br /&gt;
 Unit Chance to Hit = Base 40% + (Melee Attack as % + Charge Bonus as % - target&#039;s Melee Defence as %)&lt;br /&gt;
::An Orc Boyz unit costs 450, has MA 28, so they have a chance to hit of only 18% (40+28-50), they cost 50 gold less but the Spearmen have 37% (40+22-25) chance to hit back. A very strong unit like Saurus Warriors with shields have only a 19% (40+29-50) chance to hit and cost 800 gold to the Spearmen&#039;s 500 gold. If these units charge the spearmen they do better with their charge bonus applied, but otherwise they&#039;re tarpitted once that&#039;s gone. The requirement of being above 50% health might seem offputting, but on units like Spearmen the trait helps sustain itself.&lt;br /&gt;
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*&#039;&#039;&#039;Martial Mastery&#039;&#039;&#039;: An upgraded version for elite units. Supplies 8 melee attack instead of 2, meaning they can pump out way more damage. Comes with the same weakness though, so make sure you are getting that healing as units with this trait are usually expensive.&lt;br /&gt;
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*&#039;&#039;&#039;The Sword of Khaine&#039;&#039;&#039;: Less of a trait and morelike a campaign mechanic. The Sword of Khaine is a balls-out broken OP epic weapon for any Lord that is lucky enough to pick it up. In includes absurd bonusses to Melee Attack and Defense, Armour, HP, Regeneration and a unique Vortex spell that even surpasses Doomsday Rockets and Wind of Death in terms of Damage and grows in power as long as it is in your posession.  However, it comes with some harsh downsides. First amongst all is that you need to actually draw it from the Shrine of Khaine in the North of Nagarythe, you can alternatively wrestle it from the cold, dead hands of any opponent whw happened to have it. Secondly, and much more important is that the sword eventually causes your faction to descend into something that is little better than a bunch of maniacal lunatics, reflected in-game with harsh penalties that get worse as time goes on. The corruption of the sword is however not permanent; your Lord can choose to return it to the Shrine of Khaine at each additional step of Corruption; if you choose to return it, the penalties vanish and the Sword respawns at the Shrine of Khaine, where it can be picked up again. Important to note is that, while only the elven factions can actually draw it, ANY faction can claim the Sword if they defeat its current wielder, which is a terrifying prospect should it fall into the hands of characters like Grom the Paunch, Ikit Claw or Settra, all factions that have much less trouble at keeping their public order up and/or field cheaper units than the Elves do.&lt;br /&gt;
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==Lords==&lt;br /&gt;
Your Elf bois (and gals) who shall be leading your forces into battle. You have quite a few to pick from so let&#039;s get into it.&lt;br /&gt;
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===Legendary Lords===&lt;br /&gt;
*&#039;&#039;&#039;Tyrion&#039;&#039;&#039;: Ulthuan&#039;s best military mind is exactly what you think he&#039;d be, a fast duelist character who specializes in eliminating Lords, Heroes and other single entity targets. High armor, high speed and high armor piercing makes sure he can lay the whooping on whatever you need him to and stay out of harms way. Feint and Repose increases his already considerable dueling might and Sunfang allows him to almost insta-clear any chaff around to get to his desired targets. And if he does get low, don&#039;t worry! Heart of Averlorn has a chance to bring him form near dead to almost 3/4ths HP. His main drawback is the fact that he can only use a horse as a mount, meaning getting to the targets he wants can be hard. Still, a pretty decent, relatively cheap duelist lord.&lt;br /&gt;
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*&#039;&#039;&#039;Teclis&#039;&#039;&#039;: The wimpy nerd who can destroy an entire city if he sneezes too hard. Your main magical lord, who can do a little bit of everything you want a mage to do. He&#039;s got damage, lock down, buffs, debuffs and is an all around great utility mage. His Potion of Charoi gives him 4 healing potions with damage resist so he&#039;s not completely screwed if he&#039;s caught out of position. Still a character that is squishy and shouldn&#039;t be in the melee fight. Or at least he was, until CA decided to give him an Arcane Phoenix for some reason. After being given a monstrous mount, his main weakness went away and he became one of if not THE best mage lord in the game, his only real weakness being his ungodly high price tag.&lt;br /&gt;
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*&#039;&#039;&#039;Alarielle (DLC)&#039;&#039;&#039;: Your other caster lord. Where as Teclis is a utility mage who can go a bit of everything, Alarielle focuses more on defensive buffs and healing. With an eagle mount she can stay out of harm&#039;s way and she give AOE immune to Psych and magic damage, making Vampire players cry. She also has a variety of defensive items that can really.... Oh, who are we kidding? If you&#039;re picking Alarielle as your lord you&#039;re picking her for The Star of Avelorn. Considering how important healing is for the High Elves, a magic item that can give OVER 2000 HP IN HEALING is invaluable for elite focused armies. &amp;quot;What&#039;s that Mr. Star Dragon? You&#039;re almost dead!? Well, here&#039;s a healing bomb, go beat up the bad people.&amp;quot; This ability can turn a battle from a sure fire loss into a win if used at the right moment. She&#039;s been considered one of the Asur&#039;s best choices since she came out. And totally on her own merit and skill, not because she has one of the most broken magic items in the game.&lt;br /&gt;
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*&#039;&#039;&#039;Alith Anar (FLC)&#039;&#039;&#039;: Alith Anar checks in for Nagarythe. This man is a bolt thrower with legs, and can chunk down targets from a considerable distance. However, unlike a lot of archer lords and heroes, he lacks a form of net, which is part of the reason those lords are so viable. Turns out a lot of people are going to be running in Alith Anar&#039;s lobby. (He&#039;s voiced by Dylan Sprouse if you&#039;re wondering about the Zack and Cody jokes.) As such, you almost have to lock yourself into the Lore of Light for Net of Amyntok to get the most out of his. Also, his lack of mount options makes it hard for him to get away when he is eventually discovered. He works best in full on kite builds with shadow warriors and archers since he gives a lot of buffs to range, including missile resistances and reload skill, though overall is still considered a niche pick.&lt;br /&gt;
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*&#039;&#039;&#039;Eltharion the Grim (DLC)&#039;&#039;&#039;: On paper, Elf Batman has a lot going for him. As a Hybrid Lord with the Lore of High Magic, decent melee stats, and an automatic barrage of missiles every few second you&#039;d think he&#039;d be a good bunker buster. Hell the guy also has a sword that gives him 44% physical resistance and his helm can make units unbreakable and straight up stop them from dying. You&#039;d think he&#039;d be an amazing tanky lord with a lot of utility. Unfortunately, he has the exact same problem the had on the table top, that being his price tag. Even when you strip the less useful stuff down he can cost close to 3,000 points, which sadly doesn&#039;t justify many of his cool abilities. He DOES have a cool combo with Phoenixes, as due to his helm stopping units from dying he can guarantee a fiery rebirth, but that&#039;s about his only gimmick. &lt;br /&gt;
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*&#039;&#039;&#039;Imrik (FLC)&#039;&#039;&#039;: The Lord of Caledor is what you&#039;d expect him to be; a pompous, punchable prick on a giant fuck off dragon. His Dragonhorn grants melee attack and speed map wide when used, meaning unlike other High Elf lords you want to play offense when you pick this lad.  Lord of Dragons give a massive debuff to attack and defense and he can instill fire weakness on his lance. Generally Imrik is fairly straightforward, point him at something, drop his buffs and debufffs, and watch as he beats the shit out of it. Granted you are paying for his ungodly statline at over 3,000 points and he is surprising fragile with no self healing, meaning lore of life is pretty much a requirement if you want the most out of him.&lt;br /&gt;
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===Generic Lords===&lt;br /&gt;
*&#039;&#039;&#039;Prince&#039;&#039;&#039;: Your generic melee lord, coming with most of the what you&#039;d expect out of a melee dedicated generic lord. Has some weapons and abilities that give him some good self buffs, and some abilities like Stand Your Ground that most generic lords have. His issue is the lack of any real buffing abilities to help his army, no magic no nothing, which makes it easy to overlook him. Granted, anything that has a Star Dragon for a mount will be useful in some way, though it asks why you aren&#039;t just getting a normal Star Dragon for cheaper. If you put him on the Star Dragon, give him his weapon buffs and treat him like budget Imrik he &#039;&#039;kinda&#039;&#039; works, but honestly you&#039;re better off with the Dragon Lord.&lt;br /&gt;
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*&#039;&#039;&#039;Princess&#039;&#039;&#039;: Don&#039;t let those bitches at Disney taint your mind, this princess doesn&#039;t take shit from nobody. She sacrifices some melee prowess in exchange for a bow, which makes her way more useful than her Prince counterpart when on monstrous mounts as you get a Star Dragon that shoots arrows at people. She also has some really good buffing abilities, focusing on helping archers, which is good for 90% of High Elf builds. She also comes with an armour piercing magic missile ability for helping dish some damage at long range. Oh, did we mention she&#039;s cheaper than the Prince? She serves a similar role to Alith Anar only she actually gets mounts so she can stay out of harm&#039;s way when she needs to. The lack of magic holds her back from being top tier, but overall a very solid pick.&lt;br /&gt;
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*&#039;&#039;&#039;Archmage (DLC)&#039;&#039;&#039;: For you Saphery fans, Archmages fulfill all your magical needs in the Lord slot. These ladies come with the usual mage stuff, Arcane Conduit and one of the Lores of Magic, though she can pick between any of the generic ones and Lore of High Magic, giving her the highest variety of any generic mage lord in the game. Her mounts are also cool, choosing between a horse or chariot for ground support or an eagle or Moon Dragon for aerial dominance. Her magic items include an increase to power recharge rate and armor that when activated gives her stalk and unspottable. Yup, you can give a goddamn dragon stalk and unspottable, it&#039;s as hilarious as it sounds. Granted a Moon Dragon isn&#039;t as nice as a Star Dragon, but it&#039;s good none the less. All in all, she&#039;s about what you&#039;d expect from a High Elf mage lord, and probably the best generic choice.&lt;br /&gt;
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==Heroes==&lt;br /&gt;
Sadly, no Legendary Heroes for the Asur, guess Korhil and Caradryan didn&#039;t get an invite. Still, they have pretty good options.&lt;br /&gt;
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*&#039;&#039;&#039;Noble&#039;&#039;&#039;: The minor nobility of Ulthuan and your melee heroes. Halberd wielding Anti Large fighters who generally act as bodyguards when you bring a squishier lord like Teclis. When on a horse, 2 of them plus your lord can serve as a good goon squad to help take out specific targets. They also act as decent mage killers and are overall pretty cheap by hero standard. Chariots are also handy for Dwarfs. Overall, not a bad pick if you need something to protect your mage lord on a horse, though the lack of Guardian means they aren&#039;t the best heroes in the game at that job. Or don’t ever use them in campaign, Because you need them spamming gather influence every single turn. Use a handmaiden instead.&lt;br /&gt;
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*&#039;&#039;&#039;Mage&#039;&#039;&#039;: I mean... it&#039;s what you think it is. She&#039;s your generic caster hero and is about what you would expect. She has every generic lore plus High Magic, Arcane Conduit, and will get her ass clapped in melee. The chariot mount option does come in handy if you&#039;re fighting Dwarfs or any faction that struggles with Chariots in general. If you aren&#039;t picking a magic lord, you pretty much have to grab one. Note to Dragon Mage fans that Fire Mages get access to a Sun Dragon mount, because CA figured making making a whole different mage hero just to give it a Dragon would be redundant. As useful as you&#039;d expect a mage on a dragon and Fire is a great lore, though she becomes expensive and a massive bullseye for missiles. Campaign dominance usually wants you camping as many mages as possible with economy boosting traits in your most profitable province. So optimally use archmage lords and camp the rest. &lt;br /&gt;
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*&#039;&#039;&#039;Loremaster&#039;&#039;&#039;: Sadly, these pointy eared Jedi got demoted from Lords to Heroes in the jump from Tabletop to Game, though they can whoop ass none the less. One of very few Hybrid Heroes, they have good casting along with good Melee stats. The variety of spells allow them to heal, do direct damage and buff troops, giving him some good variety. The combo of Spirit Leech plus Armor Piercing Anti Infantry damage can make them decent duelists when fighting foot lords. What screws them over is their lack of mounts and cost to recruit, so be wary of that when using them. Can be a good mage substitute if you use yours to boost your economy.&lt;br /&gt;
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*&#039;&#039;&#039;Handmaiden (DLC)&#039;&#039;&#039;: The bodyguards of Alarielle, and your sniping heroes. With flaming, magical armor piercing shots, they can lay a bit of damage on a target given they have the time to shoot. Of course, she&#039;s squishy and of the three melee heroes she is probably the worst fighting up close. She has anti large, thought a Noble can do that plus armor piercing. She also has some passive abilities and items that can buff archers, so in a fully dedicated range list she can do a bit of help. Overall though, you may as well go with a Noble, he&#039;ll do everything she does better. - the above is only true in multiplayer. in campaign where nobles are better used to gain influence you should probably only handmaidens as your primary combat hero. Especially since they boost archers and sisters of avelorn doom stacks are objectively the cheapest, strongest armies high elves can field. (Dragons stack may be stronger but cost 2-3 times as much, and come online much later and slower). In campaign they also have a skill to give a boost to public order factionwide (sure, it&#039;s just a +1 per Handmaiden that has the skill, but since you&#039;re going to want to recruit them anyway...) &lt;br /&gt;
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==Units==&lt;br /&gt;
Lords and heroes are cool and all, but a faction can&#039;t win without their units. Let&#039;s see what the Pointy Ears got.&lt;br /&gt;
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===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Spearmen&#039;&#039;&#039;: Your standard, tier one Infantry, armed with spears and shields. They are what they say on the tin. High Melee Defense and low Attack means they are used more for holding the line rather than outright killing their opposition, unless they are fighting straight up chaff. At 500 points, they are hardly what one would consider &amp;quot;cheap&amp;quot; compared to what others can brings, so swarming isn&#039;t exactly the plan with these guys. Also with only 40 armour, they will be chewed up by any missiles not hitting the shield. As with most spear units, they have Charge Defense against large and Anti Large, so they are great light cav killers. A go to pick in a lot of match ups.&lt;br /&gt;
**&#039;&#039;&#039;Scions of Mathlann (RoR, DLC)&#039;&#039;&#039;: Same as above, with slightly better stats and give an AOE 12% ward save. This can help keep your front line going just a little bit longer, though the short range and the fact that people enjoy distancing their units to avoid the risk of spells killing them is means their usefulness is a bit limited. Certainly one of those &amp;quot;better in campaign&amp;quot; units.&lt;br /&gt;
*&#039;&#039;&#039;Dryads (DLC, Avelorn Only):&#039;&#039;&#039; Only available if you are playing as the Avelorn subfaction, which locks you into Alarielle as your only Legendary Lord choice (Not that anyone would complain). One of the better tier one infantry, with good stats for the price, physical resistance and fear. Keep them the hell away from fire, for obvious reasons. Pretty good offensive choice, but honestly picking a subfaction and giving away part of your strategy may not be worth it, especially since their role can be fulfilled by... &lt;br /&gt;
*&#039;&#039;&#039;Rangers (DLC)&#039;&#039;&#039;: ... These lovely boys from The Warden and The Paunch. Your cheap (by High Elf standards anyway) tier one offensive infantry. Dual swords gives them a nice bonus vs infantry, meaning they are great for clearing out enemy chaff such as Goblins and Skavenslaves. While you may look at their 30 armor and grow concerned, their loose formation and their 20% physical resistance means they can take more missile fire than you would expect an unshielded unit of that tier to take. They are also decently fast by infantry standards, so they won&#039;t be soaking up fire for too long anyway. Granted, they are going to get trounced by anything mid tier or higher or anything that has a decent armour value. You want to be bringing these guys against factions that throw in unarmored trashed to bog you down, like Skaven or Beastmen.&lt;br /&gt;
*&#039;&#039;&#039;White Lions of Chrace&#039;&#039;&#039;: I don&#039;t know if the King&#039;s Court faced some serious budget cuts or whatever, but man these guys have fallen on some hard times. [[Derp|These bodyguards of the Phoenix King are mid tier infantry that go down to mid to elite tier units form other factions]]. Jokes aside, these guys got a bad wrap but they aren&#039;t AS bad as people say, you just can&#039;t use them as a front line (Unless you&#039;re fighting Dwarfs). They have great AP values and good armor with missile resist, so they&#039;re hardly useless. Use them as support for your spears to cut through enemies and they can do some work. It&#039;s understandable CA didn&#039;t want to give the High Elve 2 elite great weapon units, but the fact the King&#039;s bodyguards got reduced to mid tier left a sour taste in the mouth of lots of High Elf fans.&lt;br /&gt;
**&#039;&#039;&#039;The Puremane Company (RoR, DLC)&#039;&#039;&#039;: More or less the same as above, only with better stats and new abilities. These guys have -30 armour sundering, which only further helps them as a support option for a cheaper frontline without AP. They also get the guardian trait to protect Lords and Heroes from harm, so they at least now actually act like bodyguards. Great against heavy armour like Dwarfs and Warriors of Chaos, they will not only do lots of damage, but support others in doing damage as well.&lt;br /&gt;
*&#039;&#039;&#039;Silverin Guard (DLC)&#039;&#039;&#039;: Now THIS is a staunch line of spears. These guys are to normal Spearmen what Longbeards are to Dwarf Warriors. Just a better, sturdier and more expensive alternative. Great defensive stats and magic resistance means that cutting through these guys is not going to be easy to anyone but dedicated armour piercing and/or strong anti infantry units. Their main use is to give a massive middle finger to any rush faction, and watch as they try to slam their heads against this wall to no avail. Of course, they are a much more expensive frontline than normal spears, so you will have less resources in other parts of the battlefield. Despite that, they are still a fantastic choice and can hold forever against the right opponents.&lt;br /&gt;
*&#039;&#039;&#039;Swordmasters of Hoeth&#039;&#039;&#039;: Now we&#039;re getting into the big guns. These guys but White Lions to shame, and stat wise can take on any other non RoR infantry 1 one 1 and win. Combine fantastic stats with an armour piercing anti infantry bonus and they will lawn mower their way through any infantry they come across. Plus, they even have a missile block chance, which allows them to mitigate missiles, which is usually the best way to fight great weapons. However, they are expensive, and most competent enemies know how scary they are. Because of this, a lot of people bring monstrous infantry to deal with these guys, which is not something they enjoy fighting. They can earn you a lot of profit against infantry, but if your enemy burns them down before they fight anything, that&#039;s 1250 points you aren&#039;t getting back.&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Guard&#039;&#039;&#039;: The Anti Large alternative to Swordmasters. With a large 30% physical resistance, fear and charge defense against large, they are tanks through and through. They can hold the line and carve apart monsters with fairly little issue. Their lack of shields does leave them vulnerable to AP missiles, however, so watch out for that. &lt;br /&gt;
**&#039;&#039;&#039;The Keepers of The Flame (RoR, DLC)&#039;&#039;&#039;:Even better Phoenix Guard with magical attacks and The Mark of Asuryan. What that does is when a model dies, it explodes, and deals damage to enemies around them. This makes them much better infantry killers than normal Phoenix Guard, as an explosion will probably drag a model or two with them.&lt;br /&gt;
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===Missile Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Archers&#039;&#039;&#039;: It&#039;s all in the name. Fellows with bows that have a whooping 180 range. Only Waywatchers out range you, meaning you can get some easy free fire on most enemy units before you come under pressure. Lack of AP aside, a great unit. Of course, you need to protect these little bastards as they are crap in melee. They also come in a &amp;quot;Light Armour&amp;quot; varient that give cost 50 more cold for 30 more armour. Given the fact that the DPS is the same and they&#039;ll die is light cav sneezes on them anyway, most people just go with the standard version.&lt;br /&gt;
**&#039;&#039;&#039;Talons of Tor Caleda (RoR, DLC)&#039;&#039;&#039;: Fun unit if you love playing with fire. Not only do they do Fire damage, but they also imbue a fire weakness. Team these guys up with some Sisters of Avelorn and watch whatever they&#039;re shooting get blown to smithereens! &lt;br /&gt;
*&#039;&#039;&#039;Lothern Sea Guard&#039;&#039;&#039;: Another non AP archer unit, but one who trades a bit of range for a spear. While they don&#039;t have the sheer oppressive firing range of normal archers, it means you don&#039;t have to babysit them nearly as much. If a light cav shoots them they will laugh as they turn in the horse pelts for new boots. Granted, you&#039;d rather they not be fighting light cav because you want them shooting, but hey. They can even serve as a front line, especially if you pay extra for the shielded variant. A great hybrid unit that can fulfill all kinds of roles and are useful even with no ammo. Upkeep is about the same as sisters of avelorn, ask yourself are they ever really better than just more sisters? Generally the answer is no. Kinda a trap option because the fight slight worse than basic spearman and shoot slightly worse than basic archers. Not bad just overshadowed. &lt;br /&gt;
**&#039;&#039;&#039;The Storm Riders (RoR, DLC)&#039;&#039;&#039;: These guys really wanted to become Shadow Warriors but unfortunately grew up in the pleasant city of Lothern and not the shithole that is Nagarythe. One day they said, &amp;quot;fuck it, we can do skirmishing better than them!&amp;quot; They can&#039;t. Vanguard and fire while moving is nice but you want these guys stationary to help with your lines, so it seems pointless. They do have that fear though, which can come in handy.&lt;br /&gt;
*&#039;&#039;&#039;Shadow Warriors (DLC)&#039;&#039;&#039;: They have the same range and damage output as normal archers. You&#039;re paying extra for vanguard, stalk, fire while moving and better melee stats (not like you want them throwing hands with anything stronger than Clanrats.) They are if you are really into the kite game, and want to use mobile skirmishing to blast the enemy to pieces. Granted with only 22 Melee Defense they aren&#039;t that good in melee, and honestly in most match up archers will do the same job for cheaper. They have a nice niche, particularly against factions with shit infantry, but aren&#039;t a staple by any means.&lt;br /&gt;
**&#039;&#039;&#039;The Grey (RoR, DLC)&#039;&#039;&#039;: No point in taking these guys over normal Shadow Warriors. All they get is snipe and a banner that makes them unspottable. Save your cash.&lt;br /&gt;
*&#039;&#039;&#039;Shadow-Walkers (FLC, Nagarythe Only)&#039;&#039;&#039;: Not much to say about these guys, they&#039;re just better Shadow Warriors. The poison they have is cool. Rarely seen as the subfaction don&#039;t have a lackluster selection of Legendary lords of one guy. Locking into a subfaction is not so bad if you don&#039;t use Legendary lords in MP.&lt;br /&gt;
*&#039;&#039;&#039;[[Sisters of Avelorn]] (DLC)&#039;&#039;&#039;: Feast your eyes and despair, for your gaze upon one of the best archer units in the game. With 180 range, massive armour piercing, magical and fire damage and the ability to fight in melee makes them one of the best overall units the High Elves have. Anything they shoot turns to dust, and they can create a firing line that can make gunpowder factions jealous. Also, they are pretty damn good in melee, able to hold off cav charge until reinforcements come and can tear apart chaff that is thrown their way. Their big failing is their high price, meaning you will have one or two on the field at a time if you want to invest in anything else. Used wisely, and these lovely ladies can win games all by themselves. In Campaign, where financial concerns become laughably inconsequential, their price-tag becomes a complete non-issue. Objectively the most op and cost effective unit on the high elf roster. &lt;br /&gt;
**&#039;&#039;&#039;Everqueen&#039;s Court Guard (RoR, DLC)&#039;&#039;&#039;: These even better ladies come with encourage and The Banner of Avelorn for more magic recharge. Want your troops to hold out longer? Want more magic in your pool? These ladies got you covered.&lt;br /&gt;
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===Cavalry===&lt;br /&gt;
*&#039;&#039;&#039;Ellyrian Reavers&#039;&#039;&#039;: Light cav that can put on pressure like very little light cav can. With vanguard and great speed they can run rampant across the battlefield, preying on skirmishers and artillery alike. Granted, they are about as durable as tissue paper, so don&#039;t expect them to last if they come across actual resistance. Still, as far as light cav goes, this is one of the best options currently in the game. &lt;br /&gt;
*&#039;&#039;&#039;Ellyrian Reaver Archers&#039;&#039;&#039;: Skirmisher cav that can still whack people in melee. Their bows can give out a good stream of damage over time and give enemies an aneurysm. Plus, despite their primary role being ranged warfare, they are honestly pretty good in melee, they&#039;ll actually beat Dark Riders with shields in a head up engagement. Not that you need to, because with 360 fire and fire while moving, they can punish anything that tries to chase them down.&lt;br /&gt;
**&#039;&#039;&#039;Heralds of The Wind (RoR, DLC)&#039;&#039;&#039;: Not much to say about these guys. They&#039;re the same as above but with way better melee stats. This means they can serve both purposes as skirmisher hunter and ranged damage. Solid RoR all around.&lt;br /&gt;
*&#039;&#039;&#039;Silver Helms&#039;&#039;&#039;: If you want something that punches more punch that Reavers but don&#039;t want to invest all that money in Dragon Princes, this is a solid pick. Very sold mid tier cav option meant to ride around and slam into the backs of enemies. They will lose to pretty much all elite cav head on, so watch out for that. They come with a shielded version as well, which you should honestly grab whenever you can.&lt;br /&gt;
*&#039;&#039;&#039;Dragon Princes&#039;&#039;&#039;: of course, why settle for 2nd best when you can have the best. These boys do Caledor proud, being just as fast as Silver Helms and having better stats in virtually every department. They also have physical and fire resistance, meaning as long as they aren&#039;t fighting anything with magic damage they can be one of the more resilient cav units in the game. Granted, their lack of anti large and armor piercing makes them not the best against other heavy cav. Instead, these guys focus more on charging into the rears and flanks of enemy infantry and taking them down. Keep them healed up, and they can put armies on their back.&lt;br /&gt;
**&#039;&#039;&#039;The Fireborn (RoR, DLC)&#039;&#039;&#039;: Well, now they have fire damage and anti large, so sorry Skaven players, if you thought throwing a Hell Pit Abominations would kill them you were mistaken. Now they&#039;re cavalry killers, and wreck lightly armoured monsters or one weak to fire.&lt;br /&gt;
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===Chariots===&lt;br /&gt;
*&#039;&#039;&#039;Tiranoc Chariot&#039;&#039;&#039;: The first of three chariots, and one focused on skirmishing. The magical arrows are cool and can help against physical resistance, but it&#039;s not like the High Elves are missing in that department. The bonus versus large also helps versus lightly armoured troops, though they won&#039;t do much against heavy armour. They have a niche, but really this is a unit that you can certainly skip in your army if you want to.&lt;br /&gt;
*&#039;&#039;&#039;Ilthimar Chariot&#039;&#039;&#039;: Same issue here to be honest. People grab chariots for hard hitting armour piercing infantry blending. A chariot this expensive without armour piercing is never going to be useful. There&#039;s honestly nothing they can do that a unit of Ellyrion Reavers or Silver Helms can&#039;t do better, at least the Tiranoc version can shoot magical arrows. Widely considered one of the worst units on the roster, and one you can easily skip.&lt;br /&gt;
*&#039;&#039;&#039;White Lion Chariot (DLC)&#039;&#039;&#039;: Now THIS is a chariot unit! These cat lovers have that AP that the other chariots are sorely missing. While they do give up some armour in exchange, the ability to mulch Dwarfs and Chaos Warriors into paste is more than worth the trade off. Plus, they don&#039;t care about losing armour that much because they gained missile resistance, so shooting them won&#039;t get rid of the quickly. Finally, they cause fear because, you know, it&#039;s a chariot pulled by fucking lions. Has the same flaws most chariots do, being a lack of ability to fight in sustain melee, but easily the best option of the chariots here.&lt;br /&gt;
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===Artillery===&lt;br /&gt;
*&#039;&#039;&#039;Eagle Claw Bolt Thrower&#039;&#039;&#039;: The only artillery piece these elves have, and not one that will be winning any &amp;quot;Best Artillery&amp;quot; awards soon. Not to say they&#039;re bad, the ability to cycle through anti large single shot and anti infantry multi shot makes them a bit more versatile than most artillery units. Plus, they can be good for sniping out other large artillery units, like War Lightning Cannon or Queen Bess. Of course, they won&#039;t win any shootout with Dwarfs but for the price it will probably get the job done so long as it&#039;s protected. If given the choice between targeting monsters or elite infantry it&#039;s better to pick the latter.&lt;br /&gt;
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===Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Great Eagle&#039;&#039;&#039;: This giant bird is a relatively cheap flying unit that can provide some decent mage hunting and is a fairly accessible source of fear. The best thing it offers is its speed, and can be used to get from different points of the battle when needed. Granted, these guys are squishy, and will lose to most monster units. Honestly work best as mounts for mages you want to keep out of the fight, acting as a distraction to missile units (being able to easily dodge most ranged assaults) or to escort tattered, key enemy units off the map.&lt;br /&gt;
*&#039;&#039;&#039;War Lions of Chrace (DLC)&#039;&#039;&#039;: War hounds on steroids, these thing can provide a lot of killing power. They are fast, have decent stats and have armour piercing anti infantry damage. This equates to a lot of dead skirmishers, but also dead mid tier infantry if they are able to support infantry. A missile resistance will protect them on the way in form archers, and they have strider to help them ignore penalties from trees. Plus, fear is never a bad thing. Pretty solid choice all around, and serve as great flankers and artillery hunters.&lt;br /&gt;
**&#039;&#039;&#039;Rahagra&#039;s Pride (RoR, DLC)&#039;&#039;&#039;: These mighty kitties come with a Mighty Roar ability, lowering leadership and speed. If they attack from the flank, they can pop this to potentially cause a mass route and make sure ideal targets don&#039;t escape. Great for low leadership armies like Skaven or Beastmen.&lt;br /&gt;
*&#039;&#039;&#039;Tree Kin (DLC, Avelorn Only)&#039;&#039;&#039;: Continuing Alarielle&#039;s tree fetish, these guys serve a tanky defensive role. They can help spears hold the line longer and instill fear to make them run off faster. Immune to Psych and high physical resistance means these trees aren&#039;t going anywhere. Granted, fire will put them down fast, so keep that in mind if your enemy has lore of fire. They also won&#039;t do much damage to their enemies, so don&#039;t expect them to buzzsaw through any form of enemy.&lt;br /&gt;
*&#039;&#039;&#039;Treeman (DLC, Avelorn Only)&#039;&#039;&#039;: The ents are marching, but they&#039;re much less impressive in this setting. The tanky stats, good armour piercing and magic damage are nice, but they are way too slow to be of much use. Any skirmishing force can burn these guys down, especially if they have fire. Not really a worthwile pick, and we already discussed the downsides of sub factions.&lt;br /&gt;
*&#039;&#039;&#039;Flamespyre Phoenix&#039;&#039;&#039;: The first of three magic birds. This fire one has fear and terror, good stats all around, and is mainly focused on chaff clearing. All Phoenixes ahve an ability where they get a ward save when the magic pool is above 50% It has ten uses of a bombing type attack where it drops down fire bombs on the enemy to blow them to pieces. Not great against armour, but can deal with blobs pretty well. The other is Fiery Rebirth. If it gets too low, it has a chance to either die outright, or too go through an animation where it comes back to life with significantly more HP, which in the right scenario can turn a fight. You don&#039;t want to rely on this to win though, as it may not happen. Still a decent monster.&lt;br /&gt;
*&#039;&#039;&#039;Frostheart Phoenix&#039;&#039;&#039;: The icey bird. Trades the fire bombs and rebirth ability from the previous phoenix in exchange for better overall stats and a good debuff ability. Blizzard Aura generates around it and causes a decrease to overall weapon damage and melee attack. Elven spearlines will appreciate this, as it will allow them to hold out for even longer. Granted, losing the chance to rebirth sucks, but still considered an overall better pick than the fire bird.&lt;br /&gt;
*&#039;&#039;&#039;Arcane Phoenix (DLC)&#039;&#039;&#039;: The last bird, and the best of them all. Comes with even better stats, regains the rebirth, and gains Emberstorm. This allows it to face plant into the ground and create a stationary vortex that burns anything around it. Great for clearing our low armour, it can demolish blobs of infantry. It&#039;s an expensive little chicken (Seriously, it costs more than a Moon Dragon) but one that certainly wins fights in the right scenarios. &lt;br /&gt;
**&#039;&#039;&#039;Omen of Asuryan (DLC, RoR)&#039;&#039;&#039;: This birb does everything listed above and also gives Immune to Psych in an AOE. Not the best thing for a race that doesn&#039;t really suffer from leadership problems, but still nice to have.&lt;br /&gt;
*&#039;&#039;&#039;Dragons&#039;&#039;&#039;: With 3 goddam choice, i figured we&#039;d make a general listing then split them off. Dragons have crazy ass stats but aren&#039;t something you should just throw around willy nilly. They can be fragile and will often lose to elite anti large units and monsters. It&#039;s the breath attacks that make these guys scary. and each dragon&#039;s breath serves a different purpose. A well placed breath can win you the game, and a bad one can blow it away. BRING HEALING TO KEEP THEM IN THE FIGHT!!!!!&lt;br /&gt;
**&#039;&#039;&#039;Sun Dragon&#039;&#039;&#039;: The weakest and cheapest of the dragons. Their breathe is spread out more and will destroy infantry blobs.&lt;br /&gt;
**&#039;&#039;&#039;Moon Dragon&#039;&#039;&#039;: The inbetween of the two stats wise, and can deal damage with its breath to both monsters and units.&lt;br /&gt;
**&#039;&#039;&#039;Star Dragon&#039;&#039;&#039;: The strongest dragon, and widely considered the best unit on the roster. If played well can absolutely demolish units. their breath will destroy other monsters.&lt;br /&gt;
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==Tactics==&lt;br /&gt;
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===Multiplayer Strategies===&lt;br /&gt;
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If you&#039;re playing High Elves, you already think you&#039;re better than everyone else, and you want to prove it! Fortunately for you, you have a very well rounded roster that can be used in a myriad of ways to take out a variety of opponents. You have the obvious strengths in your ranged, but you are also strong in terms of cavalry, monsters, and healing. However, the high cost of your army means that you will be outnumbered in many of your match ups, and AP is something you need to pay a premium for. And while you&#039;re the tankiest of the Elven factions, that really isn&#039;t saying much. That said if used well you can cause havoc. Here is how you can assure domination against the inferior races! Keep in mind this is assuming you bought both High Elf DLCs because if you haven&#039;t you may struggle a bit. Yeah, multiplayer can be pay to win, sorry.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Beastmen| Beastmen]]&#039;&#039;&#039;: You got enough range to poke down their lack of armor, the question is can you protect it all against their flanking and vanguard shenanigans? Kite builds tend to work best here. Get a relatively cheap frontline (trust me, with Minotaurs and Chaos Spawn you do not want to lean on infantry to win) to hold them in place so your Reaver Archers can begin their poke. Make sure to get some cheaper melee cav to screen for the horse archers, preferable Silver Helms. You generally aren&#039;t going to see the Ghorgon or the Jabberslythe in this match up since both are very prone to getting shot by missiles. Tyrion is a surprising solid pick, as Sunfang can melt any Beastmen infantry but Bestigors and they mutants have such a hard time catching and killing him.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Bretonnia| Bretonnia]]&#039;&#039;&#039;: This has historically always been one of your hardest match ups. Don&#039;t even think of relying on cavalry, Grail Knights will fuck up Dragon Princes and run amok. Silverin Guard act as a good deterrent against heavy cav and can beast most Bret infantry aside from Foot Squires, and Lothern Sea Guard can at least do something against knights if they are charged. Teclis with nets and enfeebling foe will also play big for you to stop and debuff heavy cav. Use bolt throwers to take out cav models and finally, the Star Dragon can carry if well supported, as Bretonnia tends to struggle with big armoured monsters.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Daemons of Chaos| Daemons of Chaos]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Warriors of Chaos| Warriors of Chaos]]&#039;&#039;&#039;: This is a tough one for you. Shaggoths beat Dragons one on one and are cheaper, making it a bit unfair for you. You still want to bring a star dragon to burn shaggoths down with breath attacks, and a couple swordmasters can help burn through that heavily armoured infantry. You can use Teclis on the pidgeon to help the dragon in melee or Alarielle to help keep it alive. Aside from that, grab basic spears and archers and just try to take down those damn shaggoths.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dark Elves| Dark Elves]]&#039;&#039;&#039;: A true lore rivalry matchup, which is actually pretty balanced. Remember, the Dark Elves share many of your same strengths and weaknesses, but the longer the battle goes on, the rougher it will be for you. Murderous Prowess, while important in other matchups, can be absolutely game-changing here since your Martial Prowess disappears as your units get more damaged, which kind of forces you into a quasi-rush game. Scourgerunners are the bane of your existence, as they can kill anything you bring to the table. Bolt throwers are the best way to deal with them, and if you can do that Dragon Princes are free to run rampage across the Druchii. You will never win an infantry grind or a skirmish fight here, so leave your expensive infantry options and units like Ellyrian Reaver A&#039;rchers and Tiranoc Chariots at home. However, you do have the advantage in Heavy Cav, range and magic variety, so make sure you use it! Also, a Star Dragon is always good to help deal with any big beasties that might get thrown your way, but the druchii have plentiful sources of anti-large so you need to be on point with your micro if you bring one. Bring a couple basic archers to shoot down their skirmish cav and short range before they get a chance to rip you apart.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dwarfs| Dwarfs]]&#039;&#039;&#039;: Is Chrace your favorite kingdom on Ulthuan? Well, this match up is a perfect chance to rep the Lion Boys! White Lions are amazing here, with AP and missile resistance at a decently affordable price. Bring a few archers or eagles to deal with Gyrocopters and reavers or war lions to deal with artillery and you can score a decent amount of value. And of course, no build against the Dwarfs is complete without AP Chariots, and White Lion Chariots can destroy Dwarfs. Any Dwarf player who picks the stunties against you either think they are way better than you or are new and don&#039;t understand match ups yet. (Seriously, this is so one sided it makes you wonder how the High Elves lost the War of the Beard)&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Empire| Empire]]&#039;&#039;&#039;: The big question in this match up is going to be &amp;quot;how the fuck do you deal with knights?&amp;quot; Demigryphs will eat Dragon Princes 1 on 1 so similar to Bretonnia, don&#039;t rely too much on your heavy cav. One tactic that has become popular is to bring a single Lore of Metal caster with Teclis, net them, cast plague of rust and shoot them down with your archers. Phoenix Guard can also be useful here since they can tear up state troops and knights with fairly little problem, but they have to worry about guns. In that case, archers can be used to shoot their guns down or Reavers can be used to run them over. The infantry fight shouldn&#039;t be an issue unless they brings Greatswords (which are rare) it&#039;s the mobile aspects and gunpowder that will end up giving you headaches.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Grand Cathay| Grand Cathay]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Greenskins| Greenskins]]&#039;&#039;&#039;: Ok after The Warden and The Paunch this became a hard one for two reasons. One, Stone Trolls give a a massive middle finger to everything you love to do with their magic and missile resistance. Two, now that WAAAGH! is an army ability and not a lord ability, Arcane Unforging can&#039;t put it on cooldown anymore. If you want to rep the Asur against da boyz, Silverin Guard will be your friends. They can hold against anything but Black Orcs or Arachnaroks, and the best way to deal with them are with either Swordmasters or Plague of Rust and missile fire. In terms of missiles I recommend Lothern Sea Guard because then you don&#039;t have to worry about the abundance of flanking the greenskins love to bring against you. Also, Dragon Princes will run over any cav that the Greenskins bring so one or two of them can help worth wonders (The Fireborn especially, since it can help with them pesky Stone Trolls)&lt;br /&gt;
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*&#039;&#039;&#039;High Elves&#039;&#039;&#039;: Honestly, this match up boils down to &amp;quot;Who can micro their Dragon Princes better.&amp;quot; Since it&#039;s a mirror match up it is 100% even, assuming both sides bought the DLCs. Don&#039;t bother with Dragons, you&#039;ll be fighting a ton of missiles and Dragon Princes have a crap ton of fire resistance anyway. Some AP in the front line can help so White Lions could be used to break through the front line and help your mounted lads get some easy hammer and anvils. Also, as usual heals are paramount, so bring Alarielle or some form of healing in order to keep your army on top. If your enemy&#039;s Martial Prowess runs out before yours does, you are going to be in a VERY good position to dominate the map.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Khorne| Khorne]]&#039;&#039;&#039;: Again, take the game 3 matchups with a grain of salt right now, since Immortal Empires isn&#039;t out yet. However, this will probably be a slightly easier matchup for you. Usually when you&#039;re facing the uncivilized Chaos barbarians, you will need to lean heavily into the skirmish game, and it&#039;s no different here. Don&#039;t even think about trying to fight them on their own terms, because whenever they make contact with any unit, your guys will be unwillingly donating to the worlds largest blood drive. This means just forgetting about your high-tier infantry and SEM&#039;s. Khorne isn&#039;t terribly slow, but you can generally rely on the roadrunner strat to pay some dividends. Flesh Hounds can be a P-R-O-B-L-E-M here, as they&#039;re very fast, have great weapon damage, and have physical and spell resist all on top of causing fear. The best way to deal with them is probably with your archers. Speaking of archers, Sisters of Avelorn are likely going to be a HUGE DEAL in this matchup with their armor piercing and magical attacks. Skullcannons may be a problem here, though bolt throwers should theoretically be able to zone them out. Finally, there&#039;s the lord/hero choices to consider. You generally won&#039;t be able to outduel them, and almost all Khorne units have spell resist, which flies in the face of one of your major playstyles. This means your lords and agents will need to be playing the support game. Tyrion probably won&#039;t be able to outduel Skarbrand, but on Malhandir he&#039;s fast enough to pick and choose his engagements and provide much-needed support against Khorne&#039;s high-value melee stuff. Alarielle with her heals and net of Amyntok can be great, but you&#039;ll need to keep her out of reach of furies. Just don&#039;t bring Teclis. That squishy nerd probably hasn&#039;t seen a gym in his entire life, and his magic damage and spells will have all the explosive power of a wet dookie against Khorne&#039;s spell resist. Alith Anar or a Princess might be good lord choices here because of their ranged attacks, but we will have to wait and see what strategies emerge when Immortal Empires drops. &lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Kislev| Kislev]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Lizardmen| Lizardmen]]&#039;&#039;&#039;: Anti-Large and AP will be your bread and butter against the children of the Old Ones. The first major weakness of the Lizardmen is their speed. Skinks aside, their foot soldiers will advance at a rather trudging pace. This, coupled with the relative lack of ranged options in the Lizardmen roster, will give your many ranged units plenty of time to rain hell upon them with impunity. Sisters of Averlorn in particular will decimate Saurus lines (even with shields) due to their solid AP damage while Eagle Claw Bolt Throwers can put some severe hurt on the bigger beasties they&#039;ll be bringing. Keep an eye out for Chameleon Skinks; though they&#039;re little more than an annoyance to your armored units, they can pop into your back lines unannounced, deal not insignificant damage to your unarmored infantry and will absorb missile-fire from dusk &#039;till dawn. For all flavors of Skinks, use Rangers to skin them with laughable ease. Spearmen and Lothern Sea Guard are ideal for tying up Lizardmen cavalry and monsters, though you should spring for Sylverin Guard if you have the coin to spare. Lastly, if there is a Slann Mage-Priest leading them, try to focus them down. Slann (especially Life Slann) are often the single source of support magic in the entire army and taking them out of the fight early can &#039;&#039;devastate&#039;&#039; the Lizardmen in the long run. No half measures though; Slann are surprisingly tanky and can often endure combat long enough for reinforcements to rescue them while they heal off the damage you dealt. If you aren&#039;t able to burn them down quickly and efficiently, then you shouldn&#039;t commit to hunting them down. If you neglect to pay attention to the rest of the Lizardmen army while you obsess over the fat frog, you will pay dearly.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Norsca| Norsca]]&#039;&#039;&#039;: Good news, you have plenty of ranged assets to take out the lightly armoured troops of the north men! Bad news, they have a shit ton of flanking and skirmisher killers, along with strong line abilities that will make your neatly organized frontline cry. It&#039;s fairly similar to what you bring against Greenskins to be honest, Silverin Guard to stop the rush and Lothern Sea Guard to protect yourself incase they get into your backline. There are two main differences. One, lighter cav tends to be better to keep up with the more mobile army of Norsca and to catch out skirmish cav and their anti large range. The other is a Star Dragon should be brought to help burn down Mammoths, though be sure to keep that damn thing save from any Anti Large that comes your way. As usually, bring heals.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Nurgle| Nurgle]]&#039;&#039;&#039;: Immortal Empires won&#039;t be out until August at the earliest (groan) though given what we know so far this seems like a good match up. Nurgle tends to struggle against factions that can heavily poke him from range, and you have the longest ranged basic archers in the whole game. Rangers will also be pretty cost effective in this match up, as they can deal with Nurglings without much in the way of issues and Silverin Guard or basic Spears can hold the Plaguebearers and Forsaken in place long enough for your archers to start poking them down. Nurgle will inevitably bring Furies and Plague Drones as those are going to be the best units to dive your archers with, so bring Alarielle to Tempest them in place. Her healing won&#039;t be able to keep up with Nurgle healing but it should be enough to keep your front line in the fight. By far the biggest issue you are going to run into is the Soul Grinder, and I honestly wouldn&#039;t be surprised if Nurgle players bring more than one to keep your archers honest. Get your Cavalry or Monsters to dive those things to at least keep them from firing so that your archers can bring down the rest of the army. Finally, expect a Herald as the enemy lord and if they do bring a Great Unclean One.... just shoot the fucking thing and watch it melt.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Skaven| Skaven]]&#039;&#039;&#039;: The rats are one of very few factions that can out range you due to their weapon teams and artillery, and if you&#039;re outranged, you&#039;re a sad pointy ear. Bolt Throwers will help a ton, because not only can they use multishot to help clear away chaff, but more importantly they actually win in shootouts against Skaven artillery. Because of the massive models Skaven artillery have, bolt throwers have an easy time shooting them and getting them destroyed, making the unit useless and forcing the rats to come to you. Rangers will tear through pretty much any infantry that aren&#039;t Stormvermin, so that should be your frontline. As far as mobile aspect, due to the sheer number of ranged units coming your way, quantity beats quality. Go for Reavers and Silver Helms over Dragon Princes since they can cover the map more and the loss of one unit won&#039;t hurt that much. Side note, this is pretty much the only match up Alith Anar is useful in, since he can easily snipe artillery and large characters without much fear of counterattack.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Slaanesh| Slaanesh]]&#039;&#039;&#039;: ...Fuck. This one isn&#039;t going to be pretty. They&#039;ll easily be able to dive into your backline, murder your archers and flank you, meaning a lot of your elves&#039; souls will become some Daemonette&#039;s new favorite butt plug. One of the upsides of this match up is that since they have no missiles or strong fliers, a Dragon can get breath attacks off without much issue. So one should be brought for breath attacks and cycle charging, just keep them away from Soul Grinders and Keepers of Secrets. As for your infantry, get as many spears as you can, I&#039;m talking Spearmen, Silverin Guard and Lothern Sea Guard. Not only because they&#039;re your most effective holding units, but because Cavalry and Chariots will be plentiful and that sweet anti large will come in handy against all that low armor. Investing in Cavalry might not be the best idea, but if you&#039;re going to go for Dragon Princes or Silver Helms, Reavers have no missiles to go after and will get run down by Seekers and Hellstriders. You will want a flying general to keep them as safe as possible. Imrik comes with a Dragon, though you would prefer to have your mage wrapped into your lord so I would recommend Alarielle or Teclis for nets. Just try your best to lock Slaanesh down, if you can pin their units in with mass or Net them with Teclis your Lothern Sea Guard should get good value.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tomb Kings| Tomb Kings]]&#039;&#039;&#039;: BOLT. THROWERS. ARE. YOUR. FRIENDS!!!!! They help deal with a ton of things that the Tomb Kings love to give your trouble for, like Ushabti Great Bows, big constructs or a Casket of Souls. If you can effectively defend your artillery and take out the dangerous ranged tools the skellies love to bring, you have two options on how to completely wipe them. One is combining bird Teclis with a Flamespyre Phoenix, using flight to pick your targets and engage on your terms, as well as taking advantage of the fire weakness. The second is Phoenix Guard, which can mulch anything the Tomb Kings throw at them if they don&#039;t have to worry about the AP range. Since Phoenix Guard tend to be risky if you don&#039;t deal with the ranged, Rangers are also good since they can trade up against most Tomb King Infantry. Scorpions tend to be common since they can easily dodge missiles and their animations make them hard to catch. In that case, high mass cav can pin them in place and you can shoot them down.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tzeentch| Tzeentch]]&#039;&#039;&#039;: At least on paper this actually seems like a pretty solid match up for you. Your lord choice should be Alarielle, though all the fire damage will reduce her healing so you may just want to grab someone with tempest. Watch the Furies die in a tornado and trap down the Lord of Change, Doom Knights, and Chariots for your archers to get easy shots at. Considering how your missiles out range theirs by a lot, picking down the barrier shouldn&#039;t be too hard. Basic Archers will probably do the trick but if you&#039;re scared you can&#039;t pick off all the fliers Lothern Sea Guard will also be a solid choice. While the rework to Magic Resistance means they won&#039;t be reducing Daemon damage, Silverin Guard will still probably be a great choice as they will be able to hold against most Tzeentch units and resist their spells that they will inevitably bring. Finally, Dragon Princes are going to be an absolute nightmare for Tzeentch to deal with due to the fire resistance shrugging off a lot of the damage that their units can throw at you. Honestly the unit I an see being the biggest problem for you is the Soul Grinder as it can fight your infantry up close and shoot your cav from a distance. Once you wipe the floor with the rest of the army though, you should be able to overwhelm it and drag it down.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Coast| Vampire Coast]]&#039;&#039;&#039;: Rangers beat every infantry but Depth Guard, and honestly you probably won&#039;t see much Depth Guard anyway. There are two ways Pirates like to play this match up. A gun build with lots of flanking dogs, bats and mortars to deal with archer spam, and crab rushes. In the case of the former, Keeping Spears in the back to help secure the backline from dogs and bats while your cav (Preferably reavers) hunt down the artillery can help your archers rip them apart. As for the latter, bring a metal mage with plague of rust and shoot them down. Your really want to invest in range against these guys as they tend to struggle against a ton of shooting, so protecting them and finding ways to deal with their armored stuff is how you play this. Don&#039;t bring too much big stuff like Dragons, they will probably get shot out of the sky.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Counts| Vampire Counts]]&#039;&#039;&#039;: They&#039;re a rush faction, so they can be handled in a similar way to Greenskins and Norsca.  Get some Silverin Guard to hold against their infantry and cav and some Sea Guard to get a hard to crack shooting line, and be ready to bunker down. You have an obvious ranged advantage, so they will have to come to you. A Star Dragon and Alarielle can be devastating if handled well, since Star Dragons eat terrorghiests and Alarielle brings so much to this match up from Immune to Psych and magic damage to deal with ghosts and other physical resistance. Be sure to bring Tempest, as Vampires love to bring scary fliers to the battlefield and if you can lock it down you can shoot them or get some easy engagements with your Dragon and Flying lord. As long as you have good ground support, they shouldn&#039;t be able to harm your fliers too bad.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Wood Elves| Wood Elves]]&#039;&#039;&#039;: One of the few other factions whose missile infantry can rival yours. Wood Elves are a very skittish faction that will endeavor to avoid engaging in prolonged fights in no small part due to how fragile they are. Wood Elves have virtually no armor and only their Eternal Guard has access to shields, so ranged attacks are (ironically) quite effective against their missile infantry. For their infantry in general, Rangers will make quick work of them in a fight, but you&#039;ll want to beware of Wardancers. Spearmen and Lothern Sea Guard are crucial for intercepting Wild Rider charges; get a mage with Net of Amyntok to shut them down and allow your spearmen to box them in for the kill. Wood Elves also find themselves rather lacking in the artillery department (as in, they have none), so a few Eagle Claw Bolt Throwers can go a long way during the opening stages of the battle. Now, as far as the angry trees go, bring a matchbox. Fire damage and anti-large will quite literally burn through them, so a Fire Mage and/or Sisters of Averlorn will do you wonders. Lastly, you&#039;ll want to secure your back lines. A significant portion of the Wood Elf roster is capable of Vanguard Deployment and you do &#039;&#039;not&#039;&#039; want Dryads, Wild Riders or Waywatchers getting into your squishy infantry early into the fight.&lt;br /&gt;
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==Campaign Strategies==&lt;br /&gt;
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===General===&lt;br /&gt;
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Step 1: find highest income province, step 2: recruit mages with the region income boosting trait, step 3: camp every mage in step 1 province, end result all the money you could ever need. Repeat.&lt;br /&gt;
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High Elves have an image of being one of the easiest races to play in campaign. While yes, Due to their powerful lords and strong economies they tend to lean a bit more on the easy side, that doesn&#039;t mean you will never come across any difficulty while playing them in Vortex or Mortal Empires. In this section we will go over the general tips about how to handle a High Elf campaign, followed in more depth by the specific subfactions themselves and how they differ from each other. Let&#039;s go over the generic traits all High Elves have first:&lt;br /&gt;
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Probably the most important mechanic the High Elves have, and the one that connects back to all of their other ones, is &#039;&#039;&#039;Influence&#039;&#039;&#039;. The Elves are political animals and as such need some kind of leverage or favors in order to make headway in anything they want to do. Influence is a special currency you get for completing missions, building certain buildings, doing hero actions and through random events on the campaign map. This offers you two major ways to spend it, one being stronger lords and the other being Intrigue at the Court. The first way revolves on how you recruit lords and heroes, as each one has a certain amount of influence you have to spend in order to recruit them. Lords and Heroes that cost 0 influence have shitty traits that hurt your campaign, ones that cost a relatively low amount have more standard traits, while the most expensive have straight up OP ones. For instance, there&#039;s a 60 influence trait for Archmages called Incendiary, which gives a +100% weapon strength, +100 charge bonus and flaming attacks. This may sounds pointless on a mage character you want to keep out of melee until you realize she can ride a fucking dragon at some point. This can get you some ungoldy powerful lords if you build up influence. &lt;br /&gt;
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The other thing you use Influence for is &#039;&#039;&#039;Intrigue at Court&#039;&#039;&#039;, which further reflects the politcalness of Elves. With this, you can improve or destroy relations between any two factions on the campaign map that you know. It&#039;s similar to what the Empire has, only while they can only do it between two Imperial factions, you can do it between anyone. This means you can puppeteer the map in anyway you like. Want to declare war on a faction but they are allies with someone you have a Non Aggression Pact with? Pump some influence and now they hate eachother. Want to confederate that one stubborn faction on Ulthuan? Keep spending Influence and you&#039;ll win them over eventually. You can manipulate diplomacy to start wars and alliances between however you want. 90% of the time you&#039;ll be using this to get other High Elves to confederate with you easier.&lt;br /&gt;
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Since Influence is so important, here&#039;s an easy tip to get a ton of it:&lt;br /&gt;
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*Recruit a Noble. Don&#039;t worry if he has a bad trait, he&#039;ll never be used in combat.&lt;br /&gt;
*Send him to a city that&#039;s owned by a faction you won&#039;t be friendly with anyway, like Dark Elves or Norsca&lt;br /&gt;
*Keep spamming the &#039;&#039;&#039;Secure Influence&#039;&#039;&#039; option, it will give you 1 influence every turn for 5 turns.&lt;br /&gt;
*Level up Secure Influence every chance you get, you get an extra point for every level up, and rinse and repeat. &lt;br /&gt;
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If you keep doing this you will be drowning in influence.&lt;br /&gt;
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Also, their research is kind of stupid. The research is locked by different stages and you need to construct different buildings in order to get access to all of them. This means building things you&#039;d rather not in order to finish the research tree. You even need to get all tradeable resources in order to completely finish the tree. Just complete what you need to complete and you&#039;ll get through it fine.&lt;br /&gt;
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Here&#039;s some buildings you&#039;ll want in every major city:&lt;br /&gt;
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*&#039;&#039;&#039;Ampitheater&#039;&#039;&#039;: Your public order building, just make it to make sure rebels don&#039;t spring up anywhere. It&#039;s also makes money and isn&#039;t too bad at it on top of that. &lt;br /&gt;
*&#039;&#039;&#039;Tower of Mages&#039;&#039;&#039;: Gets you more Mages and Loremasters, along with more research rate and access to more stages of research.&lt;br /&gt;
*&#039;&#039;&#039;Blessed Grove&#039;&#039;&#039;: Gets you more Handmaidens and Sisters of Avelorn. A fun agent and one of your best units.&lt;br /&gt;
*&#039;&#039;&#039;Dragon Keep&#039;&#039;&#039;: The Dragons are nice, but you really want this for the +1 Lord Recruit rank. Being able to get lv20 lords from the start instead of leveling them up there is so nice. &lt;br /&gt;
*&#039;&#039;&#039;Elven Court&#039;&#039;&#039;: More Nobles, which means more Influence. What more do you want.&lt;br /&gt;
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The best time to ask for a Confederation is after your target has suffered a military defeat. If you see them lose two armies in the same battle, they are more likely to agree to Confederate.&lt;br /&gt;
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Basic Archers and Spearmen are ridiculously effective, and wil be able to handle most of what the game throws at you until pretty far in the game. If you don&#039;t know what to put in your armies, four Spearmen, five-six Archers and two Bolt Throwers are a pretty good base that you never can go wrong with.&lt;br /&gt;
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===Campaign Specific===&lt;br /&gt;
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====Tyrion====&lt;br /&gt;
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*&#039;&#039;&#039;J-just play the damn thing&#039;&#039;&#039;: Look, Tyrion&#039;s campaign is designed to be the &amp;quot;baby&#039;s first Total Warhammer campaign.&amp;quot; You start with one of the best cities on the map, are surrounded by friends, have fairly weak enemies and are on an isolated continent. Now this isn&#039;t a bad thing, but it results in the campaign having very little challenge for experienced players. As such, don&#039;t worry too much about it. You&#039;ll probably unite Ulthuan and attack the Dark Elves in Naggaroth to complete your campaign objectives and after that you can do pretty much whatever you want. &lt;br /&gt;
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*&#039;&#039;&#039;Use Morathi to your advantage&#039;&#039;&#039;: Morathi is eventually going to attack Ulthuan and since Auto Resolve freaking loves her she&#039;s going to take quite a few provinces. Since you are going to be trading with most High Elf neighbors, use this to your advantage to expand. Take any territory that Morathi takes yourself and confederate the factions that she weakens during her expansion. Once you control the majority of Ulthuan you can sail over to finish her off and confed Alith Anar if he is still alive. &lt;br /&gt;
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*&#039;&#039;&#039;Don&#039;t do Blood of Anerion at higher difficulties&#039;&#039;&#039;: Look, I know it&#039;s fun to give Tyrion the Sword of Khaine, max out the Blood of Anerion tree and watch him slap his dick across the face of everyone he fights but trust me at higher difficulties it isn&#039;t worth it. The public order penalties will stack with what you get with difficulty level anyway and you will start having rebel problems early on. The other tree will improve your economy, public order and relations, which are much more useful than making Tyrion more of a beatstick than he already is.&lt;br /&gt;
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====Teclis====&lt;br /&gt;
*&#039;&#039;&#039;Invest in Anti Corruption&#039;&#039;&#039;: You will be dealing with Skaven and Vampires in your campaign, so something to deal with all of that corruption will be nice. This is especially true in Mortal Empire where you start right next to Skrolk and Luthor Harkon. The Lustriabowl is stupid enough as it is, and getting rid of all that corruption will help you get through it.&lt;br /&gt;
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*&#039;&#039;&#039;Don&#039;t bother too much with the Lustria Bowl.&#039;&#039;&#039; The more you expand into Lustria the more bullshit you will have to deal with. The Lizards are generally friendly with you and make good trade partners, so once you secure the Eastern Coast from Skrolk, Luthor and Lokhir, see if you can try to confed with Ulthuan. Yes, it&#039;s the more boring way to play but unless you want to reenact the Vietnam War but with Lizards it is the more practical way to do things. Of course if you&#039;re playing the Vortex campaign..... yeah you&#039;re kind of stuck. Good luck.&lt;br /&gt;
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====Alarielle====&lt;br /&gt;
*&#039;&#039;&#039;Get Ulthuan under Asur control ASAP&#039;&#039;&#039;: You get penalties to public order and money when there are something other than preppy pointy ears on the donut. As such, you got to make sure to go out of your way to kill anything non High Elf on Ulthuan. Once you do that, you&#039;re in the clear to steam roll the campaign, as you get massive bonuses once Ulthuan is united.&lt;br /&gt;
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*&#039;&#039;&#039;Use Morathi to your advantage&#039;&#039;&#039;: Same as Tyrion really, only it&#039;s easier for you to take advantage of it. Once Morathi takes some provinces on Ulthuan make sure you&#039;re there to sweep them up.&lt;br /&gt;
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*&#039;&#039;&#039;Fortify against Blood Fleets&#039;&#039;&#039;: Hellebron is going to send blood fleets to Ulthuan and you are probably going to have to deal with them. They will land at the Salvation Isles in Vortex and at the Shrine of Khaine in Mortal Empires. Keep these locations fortified and smash the armies they send at you before they can do any extreme damage to Ulthuan.&lt;br /&gt;
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====Alith Anar====&lt;br /&gt;
*&#039;&#039;&#039;Do Assassination Missions when you can&#039;&#039;&#039;: They&#039;re a very good source of money and influence that can really help you out, though the big problem tends to be getting to your target. Obviously, you shouldn&#039;t bother doing them if they&#039;re asking you to kill an ally or someone on the other side of the map, but if it&#039;s someone close and in a faction you have no interest in being friends with by all means go at them. Especially if you have your special hero that never fails assassination attempts.&lt;br /&gt;
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*&#039;&#039;&#039;Fight dirty&#039;&#039;&#039;: with your ambush stance, heavy focus on skirmishing and guerilla fighting and underworld stance, you&#039;re essentially a Skaven faction in an elf suit. Use this to your advantage and always try to go for ambushes and drowning the enemy in arrows.&lt;br /&gt;
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*&#039;&#039;&#039;Kill Morathi ASAP&#039;&#039;&#039;: You want to do this for three reasons. One, she spreads Chaos Corruption which will eventually come to bite you in the ass, so you may as well get rid of her before it spreads too much. Two, it&#039;s inevitable that she will invade Ulthuan and disrupt your main trade partners and confederation targets. Three, her main settlement is one of the richest in the game, which will heavily improve your economy.&lt;br /&gt;
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====Eltharion====&lt;br /&gt;
*&#039;&#039;&#039;Get ready to fight a lot&#039;&#039;&#039;: Part of this is because of the prison mechanic, which incentivizes you to fight a lot of otherwise very one sided battles. This is because while it is possible to get a prisoner in Auto Resolve, it&#039;s low so you&#039;re better off just fighting it out and capturing them manually even if it is a two stack army vs your griffon knight stack. The other part is because eventually every green bastard in the Badlands is going to want to mount your buttcheeks over his fireplace, so expect a ton of stacks coming at you.&lt;br /&gt;
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*&#039;&#039;&#039;Mistwalkers stacks are Eltharion only&#039;&#039;&#039;: There is one big reason for this, he&#039;s the only one who can buff them. The Mistwalker units don&#039;t get buffs from the Red tree, so generic and other Legendary High Elf lords can&#039;t buff them. Eltharion does have a skill that buffs them, so while they&#039;re useful in all your armies, Eltharion is the only one who can effectively doomstack them.&lt;br /&gt;
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*&#039;&#039;&#039;Consolodate Forces&#039;&#039;&#039;: In Mortal Empires you have a dual start, one on Ulthuan and one in the Badlands. With your split forces, it can be a bit hard in the early game to get started. Your main focus should be to get all of Yvresse under control so you can trade with your fellow High Elves and get an economy going. Once that is done, use your money to focus on either taking all of Ulthuan or expanding in the Bad Lands. You can do both, and to win you need provinces in both, but you&#039;ll be splitting up your forces doing so.&lt;br /&gt;
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====Imrik====&lt;br /&gt;
*&#039;&#039;&#039;MURDER SNIKCH!!!!!&#039;&#039;&#039;: More of a Mortal Empires problem, but one that is REALLY important. Unless you want never ending rat stacks against you, you need to kill the Rat weeb as soon as possible. Once you take the first dwarf settlement, take your army and kill Clan Eshin immediately. trust me, you will be saving yourself a lot of head ache in the future.&lt;br /&gt;
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*&#039;&#039;&#039;Prepare to have no money&#039;&#039;&#039;: Your are going to have a grand total of 0 trade in the early game because of how trade works. You can only trade with a faction if they can directly get to your capital by sea or land, meaning having a port or a settlement with a road to your main city. Since the ocean you start by is blocked to the rest of the world, and you are surronded by people who hate you, trade is not happening early one. Even when you do confed your way back to Ulthuan, your capitol doesn&#039;t change to Caledor so you can&#039;t trade with the other elves. Yes, you can cut back on Dragon money, but only cowards do that.&lt;br /&gt;
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*&#039;&#039;&#039;Find those Dragons&#039;&#039;&#039;: Once you start collecting the Dragons, you start to become stupid strong. Early on it&#039;s ok to just use their events to collect money and favor (especially if you want to confed Caledor the best way possible) but once you have a strong army there is no reason to not go after them. Once you collect one, all the others come in much easier.&lt;br /&gt;
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==DLCs==&lt;br /&gt;
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In this section we&#039;ll go over the DLCs for the High Elves and determine whether or not they&#039;re worth buying.&lt;br /&gt;
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*&#039;&#039;&#039;The Queen and the Crone&#039;&#039;&#039;: Because of course you&#039;re going to have a Lord Pack against your main rivals. Alarielle and the Sisters of Avelorn are the highlights of the DLC, both being core units in campaign and multiplayer. It also comes with the Handmaiden, a decent hero in campaign with nice buffs and Shadow Warriors, your mobile kiting archer unit. The biggest problem with this DLC is the lack of content compared to Lord Packs that show up later, as you only get two units and a hero option. Compare that to what other factions get later on and it does feel bare bones. Alarielle&#039;s campaign itself isn&#039;t bad but the mechanics are a little bland compared to other DLC factions and it does lean on the easy side once you kick the non Asur off Ulthuan. All in all a decent pick if you love the High Elves and are only interested in campaign but if you&#039;re tight on money you can hold off on it. If you play multiplayer though it&#039;s a must buy as Alarielle is arguably your best lord and it gives you a ton of good options.&lt;br /&gt;
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*&#039;&#039;&#039;The Warden and The Paunch&#039;&#039;&#039;: In many ways the opposite to the above in which it adds a ton of content and gives you great campaign options. The big Lord here is Eltharion, who has a fun campaign where you get to roleplay Batman and throw thousands of Greenskins into your own Arkham Asylum for cool buffs and bonuses. Other units include the Archmage, giving you a lord level mage and a collection of units to fill the holes in your army. Rangers offer good early game offense and Silverin Guard finally give you a mid tier defensive infantry option. War Lions and Lion Chariots offer good mobile AP and Arcane Phoenixes are great lord/hero duelists and blob killers. Honestly this is one of the better Lord Packs in game 2, giving you a ton of good content (especially if you also like Greenskins) and a pretty good campaign. Easy recommend.&lt;br /&gt;
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[[Category:Total Warhammer]] &lt;br /&gt;
{{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
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		<title>Total War Warhammer/Tactics/High Elves</title>
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		<summary type="html">&lt;p&gt;2601:283:4C80:11C0:25D1:C5E4:29C6:775C: /* Multiplayer Strategies */&lt;/p&gt;
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&lt;div&gt;{{Topquote|Galri Asur! Galri Asur!|Game battle chant for High Elves}}&lt;br /&gt;
This is the general tactics page on how to play [[High Elves (Warhammer Fantasy)|Fantasy British]] in [[Total War: WARHAMMER]]. This assumes you understand the basics of the games and if not, [[Total War: Warhammer/Tactics|here is the general tactics page]].&lt;br /&gt;
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==Why Play High Elves==&lt;br /&gt;
*Because you want an excuse to act like a snobby prick.&lt;br /&gt;
*You like armies that don&#039;t really have a field where they are particularly weak in, and are just solid all around.&lt;br /&gt;
*Because you probably played them on the tabletop and this is the closest thing to 9th edition we will have til  [[Warhammer: The Old World]] comes out.&lt;br /&gt;
*You have a high tolerance for silly headgear.&lt;br /&gt;
*MOTHER FUCKING DRAGONS!!!!!!&lt;br /&gt;
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===Pros===&lt;br /&gt;
*&#039;&#039;&#039;Versatility&#039;&#039;&#039;: An all around very well balanced roster. If the Empire is a Jack of all Trades, you are a Queen of all Trades.&lt;br /&gt;
*&#039;&#039;&#039;Range&#039;&#039;&#039;: Their range units can dish out a hell lot of damage. Their cheapest archers can out range and kill a lot of elite skirmishers in a shootout. It also means that they can land the first blows of battles.&lt;br /&gt;
*&#039;&#039;&#039;Martial Prowess&#039;&#039;&#039;: Their passive ability, Martial Prowess, gives you 12 melee defense and 2 melee attack as long as you are above 50% HP. This make you by far the most durable of the Elven factions, unlike your edgy or hippy cousins, most of your units can actually take a hit or two. To some people, this ability was poorly adapted from the tabletop rule, for the tabletop stated the ability allow the HE to strike first no matter how injured they are, making it more of an offensive ability than a defensive one. Either way, this ability could use some rework.&lt;br /&gt;
*&#039;&#039;&#039;Magic&#039;&#039;&#039;: You currently have access to the most lores of magic in the game, having all the generic ones and a unique one for your own.&lt;br /&gt;
*&#039;&#039;&#039;Cavalry&#039;&#039;&#039;: Dragon Princes are some of the most cost effective heavy cav in the game. They won&#039;t beat Grail Knights, Blood Knights or Demigryphs, but damn they are sturdy (due to their physical resist and fire resist) and having high charge bonus. Even Silver Helms aren&#039;t bad for the price, and Ellyrian Reavers are some of the best light cav in the game.&lt;br /&gt;
*&#039;&#039;&#039;Fire&#039;&#039;&#039;: A hell of a lot of fire damage, from dragons, RORs, mages and mages who RIDE DRAGONS, you will laugh at anything weak to fire.&lt;br /&gt;
*&#039;&#039;&#039;Air Superiority&#039;&#039;&#039;: With Dragons, Phoenixes, and Eagles it is not hard to gain control of the skies if you decide you want to invest into it.&lt;br /&gt;
*&#039;&#039;&#039;Infantry Specialization&#039;&#039;&#039;: A lot of their units are specialized to go after certain targets, and some of them are the best at it. Rangers are great chaff cleaners, Swordmaster win against any non ROR infantry unit one on one and Phoenix Guard are expert monster killers.&lt;br /&gt;
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===Cons===&lt;br /&gt;
*&#039;&#039;&#039;Cost&#039;&#039;&#039;: High Elf units are expensive. Their units cost more than just about any other unit in the game at their respective tiers. You will likely go in heavily outnumbered.&lt;br /&gt;
*&#039;&#039;&#039;Reliance on Healing&#039;&#039;&#039;: Due to how their passive works, a lot of their fighting ability relies on keeping Martial Prowess up. If it goes away, their units got from being very good for their price to being very NOT good for their price. For most factions healing is recommended, but for these guys it&#039;s almost required.&lt;br /&gt;
*&#039;&#039;&#039;Over Specialization&#039;&#039;&#039;: The downside to a lot of their specialization in the Infantry department is they get trounced by anything they aren&#039;t supposed to be fighting against. Sure, Swordmasters will cut through Bestigors but if Minotaurs get on them they are screwed. Phoenix Guard can kill the Minotaurs just fine, but Bestigors trade up against them. make sure your units are fighting the right targets.&lt;br /&gt;
*&#039;&#039;&#039;Lack of AP&#039;&#039;&#039;: You don&#039;t have that many armor piercing options, and the ones you do have tend to be on the expensive side. Because of this high armor might be a problem for you. Can be mitigated with a Lore of Metal mage with Plague of Rust.&lt;br /&gt;
*&#039;&#039;&#039;Low Health Pools.&#039;&#039;&#039; An issue with Elves in general. They are categorized with expensive costs, high stats, and low health. This doesn&#039;t really make you a glass cannon army because a lot of your units are pretty resilient, but you probably aren&#039;t going to out grind the likes of the Dwarfs, Warriors of Chaos or Lizardmen.&lt;br /&gt;
*&#039;&#039;&#039;Lack of Difficulty&#039;&#039;&#039;: Aside from Imrik, High Elves aren&#039;t really known for having particularly difficult campaigns. They all have strong starting lords, powerful early units and they usually all have easy access to Ulthuan, making for a more casual easier setting. If you want a challenge in your campaign and aren&#039;t interested in Imrik, perhaps look elsewhere.&lt;br /&gt;
*&#039;&#039;&#039;DLC&#039;&#039;&#039;: Unfortunately, a lot of their best units are locked behind DLC. The Queen and the Crone are needed for Alarielle and Sisters of Averlorn and The Warden and The Paunch are needed for Silverin Guard, Rangers and War Lions. If you want to win consistently, you may have to spend extra dough.&lt;br /&gt;
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==Universal Traits==&lt;br /&gt;
*&#039;&#039;&#039;Martial Prowess&#039;&#039;&#039;: Your standard High Elf passive ability. When you are above 50% HP, you gain 12 melee defense and 2 melee attack, making you a lot tankier and able to hit just a bit more often. This means that High Elves can hold a line for a surprisingly long time, as even their offensive infantry can hold for a while. Sadly, this comes with a reliance on healing, as if a unit&#039;s HP gets too low, they get a sizable stat debuff. Make sure your high tier units have some form of sustain, either through magic or passive abilities.&lt;br /&gt;
** Just to expand, this trait is super good, it pumps High Elf Spearmen to Melee Defence 50 (38 base), which is incredibly good when we look at how melee combat works in the game:&lt;br /&gt;
 Unit Chance to Hit = Base 40% + (Melee Attack as % + Charge Bonus as % - target&#039;s Melee Defence as %)&lt;br /&gt;
::An Orc Boyz unit costs 450, has MA 28, so they have a chance to hit of only 18% (40+28-50), they cost 50 gold less but the Spearmen have 37% (40+22-25) chance to hit back. A very strong unit like Saurus Warriors with shields have only a 19% (40+29-50) chance to hit and cost 800 gold to the Spearmen&#039;s 500 gold. If these units charge the spearmen they do better with their charge bonus applied, but otherwise they&#039;re tarpitted once that&#039;s gone. The requirement of being above 50% health might seem offputting, but on units like Spearmen the trait helps sustain itself.&lt;br /&gt;
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*&#039;&#039;&#039;Martial Mastery&#039;&#039;&#039;: An upgraded version for elite units. Supplies 8 melee attack instead of 2, meaning they can pump out way more damage. Comes with the same weakness though, so make sure you are getting that healing as units with this trait are usually expensive.&lt;br /&gt;
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*&#039;&#039;&#039;The Sword of Khaine&#039;&#039;&#039;: Less of a trait and morelike a campaign mechanic. The Sword of Khaine is a balls-out broken OP epic weapon for any Lord that is lucky enough to pick it up. In includes absurd bonusses to Melee Attack and Defense, Armour, HP, Regeneration and a unique Vortex spell that even surpasses Doomsday Rockets and Wind of Death in terms of Damage and grows in power as long as it is in your posession.  However, it comes with some harsh downsides. First amongst all is that you need to actually draw it from the Shrine of Khaine in the North of Nagarythe, you can alternatively wrestle it from the cold, dead hands of any opponent whw happened to have it. Secondly, and much more important is that the sword eventually causes your faction to descend into something that is little better than a bunch of maniacal lunatics, reflected in-game with harsh penalties that get worse as time goes on. The corruption of the sword is however not permanent; your Lord can choose to return it to the Shrine of Khaine at each additional step of Corruption; if you choose to return it, the penalties vanish and the Sword respawns at the Shrine of Khaine, where it can be picked up again. Important to note is that, while only the elven factions can actually draw it, ANY faction can claim the Sword if they defeat its current wielder, which is a terrifying prospect should it fall into the hands of characters like Grom the Paunch, Ikit Claw or Settra, all factions that have much less trouble at keeping their public order up and/or field cheaper units than the Elves do.&lt;br /&gt;
&lt;br /&gt;
==Lords==&lt;br /&gt;
Your Elf bois (and gals) who shall be leading your forces into battle. You have quite a few to pick from so let&#039;s get into it.&lt;br /&gt;
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===Legendary Lords===&lt;br /&gt;
*&#039;&#039;&#039;Tyrion&#039;&#039;&#039;: Ulthuan&#039;s best military mind is exactly what you think he&#039;d be, a fast duelist character who specializes in eliminating Lords, Heroes and other single entity targets. High armor, high speed and high armor piercing makes sure he can lay the whooping on whatever you need him to and stay out of harms way. Feint and Repose increases his already considerable dueling might and Sunfang allows him to almost insta-clear any chaff around to get to his desired targets. And if he does get low, don&#039;t worry! Heart of Averlorn has a chance to bring him form near dead to almost 3/4ths HP. His main drawback is the fact that he can only use a horse as a mount, meaning getting to the targets he wants can be hard. Still, a pretty decent, relatively cheap duelist lord.&lt;br /&gt;
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*&#039;&#039;&#039;Teclis&#039;&#039;&#039;: The wimpy nerd who can destroy an entire city if he sneezes too hard. Your main magical lord, who can do a little bit of everything you want a mage to do. He&#039;s got damage, lock down, buffs, debuffs and is an all around great utility mage. His Potion of Charoi gives him 4 healing potions with damage resist so he&#039;s not completely screwed if he&#039;s caught out of position. Still a character that is squishy and shouldn&#039;t be in the melee fight. Or at least he was, until CA decided to give him an Arcane Phoenix for some reason. After being given a monstrous mount, his main weakness went away and he became one of if not THE best mage lord in the game, his only real weakness being his ungodly high price tag.&lt;br /&gt;
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*&#039;&#039;&#039;Alarielle (DLC)&#039;&#039;&#039;: Your other caster lord. Where as Teclis is a utility mage who can go a bit of everything, Alarielle focuses more on defensive buffs and healing. With an eagle mount she can stay out of harm&#039;s way and she give AOE immune to Psych and magic damage, making Vampire players cry. She also has a variety of defensive items that can really.... Oh, who are we kidding? If you&#039;re picking Alarielle as your lord you&#039;re picking her for The Star of Avelorn. Considering how important healing is for the High Elves, a magic item that can give OVER 2000 HP IN HEALING is invaluable for elite focused armies. &amp;quot;What&#039;s that Mr. Star Dragon? You&#039;re almost dead!? Well, here&#039;s a healing bomb, go beat up the bad people.&amp;quot; This ability can turn a battle from a sure fire loss into a win if used at the right moment. She&#039;s been considered one of the Asur&#039;s best choices since she came out. And totally on her own merit and skill, not because she has one of the most broken magic items in the game.&lt;br /&gt;
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*&#039;&#039;&#039;Alith Anar (FLC)&#039;&#039;&#039;: Alith Anar checks in for Nagarythe. This man is a bolt thrower with legs, and can chunk down targets from a considerable distance. However, unlike a lot of archer lords and heroes, he lacks a form of net, which is part of the reason those lords are so viable. Turns out a lot of people are going to be running in Alith Anar&#039;s lobby. (He&#039;s voiced by Dylan Sprouse if you&#039;re wondering about the Zack and Cody jokes.) As such, you almost have to lock yourself into the Lore of Light for Net of Amyntok to get the most out of his. Also, his lack of mount options makes it hard for him to get away when he is eventually discovered. He works best in full on kite builds with shadow warriors and archers since he gives a lot of buffs to range, including missile resistances and reload skill, though overall is still considered a niche pick.&lt;br /&gt;
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*&#039;&#039;&#039;Eltharion the Grim (DLC)&#039;&#039;&#039;: On paper, Elf Batman has a lot going for him. As a Hybrid Lord with the Lore of High Magic, decent melee stats, and an automatic barrage of missiles every few second you&#039;d think he&#039;d be a good bunker buster. Hell the guy also has a sword that gives him 44% physical resistance and his helm can make units unbreakable and straight up stop them from dying. You&#039;d think he&#039;d be an amazing tanky lord with a lot of utility. Unfortunately, he has the exact same problem the had on the table top, that being his price tag. Even when you strip the less useful stuff down he can cost close to 3,000 points, which sadly doesn&#039;t justify many of his cool abilities. He DOES have a cool combo with Phoenixes, as due to his helm stopping units from dying he can guarantee a fiery rebirth, but that&#039;s about his only gimmick. &lt;br /&gt;
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*&#039;&#039;&#039;Imrik (FLC)&#039;&#039;&#039;: The Lord of Caledor is what you&#039;d expect him to be; a pompous, punchable prick on a giant fuck off dragon. His Dragonhorn grants melee attack and speed map wide when used, meaning unlike other High Elf lords you want to play offense when you pick this lad.  Lord of Dragons give a massive debuff to attack and defense and he can instill fire weakness on his lance. Generally Imrik is fairly straightforward, point him at something, drop his buffs and debufffs, and watch as he beats the shit out of it. Granted you are paying for his ungodly statline at over 3,000 points and he is surprising fragile with no self healing, meaning lore of life is pretty much a requirement if you want the most out of him.&lt;br /&gt;
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===Generic Lords===&lt;br /&gt;
*&#039;&#039;&#039;Prince&#039;&#039;&#039;: Your generic melee lord, coming with most of the what you&#039;d expect out of a melee dedicated generic lord. Has some weapons and abilities that give him some good self buffs, and some abilities like Stand Your Ground that most generic lords have. His issue is the lack of any real buffing abilities to help his army, no magic no nothing, which makes it easy to overlook him. Granted, anything that has a Star Dragon for a mount will be useful in some way, though it asks why you aren&#039;t just getting a normal Star Dragon for cheaper. If you put him on the Star Dragon, give him his weapon buffs and treat him like budget Imrik he &#039;&#039;kinda&#039;&#039; works, but honestly you&#039;re better off with the Dragon Lord.&lt;br /&gt;
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*&#039;&#039;&#039;Princess&#039;&#039;&#039;: Don&#039;t let those bitches at Disney taint your mind, this princess doesn&#039;t take shit from nobody. She sacrifices some melee prowess in exchange for a bow, which makes her way more useful than her Prince counterpart when on monstrous mounts as you get a Star Dragon that shoots arrows at people. She also has some really good buffing abilities, focusing on helping archers, which is good for 90% of High Elf builds. She also comes with an armour piercing magic missile ability for helping dish some damage at long range. Oh, did we mention she&#039;s cheaper than the Prince? She serves a similar role to Alith Anar only she actually gets mounts so she can stay out of harm&#039;s way when she needs to. The lack of magic holds her back from being top tier, but overall a very solid pick.&lt;br /&gt;
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*&#039;&#039;&#039;Archmage (DLC)&#039;&#039;&#039;: For you Saphery fans, Archmages fulfill all your magical needs in the Lord slot. These ladies come with the usual mage stuff, Arcane Conduit and one of the Lores of Magic, though she can pick between any of the generic ones and Lore of High Magic, giving her the highest variety of any generic mage lord in the game. Her mounts are also cool, choosing between a horse or chariot for ground support or an eagle or Moon Dragon for aerial dominance. Her magic items include an increase to power recharge rate and armor that when activated gives her stalk and unspottable. Yup, you can give a goddamn dragon stalk and unspottable, it&#039;s as hilarious as it sounds. Granted a Moon Dragon isn&#039;t as nice as a Star Dragon, but it&#039;s good none the less. All in all, she&#039;s about what you&#039;d expect from a High Elf mage lord, and probably the best generic choice.&lt;br /&gt;
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==Heroes==&lt;br /&gt;
Sadly, no Legendary Heroes for the Asur, guess Korhil and Caradryan didn&#039;t get an invite. Still, they have pretty good options.&lt;br /&gt;
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*&#039;&#039;&#039;Noble&#039;&#039;&#039;: The minor nobility of Ulthuan and your melee heroes. Halberd wielding Anti Large fighters who generally act as bodyguards when you bring a squishier lord like Teclis. When on a horse, 2 of them plus your lord can serve as a good goon squad to help take out specific targets. They also act as decent mage killers and are overall pretty cheap by hero standard. Chariots are also handy for Dwarfs. Overall, not a bad pick if you need something to protect your mage lord on a horse, though the lack of Guardian means they aren&#039;t the best heroes in the game at that job. Or don’t ever use them in campaign, Because you need them spamming gather influence every single turn. Use a handmaiden instead.&lt;br /&gt;
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*&#039;&#039;&#039;Mage&#039;&#039;&#039;: I mean... it&#039;s what you think it is. She&#039;s your generic caster hero and is about what you would expect. She has every generic lore plus High Magic, Arcane Conduit, and will get her ass clapped in melee. The chariot mount option does come in handy if you&#039;re fighting Dwarfs or any faction that struggles with Chariots in general. If you aren&#039;t picking a magic lord, you pretty much have to grab one. Note to Dragon Mage fans that Fire Mages get access to a Sun Dragon mount, because CA figured making making a whole different mage hero just to give it a Dragon would be redundant. As useful as you&#039;d expect a mage on a dragon and Fire is a great lore, though she becomes expensive and a massive bullseye for missiles. Campaign dominance usually wants you camping as many mages as possible with economy boosting traits in your most profitable province. So optimally use archmage lords and camp the rest. &lt;br /&gt;
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*&#039;&#039;&#039;Loremaster&#039;&#039;&#039;: Sadly, these pointy eared Jedi got demoted from Lords to Heroes in the jump from Tabletop to Game, though they can whoop ass none the less. One of very few Hybrid Heroes, they have good casting along with good Melee stats. The variety of spells allow them to heal, do direct damage and buff troops, giving him some good variety. The combo of Spirit Leech plus Armor Piercing Anti Infantry damage can make them decent duelists when fighting foot lords. What screws them over is their lack of mounts and cost to recruit, so be wary of that when using them. Can be a good mage substitute if you use yours to boost your economy.&lt;br /&gt;
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*&#039;&#039;&#039;Handmaiden (DLC)&#039;&#039;&#039;: The bodyguards of Alarielle, and your sniping heroes. With flaming, magical armor piercing shots, they can lay a bit of damage on a target given they have the time to shoot. Of course, she&#039;s squishy and of the three melee heroes she is probably the worst fighting up close. She has anti large, thought a Noble can do that plus armor piercing. She also has some passive abilities and items that can buff archers, so in a fully dedicated range list she can do a bit of help. Overall though, you may as well go with a Noble, he&#039;ll do everything she does better. - the above is only true in multiplayer. in campaign where nobles are better used to gain influence you should probably only handmaidens as your primary combat hero. Especially since they boost archers and sisters of avelorn doom stacks are objectively the cheapest, strongest armies high elves can field. (Dragons stack may be stronger but cost 2-3 times as much, and come online much later and slower). In campaign they also have a skill to give a boost to public order factionwide (sure, it&#039;s just a +1 per Handmaiden that has the skill, but since you&#039;re going to want to recruit them anyway...) &lt;br /&gt;
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==Units==&lt;br /&gt;
Lords and heroes are cool and all, but a faction can&#039;t win without their units. Let&#039;s see what the Pointy Ears got.&lt;br /&gt;
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===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Spearmen&#039;&#039;&#039;: Your standard, tier one Infantry, armed with spears and shields. They are what they say on the tin. High Melee Defense and low Attack means they are used more for holding the line rather than outright killing their opposition, unless they are fighting straight up chaff. At 500 points, they are hardly what one would consider &amp;quot;cheap&amp;quot; compared to what others can brings, so swarming isn&#039;t exactly the plan with these guys. Also with only 40 armour, they will be chewed up by any missiles not hitting the shield. As with most spear units, they have Charge Defense against large and Anti Large, so they are great light cav killers. A go to pick in a lot of match ups.&lt;br /&gt;
**&#039;&#039;&#039;Scions of Mathlann (RoR, DLC)&#039;&#039;&#039;: Same as above, with slightly better stats and give an AOE 12% ward save. This can help keep your front line going just a little bit longer, though the short range and the fact that people enjoy distancing their units to avoid the risk of spells killing them is means their usefulness is a bit limited. Certainly one of those &amp;quot;better in campaign&amp;quot; units.&lt;br /&gt;
*&#039;&#039;&#039;Dryads (DLC, Avelorn Only):&#039;&#039;&#039; Only available if you are playing as the Avelorn subfaction, which locks you into Alarielle as your only Legendary Lord choice (Not that anyone would complain). One of the better tier one infantry, with good stats for the price, physical resistance and fear. Keep them the hell away from fire, for obvious reasons. Pretty good offensive choice, but honestly picking a subfaction and giving away part of your strategy may not be worth it, especially since their role can be fulfilled by... &lt;br /&gt;
*&#039;&#039;&#039;Rangers (DLC)&#039;&#039;&#039;: ... These lovely boys from The Warden and The Paunch. Your cheap (by High Elf standards anyway) tier one offensive infantry. Dual swords gives them a nice bonus vs infantry, meaning they are great for clearing out enemy chaff such as Goblins and Skavenslaves. While you may look at their 30 armor and grow concerned, their loose formation and their 20% physical resistance means they can take more missile fire than you would expect an unshielded unit of that tier to take. They are also decently fast by infantry standards, so they won&#039;t be soaking up fire for too long anyway. Granted, they are going to get trounced by anything mid tier or higher or anything that has a decent armour value. You want to be bringing these guys against factions that throw in unarmored trashed to bog you down, like Skaven or Beastmen.&lt;br /&gt;
*&#039;&#039;&#039;White Lions of Chrace&#039;&#039;&#039;: I don&#039;t know if the King&#039;s Court faced some serious budget cuts or whatever, but man these guys have fallen on some hard times. [[Derp|These bodyguards of the Phoenix King are mid tier infantry that go down to mid to elite tier units form other factions]]. Jokes aside, these guys got a bad wrap but they aren&#039;t AS bad as people say, you just can&#039;t use them as a front line (Unless you&#039;re fighting Dwarfs). They have great AP values and good armor with missile resist, so they&#039;re hardly useless. Use them as support for your spears to cut through enemies and they can do some work. It&#039;s understandable CA didn&#039;t want to give the High Elve 2 elite great weapon units, but the fact the King&#039;s bodyguards got reduced to mid tier left a sour taste in the mouth of lots of High Elf fans.&lt;br /&gt;
**&#039;&#039;&#039;The Puremane Company (RoR, DLC)&#039;&#039;&#039;: More or less the same as above, only with better stats and new abilities. These guys have -30 armour sundering, which only further helps them as a support option for a cheaper frontline without AP. They also get the guardian trait to protect Lords and Heroes from harm, so they at least now actually act like bodyguards. Great against heavy armour like Dwarfs and Warriors of Chaos, they will not only do lots of damage, but support others in doing damage as well.&lt;br /&gt;
*&#039;&#039;&#039;Silverin Guard (DLC)&#039;&#039;&#039;: Now THIS is a staunch line of spears. These guys are to normal Spearmen what Longbeards are to Dwarf Warriors. Just a better, sturdier and more expensive alternative. Great defensive stats and magic resistance means that cutting through these guys is not going to be easy to anyone but dedicated armour piercing and/or strong anti infantry units. Their main use is to give a massive middle finger to any rush faction, and watch as they try to slam their heads against this wall to no avail. Of course, they are a much more expensive frontline than normal spears, so you will have less resources in other parts of the battlefield. Despite that, they are still a fantastic choice and can hold forever against the right opponents.&lt;br /&gt;
*&#039;&#039;&#039;Swordmasters of Hoeth&#039;&#039;&#039;: Now we&#039;re getting into the big guns. These guys but White Lions to shame, and stat wise can take on any other non RoR infantry 1 one 1 and win. Combine fantastic stats with an armour piercing anti infantry bonus and they will lawn mower their way through any infantry they come across. Plus, they even have a missile block chance, which allows them to mitigate missiles, which is usually the best way to fight great weapons. However, they are expensive, and most competent enemies know how scary they are. Because of this, a lot of people bring monstrous infantry to deal with these guys, which is not something they enjoy fighting. They can earn you a lot of profit against infantry, but if your enemy burns them down before they fight anything, that&#039;s 1250 points you aren&#039;t getting back.&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Guard&#039;&#039;&#039;: The Anti Large alternative to Swordmasters. With a large 30% physical resistance, fear and charge defense against large, they are tanks through and through. They can hold the line and carve apart monsters with fairly little issue. Their lack of shields does leave them vulnerable to AP missiles, however, so watch out for that. &lt;br /&gt;
**&#039;&#039;&#039;The Keepers of The Flame (RoR, DLC)&#039;&#039;&#039;:Even better Phoenix Guard with magical attacks and The Mark of Asuryan. What that does is when a model dies, it explodes, and deals damage to enemies around them. This makes them much better infantry killers than normal Phoenix Guard, as an explosion will probably drag a model or two with them.&lt;br /&gt;
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===Missile Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Archers&#039;&#039;&#039;: It&#039;s all in the name. Fellows with bows that have a whooping 180 range. Only Waywatchers out range you, meaning you can get some easy free fire on most enemy units before you come under pressure. Lack of AP aside, a great unit. Of course, you need to protect these little bastards as they are crap in melee. They also come in a &amp;quot;Light Armour&amp;quot; varient that give cost 50 more cold for 30 more armour. Given the fact that the DPS is the same and they&#039;ll die is light cav sneezes on them anyway, most people just go with the standard version.&lt;br /&gt;
**&#039;&#039;&#039;Talons of Tor Caleda (RoR, DLC)&#039;&#039;&#039;: Fun unit if you love playing with fire. Not only do they do Fire damage, but they also imbue a fire weakness. Team these guys up with some Sisters of Avelorn and watch whatever they&#039;re shooting get blown to smithereens! &lt;br /&gt;
*&#039;&#039;&#039;Lothern Sea Guard&#039;&#039;&#039;: Another non AP archer unit, but one who trades a bit of range for a spear. While they don&#039;t have the sheer oppressive firing range of normal archers, it means you don&#039;t have to babysit them nearly as much. If a light cav shoots them they will laugh as they turn in the horse pelts for new boots. Granted, you&#039;d rather they not be fighting light cav because you want them shooting, but hey. They can even serve as a front line, especially if you pay extra for the shielded variant. A great hybrid unit that can fulfill all kinds of roles and are useful even with no ammo. Upkeep is about the same as sisters of avelorn, ask yourself are they ever really better than just more sisters? Generally the answer is no. Kinda a trap option because the fight slight worse than basic spearman and shoot slightly worse than basic archers. Not bad just overshadowed. &lt;br /&gt;
**&#039;&#039;&#039;The Storm Riders (RoR, DLC)&#039;&#039;&#039;: These guys really wanted to become Shadow Warriors but unfortunately grew up in the pleasant city of Lothern and not the shithole that is Nagarythe. One day they said, &amp;quot;fuck it, we can do skirmishing better than them!&amp;quot; They can&#039;t. Vanguard and fire while moving is nice but you want these guys stationary to help with your lines, so it seems pointless. They do have that fear though, which can come in handy.&lt;br /&gt;
*&#039;&#039;&#039;Shadow Warriors (DLC)&#039;&#039;&#039;: They have the same range and damage output as normal archers. You&#039;re paying extra for vanguard, stalk, fire while moving and better melee stats (not like you want them throwing hands with anything stronger than Clanrats.) They are if you are really into the kite game, and want to use mobile skirmishing to blast the enemy to pieces. Granted with only 22 Melee Defense they aren&#039;t that good in melee, and honestly in most match up archers will do the same job for cheaper. They have a nice niche, particularly against factions with shit infantry, but aren&#039;t a staple by any means.&lt;br /&gt;
**&#039;&#039;&#039;The Grey (RoR, DLC)&#039;&#039;&#039;: No point in taking these guys over normal Shadow Warriors. All they get is snipe and a banner that makes them unspottable. Save your cash.&lt;br /&gt;
*&#039;&#039;&#039;Shadow-Walkers (FLC, Nagarythe Only)&#039;&#039;&#039;: Not much to say about these guys, they&#039;re just better Shadow Warriors. The poison they have is cool. Rarely seen as the subfaction don&#039;t have a lackluster selection of Legendary lords of one guy. Locking into a subfaction is not so bad if you don&#039;t use Legendary lords in MP.&lt;br /&gt;
*&#039;&#039;&#039;[[Sisters of Avelorn]] (DLC)&#039;&#039;&#039;: Feast your eyes and despair, for your gaze upon one of the best archer units in the game. With 180 range, massive armour piercing, magical and fire damage and the ability to fight in melee makes them one of the best overall units the High Elves have. Anything they shoot turns to dust, and they can create a firing line that can make gunpowder factions jealous. Also, they are pretty damn good in melee, able to hold off cav charge until reinforcements come and can tear apart chaff that is thrown their way. Their big failing is their high price, meaning you will have one or two on the field at a time if you want to invest in anything else. Used wisely, and these lovely ladies can win games all by themselves. In Campaign, where financial concerns become laughably inconsequential, their price-tag becomes a complete non-issue. Objectively the most op and cost effective unit on the high elf roster. &lt;br /&gt;
**&#039;&#039;&#039;Everqueen&#039;s Court Guard (RoR, DLC)&#039;&#039;&#039;: These even better ladies come with encourage and The Banner of Avelorn for more magic recharge. Want your troops to hold out longer? Want more magic in your pool? These ladies got you covered.&lt;br /&gt;
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===Cavalry===&lt;br /&gt;
*&#039;&#039;&#039;Ellyrian Reavers&#039;&#039;&#039;: Light cav that can put on pressure like very little light cav can. With vanguard and great speed they can run rampant across the battlefield, preying on skirmishers and artillery alike. Granted, they are about as durable as tissue paper, so don&#039;t expect them to last if they come across actual resistance. Still, as far as light cav goes, this is one of the best options currently in the game. &lt;br /&gt;
*&#039;&#039;&#039;Ellyrian Reaver Archers&#039;&#039;&#039;: Skirmisher cav that can still whack people in melee. Their bows can give out a good stream of damage over time and give enemies an aneurysm. Plus, despite their primary role being ranged warfare, they are honestly pretty good in melee, they&#039;ll actually beat Dark Riders with shields in a head up engagement. Not that you need to, because with 360 fire and fire while moving, they can punish anything that tries to chase them down.&lt;br /&gt;
**&#039;&#039;&#039;Heralds of The Wind (RoR, DLC)&#039;&#039;&#039;: Not much to say about these guys. They&#039;re the same as above but with way better melee stats. This means they can serve both purposes as skirmisher hunter and ranged damage. Solid RoR all around.&lt;br /&gt;
*&#039;&#039;&#039;Silver Helms&#039;&#039;&#039;: If you want something that punches more punch that Reavers but don&#039;t want to invest all that money in Dragon Princes, this is a solid pick. Very sold mid tier cav option meant to ride around and slam into the backs of enemies. They will lose to pretty much all elite cav head on, so watch out for that. They come with a shielded version as well, which you should honestly grab whenever you can.&lt;br /&gt;
*&#039;&#039;&#039;Dragon Princes&#039;&#039;&#039;: of course, why settle for 2nd best when you can have the best. These boys do Caledor proud, being just as fast as Silver Helms and having better stats in virtually every department. They also have physical and fire resistance, meaning as long as they aren&#039;t fighting anything with magic damage they can be one of the more resilient cav units in the game. Granted, their lack of anti large and armor piercing makes them not the best against other heavy cav. Instead, these guys focus more on charging into the rears and flanks of enemy infantry and taking them down. Keep them healed up, and they can put armies on their back.&lt;br /&gt;
**&#039;&#039;&#039;The Fireborn (RoR, DLC)&#039;&#039;&#039;: Well, now they have fire damage and anti large, so sorry Skaven players, if you thought throwing a Hell Pit Abominations would kill them you were mistaken. Now they&#039;re cavalry killers, and wreck lightly armoured monsters or one weak to fire.&lt;br /&gt;
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===Chariots===&lt;br /&gt;
*&#039;&#039;&#039;Tiranoc Chariot&#039;&#039;&#039;: The first of three chariots, and one focused on skirmishing. The magical arrows are cool and can help against physical resistance, but it&#039;s not like the High Elves are missing in that department. The bonus versus large also helps versus lightly armoured troops, though they won&#039;t do much against heavy armour. They have a niche, but really this is a unit that you can certainly skip in your army if you want to.&lt;br /&gt;
*&#039;&#039;&#039;Ilthimar Chariot&#039;&#039;&#039;: Same issue here to be honest. People grab chariots for hard hitting armour piercing infantry blending. A chariot this expensive without armour piercing is never going to be useful. There&#039;s honestly nothing they can do that a unit of Ellyrion Reavers or Silver Helms can&#039;t do better, at least the Tiranoc version can shoot magical arrows. Widely considered one of the worst units on the roster, and one you can easily skip.&lt;br /&gt;
*&#039;&#039;&#039;White Lion Chariot (DLC)&#039;&#039;&#039;: Now THIS is a chariot unit! These cat lovers have that AP that the other chariots are sorely missing. While they do give up some armour in exchange, the ability to mulch Dwarfs and Chaos Warriors into paste is more than worth the trade off. Plus, they don&#039;t care about losing armour that much because they gained missile resistance, so shooting them won&#039;t get rid of the quickly. Finally, they cause fear because, you know, it&#039;s a chariot pulled by fucking lions. Has the same flaws most chariots do, being a lack of ability to fight in sustain melee, but easily the best option of the chariots here.&lt;br /&gt;
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===Artillery===&lt;br /&gt;
*&#039;&#039;&#039;Eagle Claw Bolt Thrower&#039;&#039;&#039;: The only artillery piece these elves have, and not one that will be winning any &amp;quot;Best Artillery&amp;quot; awards soon. Not to say they&#039;re bad, the ability to cycle through anti large single shot and anti infantry multi shot makes them a bit more versatile than most artillery units. Plus, they can be good for sniping out other large artillery units, like War Lightning Cannon or Queen Bess. Of course, they won&#039;t win any shootout with Dwarfs but for the price it will probably get the job done so long as it&#039;s protected. If given the choice between targeting monsters or elite infantry it&#039;s better to pick the latter.&lt;br /&gt;
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===Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Great Eagle&#039;&#039;&#039;: This giant bird is a relatively cheap flying unit that can provide some decent mage hunting and is a fairly accessible source of fear. The best thing it offers is its speed, and can be used to get from different points of the battle when needed. Granted, these guys are squishy, and will lose to most monster units. Honestly work best as mounts for mages you want to keep out of the fight, acting as a distraction to missile units (being able to easily dodge most ranged assaults) or to escort tattered, key enemy units off the map.&lt;br /&gt;
*&#039;&#039;&#039;War Lions of Chrace (DLC)&#039;&#039;&#039;: War hounds on steroids, these thing can provide a lot of killing power. They are fast, have decent stats and have armour piercing anti infantry damage. This equates to a lot of dead skirmishers, but also dead mid tier infantry if they are able to support infantry. A missile resistance will protect them on the way in form archers, and they have strider to help them ignore penalties from trees. Plus, fear is never a bad thing. Pretty solid choice all around, and serve as great flankers and artillery hunters.&lt;br /&gt;
**&#039;&#039;&#039;Rahagra&#039;s Pride (RoR, DLC)&#039;&#039;&#039;: These mighty kitties come with a Mighty Roar ability, lowering leadership and speed. If they attack from the flank, they can pop this to potentially cause a mass route and make sure ideal targets don&#039;t escape. Great for low leadership armies like Skaven or Beastmen.&lt;br /&gt;
*&#039;&#039;&#039;Tree Kin (DLC, Avelorn Only)&#039;&#039;&#039;: Continuing Alarielle&#039;s tree fetish, these guys serve a tanky defensive role. They can help spears hold the line longer and instill fear to make them run off faster. Immune to Psych and high physical resistance means these trees aren&#039;t going anywhere. Granted, fire will put them down fast, so keep that in mind if your enemy has lore of fire. They also won&#039;t do much damage to their enemies, so don&#039;t expect them to buzzsaw through any form of enemy.&lt;br /&gt;
*&#039;&#039;&#039;Treeman (DLC, Avelorn Only)&#039;&#039;&#039;: The ents are marching, but they&#039;re much less impressive in this setting. The tanky stats, good armour piercing and magic damage are nice, but they are way too slow to be of much use. Any skirmishing force can burn these guys down, especially if they have fire. Not really a worthwile pick, and we already discussed the downsides of sub factions.&lt;br /&gt;
*&#039;&#039;&#039;Flamespyre Phoenix&#039;&#039;&#039;: The first of three magic birds. This fire one has fear and terror, good stats all around, and is mainly focused on chaff clearing. All Phoenixes ahve an ability where they get a ward save when the magic pool is above 50% It has ten uses of a bombing type attack where it drops down fire bombs on the enemy to blow them to pieces. Not great against armour, but can deal with blobs pretty well. The other is Fiery Rebirth. If it gets too low, it has a chance to either die outright, or too go through an animation where it comes back to life with significantly more HP, which in the right scenario can turn a fight. You don&#039;t want to rely on this to win though, as it may not happen. Still a decent monster.&lt;br /&gt;
*&#039;&#039;&#039;Frostheart Phoenix&#039;&#039;&#039;: The icey bird. Trades the fire bombs and rebirth ability from the previous phoenix in exchange for better overall stats and a good debuff ability. Blizzard Aura generates around it and causes a decrease to overall weapon damage and melee attack. Elven spearlines will appreciate this, as it will allow them to hold out for even longer. Granted, losing the chance to rebirth sucks, but still considered an overall better pick than the fire bird.&lt;br /&gt;
*&#039;&#039;&#039;Arcane Phoenix (DLC)&#039;&#039;&#039;: The last bird, and the best of them all. Comes with even better stats, regains the rebirth, and gains Emberstorm. This allows it to face plant into the ground and create a stationary vortex that burns anything around it. Great for clearing our low armour, it can demolish blobs of infantry. It&#039;s an expensive little chicken (Seriously, it costs more than a Moon Dragon) but one that certainly wins fights in the right scenarios. &lt;br /&gt;
**&#039;&#039;&#039;Omen of Asuryan (DLC, RoR)&#039;&#039;&#039;: This birb does everything listed above and also gives Immune to Psych in an AOE. Not the best thing for a race that doesn&#039;t really suffer from leadership problems, but still nice to have.&lt;br /&gt;
*&#039;&#039;&#039;Dragons&#039;&#039;&#039;: With 3 goddam choice, i figured we&#039;d make a general listing then split them off. Dragons have crazy ass stats but aren&#039;t something you should just throw around willy nilly. They can be fragile and will often lose to elite anti large units and monsters. It&#039;s the breath attacks that make these guys scary. and each dragon&#039;s breath serves a different purpose. A well placed breath can win you the game, and a bad one can blow it away. BRING HEALING TO KEEP THEM IN THE FIGHT!!!!!&lt;br /&gt;
**&#039;&#039;&#039;Sun Dragon&#039;&#039;&#039;: The weakest and cheapest of the dragons. Their breathe is spread out more and will destroy infantry blobs.&lt;br /&gt;
**&#039;&#039;&#039;Moon Dragon&#039;&#039;&#039;: The inbetween of the two stats wise, and can deal damage with its breath to both monsters and units.&lt;br /&gt;
**&#039;&#039;&#039;Star Dragon&#039;&#039;&#039;: The strongest dragon, and widely considered the best unit on the roster. If played well can absolutely demolish units. their breath will destroy other monsters.&lt;br /&gt;
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==Tactics==&lt;br /&gt;
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===Multiplayer Strategies===&lt;br /&gt;
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If you&#039;re playing High Elves, you already think you&#039;re better than everyone else, and you want to prove it! Fortunately for you, you have a very well rounded roster that can be used in a myriad of ways to take out a variety of opponents. You have the obvious strengths in your ranged, but you are also strong in terms of cavalry, monsters, and healing. However, the high cost of your army means that you will be outnumbered in many of your match ups, and AP is something you need to pay a premium for. And while you&#039;re the tankiest of the Elven factions, that really isn&#039;t saying much. That said if used well you can cause havoc. Here is how you can assure domination against the inferior races! Keep in mind this is assuming you bought both High Elf DLCs because if you haven&#039;t you may struggle a bit. Yeah, multiplayer can be pay to win, sorry.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Beastmen| Beastmen]]&#039;&#039;&#039;: You got enough range to poke down their lack of armor, the question is can you protect it all against their flanking and vanguard shenanigans? Kite builds tend to work best here. Get a relatively cheap frontline (trust me, with Minotaurs and Chaos Spawn you do not want to lean on infantry to win) to hold them in place so your Reaver Archers can begin their poke. Make sure to get some cheaper melee cav to screen for the horse archers, preferable Silver Helms. You generally aren&#039;t going to see the Ghorgon or the Jabberslythe in this match up since both are very prone to getting shot by missiles. Tyrion is a surprising solid pick, as Sunfang can melt any Beastmen infantry but Bestigors and they mutants have such a hard time catching and killing him.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Bretonnia| Bretonnia]]&#039;&#039;&#039;: This has historically always been one of your hardest match ups. Don&#039;t even think of relying on cavalry, Grail Knights will fuck up Dragon Princes and run amok. Silverin Guard act as a good deterrent against heavy cav and can beast most Bret infantry aside from Foot Squires, and Lothern Sea Guard can at least do something against knights if they are charged. Teclis with nets and enfeebling foe will also play big for you to stop and debuff heavy cav. Use bolt throwers to take out cav models and finally, the Star Dragon can carry if well supported, as Bretonnia tends to struggle with big armoured monsters.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Daemons of Chaos| Daemons of Chaos]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Warriors of Chaos| Warriors of Chaos]]&#039;&#039;&#039;: This is a tough one for you. Shaggoths beat Dragons one on one and are cheaper, making it a bit unfair for you. You still want to bring a star dragon to burn shaggoths down with breath attacks, and a couple swordmasters can help burn through that heavily armoured infantry. You can use Teclis on the pidgeon to help the dragon in melee or Alarielle to help keep it alive. Aside from that, grab basic spears and archers and just try to take down those damn shaggoths.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dark Elves| Dark Elves]]&#039;&#039;&#039;: A true lore rivalry matchup, which is actually pretty balanced. Remember, the Dark Elves share many of your same strengths and weaknesses, but the longer the battle goes on, the rougher it will be for you. Murderous Prowess, while important in other matchups, can be absolutely game-changing here since your Martial Prowess disappears as your units get more damaged, which kind of forces you into a quasi-rush game. Scourgerunners are the bane of your existence, as they can kill anything you bring to the table. Bolt throwers are the best way to deal with them, and if you can do that Dragon Princes are free to run rampage across the Druchii. You will never win an infantry grind or a skirmish fight here, so leave your expensive infantry options and units like Ellyrian Reaver A&#039;rchers and Tiranoc Chariots at home. However, you do have the advantage in Heavy Cav, range and magic variety, so make sure you use it! Also, a Star Dragon is always good to help deal with any big beasties that might get thrown your way, but the druchii have plentiful sources of anti-large so you need to be on point with your micro if you bring one. Bring a couple basic archers to shoot down their skirmish cav and short range before they get a chance to rip you apart.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dwarfs| Dwarfs]]&#039;&#039;&#039;: Is Chrace your favorite kingdom on Ulthuan? Well, this match up is a perfect chance to rep the Lion Boys! White Lions are amazing here, with AP and missile resistance at a decently affordable price. Bring a few archers or eagles to deal with Gyrocopters and reavers or war lions to deal with artillery and you can score a decent amount of value. And of course, no build against the Dwarfs is complete without AP Chariots, and White Lion Chariots can destroy Dwarfs. Any Dwarf player who picks the stunties against you either think they are way better than you or are new and don&#039;t understand match ups yet. (Seriously, this is so one sided it makes you wonder how the High Elves lost the War of the Beard)&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Empire| Empire]]&#039;&#039;&#039;: The big question in this match up is going to be &amp;quot;how the fuck do you deal with knights?&amp;quot; Demigryphs will eat Dragon Princes 1 on 1 so similar to Bretonnia, don&#039;t rely too much on your heavy cav. One tactic that has become popular is to bring a single Lore of Metal caster with Teclis, net them, cast plague of rust and shoot them down with your archers. Phoenix Guard can also be useful here since they can tear up state troops and knights with fairly little problem, but they have to worry about guns. In that case, archers can be used to shoot their guns down or Reavers can be used to run them over. The infantry fight shouldn&#039;t be an issue unless they brings Greatswords (which are rare) it&#039;s the mobile aspects and gunpowder that will end up giving you headaches.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Grand Cathay| Grand Cathay]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Greenskins| Greenskins]]&#039;&#039;&#039;: Ok after The Warden and The Paunch this became a hard one for two reasons. One, Stone Trolls give a a massive middle finger to everything you love to do with their magic and missile resistance. Two, now that WAAAGH! is an army ability and not a lord ability, Arcane Unforging can&#039;t put it on cooldown anymore. If you want to rep the Asur against da boyz, Silverin Guard will be your friends. They can hold against anything but Black Orcs or Arachnaroks, and the best way to deal with them are with either Swordmasters or Plague of Rust and missile fire. In terms of missiles I recommend Lothern Sea Guard because then you don&#039;t have to worry about the abundance of flanking the greenskins love to bring against you. Also, Dragon Princes will run over any cav that the Greenskins bring so one or two of them can help worth wonders (The Fireborn especially, since it can help with them pesky Stone Trolls)&lt;br /&gt;
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*&#039;&#039;&#039;High Elves&#039;&#039;&#039;: Honestly, this match up boils down to &amp;quot;Who can micro their Dragon Princes better.&amp;quot; Since it&#039;s a mirror match up it is 100% even, assuming both sides bought the DLCs. Don&#039;t bother with Dragons, you&#039;ll be fighting a ton of missiles and Dragon Princes have a crap ton of fire resistance anyway. Some AP in the front line can help so White Lions could be used to break through the front line and help your mounted lads get some easy hammer and anvils. Also, as usual heals are paramount, so bring Alarielle or some form of healing in order to keep your army on top. If your enemy&#039;s Martial Prowess runs out before yours does, you are going to be in a VERY good position to dominate the map.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Khorne| Khorne]]&#039;&#039;&#039;: Again, take the game 3 matchups with a grain of salt right now, since Immortal Empires isn&#039;t out yet. However, this will probably be a slightly easier matchup for you. Usually when you&#039;re facing the uncivilized Chaos barbarians, you will need to lean heavily into the skirmish game, and it&#039;s no different here. Don&#039;t even think about trying to fight &lt;br /&gt;
them on their own terms, because whenever they make contact with any unit, your guys will be unwillingly donating to the worlds largest blood drive. This means just forgetting about your high-tier infantry and SEM&#039;s. Khorne isn&#039;t terribly slow, but you can generally rely on the roadrunner strat to pay some dividends. Flesh Hounds can be a P-R-O-B-L-E-M here, as they&#039;re very fast, have great weapon damage, and have physical and spell resist all on top of causing fear. The best way to deal with them is probably with your archers. Speaking of archers, Sisters of Avelorn are likely going to be a HUGE DEAL in this matchup with their armor piercing and magical attacks. Skullcannons may be a problem here, though bolt throwers should theoretically be able to zone them out. Finally, there&#039;s the lord/hero choices to consider. You generally won&#039;t be able to outduel them, and almost all Khorne units have spell resist, which flies in the face of one of your major playstyles. This means your lords and agents will need to be playing the support game. Tyrion probably won&#039;t be able to outduel Skarbrand, but on Malhandir he&#039;s fast enough to pick and choose his engagements and provide much-needed support against Khorne&#039;s high-value melee stuff. Alarielle with her heals and net of Amyntok can be great, but you&#039;ll need to keep her out of reach of furies. Just don&#039;t bring Teclis. That squishy nerd probably hasn&#039;t seen a gym in his entire life, and his magic damage and spells will have all the explosive power of a wet dookie against Khorne&#039;s spell resist. Alith Anar or a Princess might be good lord choices here because of their ranged attacks, but we will have to wait and see what strategies emerge when Immortal Empires drops. &lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Kislev| Kislev]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Lizardmen| Lizardmen]]&#039;&#039;&#039;: Anti-Large and AP will be your bread and butter against the children of the Old Ones. The first major weakness of the Lizardmen is their speed. Skinks aside, their foot soldiers will advance at a rather trudging pace. This, coupled with the relative lack of ranged options in the Lizardmen roster, will give your many ranged units plenty of time to rain hell upon them with impunity. Sisters of Averlorn in particular will decimate Saurus lines (even with shields) due to their solid AP damage while Eagle Claw Bolt Throwers can put some severe hurt on the bigger beasties they&#039;ll be bringing. Keep an eye out for Chameleon Skinks; though they&#039;re little more than an annoyance to your armored units, they can pop into your back lines unannounced, deal not insignificant damage to your unarmored infantry and will absorb missile-fire from dusk &#039;till dawn. For all flavors of Skinks, use Rangers to skin them with laughable ease. Spearmen and Lothern Sea Guard are ideal for tying up Lizardmen cavalry and monsters, though you should spring for Sylverin Guard if you have the coin to spare. Lastly, if there is a Slann Mage-Priest leading them, try to focus them down. Slann (especially Life Slann) are often the single source of support magic in the entire army and taking them out of the fight early can &#039;&#039;devastate&#039;&#039; the Lizardmen in the long run. No half measures though; Slann are surprisingly tanky and can often endure combat long enough for reinforcements to rescue them while they heal off the damage you dealt. If you aren&#039;t able to burn them down quickly and efficiently, then you shouldn&#039;t commit to hunting them down. If you neglect to pay attention to the rest of the Lizardmen army while you obsess over the fat frog, you will pay dearly.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Norsca| Norsca]]&#039;&#039;&#039;: Good news, you have plenty of ranged assets to take out the lightly armoured troops of the north men! Bad news, they have a shit ton of flanking and skirmisher killers, along with strong line abilities that will make your neatly organized frontline cry. It&#039;s fairly similar to what you bring against Greenskins to be honest, Silverin Guard to stop the rush and Lothern Sea Guard to protect yourself incase they get into your backline. There are two main differences. One, lighter cav tends to be better to keep up with the more mobile army of Norsca and to catch out skirmish cav and their anti large range. The other is a Star Dragon should be brought to help burn down Mammoths, though be sure to keep that damn thing save from any Anti Large that comes your way. As usually, bring heals.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Nurgle| Nurgle]]&#039;&#039;&#039;: Immortal Empires won&#039;t be out until August at the earliest (groan) though given what we know so far this seems like a good match up. Nurgle tends to struggle against factions that can heavily poke him from range, and you have the longest ranged basic archers in the whole game. Rangers will also be pretty cost effective in this match up, as they can deal with Nurglings without much in the way of issues and Silverin Guard or basic Spears can hold the Plaguebearers and Forsaken in place long enough for your archers to start poking them down. Nurgle will inevitably bring Furies and Plague Drones as those are going to be the best units to dive your archers with, so bring Alarielle to Tempest them in place. Her healing won&#039;t be able to keep up with Nurgle healing but it should be enough to keep your front line in the fight. By far the biggest issue you are going to run into is the Soul Grinder, and I honestly wouldn&#039;t be surprised if Nurgle players bring more than one to keep your archers honest. Get your Cavalry or Monsters to dive those things to at least keep them from firing so that your archers can bring down the rest of the army. Finally, expect a Herald as the enemy lord and if they do bring a Great Unclean One.... just shoot the fucking thing and watch it melt.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Skaven| Skaven]]&#039;&#039;&#039;: The rats are one of very few factions that can out range you due to their weapon teams and artillery, and if you&#039;re outranged, you&#039;re a sad pointy ear. Bolt Throwers will help a ton, because not only can they use multishot to help clear away chaff, but more importantly they actually win in shootouts against Skaven artillery. Because of the massive models Skaven artillery have, bolt throwers have an easy time shooting them and getting them destroyed, making the unit useless and forcing the rats to come to you. Rangers will tear through pretty much any infantry that aren&#039;t Stormvermin, so that should be your frontline. As far as mobile aspect, due to the sheer number of ranged units coming your way, quantity beats quality. Go for Reavers and Silver Helms over Dragon Princes since they can cover the map more and the loss of one unit won&#039;t hurt that much. Side note, this is pretty much the only match up Alith Anar is useful in, since he can easily snipe artillery and large characters without much fear of counterattack.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Slaanesh| Slaanesh]]&#039;&#039;&#039;: ...Fuck. This one isn&#039;t going to be pretty. They&#039;ll easily be able to dive into your backline, murder your archers and flank you, meaning a lot of your elves&#039; souls will become some Daemonette&#039;s new favorite butt plug. One of the upsides of this match up is that since they have no missiles or strong fliers, a Dragon can get breath attacks off without much issue. So one should be brought for breath attacks and cycle charging, just keep them away from Soul Grinders and Keepers of Secrets. As for your infantry, get as many spears as you can, I&#039;m talking Spearmen, Silverin Guard and Lothern Sea Guard. Not only because they&#039;re your most effective holding units, but because Cavalry and Chariots will be plentiful and that sweet anti large will come in handy against all that low armor. Investing in Cavalry might not be the best idea, but if you&#039;re going to go for Dragon Princes or Silver Helms, Reavers have no missiles to go after and will get run down by Seekers and Hellstriders. You will want a flying general to keep them as safe as possible. Imrik comes with a Dragon, though you would prefer to have your mage wrapped into your lord so I would recommend Alarielle or Teclis for nets. Just try your best to lock Slaanesh down, if you can pin their units in with mass or Net them with Teclis your Lothern Sea Guard should get good value.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tomb Kings| Tomb Kings]]&#039;&#039;&#039;: BOLT. THROWERS. ARE. YOUR. FRIENDS!!!!! They help deal with a ton of things that the Tomb Kings love to give your trouble for, like Ushabti Great Bows, big constructs or a Casket of Souls. If you can effectively defend your artillery and take out the dangerous ranged tools the skellies love to bring, you have two options on how to completely wipe them. One is combining bird Teclis with a Flamespyre Phoenix, using flight to pick your targets and engage on your terms, as well as taking advantage of the fire weakness. The second is Phoenix Guard, which can mulch anything the Tomb Kings throw at them if they don&#039;t have to worry about the AP range. Since Phoenix Guard tend to be risky if you don&#039;t deal with the ranged, Rangers are also good since they can trade up against most Tomb King Infantry. Scorpions tend to be common since they can easily dodge missiles and their animations make them hard to catch. In that case, high mass cav can pin them in place and you can shoot them down.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tzeentch| Tzeentch]]&#039;&#039;&#039;: At least on paper this actually seems like a pretty solid match up for you. Your lord choice should be Alarielle, though all the fire damage will reduce her healing so you may just want to grab someone with tempest. Watch the Furies die in a tornado and trap down the Lord of Change, Doom Knights, and Chariots for your archers to get easy shots at. Considering how your missiles out range theirs by a lot, picking down the barrier shouldn&#039;t be too hard. Basic Archers will probably do the trick but if you&#039;re scared you can&#039;t pick off all the fliers Lothern Sea Guard will also be a solid choice. While the rework to Magic Resistance means they won&#039;t be reducing Daemon damage, Silverin Guard will still probably be a great choice as they will be able to hold against most Tzeentch units and resist their spells that they will inevitably bring. Finally, Dragon Princes are going to be an absolute nightmare for Tzeentch to deal with due to the fire resistance shrugging off a lot of the damage that their units can throw at you. Honestly the unit I an see being the biggest problem for you is the Soul Grinder as it can fight your infantry up close and shoot your cav from a distance. Once you wipe the floor with the rest of the army though, you should be able to overwhelm it and drag it down.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Coast| Vampire Coast]]&#039;&#039;&#039;: Rangers beat every infantry but Depth Guard, and honestly you probably won&#039;t see much Depth Guard anyway. There are two ways Pirates like to play this match up. A gun build with lots of flanking dogs, bats and mortars to deal with archer spam, and crab rushes. In the case of the former, Keeping Spears in the back to help secure the backline from dogs and bats while your cav (Preferably reavers) hunt down the artillery can help your archers rip them apart. As for the latter, bring a metal mage with plague of rust and shoot them down. Your really want to invest in range against these guys as they tend to struggle against a ton of shooting, so protecting them and finding ways to deal with their armored stuff is how you play this. Don&#039;t bring too much big stuff like Dragons, they will probably get shot out of the sky.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Counts| Vampire Counts]]&#039;&#039;&#039;: They&#039;re a rush faction, so they can be handled in a similar way to Greenskins and Norsca.  Get some Silverin Guard to hold against their infantry and cav and some Sea Guard to get a hard to crack shooting line, and be ready to bunker down. You have an obvious ranged advantage, so they will have to come to you. A Star Dragon and Alarielle can be devastating if handled well, since Star Dragons eat terrorghiests and Alarielle brings so much to this match up from Immune to Psych and magic damage to deal with ghosts and other physical resistance. Be sure to bring Tempest, as Vampires love to bring scary fliers to the battlefield and if you can lock it down you can shoot them or get some easy engagements with your Dragon and Flying lord. As long as you have good ground support, they shouldn&#039;t be able to harm your fliers too bad.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Wood Elves| Wood Elves]]&#039;&#039;&#039;: One of the few other factions whose missile infantry can rival yours. Wood Elves are a very skittish faction that will endeavor to avoid engaging in prolonged fights in no small part due to how fragile they are. Wood Elves have virtually no armor and only their Eternal Guard has access to shields, so ranged attacks are (ironically) quite effective against their missile infantry. For their infantry in general, Rangers will make quick work of them in a fight, but you&#039;ll want to beware of Wardancers. Spearmen and Lothern Sea Guard are crucial for intercepting Wild Rider charges; get a mage with Net of Amyntok to shut them down and allow your spearmen to box them in for the kill. Wood Elves also find themselves rather lacking in the artillery department (as in, they have none), so a few Eagle Claw Bolt Throwers can go a long way during the opening stages of the battle. Now, as far as the angry trees go, bring a matchbox. Fire damage and anti-large will quite literally burn through them, so a Fire Mage and/or Sisters of Averlorn will do you wonders. Lastly, you&#039;ll want to secure your back lines. A significant portion of the Wood Elf roster is capable of Vanguard Deployment and you do &#039;&#039;not&#039;&#039; want Dryads, Wild Riders or Waywatchers getting into your squishy infantry early into the fight.&lt;br /&gt;
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==Campaign Strategies==&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
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Step 1: find highest income province, step 2: recruit mages with the region income boosting trait, step 3: camp every mage in step 1 province, end result all the money you could ever need. Repeat.&lt;br /&gt;
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High Elves have an image of being one of the easiest races to play in campaign. While yes, Due to their powerful lords and strong economies they tend to lean a bit more on the easy side, that doesn&#039;t mean you will never come across any difficulty while playing them in Vortex or Mortal Empires. In this section we will go over the general tips about how to handle a High Elf campaign, followed in more depth by the specific subfactions themselves and how they differ from each other. Let&#039;s go over the generic traits all High Elves have first:&lt;br /&gt;
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Probably the most important mechanic the High Elves have, and the one that connects back to all of their other ones, is &#039;&#039;&#039;Influence&#039;&#039;&#039;. The Elves are political animals and as such need some kind of leverage or favors in order to make headway in anything they want to do. Influence is a special currency you get for completing missions, building certain buildings, doing hero actions and through random events on the campaign map. This offers you two major ways to spend it, one being stronger lords and the other being Intrigue at the Court. The first way revolves on how you recruit lords and heroes, as each one has a certain amount of influence you have to spend in order to recruit them. Lords and Heroes that cost 0 influence have shitty traits that hurt your campaign, ones that cost a relatively low amount have more standard traits, while the most expensive have straight up OP ones. For instance, there&#039;s a 60 influence trait for Archmages called Incendiary, which gives a +100% weapon strength, +100 charge bonus and flaming attacks. This may sounds pointless on a mage character you want to keep out of melee until you realize she can ride a fucking dragon at some point. This can get you some ungoldy powerful lords if you build up influence. &lt;br /&gt;
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The other thing you use Influence for is &#039;&#039;&#039;Intrigue at Court&#039;&#039;&#039;, which further reflects the politcalness of Elves. With this, you can improve or destroy relations between any two factions on the campaign map that you know. It&#039;s similar to what the Empire has, only while they can only do it between two Imperial factions, you can do it between anyone. This means you can puppeteer the map in anyway you like. Want to declare war on a faction but they are allies with someone you have a Non Aggression Pact with? Pump some influence and now they hate eachother. Want to confederate that one stubborn faction on Ulthuan? Keep spending Influence and you&#039;ll win them over eventually. You can manipulate diplomacy to start wars and alliances between however you want. 90% of the time you&#039;ll be using this to get other High Elves to confederate with you easier.&lt;br /&gt;
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Since Influence is so important, here&#039;s an easy tip to get a ton of it:&lt;br /&gt;
&lt;br /&gt;
*Recruit a Noble. Don&#039;t worry if he has a bad trait, he&#039;ll never be used in combat.&lt;br /&gt;
*Send him to a city that&#039;s owned by a faction you won&#039;t be friendly with anyway, like Dark Elves or Norsca&lt;br /&gt;
*Keep spamming the &#039;&#039;&#039;Secure Influence&#039;&#039;&#039; option, it will give you 1 influence every turn for 5 turns.&lt;br /&gt;
*Level up Secure Influence every chance you get, you get an extra point for every level up, and rinse and repeat. &lt;br /&gt;
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If you keep doing this you will be drowning in influence.&lt;br /&gt;
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Also, their research is kind of stupid. The research is locked by different stages and you need to construct different buildings in order to get access to all of them. This means building things you&#039;d rather not in order to finish the research tree. You even need to get all tradeable resources in order to completely finish the tree. Just complete what you need to complete and you&#039;ll get through it fine.&lt;br /&gt;
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Here&#039;s some buildings you&#039;ll want in every major city:&lt;br /&gt;
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*&#039;&#039;&#039;Ampitheater&#039;&#039;&#039;: Your public order building, just make it to make sure rebels don&#039;t spring up anywhere. It&#039;s also makes money and isn&#039;t too bad at it on top of that. &lt;br /&gt;
*&#039;&#039;&#039;Tower of Mages&#039;&#039;&#039;: Gets you more Mages and Loremasters, along with more research rate and access to more stages of research.&lt;br /&gt;
*&#039;&#039;&#039;Blessed Grove&#039;&#039;&#039;: Gets you more Handmaidens and Sisters of Avelorn. A fun agent and one of your best units.&lt;br /&gt;
*&#039;&#039;&#039;Dragon Keep&#039;&#039;&#039;: The Dragons are nice, but you really want this for the +1 Lord Recruit rank. Being able to get lv20 lords from the start instead of leveling them up there is so nice. &lt;br /&gt;
*&#039;&#039;&#039;Elven Court&#039;&#039;&#039;: More Nobles, which means more Influence. What more do you want.&lt;br /&gt;
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The best time to ask for a Confederation is after your target has suffered a military defeat. If you see them lose two armies in the same battle, they are more likely to agree to Confederate.&lt;br /&gt;
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Basic Archers and Spearmen are ridiculously effective, and wil be able to handle most of what the game throws at you until pretty far in the game. If you don&#039;t know what to put in your armies, four Spearmen, five-six Archers and two Bolt Throwers are a pretty good base that you never can go wrong with.&lt;br /&gt;
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===Campaign Specific===&lt;br /&gt;
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====Tyrion====&lt;br /&gt;
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*&#039;&#039;&#039;J-just play the damn thing&#039;&#039;&#039;: Look, Tyrion&#039;s campaign is designed to be the &amp;quot;baby&#039;s first Total Warhammer campaign.&amp;quot; You start with one of the best cities on the map, are surrounded by friends, have fairly weak enemies and are on an isolated continent. Now this isn&#039;t a bad thing, but it results in the campaign having very little challenge for experienced players. As such, don&#039;t worry too much about it. You&#039;ll probably unite Ulthuan and attack the Dark Elves in Naggaroth to complete your campaign objectives and after that you can do pretty much whatever you want. &lt;br /&gt;
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*&#039;&#039;&#039;Use Morathi to your advantage&#039;&#039;&#039;: Morathi is eventually going to attack Ulthuan and since Auto Resolve freaking loves her she&#039;s going to take quite a few provinces. Since you are going to be trading with most High Elf neighbors, use this to your advantage to expand. Take any territory that Morathi takes yourself and confederate the factions that she weakens during her expansion. Once you control the majority of Ulthuan you can sail over to finish her off and confed Alith Anar if he is still alive. &lt;br /&gt;
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*&#039;&#039;&#039;Don&#039;t do Blood of Anerion at higher difficulties&#039;&#039;&#039;: Look, I know it&#039;s fun to give Tyrion the Sword of Khaine, max out the Blood of Anerion tree and watch him slap his dick across the face of everyone he fights but trust me at higher difficulties it isn&#039;t worth it. The public order penalties will stack with what you get with difficulty level anyway and you will start having rebel problems early on. The other tree will improve your economy, public order and relations, which are much more useful than making Tyrion more of a beatstick than he already is.&lt;br /&gt;
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====Teclis====&lt;br /&gt;
*&#039;&#039;&#039;Invest in Anti Corruption&#039;&#039;&#039;: You will be dealing with Skaven and Vampires in your campaign, so something to deal with all of that corruption will be nice. This is especially true in Mortal Empire where you start right next to Skrolk and Luthor Harkon. The Lustriabowl is stupid enough as it is, and getting rid of all that corruption will help you get through it.&lt;br /&gt;
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*&#039;&#039;&#039;Don&#039;t bother too much with the Lustria Bowl.&#039;&#039;&#039; The more you expand into Lustria the more bullshit you will have to deal with. The Lizards are generally friendly with you and make good trade partners, so once you secure the Eastern Coast from Skrolk, Luthor and Lokhir, see if you can try to confed with Ulthuan. Yes, it&#039;s the more boring way to play but unless you want to reenact the Vietnam War but with Lizards it is the more practical way to do things. Of course if you&#039;re playing the Vortex campaign..... yeah you&#039;re kind of stuck. Good luck.&lt;br /&gt;
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====Alarielle====&lt;br /&gt;
*&#039;&#039;&#039;Get Ulthuan under Asur control ASAP&#039;&#039;&#039;: You get penalties to public order and money when there are something other than preppy pointy ears on the donut. As such, you got to make sure to go out of your way to kill anything non High Elf on Ulthuan. Once you do that, you&#039;re in the clear to steam roll the campaign, as you get massive bonuses once Ulthuan is united.&lt;br /&gt;
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*&#039;&#039;&#039;Use Morathi to your advantage&#039;&#039;&#039;: Same as Tyrion really, only it&#039;s easier for you to take advantage of it. Once Morathi takes some provinces on Ulthuan make sure you&#039;re there to sweep them up.&lt;br /&gt;
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*&#039;&#039;&#039;Fortify against Blood Fleets&#039;&#039;&#039;: Hellebron is going to send blood fleets to Ulthuan and you are probably going to have to deal with them. They will land at the Salvation Isles in Vortex and at the Shrine of Khaine in Mortal Empires. Keep these locations fortified and smash the armies they send at you before they can do any extreme damage to Ulthuan.&lt;br /&gt;
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====Alith Anar====&lt;br /&gt;
*&#039;&#039;&#039;Do Assassination Missions when you can&#039;&#039;&#039;: They&#039;re a very good source of money and influence that can really help you out, though the big problem tends to be getting to your target. Obviously, you shouldn&#039;t bother doing them if they&#039;re asking you to kill an ally or someone on the other side of the map, but if it&#039;s someone close and in a faction you have no interest in being friends with by all means go at them. Especially if you have your special hero that never fails assassination attempts.&lt;br /&gt;
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*&#039;&#039;&#039;Fight dirty&#039;&#039;&#039;: with your ambush stance, heavy focus on skirmishing and guerilla fighting and underworld stance, you&#039;re essentially a Skaven faction in an elf suit. Use this to your advantage and always try to go for ambushes and drowning the enemy in arrows.&lt;br /&gt;
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*&#039;&#039;&#039;Kill Morathi ASAP&#039;&#039;&#039;: You want to do this for three reasons. One, she spreads Chaos Corruption which will eventually come to bite you in the ass, so you may as well get rid of her before it spreads too much. Two, it&#039;s inevitable that she will invade Ulthuan and disrupt your main trade partners and confederation targets. Three, her main settlement is one of the richest in the game, which will heavily improve your economy.&lt;br /&gt;
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====Eltharion====&lt;br /&gt;
*&#039;&#039;&#039;Get ready to fight a lot&#039;&#039;&#039;: Part of this is because of the prison mechanic, which incentivizes you to fight a lot of otherwise very one sided battles. This is because while it is possible to get a prisoner in Auto Resolve, it&#039;s low so you&#039;re better off just fighting it out and capturing them manually even if it is a two stack army vs your griffon knight stack. The other part is because eventually every green bastard in the Badlands is going to want to mount your buttcheeks over his fireplace, so expect a ton of stacks coming at you.&lt;br /&gt;
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*&#039;&#039;&#039;Mistwalkers stacks are Eltharion only&#039;&#039;&#039;: There is one big reason for this, he&#039;s the only one who can buff them. The Mistwalker units don&#039;t get buffs from the Red tree, so generic and other Legendary High Elf lords can&#039;t buff them. Eltharion does have a skill that buffs them, so while they&#039;re useful in all your armies, Eltharion is the only one who can effectively doomstack them.&lt;br /&gt;
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*&#039;&#039;&#039;Consolodate Forces&#039;&#039;&#039;: In Mortal Empires you have a dual start, one on Ulthuan and one in the Badlands. With your split forces, it can be a bit hard in the early game to get started. Your main focus should be to get all of Yvresse under control so you can trade with your fellow High Elves and get an economy going. Once that is done, use your money to focus on either taking all of Ulthuan or expanding in the Bad Lands. You can do both, and to win you need provinces in both, but you&#039;ll be splitting up your forces doing so.&lt;br /&gt;
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====Imrik====&lt;br /&gt;
*&#039;&#039;&#039;MURDER SNIKCH!!!!!&#039;&#039;&#039;: More of a Mortal Empires problem, but one that is REALLY important. Unless you want never ending rat stacks against you, you need to kill the Rat weeb as soon as possible. Once you take the first dwarf settlement, take your army and kill Clan Eshin immediately. trust me, you will be saving yourself a lot of head ache in the future.&lt;br /&gt;
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*&#039;&#039;&#039;Prepare to have no money&#039;&#039;&#039;: Your are going to have a grand total of 0 trade in the early game because of how trade works. You can only trade with a faction if they can directly get to your capital by sea or land, meaning having a port or a settlement with a road to your main city. Since the ocean you start by is blocked to the rest of the world, and you are surronded by people who hate you, trade is not happening early one. Even when you do confed your way back to Ulthuan, your capitol doesn&#039;t change to Caledor so you can&#039;t trade with the other elves. Yes, you can cut back on Dragon money, but only cowards do that.&lt;br /&gt;
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*&#039;&#039;&#039;Find those Dragons&#039;&#039;&#039;: Once you start collecting the Dragons, you start to become stupid strong. Early on it&#039;s ok to just use their events to collect money and favor (especially if you want to confed Caledor the best way possible) but once you have a strong army there is no reason to not go after them. Once you collect one, all the others come in much easier.&lt;br /&gt;
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==DLCs==&lt;br /&gt;
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In this section we&#039;ll go over the DLCs for the High Elves and determine whether or not they&#039;re worth buying.&lt;br /&gt;
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*&#039;&#039;&#039;The Queen and the Crone&#039;&#039;&#039;: Because of course you&#039;re going to have a Lord Pack against your main rivals. Alarielle and the Sisters of Avelorn are the highlights of the DLC, both being core units in campaign and multiplayer. It also comes with the Handmaiden, a decent hero in campaign with nice buffs and Shadow Warriors, your mobile kiting archer unit. The biggest problem with this DLC is the lack of content compared to Lord Packs that show up later, as you only get two units and a hero option. Compare that to what other factions get later on and it does feel bare bones. Alarielle&#039;s campaign itself isn&#039;t bad but the mechanics are a little bland compared to other DLC factions and it does lean on the easy side once you kick the non Asur off Ulthuan. All in all a decent pick if you love the High Elves and are only interested in campaign but if you&#039;re tight on money you can hold off on it. If you play multiplayer though it&#039;s a must buy as Alarielle is arguably your best lord and it gives you a ton of good options.&lt;br /&gt;
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*&#039;&#039;&#039;The Warden and The Paunch&#039;&#039;&#039;: In many ways the opposite to the above in which it adds a ton of content and gives you great campaign options. The big Lord here is Eltharion, who has a fun campaign where you get to roleplay Batman and throw thousands of Greenskins into your own Arkham Asylum for cool buffs and bonuses. Other units include the Archmage, giving you a lord level mage and a collection of units to fill the holes in your army. Rangers offer good early game offense and Silverin Guard finally give you a mid tier defensive infantry option. War Lions and Lion Chariots offer good mobile AP and Arcane Phoenixes are great lord/hero duelists and blob killers. Honestly this is one of the better Lord Packs in game 2, giving you a ton of good content (especially if you also like Greenskins) and a pretty good campaign. Easy recommend.&lt;br /&gt;
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[[Category:Total Warhammer]] &lt;br /&gt;
{{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
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		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/High_Elves&amp;diff=504227</id>
		<title>Total War Warhammer/Tactics/High Elves</title>
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		<updated>2022-05-10T07:20:50Z</updated>

		<summary type="html">&lt;p&gt;2601:283:4C80:11C0:25D1:C5E4:29C6:775C: /* Multiplayer Strategies */&lt;/p&gt;
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&lt;div&gt;{{Topquote|Galri Asur! Galri Asur!|Game battle chant for High Elves}}&lt;br /&gt;
This is the general tactics page on how to play [[High Elves (Warhammer Fantasy)|Fantasy British]] in [[Total War: WARHAMMER]]. This assumes you understand the basics of the games and if not, [[Total War: Warhammer/Tactics|here is the general tactics page]].&lt;br /&gt;
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==Why Play High Elves==&lt;br /&gt;
*Because you want an excuse to act like a snobby prick.&lt;br /&gt;
*You like armies that don&#039;t really have a field where they are particularly weak in, and are just solid all around.&lt;br /&gt;
*Because you probably played them on the tabletop and this is the closest thing to 9th edition we will have til  [[Warhammer: The Old World]] comes out.&lt;br /&gt;
*You have a high tolerance for silly headgear.&lt;br /&gt;
*MOTHER FUCKING DRAGONS!!!!!!&lt;br /&gt;
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===Pros===&lt;br /&gt;
*&#039;&#039;&#039;Versatility&#039;&#039;&#039;: An all around very well balanced roster. If the Empire is a Jack of all Trades, you are a Queen of all Trades.&lt;br /&gt;
*&#039;&#039;&#039;Range&#039;&#039;&#039;: Their range units can dish out a hell lot of damage. Their cheapest archers can out range and kill a lot of elite skirmishers in a shootout. It also means that they can land the first blows of battles.&lt;br /&gt;
*&#039;&#039;&#039;Martial Prowess&#039;&#039;&#039;: Their passive ability, Martial Prowess, gives you 12 melee defense and 2 melee attack as long as you are above 50% HP. This make you by far the most durable of the Elven factions, unlike your edgy or hippy cousins, most of your units can actually take a hit or two. To some people, this ability was poorly adapted from the tabletop rule, for the tabletop stated the ability allow the HE to strike first no matter how injured they are, making it more of an offensive ability than a defensive one. Either way, this ability could use some rework.&lt;br /&gt;
*&#039;&#039;&#039;Magic&#039;&#039;&#039;: You currently have access to the most lores of magic in the game, having all the generic ones and a unique one for your own.&lt;br /&gt;
*&#039;&#039;&#039;Cavalry&#039;&#039;&#039;: Dragon Princes are some of the most cost effective heavy cav in the game. They won&#039;t beat Grail Knights, Blood Knights or Demigryphs, but damn they are sturdy (due to their physical resist and fire resist) and having high charge bonus. Even Silver Helms aren&#039;t bad for the price, and Ellyrian Reavers are some of the best light cav in the game.&lt;br /&gt;
*&#039;&#039;&#039;Fire&#039;&#039;&#039;: A hell of a lot of fire damage, from dragons, RORs, mages and mages who RIDE DRAGONS, you will laugh at anything weak to fire.&lt;br /&gt;
*&#039;&#039;&#039;Air Superiority&#039;&#039;&#039;: With Dragons, Phoenixes, and Eagles it is not hard to gain control of the skies if you decide you want to invest into it.&lt;br /&gt;
*&#039;&#039;&#039;Infantry Specialization&#039;&#039;&#039;: A lot of their units are specialized to go after certain targets, and some of them are the best at it. Rangers are great chaff cleaners, Swordmaster win against any non ROR infantry unit one on one and Phoenix Guard are expert monster killers.&lt;br /&gt;
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===Cons===&lt;br /&gt;
*&#039;&#039;&#039;Cost&#039;&#039;&#039;: High Elf units are expensive. Their units cost more than just about any other unit in the game at their respective tiers. You will likely go in heavily outnumbered.&lt;br /&gt;
*&#039;&#039;&#039;Reliance on Healing&#039;&#039;&#039;: Due to how their passive works, a lot of their fighting ability relies on keeping Martial Prowess up. If it goes away, their units got from being very good for their price to being very NOT good for their price. For most factions healing is recommended, but for these guys it&#039;s almost required.&lt;br /&gt;
*&#039;&#039;&#039;Over Specialization&#039;&#039;&#039;: The downside to a lot of their specialization in the Infantry department is they get trounced by anything they aren&#039;t supposed to be fighting against. Sure, Swordmasters will cut through Bestigors but if Minotaurs get on them they are screwed. Phoenix Guard can kill the Minotaurs just fine, but Bestigors trade up against them. make sure your units are fighting the right targets.&lt;br /&gt;
*&#039;&#039;&#039;Lack of AP&#039;&#039;&#039;: You don&#039;t have that many armor piercing options, and the ones you do have tend to be on the expensive side. Because of this high armor might be a problem for you. Can be mitigated with a Lore of Metal mage with Plague of Rust.&lt;br /&gt;
*&#039;&#039;&#039;Low Health Pools.&#039;&#039;&#039; An issue with Elves in general. They are categorized with expensive costs, high stats, and low health. This doesn&#039;t really make you a glass cannon army because a lot of your units are pretty resilient, but you probably aren&#039;t going to out grind the likes of the Dwarfs, Warriors of Chaos or Lizardmen.&lt;br /&gt;
*&#039;&#039;&#039;Lack of Difficulty&#039;&#039;&#039;: Aside from Imrik, High Elves aren&#039;t really known for having particularly difficult campaigns. They all have strong starting lords, powerful early units and they usually all have easy access to Ulthuan, making for a more casual easier setting. If you want a challenge in your campaign and aren&#039;t interested in Imrik, perhaps look elsewhere.&lt;br /&gt;
*&#039;&#039;&#039;DLC&#039;&#039;&#039;: Unfortunately, a lot of their best units are locked behind DLC. The Queen and the Crone are needed for Alarielle and Sisters of Averlorn and The Warden and The Paunch are needed for Silverin Guard, Rangers and War Lions. If you want to win consistently, you may have to spend extra dough.&lt;br /&gt;
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==Universal Traits==&lt;br /&gt;
*&#039;&#039;&#039;Martial Prowess&#039;&#039;&#039;: Your standard High Elf passive ability. When you are above 50% HP, you gain 12 melee defense and 2 melee attack, making you a lot tankier and able to hit just a bit more often. This means that High Elves can hold a line for a surprisingly long time, as even their offensive infantry can hold for a while. Sadly, this comes with a reliance on healing, as if a unit&#039;s HP gets too low, they get a sizable stat debuff. Make sure your high tier units have some form of sustain, either through magic or passive abilities.&lt;br /&gt;
** Just to expand, this trait is super good, it pumps High Elf Spearmen to Melee Defence 50 (38 base), which is incredibly good when we look at how melee combat works in the game:&lt;br /&gt;
 Unit Chance to Hit = Base 40% + (Melee Attack as % + Charge Bonus as % - target&#039;s Melee Defence as %)&lt;br /&gt;
::An Orc Boyz unit costs 450, has MA 28, so they have a chance to hit of only 18% (40+28-50), they cost 50 gold less but the Spearmen have 37% (40+22-25) chance to hit back. A very strong unit like Saurus Warriors with shields have only a 19% (40+29-50) chance to hit and cost 800 gold to the Spearmen&#039;s 500 gold. If these units charge the spearmen they do better with their charge bonus applied, but otherwise they&#039;re tarpitted once that&#039;s gone. The requirement of being above 50% health might seem offputting, but on units like Spearmen the trait helps sustain itself.&lt;br /&gt;
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*&#039;&#039;&#039;Martial Mastery&#039;&#039;&#039;: An upgraded version for elite units. Supplies 8 melee attack instead of 2, meaning they can pump out way more damage. Comes with the same weakness though, so make sure you are getting that healing as units with this trait are usually expensive.&lt;br /&gt;
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*&#039;&#039;&#039;The Sword of Khaine&#039;&#039;&#039;: Less of a trait and morelike a campaign mechanic. The Sword of Khaine is a balls-out broken OP epic weapon for any Lord that is lucky enough to pick it up. In includes absurd bonusses to Melee Attack and Defense, Armour, HP, Regeneration and a unique Vortex spell that even surpasses Doomsday Rockets and Wind of Death in terms of Damage and grows in power as long as it is in your posession.  However, it comes with some harsh downsides. First amongst all is that you need to actually draw it from the Shrine of Khaine in the North of Nagarythe, you can alternatively wrestle it from the cold, dead hands of any opponent whw happened to have it. Secondly, and much more important is that the sword eventually causes your faction to descend into something that is little better than a bunch of maniacal lunatics, reflected in-game with harsh penalties that get worse as time goes on. The corruption of the sword is however not permanent; your Lord can choose to return it to the Shrine of Khaine at each additional step of Corruption; if you choose to return it, the penalties vanish and the Sword respawns at the Shrine of Khaine, where it can be picked up again. Important to note is that, while only the elven factions can actually draw it, ANY faction can claim the Sword if they defeat its current wielder, which is a terrifying prospect should it fall into the hands of characters like Grom the Paunch, Ikit Claw or Settra, all factions that have much less trouble at keeping their public order up and/or field cheaper units than the Elves do.&lt;br /&gt;
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==Lords==&lt;br /&gt;
Your Elf bois (and gals) who shall be leading your forces into battle. You have quite a few to pick from so let&#039;s get into it.&lt;br /&gt;
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===Legendary Lords===&lt;br /&gt;
*&#039;&#039;&#039;Tyrion&#039;&#039;&#039;: Ulthuan&#039;s best military mind is exactly what you think he&#039;d be, a fast duelist character who specializes in eliminating Lords, Heroes and other single entity targets. High armor, high speed and high armor piercing makes sure he can lay the whooping on whatever you need him to and stay out of harms way. Feint and Repose increases his already considerable dueling might and Sunfang allows him to almost insta-clear any chaff around to get to his desired targets. And if he does get low, don&#039;t worry! Heart of Averlorn has a chance to bring him form near dead to almost 3/4ths HP. His main drawback is the fact that he can only use a horse as a mount, meaning getting to the targets he wants can be hard. Still, a pretty decent, relatively cheap duelist lord.&lt;br /&gt;
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*&#039;&#039;&#039;Teclis&#039;&#039;&#039;: The wimpy nerd who can destroy an entire city if he sneezes too hard. Your main magical lord, who can do a little bit of everything you want a mage to do. He&#039;s got damage, lock down, buffs, debuffs and is an all around great utility mage. His Potion of Charoi gives him 4 healing potions with damage resist so he&#039;s not completely screwed if he&#039;s caught out of position. Still a character that is squishy and shouldn&#039;t be in the melee fight. Or at least he was, until CA decided to give him an Arcane Phoenix for some reason. After being given a monstrous mount, his main weakness went away and he became one of if not THE best mage lord in the game, his only real weakness being his ungodly high price tag.&lt;br /&gt;
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*&#039;&#039;&#039;Alarielle (DLC)&#039;&#039;&#039;: Your other caster lord. Where as Teclis is a utility mage who can go a bit of everything, Alarielle focuses more on defensive buffs and healing. With an eagle mount she can stay out of harm&#039;s way and she give AOE immune to Psych and magic damage, making Vampire players cry. She also has a variety of defensive items that can really.... Oh, who are we kidding? If you&#039;re picking Alarielle as your lord you&#039;re picking her for The Star of Avelorn. Considering how important healing is for the High Elves, a magic item that can give OVER 2000 HP IN HEALING is invaluable for elite focused armies. &amp;quot;What&#039;s that Mr. Star Dragon? You&#039;re almost dead!? Well, here&#039;s a healing bomb, go beat up the bad people.&amp;quot; This ability can turn a battle from a sure fire loss into a win if used at the right moment. She&#039;s been considered one of the Asur&#039;s best choices since she came out. And totally on her own merit and skill, not because she has one of the most broken magic items in the game.&lt;br /&gt;
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*&#039;&#039;&#039;Alith Anar (FLC)&#039;&#039;&#039;: Alith Anar checks in for Nagarythe. This man is a bolt thrower with legs, and can chunk down targets from a considerable distance. However, unlike a lot of archer lords and heroes, he lacks a form of net, which is part of the reason those lords are so viable. Turns out a lot of people are going to be running in Alith Anar&#039;s lobby. (He&#039;s voiced by Dylan Sprouse if you&#039;re wondering about the Zack and Cody jokes.) As such, you almost have to lock yourself into the Lore of Light for Net of Amyntok to get the most out of his. Also, his lack of mount options makes it hard for him to get away when he is eventually discovered. He works best in full on kite builds with shadow warriors and archers since he gives a lot of buffs to range, including missile resistances and reload skill, though overall is still considered a niche pick.&lt;br /&gt;
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*&#039;&#039;&#039;Eltharion the Grim (DLC)&#039;&#039;&#039;: On paper, Elf Batman has a lot going for him. As a Hybrid Lord with the Lore of High Magic, decent melee stats, and an automatic barrage of missiles every few second you&#039;d think he&#039;d be a good bunker buster. Hell the guy also has a sword that gives him 44% physical resistance and his helm can make units unbreakable and straight up stop them from dying. You&#039;d think he&#039;d be an amazing tanky lord with a lot of utility. Unfortunately, he has the exact same problem the had on the table top, that being his price tag. Even when you strip the less useful stuff down he can cost close to 3,000 points, which sadly doesn&#039;t justify many of his cool abilities. He DOES have a cool combo with Phoenixes, as due to his helm stopping units from dying he can guarantee a fiery rebirth, but that&#039;s about his only gimmick. &lt;br /&gt;
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*&#039;&#039;&#039;Imrik (FLC)&#039;&#039;&#039;: The Lord of Caledor is what you&#039;d expect him to be; a pompous, punchable prick on a giant fuck off dragon. His Dragonhorn grants melee attack and speed map wide when used, meaning unlike other High Elf lords you want to play offense when you pick this lad.  Lord of Dragons give a massive debuff to attack and defense and he can instill fire weakness on his lance. Generally Imrik is fairly straightforward, point him at something, drop his buffs and debufffs, and watch as he beats the shit out of it. Granted you are paying for his ungodly statline at over 3,000 points and he is surprising fragile with no self healing, meaning lore of life is pretty much a requirement if you want the most out of him.&lt;br /&gt;
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===Generic Lords===&lt;br /&gt;
*&#039;&#039;&#039;Prince&#039;&#039;&#039;: Your generic melee lord, coming with most of the what you&#039;d expect out of a melee dedicated generic lord. Has some weapons and abilities that give him some good self buffs, and some abilities like Stand Your Ground that most generic lords have. His issue is the lack of any real buffing abilities to help his army, no magic no nothing, which makes it easy to overlook him. Granted, anything that has a Star Dragon for a mount will be useful in some way, though it asks why you aren&#039;t just getting a normal Star Dragon for cheaper. If you put him on the Star Dragon, give him his weapon buffs and treat him like budget Imrik he &#039;&#039;kinda&#039;&#039; works, but honestly you&#039;re better off with the Dragon Lord.&lt;br /&gt;
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*&#039;&#039;&#039;Princess&#039;&#039;&#039;: Don&#039;t let those bitches at Disney taint your mind, this princess doesn&#039;t take shit from nobody. She sacrifices some melee prowess in exchange for a bow, which makes her way more useful than her Prince counterpart when on monstrous mounts as you get a Star Dragon that shoots arrows at people. She also has some really good buffing abilities, focusing on helping archers, which is good for 90% of High Elf builds. She also comes with an armour piercing magic missile ability for helping dish some damage at long range. Oh, did we mention she&#039;s cheaper than the Prince? She serves a similar role to Alith Anar only she actually gets mounts so she can stay out of harm&#039;s way when she needs to. The lack of magic holds her back from being top tier, but overall a very solid pick.&lt;br /&gt;
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*&#039;&#039;&#039;Archmage (DLC)&#039;&#039;&#039;: For you Saphery fans, Archmages fulfill all your magical needs in the Lord slot. These ladies come with the usual mage stuff, Arcane Conduit and one of the Lores of Magic, though she can pick between any of the generic ones and Lore of High Magic, giving her the highest variety of any generic mage lord in the game. Her mounts are also cool, choosing between a horse or chariot for ground support or an eagle or Moon Dragon for aerial dominance. Her magic items include an increase to power recharge rate and armor that when activated gives her stalk and unspottable. Yup, you can give a goddamn dragon stalk and unspottable, it&#039;s as hilarious as it sounds. Granted a Moon Dragon isn&#039;t as nice as a Star Dragon, but it&#039;s good none the less. All in all, she&#039;s about what you&#039;d expect from a High Elf mage lord, and probably the best generic choice.&lt;br /&gt;
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==Heroes==&lt;br /&gt;
Sadly, no Legendary Heroes for the Asur, guess Korhil and Caradryan didn&#039;t get an invite. Still, they have pretty good options.&lt;br /&gt;
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*&#039;&#039;&#039;Noble&#039;&#039;&#039;: The minor nobility of Ulthuan and your melee heroes. Halberd wielding Anti Large fighters who generally act as bodyguards when you bring a squishier lord like Teclis. When on a horse, 2 of them plus your lord can serve as a good goon squad to help take out specific targets. They also act as decent mage killers and are overall pretty cheap by hero standard. Chariots are also handy for Dwarfs. Overall, not a bad pick if you need something to protect your mage lord on a horse, though the lack of Guardian means they aren&#039;t the best heroes in the game at that job. Or don’t ever use them in campaign, Because you need them spamming gather influence every single turn. Use a handmaiden instead.&lt;br /&gt;
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*&#039;&#039;&#039;Mage&#039;&#039;&#039;: I mean... it&#039;s what you think it is. She&#039;s your generic caster hero and is about what you would expect. She has every generic lore plus High Magic, Arcane Conduit, and will get her ass clapped in melee. The chariot mount option does come in handy if you&#039;re fighting Dwarfs or any faction that struggles with Chariots in general. If you aren&#039;t picking a magic lord, you pretty much have to grab one. Note to Dragon Mage fans that Fire Mages get access to a Sun Dragon mount, because CA figured making making a whole different mage hero just to give it a Dragon would be redundant. As useful as you&#039;d expect a mage on a dragon and Fire is a great lore, though she becomes expensive and a massive bullseye for missiles. Campaign dominance usually wants you camping as many mages as possible with economy boosting traits in your most profitable province. So optimally use archmage lords and camp the rest. &lt;br /&gt;
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*&#039;&#039;&#039;Loremaster&#039;&#039;&#039;: Sadly, these pointy eared Jedi got demoted from Lords to Heroes in the jump from Tabletop to Game, though they can whoop ass none the less. One of very few Hybrid Heroes, they have good casting along with good Melee stats. The variety of spells allow them to heal, do direct damage and buff troops, giving him some good variety. The combo of Spirit Leech plus Armor Piercing Anti Infantry damage can make them decent duelists when fighting foot lords. What screws them over is their lack of mounts and cost to recruit, so be wary of that when using them. Can be a good mage substitute if you use yours to boost your economy.&lt;br /&gt;
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*&#039;&#039;&#039;Handmaiden (DLC)&#039;&#039;&#039;: The bodyguards of Alarielle, and your sniping heroes. With flaming, magical armor piercing shots, they can lay a bit of damage on a target given they have the time to shoot. Of course, she&#039;s squishy and of the three melee heroes she is probably the worst fighting up close. She has anti large, thought a Noble can do that plus armor piercing. She also has some passive abilities and items that can buff archers, so in a fully dedicated range list she can do a bit of help. Overall though, you may as well go with a Noble, he&#039;ll do everything she does better. - the above is only true in multiplayer. in campaign where nobles are better used to gain influence you should probably only handmaidens as your primary combat hero. Especially since they boost archers and sisters of avelorn doom stacks are objectively the cheapest, strongest armies high elves can field. (Dragons stack may be stronger but cost 2-3 times as much, and come online much later and slower). In campaign they also have a skill to give a boost to public order factionwide (sure, it&#039;s just a +1 per Handmaiden that has the skill, but since you&#039;re going to want to recruit them anyway...) &lt;br /&gt;
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==Units==&lt;br /&gt;
Lords and heroes are cool and all, but a faction can&#039;t win without their units. Let&#039;s see what the Pointy Ears got.&lt;br /&gt;
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===Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Spearmen&#039;&#039;&#039;: Your standard, tier one Infantry, armed with spears and shields. They are what they say on the tin. High Melee Defense and low Attack means they are used more for holding the line rather than outright killing their opposition, unless they are fighting straight up chaff. At 500 points, they are hardly what one would consider &amp;quot;cheap&amp;quot; compared to what others can brings, so swarming isn&#039;t exactly the plan with these guys. Also with only 40 armour, they will be chewed up by any missiles not hitting the shield. As with most spear units, they have Charge Defense against large and Anti Large, so they are great light cav killers. A go to pick in a lot of match ups.&lt;br /&gt;
**&#039;&#039;&#039;Scions of Mathlann (RoR, DLC)&#039;&#039;&#039;: Same as above, with slightly better stats and give an AOE 12% ward save. This can help keep your front line going just a little bit longer, though the short range and the fact that people enjoy distancing their units to avoid the risk of spells killing them is means their usefulness is a bit limited. Certainly one of those &amp;quot;better in campaign&amp;quot; units.&lt;br /&gt;
*&#039;&#039;&#039;Dryads (DLC, Avelorn Only):&#039;&#039;&#039; Only available if you are playing as the Avelorn subfaction, which locks you into Alarielle as your only Legendary Lord choice (Not that anyone would complain). One of the better tier one infantry, with good stats for the price, physical resistance and fear. Keep them the hell away from fire, for obvious reasons. Pretty good offensive choice, but honestly picking a subfaction and giving away part of your strategy may not be worth it, especially since their role can be fulfilled by... &lt;br /&gt;
*&#039;&#039;&#039;Rangers (DLC)&#039;&#039;&#039;: ... These lovely boys from The Warden and The Paunch. Your cheap (by High Elf standards anyway) tier one offensive infantry. Dual swords gives them a nice bonus vs infantry, meaning they are great for clearing out enemy chaff such as Goblins and Skavenslaves. While you may look at their 30 armor and grow concerned, their loose formation and their 20% physical resistance means they can take more missile fire than you would expect an unshielded unit of that tier to take. They are also decently fast by infantry standards, so they won&#039;t be soaking up fire for too long anyway. Granted, they are going to get trounced by anything mid tier or higher or anything that has a decent armour value. You want to be bringing these guys against factions that throw in unarmored trashed to bog you down, like Skaven or Beastmen.&lt;br /&gt;
*&#039;&#039;&#039;White Lions of Chrace&#039;&#039;&#039;: I don&#039;t know if the King&#039;s Court faced some serious budget cuts or whatever, but man these guys have fallen on some hard times. [[Derp|These bodyguards of the Phoenix King are mid tier infantry that go down to mid to elite tier units form other factions]]. Jokes aside, these guys got a bad wrap but they aren&#039;t AS bad as people say, you just can&#039;t use them as a front line (Unless you&#039;re fighting Dwarfs). They have great AP values and good armor with missile resist, so they&#039;re hardly useless. Use them as support for your spears to cut through enemies and they can do some work. It&#039;s understandable CA didn&#039;t want to give the High Elve 2 elite great weapon units, but the fact the King&#039;s bodyguards got reduced to mid tier left a sour taste in the mouth of lots of High Elf fans.&lt;br /&gt;
**&#039;&#039;&#039;The Puremane Company (RoR, DLC)&#039;&#039;&#039;: More or less the same as above, only with better stats and new abilities. These guys have -30 armour sundering, which only further helps them as a support option for a cheaper frontline without AP. They also get the guardian trait to protect Lords and Heroes from harm, so they at least now actually act like bodyguards. Great against heavy armour like Dwarfs and Warriors of Chaos, they will not only do lots of damage, but support others in doing damage as well.&lt;br /&gt;
*&#039;&#039;&#039;Silverin Guard (DLC)&#039;&#039;&#039;: Now THIS is a staunch line of spears. These guys are to normal Spearmen what Longbeards are to Dwarf Warriors. Just a better, sturdier and more expensive alternative. Great defensive stats and magic resistance means that cutting through these guys is not going to be easy to anyone but dedicated armour piercing and/or strong anti infantry units. Their main use is to give a massive middle finger to any rush faction, and watch as they try to slam their heads against this wall to no avail. Of course, they are a much more expensive frontline than normal spears, so you will have less resources in other parts of the battlefield. Despite that, they are still a fantastic choice and can hold forever against the right opponents.&lt;br /&gt;
*&#039;&#039;&#039;Swordmasters of Hoeth&#039;&#039;&#039;: Now we&#039;re getting into the big guns. These guys but White Lions to shame, and stat wise can take on any other non RoR infantry 1 one 1 and win. Combine fantastic stats with an armour piercing anti infantry bonus and they will lawn mower their way through any infantry they come across. Plus, they even have a missile block chance, which allows them to mitigate missiles, which is usually the best way to fight great weapons. However, they are expensive, and most competent enemies know how scary they are. Because of this, a lot of people bring monstrous infantry to deal with these guys, which is not something they enjoy fighting. They can earn you a lot of profit against infantry, but if your enemy burns them down before they fight anything, that&#039;s 1250 points you aren&#039;t getting back.&lt;br /&gt;
*&#039;&#039;&#039;Phoenix Guard&#039;&#039;&#039;: The Anti Large alternative to Swordmasters. With a large 30% physical resistance, fear and charge defense against large, they are tanks through and through. They can hold the line and carve apart monsters with fairly little issue. Their lack of shields does leave them vulnerable to AP missiles, however, so watch out for that. &lt;br /&gt;
**&#039;&#039;&#039;The Keepers of The Flame (RoR, DLC)&#039;&#039;&#039;:Even better Phoenix Guard with magical attacks and The Mark of Asuryan. What that does is when a model dies, it explodes, and deals damage to enemies around them. This makes them much better infantry killers than normal Phoenix Guard, as an explosion will probably drag a model or two with them.&lt;br /&gt;
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===Missile Infantry===&lt;br /&gt;
*&#039;&#039;&#039;Archers&#039;&#039;&#039;: It&#039;s all in the name. Fellows with bows that have a whooping 180 range. Only Waywatchers out range you, meaning you can get some easy free fire on most enemy units before you come under pressure. Lack of AP aside, a great unit. Of course, you need to protect these little bastards as they are crap in melee. They also come in a &amp;quot;Light Armour&amp;quot; varient that give cost 50 more cold for 30 more armour. Given the fact that the DPS is the same and they&#039;ll die is light cav sneezes on them anyway, most people just go with the standard version.&lt;br /&gt;
**&#039;&#039;&#039;Talons of Tor Caleda (RoR, DLC)&#039;&#039;&#039;: Fun unit if you love playing with fire. Not only do they do Fire damage, but they also imbue a fire weakness. Team these guys up with some Sisters of Avelorn and watch whatever they&#039;re shooting get blown to smithereens! &lt;br /&gt;
*&#039;&#039;&#039;Lothern Sea Guard&#039;&#039;&#039;: Another non AP archer unit, but one who trades a bit of range for a spear. While they don&#039;t have the sheer oppressive firing range of normal archers, it means you don&#039;t have to babysit them nearly as much. If a light cav shoots them they will laugh as they turn in the horse pelts for new boots. Granted, you&#039;d rather they not be fighting light cav because you want them shooting, but hey. They can even serve as a front line, especially if you pay extra for the shielded variant. A great hybrid unit that can fulfill all kinds of roles and are useful even with no ammo. Upkeep is about the same as sisters of avelorn, ask yourself are they ever really better than just more sisters? Generally the answer is no. Kinda a trap option because the fight slight worse than basic spearman and shoot slightly worse than basic archers. Not bad just overshadowed. &lt;br /&gt;
**&#039;&#039;&#039;The Storm Riders (RoR, DLC)&#039;&#039;&#039;: These guys really wanted to become Shadow Warriors but unfortunately grew up in the pleasant city of Lothern and not the shithole that is Nagarythe. One day they said, &amp;quot;fuck it, we can do skirmishing better than them!&amp;quot; They can&#039;t. Vanguard and fire while moving is nice but you want these guys stationary to help with your lines, so it seems pointless. They do have that fear though, which can come in handy.&lt;br /&gt;
*&#039;&#039;&#039;Shadow Warriors (DLC)&#039;&#039;&#039;: They have the same range and damage output as normal archers. You&#039;re paying extra for vanguard, stalk, fire while moving and better melee stats (not like you want them throwing hands with anything stronger than Clanrats.) They are if you are really into the kite game, and want to use mobile skirmishing to blast the enemy to pieces. Granted with only 22 Melee Defense they aren&#039;t that good in melee, and honestly in most match up archers will do the same job for cheaper. They have a nice niche, particularly against factions with shit infantry, but aren&#039;t a staple by any means.&lt;br /&gt;
**&#039;&#039;&#039;The Grey (RoR, DLC)&#039;&#039;&#039;: No point in taking these guys over normal Shadow Warriors. All they get is snipe and a banner that makes them unspottable. Save your cash.&lt;br /&gt;
*&#039;&#039;&#039;Shadow-Walkers (FLC, Nagarythe Only)&#039;&#039;&#039;: Not much to say about these guys, they&#039;re just better Shadow Warriors. The poison they have is cool. Rarely seen as the subfaction don&#039;t have a lackluster selection of Legendary lords of one guy. Locking into a subfaction is not so bad if you don&#039;t use Legendary lords in MP.&lt;br /&gt;
*&#039;&#039;&#039;[[Sisters of Avelorn]] (DLC)&#039;&#039;&#039;: Feast your eyes and despair, for your gaze upon one of the best archer units in the game. With 180 range, massive armour piercing, magical and fire damage and the ability to fight in melee makes them one of the best overall units the High Elves have. Anything they shoot turns to dust, and they can create a firing line that can make gunpowder factions jealous. Also, they are pretty damn good in melee, able to hold off cav charge until reinforcements come and can tear apart chaff that is thrown their way. Their big failing is their high price, meaning you will have one or two on the field at a time if you want to invest in anything else. Used wisely, and these lovely ladies can win games all by themselves. In Campaign, where financial concerns become laughably inconsequential, their price-tag becomes a complete non-issue. Objectively the most op and cost effective unit on the high elf roster. &lt;br /&gt;
**&#039;&#039;&#039;Everqueen&#039;s Court Guard (RoR, DLC)&#039;&#039;&#039;: These even better ladies come with encourage and The Banner of Avelorn for more magic recharge. Want your troops to hold out longer? Want more magic in your pool? These ladies got you covered.&lt;br /&gt;
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===Cavalry===&lt;br /&gt;
*&#039;&#039;&#039;Ellyrian Reavers&#039;&#039;&#039;: Light cav that can put on pressure like very little light cav can. With vanguard and great speed they can run rampant across the battlefield, preying on skirmishers and artillery alike. Granted, they are about as durable as tissue paper, so don&#039;t expect them to last if they come across actual resistance. Still, as far as light cav goes, this is one of the best options currently in the game. &lt;br /&gt;
*&#039;&#039;&#039;Ellyrian Reaver Archers&#039;&#039;&#039;: Skirmisher cav that can still whack people in melee. Their bows can give out a good stream of damage over time and give enemies an aneurysm. Plus, despite their primary role being ranged warfare, they are honestly pretty good in melee, they&#039;ll actually beat Dark Riders with shields in a head up engagement. Not that you need to, because with 360 fire and fire while moving, they can punish anything that tries to chase them down.&lt;br /&gt;
**&#039;&#039;&#039;Heralds of The Wind (RoR, DLC)&#039;&#039;&#039;: Not much to say about these guys. They&#039;re the same as above but with way better melee stats. This means they can serve both purposes as skirmisher hunter and ranged damage. Solid RoR all around.&lt;br /&gt;
*&#039;&#039;&#039;Silver Helms&#039;&#039;&#039;: If you want something that punches more punch that Reavers but don&#039;t want to invest all that money in Dragon Princes, this is a solid pick. Very sold mid tier cav option meant to ride around and slam into the backs of enemies. They will lose to pretty much all elite cav head on, so watch out for that. They come with a shielded version as well, which you should honestly grab whenever you can.&lt;br /&gt;
*&#039;&#039;&#039;Dragon Princes&#039;&#039;&#039;: of course, why settle for 2nd best when you can have the best. These boys do Caledor proud, being just as fast as Silver Helms and having better stats in virtually every department. They also have physical and fire resistance, meaning as long as they aren&#039;t fighting anything with magic damage they can be one of the more resilient cav units in the game. Granted, their lack of anti large and armor piercing makes them not the best against other heavy cav. Instead, these guys focus more on charging into the rears and flanks of enemy infantry and taking them down. Keep them healed up, and they can put armies on their back.&lt;br /&gt;
**&#039;&#039;&#039;The Fireborn (RoR, DLC)&#039;&#039;&#039;: Well, now they have fire damage and anti large, so sorry Skaven players, if you thought throwing a Hell Pit Abominations would kill them you were mistaken. Now they&#039;re cavalry killers, and wreck lightly armoured monsters or one weak to fire.&lt;br /&gt;
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===Chariots===&lt;br /&gt;
*&#039;&#039;&#039;Tiranoc Chariot&#039;&#039;&#039;: The first of three chariots, and one focused on skirmishing. The magical arrows are cool and can help against physical resistance, but it&#039;s not like the High Elves are missing in that department. The bonus versus large also helps versus lightly armoured troops, though they won&#039;t do much against heavy armour. They have a niche, but really this is a unit that you can certainly skip in your army if you want to.&lt;br /&gt;
*&#039;&#039;&#039;Ilthimar Chariot&#039;&#039;&#039;: Same issue here to be honest. People grab chariots for hard hitting armour piercing infantry blending. A chariot this expensive without armour piercing is never going to be useful. There&#039;s honestly nothing they can do that a unit of Ellyrion Reavers or Silver Helms can&#039;t do better, at least the Tiranoc version can shoot magical arrows. Widely considered one of the worst units on the roster, and one you can easily skip.&lt;br /&gt;
*&#039;&#039;&#039;White Lion Chariot (DLC)&#039;&#039;&#039;: Now THIS is a chariot unit! These cat lovers have that AP that the other chariots are sorely missing. While they do give up some armour in exchange, the ability to mulch Dwarfs and Chaos Warriors into paste is more than worth the trade off. Plus, they don&#039;t care about losing armour that much because they gained missile resistance, so shooting them won&#039;t get rid of the quickly. Finally, they cause fear because, you know, it&#039;s a chariot pulled by fucking lions. Has the same flaws most chariots do, being a lack of ability to fight in sustain melee, but easily the best option of the chariots here.&lt;br /&gt;
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===Artillery===&lt;br /&gt;
*&#039;&#039;&#039;Eagle Claw Bolt Thrower&#039;&#039;&#039;: The only artillery piece these elves have, and not one that will be winning any &amp;quot;Best Artillery&amp;quot; awards soon. Not to say they&#039;re bad, the ability to cycle through anti large single shot and anti infantry multi shot makes them a bit more versatile than most artillery units. Plus, they can be good for sniping out other large artillery units, like War Lightning Cannon or Queen Bess. Of course, they won&#039;t win any shootout with Dwarfs but for the price it will probably get the job done so long as it&#039;s protected. If given the choice between targeting monsters or elite infantry it&#039;s better to pick the latter.&lt;br /&gt;
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===Monsters===&lt;br /&gt;
*&#039;&#039;&#039;Great Eagle&#039;&#039;&#039;: This giant bird is a relatively cheap flying unit that can provide some decent mage hunting and is a fairly accessible source of fear. The best thing it offers is its speed, and can be used to get from different points of the battle when needed. Granted, these guys are squishy, and will lose to most monster units. Honestly work best as mounts for mages you want to keep out of the fight, acting as a distraction to missile units (being able to easily dodge most ranged assaults) or to escort tattered, key enemy units off the map.&lt;br /&gt;
*&#039;&#039;&#039;War Lions of Chrace (DLC)&#039;&#039;&#039;: War hounds on steroids, these thing can provide a lot of killing power. They are fast, have decent stats and have armour piercing anti infantry damage. This equates to a lot of dead skirmishers, but also dead mid tier infantry if they are able to support infantry. A missile resistance will protect them on the way in form archers, and they have strider to help them ignore penalties from trees. Plus, fear is never a bad thing. Pretty solid choice all around, and serve as great flankers and artillery hunters.&lt;br /&gt;
**&#039;&#039;&#039;Rahagra&#039;s Pride (RoR, DLC)&#039;&#039;&#039;: These mighty kitties come with a Mighty Roar ability, lowering leadership and speed. If they attack from the flank, they can pop this to potentially cause a mass route and make sure ideal targets don&#039;t escape. Great for low leadership armies like Skaven or Beastmen.&lt;br /&gt;
*&#039;&#039;&#039;Tree Kin (DLC, Avelorn Only)&#039;&#039;&#039;: Continuing Alarielle&#039;s tree fetish, these guys serve a tanky defensive role. They can help spears hold the line longer and instill fear to make them run off faster. Immune to Psych and high physical resistance means these trees aren&#039;t going anywhere. Granted, fire will put them down fast, so keep that in mind if your enemy has lore of fire. They also won&#039;t do much damage to their enemies, so don&#039;t expect them to buzzsaw through any form of enemy.&lt;br /&gt;
*&#039;&#039;&#039;Treeman (DLC, Avelorn Only)&#039;&#039;&#039;: The ents are marching, but they&#039;re much less impressive in this setting. The tanky stats, good armour piercing and magic damage are nice, but they are way too slow to be of much use. Any skirmishing force can burn these guys down, especially if they have fire. Not really a worthwile pick, and we already discussed the downsides of sub factions.&lt;br /&gt;
*&#039;&#039;&#039;Flamespyre Phoenix&#039;&#039;&#039;: The first of three magic birds. This fire one has fear and terror, good stats all around, and is mainly focused on chaff clearing. All Phoenixes ahve an ability where they get a ward save when the magic pool is above 50% It has ten uses of a bombing type attack where it drops down fire bombs on the enemy to blow them to pieces. Not great against armour, but can deal with blobs pretty well. The other is Fiery Rebirth. If it gets too low, it has a chance to either die outright, or too go through an animation where it comes back to life with significantly more HP, which in the right scenario can turn a fight. You don&#039;t want to rely on this to win though, as it may not happen. Still a decent monster.&lt;br /&gt;
*&#039;&#039;&#039;Frostheart Phoenix&#039;&#039;&#039;: The icey bird. Trades the fire bombs and rebirth ability from the previous phoenix in exchange for better overall stats and a good debuff ability. Blizzard Aura generates around it and causes a decrease to overall weapon damage and melee attack. Elven spearlines will appreciate this, as it will allow them to hold out for even longer. Granted, losing the chance to rebirth sucks, but still considered an overall better pick than the fire bird.&lt;br /&gt;
*&#039;&#039;&#039;Arcane Phoenix (DLC)&#039;&#039;&#039;: The last bird, and the best of them all. Comes with even better stats, regains the rebirth, and gains Emberstorm. This allows it to face plant into the ground and create a stationary vortex that burns anything around it. Great for clearing our low armour, it can demolish blobs of infantry. It&#039;s an expensive little chicken (Seriously, it costs more than a Moon Dragon) but one that certainly wins fights in the right scenarios. &lt;br /&gt;
**&#039;&#039;&#039;Omen of Asuryan (DLC, RoR)&#039;&#039;&#039;: This birb does everything listed above and also gives Immune to Psych in an AOE. Not the best thing for a race that doesn&#039;t really suffer from leadership problems, but still nice to have.&lt;br /&gt;
*&#039;&#039;&#039;Dragons&#039;&#039;&#039;: With 3 goddam choice, i figured we&#039;d make a general listing then split them off. Dragons have crazy ass stats but aren&#039;t something you should just throw around willy nilly. They can be fragile and will often lose to elite anti large units and monsters. It&#039;s the breath attacks that make these guys scary. and each dragon&#039;s breath serves a different purpose. A well placed breath can win you the game, and a bad one can blow it away. BRING HEALING TO KEEP THEM IN THE FIGHT!!!!!&lt;br /&gt;
**&#039;&#039;&#039;Sun Dragon&#039;&#039;&#039;: The weakest and cheapest of the dragons. Their breathe is spread out more and will destroy infantry blobs.&lt;br /&gt;
**&#039;&#039;&#039;Moon Dragon&#039;&#039;&#039;: The inbetween of the two stats wise, and can deal damage with its breath to both monsters and units.&lt;br /&gt;
**&#039;&#039;&#039;Star Dragon&#039;&#039;&#039;: The strongest dragon, and widely considered the best unit on the roster. If played well can absolutely demolish units. their breath will destroy other monsters.&lt;br /&gt;
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==Tactics==&lt;br /&gt;
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===Multiplayer Strategies===&lt;br /&gt;
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If you&#039;re playing High Elves, you already think you&#039;re better than everyone else, and you want to prove it! Fortunately for you, you have a very well rounded roster that can be used in a myriad of ways to take out a variety of opponents. You have the obvious strengths in your ranged, but you are also strong in terms of cavalry, monsters, and healing. However, the high cost of your army means that you will be outnumbered in many of your match ups, and AP is something you need to pay a premium for. And while you&#039;re the tankiest of the Elven factions, that really isn&#039;t saying much. That said if used well you can cause havoc. Here is how you can assure domination against the inferior races! Keep in mind this is assuming you bought both High Elf DLCs because if you haven&#039;t you may struggle a bit. Yeah, multiplayer can be pay to win, sorry.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Beastmen| Beastmen]]&#039;&#039;&#039;: You got enough range to poke down their lack of armor, the question is can you protect it all against their flanking and vanguard shenanigans? Kite builds tend to work best here. Get a relatively cheap frontline (trust me, with Minotaurs and Chaos Spawn you do not want to lean on infantry to win) to hold them in place so your Reaver Archers can begin their poke. Make sure to get some cheaper melee cav to screen for the horse archers, preferable Silver Helms. You generally aren&#039;t going to see the Ghorgon or the Jabberslythe in this match up since both are very prone to getting shot by missiles. Tyrion is a surprising solid pick, as Sunfang can melt any Beastmen infantry but Bestigors and they mutants have such a hard time catching and killing him.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Bretonnia| Bretonnia]]&#039;&#039;&#039;: This has historically always been one of your hardest match ups. Don&#039;t even think of relying on cavalry, Grail Knights will fuck up Dragon Princes and run amok. Silverin Guard act as a good deterrent against heavy cav and can beast most Bret infantry aside from Foot Squires, and Lothern Sea Guard can at least do something against knights if they are charged. Teclis with nets and enfeebling foe will also play big for you to stop and debuff heavy cav. Use bolt throwers to take out cav models and finally, the Star Dragon can carry if well supported, as Bretonnia tends to struggle with big armoured monsters.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Daemons of Chaos| Daemons of Chaos]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Warriors of Chaos| Warriors of Chaos]]&#039;&#039;&#039;: This is a tough one for you. Shaggoths beat Dragons one on one and are cheaper, making it a bit unfair for you. You still want to bring a star dragon to burn shaggoths down with breath attacks, and a couple swordmasters can help burn through that heavily armoured infantry. You can use Teclis on the pidgeon to help the dragon in melee or Alarielle to help keep it alive. Aside from that, grab basic spears and archers and just try to take down those damn shaggoths.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dark Elves| Dark Elves]]&#039;&#039;&#039;: A true lore rivalry matchup, which is actually pretty balanced. Remember, the Dark Elves share many of your same strengths and weaknesses, but the longer the battle goes on, the rougher it will be for you. Murderous Prowess, while important in other matchups, can be absolutely game-changing here since your Martial Prowess disappears as your units get more damaged, which kind of forces you into a quasi-rush game. Scourgerunners are the bane of your existence, as they can kill anything you bring to the table. Bolt throwers are the best way to deal with them, and if you can do that Dragon Princes are free to run rampage across the Druchii. You will never win an infantry grind or a skirmish fight here, so leave your expensive infantry options and units like Ellyrian Reaver A&#039;rchers and Tiranoc Chariots at home. However, you do have the advantage in Heavy Cav, range and magic variety, so make sure you use it! Also, a Star Dragon is always good to help deal with any big beasties that might get thrown your way, but the druchii have plentiful sources of anti-large so you need to be on point with your micro if you bring one. Bring a couple basic archers to shoot down their skirmish cav and short range before they get a chance to rip you apart.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Dwarfs| Dwarfs]]&#039;&#039;&#039;: Is Chrace your favorite kingdom on Ulthuan? Well, this match up is a perfect chance to rep the Lion Boys! White Lions are amazing here, with AP and missile resistance at a decently affordable price. Bring a few archers or eagles to deal with Gyrocopters and reavers or war lions to deal with artillery and you can score a decent amount of value. And of course, no build against the Dwarfs is complete without AP Chariots, and White Lion Chariots can destroy Dwarfs. Any Dwarf player who picks the stunties against you either think they are way better than you or are new and don&#039;t understand match ups yet. (Seriously, this is so one sided it makes you wonder how the High Elves lost the War of the Beard)&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Empire| Empire]]&#039;&#039;&#039;: The big question in this match up is going to be &amp;quot;how the fuck do you deal with knights?&amp;quot; Demigryphs will eat Dragon Princes 1 on 1 so similar to Bretonnia, don&#039;t rely too much on your heavy cav. One tactic that has become popular is to bring a single Lore of Metal caster with Teclis, net them, cast plague of rust and shoot them down with your archers. Phoenix Guard can also be useful here since they can tear up state troops and knights with fairly little problem, but they have to worry about guns. In that case, archers can be used to shoot their guns down or Reavers can be used to run them over. The infantry fight shouldn&#039;t be an issue unless they brings Greatswords (which are rare) it&#039;s the mobile aspects and gunpowder that will end up giving you headaches.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Grand Cathay| Grand Cathay]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Greenskins| Greenskins]]&#039;&#039;&#039;: Ok after The Warden and The Paunch this became a hard one for two reasons. One, Stone Trolls give a a massive middle finger to everything you love to do with their magic and missile resistance. Two, now that WAAAGH! is an army ability and not a lord ability, Arcane Unforging can&#039;t put it on cooldown anymore. If you want to rep the Asur against da boyz, Silverin Guard will be your friends. They can hold against anything but Black Orcs or Arachnaroks, and the best way to deal with them are with either Swordmasters or Plague of Rust and missile fire. In terms of missiles I recommend Lothern Sea Guard because then you don&#039;t have to worry about the abundance of flanking the greenskins love to bring against you. Also, Dragon Princes will run over any cav that the Greenskins bring so one or two of them can help worth wonders (The Fireborn especially, since it can help with them pesky Stone Trolls)&lt;br /&gt;
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*&#039;&#039;&#039;High Elves&#039;&#039;&#039;: Honestly, this match up boils down to &amp;quot;Who can micro their Dragon Princes better.&amp;quot; Since it&#039;s a mirror match up it is 100% even, assuming both sides bought the DLCs. Don&#039;t bother with Dragons, you&#039;ll be fighting a ton of missiles and Dragon Princes have a crap ton of fire resistance anyway. Some AP in the front line can help so White Lions could be used to break through the front line and help your mounted lads get some easy hammer and anvils. Also, as usual heals are paramount, so bring Alarielle or some form of healing in order to keep your army on top. If your enemy&#039;s Martial Prowess runs out before yours does, you are going to be in a VERY good position to dominate the map.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Khorne| Khorne]]&#039;&#039;&#039;: Again, take the game 3 matchups with a grain of salt right now, since Immortal Empires isn&#039;t out yet. However, this will probably be a slightly easier matchup for you. Usually when you&#039;re facing the uncivilized Chaos barbarians, you will need to lean heavily into the skirmish game, and it&#039;s no different here. Don&#039;t even think about trying to fight &lt;br /&gt;
them on their own terms, because whenever they make contact with any unit, your guys will be unwillingly donating to the worlds largest blood drive. This means just forgetting about your high-tier infantry and SEM&#039;s. Khorne isn&#039;t terribly slow, but you can generally rely on the roadrunner strat to pay some dividends. Flesh Hounds can be a P-R-O-B-L-E-M here, as they&#039;re very fast, have great weapon damage, and have physical and spell resist all on top of causing fear. The best way to deal with them is probably with your archers. Speaking of archers, Sisters of Avelorn are likely going to be a HUGE DEAL in this matchup with their armor piercing and magical attacks. Skullcannons may be a problem here, though bolt throwers should theoretically be able to zone them out. Finally, there&#039;s the lord/hero choices to consider. You generally won&#039;t be able to outduel them, and almost all Khorne units have spell resist, which flies in the face of one of your major playstyles. This means your lords and agents will need to be playing the support game. Tyrion probably won&#039;t be able to outduel Skarbrand, but on Malhandir he&#039;s fast enough to pick and choose his engagements and provide much-needed support against Khorne&#039;s high-value melee stuff. Alarielle with her heals and net of Amyntok can be great, but you&#039;ll need to keep her out of reach of furies. Just don&#039;t bring Teclis. That squishy nerd probably hasn&#039;t seen a gym in his entire life, and his magic damage and spells will have all the explosive power of lemonade against Khorne&#039;s spell resist. Alith Anar or a Princess might be good lord choices here because of their ranged attacks, but we will have to wait and see what strategies emerge when Immortal Empires drops. &lt;br /&gt;
*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Kislev| Kislev]]&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Lizardmen| Lizardmen]]&#039;&#039;&#039;: Anti-Large and AP will be your bread and butter against the children of the Old Ones. The first major weakness of the Lizardmen is their speed. Skinks aside, their foot soldiers will advance at a rather trudging pace. This, coupled with the relative lack of ranged options in the Lizardmen roster, will give your many ranged units plenty of time to rain hell upon them with impunity. Sisters of Averlorn in particular will decimate Saurus lines (even with shields) due to their solid AP damage while Eagle Claw Bolt Throwers can put some severe hurt on the bigger beasties they&#039;ll be bringing. Keep an eye out for Chameleon Skinks; though they&#039;re little more than an annoyance to your armored units, they can pop into your back lines unannounced, deal not insignificant damage to your unarmored infantry and will absorb missile-fire from dusk &#039;till dawn. For all flavors of Skinks, use Rangers to skin them with laughable ease. Spearmen and Lothern Sea Guard are ideal for tying up Lizardmen cavalry and monsters, though you should spring for Sylverin Guard if you have the coin to spare. Lastly, if there is a Slann Mage-Priest leading them, try to focus them down. Slann (especially Life Slann) are often the single source of support magic in the entire army and taking them out of the fight early can &#039;&#039;devastate&#039;&#039; the Lizardmen in the long run. No half measures though; Slann are surprisingly tanky and can often endure combat long enough for reinforcements to rescue them while they heal off the damage you dealt. If you aren&#039;t able to burn them down quickly and efficiently, then you shouldn&#039;t commit to hunting them down. If you neglect to pay attention to the rest of the Lizardmen army while you obsess over the fat frog, you will pay dearly.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Norsca| Norsca]]&#039;&#039;&#039;: Good news, you have plenty of ranged assets to take out the lightly armoured troops of the north men! Bad news, they have a shit ton of flanking and skirmisher killers, along with strong line abilities that will make your neatly organized frontline cry. It&#039;s fairly similar to what you bring against Greenskins to be honest, Silverin Guard to stop the rush and Lothern Sea Guard to protect yourself incase they get into your backline. There are two main differences. One, lighter cav tends to be better to keep up with the more mobile army of Norsca and to catch out skirmish cav and their anti large range. The other is a Star Dragon should be brought to help burn down Mammoths, though be sure to keep that damn thing save from any Anti Large that comes your way. As usually, bring heals.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Nurgle| Nurgle]]&#039;&#039;&#039;: Immortal Empires won&#039;t be out until August at the earliest (groan) though given what we know so far this seems like a good match up. Nurgle tends to struggle against factions that can heavily poke him from range, and you have the longest ranged basic archers in the whole game. Rangers will also be pretty cost effective in this match up, as they can deal with Nurglings without much in the way of issues and Silverin Guard or basic Spears can hold the Plaguebearers and Forsaken in place long enough for your archers to start poking them down. Nurgle will inevitably bring Furies and Plague Drones as those are going to be the best units to dive your archers with, so bring Alarielle to Tempest them in place. Her healing won&#039;t be able to keep up with Nurgle healing but it should be enough to keep your front line in the fight. By far the biggest issue you are going to run into is the Soul Grinder, and I honestly wouldn&#039;t be surprised if Nurgle players bring more than one to keep your archers honest. Get your Cavalry or Monsters to dive those things to at least keep them from firing so that your archers can bring down the rest of the army. Finally, expect a Herald as the enemy lord and if they do bring a Great Unclean One.... just shoot the fucking thing and watch it melt.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Skaven| Skaven]]&#039;&#039;&#039;: The rats are one of very few factions that can out range you due to their weapon teams and artillery, and if you&#039;re outranged, you&#039;re a sad pointy ear. Bolt Throwers will help a ton, because not only can they use multishot to help clear away chaff, but more importantly they actually win in shootouts against Skaven artillery. Because of the massive models Skaven artillery have, bolt throwers have an easy time shooting them and getting them destroyed, making the unit useless and forcing the rats to come to you. Rangers will tear through pretty much any infantry that aren&#039;t Stormvermin, so that should be your frontline. As far as mobile aspect, due to the sheer number of ranged units coming your way, quantity beats quality. Go for Reavers and Silver Helms over Dragon Princes since they can cover the map more and the loss of one unit won&#039;t hurt that much. Side note, this is pretty much the only match up Alith Anar is useful in, since he can easily snipe artillery and large characters without much fear of counterattack.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Slaanesh| Slaanesh]]&#039;&#039;&#039;: ...Fuck. This one isn&#039;t going to be pretty. They&#039;ll easily be able to dive into your backline, murder your archers and flank you, meaning a lot of your elves&#039; souls will become some Daemonette&#039;s new favorite butt plug. One of the upsides of this match up is that since they have no missiles or strong fliers, a Dragon can get breath attacks off without much issue. So one should be brought for breath attacks and cycle charging, just keep them away from Soul Grinders and Keepers of Secrets. As for your infantry, get as many spears as you can, I&#039;m talking Spearmen, Silverin Guard and Lothern Sea Guard. Not only because they&#039;re your most effective holding units, but because Cavalry and Chariots will be plentiful and that sweet anti large will come in handy against all that low armor. Investing in Cavalry might not be the best idea, but if you&#039;re going to go for Dragon Princes or Silver Helms, Reavers have no missiles to go after and will get run down by Seekers and Hellstriders. You will want a flying general to keep them as safe as possible. Imrik comes with a Dragon, though you would prefer to have your mage wrapped into your lord so I would recommend Alarielle or Teclis for nets. Just try your best to lock Slaanesh down, if you can pin their units in with mass or Net them with Teclis your Lothern Sea Guard should get good value.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tomb Kings| Tomb Kings]]&#039;&#039;&#039;: BOLT. THROWERS. ARE. YOUR. FRIENDS!!!!! They help deal with a ton of things that the Tomb Kings love to give your trouble for, like Ushabti Great Bows, big constructs or a Casket of Souls. If you can effectively defend your artillery and take out the dangerous ranged tools the skellies love to bring, you have two options on how to completely wipe them. One is combining bird Teclis with a Flamespyre Phoenix, using flight to pick your targets and engage on your terms, as well as taking advantage of the fire weakness. The second is Phoenix Guard, which can mulch anything the Tomb Kings throw at them if they don&#039;t have to worry about the AP range. Since Phoenix Guard tend to be risky if you don&#039;t deal with the ranged, Rangers are also good since they can trade up against most Tomb King Infantry. Scorpions tend to be common since they can easily dodge missiles and their animations make them hard to catch. In that case, high mass cav can pin them in place and you can shoot them down.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Tzeentch| Tzeentch]]&#039;&#039;&#039;: At least on paper this actually seems like a pretty solid match up for you. Your lord choice should be Alarielle, though all the fire damage will reduce her healing so you may just want to grab someone with tempest. Watch the Furies die in a tornado and trap down the Lord of Change, Doom Knights, and Chariots for your archers to get easy shots at. Considering how your missiles out range theirs by a lot, picking down the barrier shouldn&#039;t be too hard. Basic Archers will probably do the trick but if you&#039;re scared you can&#039;t pick off all the fliers Lothern Sea Guard will also be a solid choice. While the rework to Magic Resistance means they won&#039;t be reducing Daemon damage, Silverin Guard will still probably be a great choice as they will be able to hold against most Tzeentch units and resist their spells that they will inevitably bring. Finally, Dragon Princes are going to be an absolute nightmare for Tzeentch to deal with due to the fire resistance shrugging off a lot of the damage that their units can throw at you. Honestly the unit I an see being the biggest problem for you is the Soul Grinder as it can fight your infantry up close and shoot your cav from a distance. Once you wipe the floor with the rest of the army though, you should be able to overwhelm it and drag it down.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Coast| Vampire Coast]]&#039;&#039;&#039;: Rangers beat every infantry but Depth Guard, and honestly you probably won&#039;t see much Depth Guard anyway. There are two ways Pirates like to play this match up. A gun build with lots of flanking dogs, bats and mortars to deal with archer spam, and crab rushes. In the case of the former, Keeping Spears in the back to help secure the backline from dogs and bats while your cav (Preferably reavers) hunt down the artillery can help your archers rip them apart. As for the latter, bring a metal mage with plague of rust and shoot them down. Your really want to invest in range against these guys as they tend to struggle against a ton of shooting, so protecting them and finding ways to deal with their armored stuff is how you play this. Don&#039;t bring too much big stuff like Dragons, they will probably get shot out of the sky.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Vampire Counts| Vampire Counts]]&#039;&#039;&#039;: They&#039;re a rush faction, so they can be handled in a similar way to Greenskins and Norsca.  Get some Silverin Guard to hold against their infantry and cav and some Sea Guard to get a hard to crack shooting line, and be ready to bunker down. You have an obvious ranged advantage, so they will have to come to you. A Star Dragon and Alarielle can be devastating if handled well, since Star Dragons eat terrorghiests and Alarielle brings so much to this match up from Immune to Psych and magic damage to deal with ghosts and other physical resistance. Be sure to bring Tempest, as Vampires love to bring scary fliers to the battlefield and if you can lock it down you can shoot them or get some easy engagements with your Dragon and Flying lord. As long as you have good ground support, they shouldn&#039;t be able to harm your fliers too bad.&lt;br /&gt;
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*&#039;&#039;&#039;[[Total War Warhammer/Tactics/Wood Elves| Wood Elves]]&#039;&#039;&#039;: One of the few other factions whose missile infantry can rival yours. Wood Elves are a very skittish faction that will endeavor to avoid engaging in prolonged fights in no small part due to how fragile they are. Wood Elves have virtually no armor and only their Eternal Guard has access to shields, so ranged attacks are (ironically) quite effective against their missile infantry. For their infantry in general, Rangers will make quick work of them in a fight, but you&#039;ll want to beware of Wardancers. Spearmen and Lothern Sea Guard are crucial for intercepting Wild Rider charges; get a mage with Net of Amyntok to shut them down and allow your spearmen to box them in for the kill. Wood Elves also find themselves rather lacking in the artillery department (as in, they have none), so a few Eagle Claw Bolt Throwers can go a long way during the opening stages of the battle. Now, as far as the angry trees go, bring a matchbox. Fire damage and anti-large will quite literally burn through them, so a Fire Mage and/or Sisters of Averlorn will do you wonders. Lastly, you&#039;ll want to secure your back lines. A significant portion of the Wood Elf roster is capable of Vanguard Deployment and you do &#039;&#039;not&#039;&#039; want Dryads, Wild Riders or Waywatchers getting into your squishy infantry early into the fight.&lt;br /&gt;
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==Campaign Strategies==&lt;br /&gt;
&lt;br /&gt;
===General===&lt;br /&gt;
&lt;br /&gt;
Step 1: find highest income province, step 2: recruit mages with the region income boosting trait, step 3: camp every mage in step 1 province, end result all the money you could ever need. Repeat.&lt;br /&gt;
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High Elves have an image of being one of the easiest races to play in campaign. While yes, Due to their powerful lords and strong economies they tend to lean a bit more on the easy side, that doesn&#039;t mean you will never come across any difficulty while playing them in Vortex or Mortal Empires. In this section we will go over the general tips about how to handle a High Elf campaign, followed in more depth by the specific subfactions themselves and how they differ from each other. Let&#039;s go over the generic traits all High Elves have first:&lt;br /&gt;
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Probably the most important mechanic the High Elves have, and the one that connects back to all of their other ones, is &#039;&#039;&#039;Influence&#039;&#039;&#039;. The Elves are political animals and as such need some kind of leverage or favors in order to make headway in anything they want to do. Influence is a special currency you get for completing missions, building certain buildings, doing hero actions and through random events on the campaign map. This offers you two major ways to spend it, one being stronger lords and the other being Intrigue at the Court. The first way revolves on how you recruit lords and heroes, as each one has a certain amount of influence you have to spend in order to recruit them. Lords and Heroes that cost 0 influence have shitty traits that hurt your campaign, ones that cost a relatively low amount have more standard traits, while the most expensive have straight up OP ones. For instance, there&#039;s a 60 influence trait for Archmages called Incendiary, which gives a +100% weapon strength, +100 charge bonus and flaming attacks. This may sounds pointless on a mage character you want to keep out of melee until you realize she can ride a fucking dragon at some point. This can get you some ungoldy powerful lords if you build up influence. &lt;br /&gt;
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The other thing you use Influence for is &#039;&#039;&#039;Intrigue at Court&#039;&#039;&#039;, which further reflects the politcalness of Elves. With this, you can improve or destroy relations between any two factions on the campaign map that you know. It&#039;s similar to what the Empire has, only while they can only do it between two Imperial factions, you can do it between anyone. This means you can puppeteer the map in anyway you like. Want to declare war on a faction but they are allies with someone you have a Non Aggression Pact with? Pump some influence and now they hate eachother. Want to confederate that one stubborn faction on Ulthuan? Keep spending Influence and you&#039;ll win them over eventually. You can manipulate diplomacy to start wars and alliances between however you want. 90% of the time you&#039;ll be using this to get other High Elves to confederate with you easier.&lt;br /&gt;
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Since Influence is so important, here&#039;s an easy tip to get a ton of it:&lt;br /&gt;
&lt;br /&gt;
*Recruit a Noble. Don&#039;t worry if he has a bad trait, he&#039;ll never be used in combat.&lt;br /&gt;
*Send him to a city that&#039;s owned by a faction you won&#039;t be friendly with anyway, like Dark Elves or Norsca&lt;br /&gt;
*Keep spamming the &#039;&#039;&#039;Secure Influence&#039;&#039;&#039; option, it will give you 1 influence every turn for 5 turns.&lt;br /&gt;
*Level up Secure Influence every chance you get, you get an extra point for every level up, and rinse and repeat. &lt;br /&gt;
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If you keep doing this you will be drowning in influence.&lt;br /&gt;
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Also, their research is kind of stupid. The research is locked by different stages and you need to construct different buildings in order to get access to all of them. This means building things you&#039;d rather not in order to finish the research tree. You even need to get all tradeable resources in order to completely finish the tree. Just complete what you need to complete and you&#039;ll get through it fine.&lt;br /&gt;
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Here&#039;s some buildings you&#039;ll want in every major city:&lt;br /&gt;
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*&#039;&#039;&#039;Ampitheater&#039;&#039;&#039;: Your public order building, just make it to make sure rebels don&#039;t spring up anywhere. It&#039;s also makes money and isn&#039;t too bad at it on top of that. &lt;br /&gt;
*&#039;&#039;&#039;Tower of Mages&#039;&#039;&#039;: Gets you more Mages and Loremasters, along with more research rate and access to more stages of research.&lt;br /&gt;
*&#039;&#039;&#039;Blessed Grove&#039;&#039;&#039;: Gets you more Handmaidens and Sisters of Avelorn. A fun agent and one of your best units.&lt;br /&gt;
*&#039;&#039;&#039;Dragon Keep&#039;&#039;&#039;: The Dragons are nice, but you really want this for the +1 Lord Recruit rank. Being able to get lv20 lords from the start instead of leveling them up there is so nice. &lt;br /&gt;
*&#039;&#039;&#039;Elven Court&#039;&#039;&#039;: More Nobles, which means more Influence. What more do you want.&lt;br /&gt;
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The best time to ask for a Confederation is after your target has suffered a military defeat. If you see them lose two armies in the same battle, they are more likely to agree to Confederate.&lt;br /&gt;
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Basic Archers and Spearmen are ridiculously effective, and wil be able to handle most of what the game throws at you until pretty far in the game. If you don&#039;t know what to put in your armies, four Spearmen, five-six Archers and two Bolt Throwers are a pretty good base that you never can go wrong with.&lt;br /&gt;
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===Campaign Specific===&lt;br /&gt;
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====Tyrion====&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;J-just play the damn thing&#039;&#039;&#039;: Look, Tyrion&#039;s campaign is designed to be the &amp;quot;baby&#039;s first Total Warhammer campaign.&amp;quot; You start with one of the best cities on the map, are surrounded by friends, have fairly weak enemies and are on an isolated continent. Now this isn&#039;t a bad thing, but it results in the campaign having very little challenge for experienced players. As such, don&#039;t worry too much about it. You&#039;ll probably unite Ulthuan and attack the Dark Elves in Naggaroth to complete your campaign objectives and after that you can do pretty much whatever you want. &lt;br /&gt;
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*&#039;&#039;&#039;Use Morathi to your advantage&#039;&#039;&#039;: Morathi is eventually going to attack Ulthuan and since Auto Resolve freaking loves her she&#039;s going to take quite a few provinces. Since you are going to be trading with most High Elf neighbors, use this to your advantage to expand. Take any territory that Morathi takes yourself and confederate the factions that she weakens during her expansion. Once you control the majority of Ulthuan you can sail over to finish her off and confed Alith Anar if he is still alive. &lt;br /&gt;
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*&#039;&#039;&#039;Don&#039;t do Blood of Anerion at higher difficulties&#039;&#039;&#039;: Look, I know it&#039;s fun to give Tyrion the Sword of Khaine, max out the Blood of Anerion tree and watch him slap his dick across the face of everyone he fights but trust me at higher difficulties it isn&#039;t worth it. The public order penalties will stack with what you get with difficulty level anyway and you will start having rebel problems early on. The other tree will improve your economy, public order and relations, which are much more useful than making Tyrion more of a beatstick than he already is.&lt;br /&gt;
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====Teclis====&lt;br /&gt;
*&#039;&#039;&#039;Invest in Anti Corruption&#039;&#039;&#039;: You will be dealing with Skaven and Vampires in your campaign, so something to deal with all of that corruption will be nice. This is especially true in Mortal Empire where you start right next to Skrolk and Luthor Harkon. The Lustriabowl is stupid enough as it is, and getting rid of all that corruption will help you get through it.&lt;br /&gt;
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*&#039;&#039;&#039;Don&#039;t bother too much with the Lustria Bowl.&#039;&#039;&#039; The more you expand into Lustria the more bullshit you will have to deal with. The Lizards are generally friendly with you and make good trade partners, so once you secure the Eastern Coast from Skrolk, Luthor and Lokhir, see if you can try to confed with Ulthuan. Yes, it&#039;s the more boring way to play but unless you want to reenact the Vietnam War but with Lizards it is the more practical way to do things. Of course if you&#039;re playing the Vortex campaign..... yeah you&#039;re kind of stuck. Good luck.&lt;br /&gt;
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====Alarielle====&lt;br /&gt;
*&#039;&#039;&#039;Get Ulthuan under Asur control ASAP&#039;&#039;&#039;: You get penalties to public order and money when there are something other than preppy pointy ears on the donut. As such, you got to make sure to go out of your way to kill anything non High Elf on Ulthuan. Once you do that, you&#039;re in the clear to steam roll the campaign, as you get massive bonuses once Ulthuan is united.&lt;br /&gt;
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*&#039;&#039;&#039;Use Morathi to your advantage&#039;&#039;&#039;: Same as Tyrion really, only it&#039;s easier for you to take advantage of it. Once Morathi takes some provinces on Ulthuan make sure you&#039;re there to sweep them up.&lt;br /&gt;
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*&#039;&#039;&#039;Fortify against Blood Fleets&#039;&#039;&#039;: Hellebron is going to send blood fleets to Ulthuan and you are probably going to have to deal with them. They will land at the Salvation Isles in Vortex and at the Shrine of Khaine in Mortal Empires. Keep these locations fortified and smash the armies they send at you before they can do any extreme damage to Ulthuan.&lt;br /&gt;
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====Alith Anar====&lt;br /&gt;
*&#039;&#039;&#039;Do Assassination Missions when you can&#039;&#039;&#039;: They&#039;re a very good source of money and influence that can really help you out, though the big problem tends to be getting to your target. Obviously, you shouldn&#039;t bother doing them if they&#039;re asking you to kill an ally or someone on the other side of the map, but if it&#039;s someone close and in a faction you have no interest in being friends with by all means go at them. Especially if you have your special hero that never fails assassination attempts.&lt;br /&gt;
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*&#039;&#039;&#039;Fight dirty&#039;&#039;&#039;: with your ambush stance, heavy focus on skirmishing and guerilla fighting and underworld stance, you&#039;re essentially a Skaven faction in an elf suit. Use this to your advantage and always try to go for ambushes and drowning the enemy in arrows.&lt;br /&gt;
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*&#039;&#039;&#039;Kill Morathi ASAP&#039;&#039;&#039;: You want to do this for three reasons. One, she spreads Chaos Corruption which will eventually come to bite you in the ass, so you may as well get rid of her before it spreads too much. Two, it&#039;s inevitable that she will invade Ulthuan and disrupt your main trade partners and confederation targets. Three, her main settlement is one of the richest in the game, which will heavily improve your economy.&lt;br /&gt;
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====Eltharion====&lt;br /&gt;
*&#039;&#039;&#039;Get ready to fight a lot&#039;&#039;&#039;: Part of this is because of the prison mechanic, which incentivizes you to fight a lot of otherwise very one sided battles. This is because while it is possible to get a prisoner in Auto Resolve, it&#039;s low so you&#039;re better off just fighting it out and capturing them manually even if it is a two stack army vs your griffon knight stack. The other part is because eventually every green bastard in the Badlands is going to want to mount your buttcheeks over his fireplace, so expect a ton of stacks coming at you.&lt;br /&gt;
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*&#039;&#039;&#039;Mistwalkers stacks are Eltharion only&#039;&#039;&#039;: There is one big reason for this, he&#039;s the only one who can buff them. The Mistwalker units don&#039;t get buffs from the Red tree, so generic and other Legendary High Elf lords can&#039;t buff them. Eltharion does have a skill that buffs them, so while they&#039;re useful in all your armies, Eltharion is the only one who can effectively doomstack them.&lt;br /&gt;
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*&#039;&#039;&#039;Consolodate Forces&#039;&#039;&#039;: In Mortal Empires you have a dual start, one on Ulthuan and one in the Badlands. With your split forces, it can be a bit hard in the early game to get started. Your main focus should be to get all of Yvresse under control so you can trade with your fellow High Elves and get an economy going. Once that is done, use your money to focus on either taking all of Ulthuan or expanding in the Bad Lands. You can do both, and to win you need provinces in both, but you&#039;ll be splitting up your forces doing so.&lt;br /&gt;
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====Imrik====&lt;br /&gt;
*&#039;&#039;&#039;MURDER SNIKCH!!!!!&#039;&#039;&#039;: More of a Mortal Empires problem, but one that is REALLY important. Unless you want never ending rat stacks against you, you need to kill the Rat weeb as soon as possible. Once you take the first dwarf settlement, take your army and kill Clan Eshin immediately. trust me, you will be saving yourself a lot of head ache in the future.&lt;br /&gt;
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*&#039;&#039;&#039;Prepare to have no money&#039;&#039;&#039;: Your are going to have a grand total of 0 trade in the early game because of how trade works. You can only trade with a faction if they can directly get to your capital by sea or land, meaning having a port or a settlement with a road to your main city. Since the ocean you start by is blocked to the rest of the world, and you are surronded by people who hate you, trade is not happening early one. Even when you do confed your way back to Ulthuan, your capitol doesn&#039;t change to Caledor so you can&#039;t trade with the other elves. Yes, you can cut back on Dragon money, but only cowards do that.&lt;br /&gt;
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*&#039;&#039;&#039;Find those Dragons&#039;&#039;&#039;: Once you start collecting the Dragons, you start to become stupid strong. Early on it&#039;s ok to just use their events to collect money and favor (especially if you want to confed Caledor the best way possible) but once you have a strong army there is no reason to not go after them. Once you collect one, all the others come in much easier.&lt;br /&gt;
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==DLCs==&lt;br /&gt;
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In this section we&#039;ll go over the DLCs for the High Elves and determine whether or not they&#039;re worth buying.&lt;br /&gt;
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*&#039;&#039;&#039;The Queen and the Crone&#039;&#039;&#039;: Because of course you&#039;re going to have a Lord Pack against your main rivals. Alarielle and the Sisters of Avelorn are the highlights of the DLC, both being core units in campaign and multiplayer. It also comes with the Handmaiden, a decent hero in campaign with nice buffs and Shadow Warriors, your mobile kiting archer unit. The biggest problem with this DLC is the lack of content compared to Lord Packs that show up later, as you only get two units and a hero option. Compare that to what other factions get later on and it does feel bare bones. Alarielle&#039;s campaign itself isn&#039;t bad but the mechanics are a little bland compared to other DLC factions and it does lean on the easy side once you kick the non Asur off Ulthuan. All in all a decent pick if you love the High Elves and are only interested in campaign but if you&#039;re tight on money you can hold off on it. If you play multiplayer though it&#039;s a must buy as Alarielle is arguably your best lord and it gives you a ton of good options.&lt;br /&gt;
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*&#039;&#039;&#039;The Warden and The Paunch&#039;&#039;&#039;: In many ways the opposite to the above in which it adds a ton of content and gives you great campaign options. The big Lord here is Eltharion, who has a fun campaign where you get to roleplay Batman and throw thousands of Greenskins into your own Arkham Asylum for cool buffs and bonuses. Other units include the Archmage, giving you a lord level mage and a collection of units to fill the holes in your army. Rangers offer good early game offense and Silverin Guard finally give you a mid tier defensive infantry option. War Lions and Lion Chariots offer good mobile AP and Arcane Phoenixes are great lord/hero duelists and blob killers. Honestly this is one of the better Lord Packs in game 2, giving you a ton of good content (especially if you also like Greenskins) and a pretty good campaign. Easy recommend.&lt;br /&gt;
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[[Category:Total Warhammer]] &lt;br /&gt;
{{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
		<author><name>2601:283:4C80:11C0:25D1:C5E4:29C6:775C</name></author>
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	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Vampire_Counts&amp;diff=506987</id>
		<title>Total War Warhammer/Tactics/Vampire Counts</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Total_War_Warhammer/Tactics/Vampire_Counts&amp;diff=506987"/>
		<updated>2022-05-10T06:31:54Z</updated>

		<summary type="html">&lt;p&gt;2601:283:4C80:11C0:25D1:C5E4:29C6:775C: /* Multiplayer Strategies */&lt;/p&gt;
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&lt;div&gt;This is the tactica for the [[Total War: Warhammer]] version of the Vampire Counts.&lt;br /&gt;
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==Why Play Vampire Counts?==&lt;br /&gt;
*Because you want the realms of the living to drown in the night as the dark creatures consume their souls and bodies.&lt;br /&gt;
*Because you really, REALLY wanted Dracula to win in the novel.&lt;br /&gt;
*The enemy can&#039;t dive your backline if you have no backline!&lt;br /&gt;
*Because you aren&#039;t quite sick of zombies yet.&lt;br /&gt;
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===Pros===&lt;br /&gt;
*&#039;&#039;&#039;God Tier Lords&#039;&#039;&#039;: Every Lord in your army is a caster of the Lore of Vampires, the strongest lore of magic in the entire game. Combine that with impressive melee stats and incredible mount options across the board, and Vampire Lords are among the most powerful in the entire game. Plus, with all the Bloodlines being playable you have plenty of even more powerful lords to choose from.&lt;br /&gt;
*&#039;&#039;&#039;Fantastic Heroes&#039;&#039;&#039;: Vampire Counts also have amazing heroes on both the battlefield and the campaign map. Vampires are casters that can fight almost everything and win using their high melee stats and regen. Wight Kings are superb tanks with high HP, a silver shield, and a nifty anti-infantry bonus. Necromancers are essential both on and off the battlefield, granting AoE regen to allies — improved further and adding a few buffs with a corpse cart mount. Outside of fights, have a group of ten Necromancers with the &amp;quot;Lore Keeper&amp;quot; trait run amongst your cities, granting 100% off construction costs, 100% research rate, and a massive &amp;quot;Boost Income&amp;quot; bonus. Banshees are great agents that have access to &amp;quot;Assassinate&amp;quot;, &amp;quot;Damage Walls&amp;quot;, and &amp;quot;Block Army&amp;quot;. The &amp;quot;Devious&amp;quot; trait gives a stacking boost to action success chance and a lower action cost.&lt;br /&gt;
*&#039;&#039;&#039;Healing&#039;&#039;&#039;: Other factions have healing, but you are one of very few that can bring back dead models. This means that casualties aren&#039;t the biggest concern in the world for you as you can always just bring them back with a good Invocation of Nehek cast. Pro tip: Don&#039;t click that &amp;quot;end battle&amp;quot; button; instead, spend your remaining winds of magic to revive everyone and win the fight with zero casualties.&lt;br /&gt;
*&#039;&#039;&#039;Cavalry&#039;&#039;&#039;: Blood Knights are among the best cav in the entire game, and, combined with the ability to revive models, can be oppressive. Even Black Knights are pretty damn good for what they do.&lt;br /&gt;
*&#039;&#039;&#039;Air Power&#039;&#039;&#039;: With cheap expendable options like Fell Bats and crazy damage creatures like Vargheists and Terrorgheists, getting control of the sky as the Vampires is pretty easy. Just watch out for missiles and vortexes like tempest designed to kill fliers.&lt;br /&gt;
*&#039;&#039;&#039;Monsters&#039;&#039;&#039;: You got plenty of large damage dealing monsters for numerous occasions. From fliers to ground monsters to bats and dogs to harass skirmishers, you got a beast for nearly every occasion. &lt;br /&gt;
*&#039;&#039;&#039;Inexpensive&#039;&#039;&#039;: Most of your infantry choices are pretty cheap, which allows you to really lean into your more expensive troops and still have enough cash left over to get frontline to hold them in place. You can expect to outnumber your enemy in most battles, so be sure to use that. An early technology renders zombies and skeletons completely free of upkeep.&lt;br /&gt;
*&#039;&#039;&#039;High Infantry Models&#039;&#039;&#039;: The zombie and skeleton units boast one of the highest model counts in the game. Pair that fact with your ability to bring back dead models and you have a blob to reckon with.&lt;br /&gt;
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===Cons===&lt;br /&gt;
*&#039;&#039;&#039;No Ranged Units&#039;&#039;&#039;: None whatsoever in the first game, meaning you are always forced to go all-in; otherwise, the enemy will just pick you apart. You do have plenty of tools to deal with enemy ranged, but you can still feel the inability to put out reliable damage from a distance. It also makes your siege defenses an absolute joke.The second game allows the recruitment of a small number of Sylvanian crossbowmen and handgunners after you unlock a Von Carstein Bloodline lord but they honestly aren&#039;t worth it unless you&#039;re going up against Drycha and her roided up treemen + treekin. Generally the lack of ranged is for game balance reasons, as VC already have brilliant cavalry, Lords, monsters and excellent high teir infantry. Don&#039;t be tempted to download mods like Radious which give you cheap access to ranged as it makes the counts unstoppable and the game dull. Or do it, I&#039;m not your mother.&lt;br /&gt;
*&#039;&#039;&#039;Flimsy Infantry&#039;&#039;&#039;: Believe it or not, literal walking corpses animated like puppets don&#039;t make the best fighters. While Zombies and Skeletons can hold the line, don&#039;t expect them to win without help. Your cav, monsters, heroes, and lords will be doing most of the work in winning the battle while infantry hold the enemy in place. Grave guard are not flimsy at all, but they are a lot more expensive.&lt;br /&gt;
*&#039;&#039;&#039;Reliance on Lords&#039;&#039;&#039;: Lords are important in all armies, but yours literally keep your shambling mounds moving and fighting during the battle. If they die, the rest of the army is sure to follow.&lt;br /&gt;
*&#039;&#039;&#039;Lack of Anti-Large&#039;&#039;&#039;: Aside from Blood Knights and Skeleton Spearmen, you&#039;ll be hard pressed to find anything in your Roster with Anti-Large damage. Facing off against heavy cavalry and monsters is not something you particularly enjoy. &lt;br /&gt;
*&#039;&#039;&#039;DLC&#039;&#039;&#039;: Yes, a weakness pretty much everyone has but still worth mentioning. Mortis Engines and Corpse Carts are very useful in your average battle – almost essential – and sadly you need to fork over dough if you want to get these key units.&lt;br /&gt;
*&#039;&#039;&#039;Slow Infantry&#039;&#039;&#039;: Zombies, walking skeletons, and possessed suits of armor are slow. Who knew?&lt;br /&gt;
*&#039;&#039;&#039;PC Killer&#039;&#039;&#039;: Large number of units with high model counts combined with vampire-focused maps specializing in fog and your frame rate can easily take a dive, even on beefy rigs. The campaign map isn&#039;t safe as vampire corruption covers the land in fog and particle effects. Lowering or outright disabling volumetric fog is a must.&lt;br /&gt;
*&#039;&#039;&#039;Outdated&#039;&#039;&#039;: A problem that plagues all of the Game 1 factions is that the development of game 2 kind of left them behind. Hopefully we will still see a rework or at least a DLC that fixes some of the worst problems (especially your lack of Anti-Large units). That might be a while though, especially since you are the only game one base race to not get a DLC or FLC and game three will probably prioritize its main factions first.  You will eventually get your day though, Nagash and Neferata are too important for CA to leave out forever.&lt;br /&gt;
*&#039;&#039;&#039;Predictability&#039;&#039;&#039;: A very similar weakness to the Dwarfs, but in the opposite direction. Where as the lack of mobility or offensive infantry means the Dwarfs can never play offense, your lack of ranged units, artillery or solid defensive infantry means you can never play defense. Experienced players will likely know what you&#039;re bringing and be able to counter.&lt;br /&gt;
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==Universal Traits==&lt;br /&gt;
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*&#039;&#039;&#039;Undead&#039;&#039;&#039;: Everything you have is undead. Duh. Refer to the general tactics page as to what that means. &lt;br /&gt;
*&#039;&#039;&#039;The Hunger&#039;&#039;&#039;: The Hunger gives the unit with it a small regeneration buff as long as it is in melee. All Vampiric units (Your Lords, Vargheists, Blood Knights etc.) have this.&lt;br /&gt;
*&#039;&#039;&#039;Vampiric Corruption&#039;&#039;&#039;: One of the core features your faction is based around in the campaign and is spread by a combination of your lords/heroes and buildings you construct in settlements you own. Vampiric Corruption is what keeps your armies stitched together and your people...pacified while your armies march on the lands of the living. Speaking of the land of the living, your armies will suffer attrition while striking out into low corruption provinces that you don&#039;t control, meaning you need to move quickly to capture neighboring settlements. You&#039;ll also need to remain on site until you can establish yourself; you must endure public order penalties in settlements with low Vampiric Corruption which can quickly lead to revolts should you turn a blind eye. Fortunately, once you have established sufficient Vampiric Corruption in a province, it becomes considerably harder for the living to reclaim it; &#039;&#039;they&#039;&#039; suffer attrition when venturing onto your lands and must spend a considerable amount of time purifying your corruption lest &#039;&#039;they&#039;&#039; have to deal with Vampiric rebellions of their own. Additionally, once Vampiric Corruption reaches high enough levels, it can begin to bleed into neighboring regions, hastening how quickly you can move in.&lt;br /&gt;
*&#039;&#039;&#039;The Dead rise again!&#039;&#039;&#039;: After each battle, any unit that is completely wiped out has a fairly high chance to come back to life. It can be a bit random and frustrating at times , but it can&#039;t be denied that it nullifies a lot of the attrition Armies far away from your cities suffer over the course of a campaign. Combine this with your free skeletons and Raise Dead and your armies will operate at full strength a lot more often than most other factions armies will. This ability is also unique to the Vampire Counts and no other of the undead factions.&lt;br /&gt;
*&#039;&#039;&#039;Causes Fear/Causes Terror&#039;&#039;&#039;: Every single one of your units causes fear, and your monstrous ones as well as your Lords all cause Terror.&lt;br /&gt;
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==Legendary Lords and Subfactions==&lt;br /&gt;
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&#039;&#039;&#039;[[Mannfred von Carstein]]&#039;&#039;&#039;: the Legendary vampire Caster Lord himself, having the blender power of an already impressive normal vampire lord plus the full selection of Lore of Vampire and Death. Mannfred is the epitome of a Hybrid Lord; he already starts with a discount Arcane Conduit, and the additional magic power from this alone makes him easily on par with Teclis and Morathi. Unlike these two though, he also is a terrific melee combatant, especially when mounted on a zombie dragon.  His access to two full lores is rare and exceptional, plus they are death and vampires some of the best lores. &lt;br /&gt;
: Mannfred starts in Sylvania proper with Castle Drakenhof. Starting as him can be a bit tedious, as your close proximity to no less than 4 different major order factions that really hate your guts (Reikland, Karaz-a-Karak, Karak Kadrin and The Golden Order) and the shit economy of the VC combined with ludicrous amounts of money your high tier buildings cost, make sure that you have a pretty bad time on Mortal Empires. Try not to push too aggressively into the Elector Counts that surround you, sow your Corruption and you should be fine, but always try to play it safe.  &lt;br /&gt;
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&#039;&#039;&#039;[[Heinrich Kemmler]]&#039;&#039;&#039;: Would be the worst legendary lord if not for the fact that he can summon Krell. not much to say in MP except he is a necromancer that summon a strong Wight King and if you pay more, can your side win an engagement and not immediately die. &lt;br /&gt;
: more interesting in campaigns as he is far removed from the vampiric cluster of Sylvania to spread mayhem to [[Bretonnia]] and [[Reikland]] from Castle [[Drachenfels]] in the Grey Mountains. he starts with two ghost units, has a good relationship with chaos, doesn&#039;t need to roll out the  corruption carpet to move and improve recruitment of necromancers heros.&lt;br /&gt;
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&#039;&#039;&#039;[[Helman Ghorst]]&#039;&#039;&#039; (DLC): He would have been the game&#039;s first legendary hero if CA had figured out earlier on how that would work, but he is an alternative starting lord for Sylvania. Despite Kemmler&#039;s street cred, Ghorst is actually the best and only necromancer lord you should consider in MP. Has Regen for protection and Should always be on his special Lodestone corpses cart to give out his buffs to his troops and passive DPS. what makes him even more worth the cost is summoning a unit of Grave guard or a Wight king instead of regular undead. All this and his price tag make him the best cost-effective caster choice if your trying to save money on a lord. &lt;br /&gt;
:In the campaign, Ghorst is about playing the necromancer, Granting high Replenish and Research rates,  bonuses to corpses Carts and Mortics Engines, like them having a bound zombie summon. Helman&#039;s own army also gives armor to zombies and all units are given poison attacks, turning your cheap undead into scary bricks early game. he&#039;s rather lackluster late game.  &lt;br /&gt;
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&#039;&#039;&#039;[[Vlad von Carstein]]&#039;&#039;&#039; (FLC): Vlad is perhaps the best melee lord in the entire game, across all factions. He combines a terrific statline with a decent mobility, even on foot, an absurd amount of ward saves that total up to the possible maximum of 90% &#039;&#039;The Hunger, Regeneration and a massive self-heal plus the Lore of Vampires on top of that&#039;&#039;. Is there anything that he is weak to? Frankly, fire damage will put a significant dent into his defense line once his abilities are on cooldown as well as being tarpitted (although tarpitting isn&#039;t as effective against him as other lords, since he is easily able to slaughter any unit that gets thrown his way) or monstrous creatures, which can keep him busy for a considerable amount of time. Picking Vlad often means for your opponent to play around him and this is something you can and should exploit. better if used as a second lord by Isabella in campaign, his faction benefits are very small (just slightly better campaign movement, vs Isabellas awesome bonuses).&lt;br /&gt;
:In the campaign, he and Isabella will be almost as inseparable as the Sisters of Twilight due to their combat buffs when reinforcing each other. he leads one of the opposed VC factions next door to Mannfred&#039;s Sylvania. As your starting lord, he Gives improved campaign movement and gives his personal army Siege attacker and army-wide Vanguard to not give the enemies time to mess with you. &lt;br /&gt;
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&#039;&#039;&#039;[[Isabella von Carstein]]&#039;&#039;&#039; (FLC): the Alternative starting lord for the Von Carstein campaign, Giving big bonuses for vampire heroes. In MP She is A Vampire lord with supportive ability Giving out improved Offence and Regeneration to herself and other units. Comes with numerous buffs to monster units. She gives way better campaign bonus than vlad and you get him for free anyway so ALWAYS start with her.&lt;br /&gt;
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&#039;&#039;&#039;[[The Red Duke]]&#039;&#039;&#039; (FLC, MP only): he is in the campaign but you have to confederate with Mousillon to use him. in MP he is more of a duelist lord then the Blood Dragon lord, with his El Syf hex making a target easy picking and cut though its Physical resistance in comparison to the Blood Dragon that is all in on only melee damage.&lt;br /&gt;
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==Units==&lt;br /&gt;
===Generic Lords===&lt;br /&gt;
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&#039;&#039;&#039;Vampire Lord&#039;&#039;&#039;: like most of VC, the army is held together by a few strong units with the rest being expendable support. Already a Strong melee fighter, able to blow through most infantry. All that plus he is a caster of the lore of Vampire. In MP, He is already Expensive and paints a big target on his back to get shot down, so only buy what you need on and tray to distribute more of your funds spread across your army.  bloodline lords largely make him obsolete.&lt;br /&gt;
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&#039;&#039;&#039;Master Necromancer&#039;&#039;&#039;: If you were to look up the word &amp;quot;Redundant&amp;quot; in a dictionary you&#039;d find a picture of this dude&#039;s face. As a caster lord he&#039;s rather pointless because literally, EVERY lord in the Vampire roster comes with the Lore of Vampires, which is about all he brings to the table. I mean I guess he&#039;s cheap compared to a vampire but the bonus you get with them more than makeup for the price increase. Worse yet he has to compete with the &#039;&#039;hero&#039;&#039; version of the Necromancer, who literally does the exact same thing this dude does but for cheaper and you can have more than one of them in an army if you want. The Master Necromancer either needs a serious buff/rework to give us a reason to pick him over any Vampire or even the hero version, or he needs to just be removed from the game because honestly, I don&#039;t think anyone will miss him.&lt;br /&gt;
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&#039;&#039;&#039;Strigoi Ghoul King (DLC)&#039;&#039;&#039;: Your single entity hunter compared to the infantry muncher that its a Vampire Lord. Is buck naked for defense except for having Regeneration in addition to the Hunger. Has Poison attacks in addition to High AP plus an ability to a Burst of Even more AP for himself and allies, making him Prime as a Hunter of armored single entities. its Magic setup is a mix of Vampires and Death to help in his leader and hunter role, including a unique spell to summon crypt Ghouls/Horrors for a poisonous goon squad. Can be mounted on a Terrorgheist which Improves his survivability, mobility, and is ready a single entity hunter. also made obsolete by bloodline lords however.&lt;br /&gt;
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===Bloodline Lords===&lt;br /&gt;
You can pretty much ignore the generic lords above because in both campaign and MP there&#039;s no reason to take them over these guys.&lt;br /&gt;
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&#039;&#039;&#039;Lahmian Vampire Lord&#039;&#039;&#039;: Focused on Debuffing, and being hard to hurt in melee. She has a mixed caster of Shadow and Vampire. Her role is using her high speed to jump on enemies and use Seduction to slow them down as they take punishment. also has large bonuses to hero action success rate in campaign.&lt;br /&gt;
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&#039;&#039;&#039;Von Carstein Vampire Lord&#039;&#039;&#039;: a mix caster of Vampire and beast, and summons a Varghulf instead of a manticore. His Storm of the Night will grant you an edge in the Air superiority matchups. does everything generic vampire lords do but better.&lt;br /&gt;
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&#039;&#039;&#039;Blood Dragon Vampire Lord&#039;&#039;&#039;: Around one of the best melee characters in-game with all the stats that matter (attack, defense, Ap damage, is a wizard, monstrous mount option). The &amp;quot;weakest&amp;quot; of the Bloodlines in terms of magic (Meaning he just has the pure Lore of Vampires instead of a mixed lore, and no access to Arcane Conduit, so take &amp;quot;weak&amp;quot; with a MASSIVE grain of salt.) his magic skill tree may actually be better than normal since you can get access to later spells with fewer points invested. &lt;br /&gt;
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&#039;&#039;&#039;Necrarch Vampire Lord&#039;&#039;&#039;: Your caster vampire but not as good in melee as even a normal Vampire Lord. His focus is how good a wizard he is getting a mix of Death/Vampire/ and Beast&#039;s Buff and debuff spell, very good at keeping your magic tanks full enough to sustain you, wizard assault. kind of awkward, spell selections are not the best and I would prefer a von carstein lord as a caster honestly, raised dead benefits are good though. &lt;br /&gt;
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&#039;&#039;&#039;Strigoi Vampire Lord&#039;&#039;&#039;: Upgrade to Ghoul King, granting greater Melee attack and defense. Their AP burst ability is only affected themselves, and get another way to give them a burst of HP. same issues as a normal ghoul king but better overall.&lt;br /&gt;
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===Heroes===&lt;br /&gt;
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&#039;&#039;&#039;Wight King&#039;&#039;&#039;: Your standard melee hero and right-hand wight. Overall killy and tough. High melee defense and armour make him exceptionally tanky, and seating him on a barded nightmare makes him a very mobile threat. He works best as a mage hunter or single-entity tarpit for anything nasty with a low model count. &lt;br /&gt;
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&#039;&#039;&#039;Necromancer&#039;&#039;&#039;: Your main source of additional undead, magic support and staying power so that your forces don&#039;t crumble. Can be put on one of the three Corpse Cart mounts for additional boons. Competent caster but keep him away from melee. recommend to skip n campaign and camo them in valuable provinces to boost income, have your lord cast instead.  &lt;br /&gt;
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&#039;&#039;&#039;Vampire&#039;&#039;&#039;: A strong fighter caster hybrid like the lord version. Takes up Shadow and Death, lores not fully covered by other units. Generally speaking, a bit of a glass cannon, although her massive regeneration buffs make her much more durable than equivalent heroes from the elven factions. They also have access to zombie pegassi, so their mobility is exceptional, even for a VC hero. Doomstack very well with Isabella.&lt;br /&gt;
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&#039;&#039;&#039;Banshee&#039;&#039;&#039;: A terror causing Ghost goon with High AP. She defiantly needs to stay away from magic, but good at gooning. they kinda suck in actual fights, use them on the campaign map as assassins and saboteurs. &lt;br /&gt;
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&#039;&#039;&#039;Krell&#039;&#039;&#039; (Kemmler Only): A Wight King with better base stats but, as a summon, cannot equip any items at all and will degrade over time (unless you fill his dedicated line in Kemmler&#039;s skill tree). Use him as a quick stop-gaps in your flanks or to wreck havoc in the middle of a blob, but don&#039;t expect him to last long.&lt;br /&gt;
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===Melee Infantry===&lt;br /&gt;
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*&#039;&#039;&#039;Zombies&#039;&#039;&#039;: Dirt-cheap fodder to tie up your enemy, and you better hope that they do that job right, because they have the lowest stats of any unit in the game to the point where Betonnian Peasant Mobs can defeat them. They got two things going for them, large unit size and hitpoint pool. Skeleton Warriors do their job better for only marginally more money and can even hope to kill some weaker enemies, so it&#039;s best to skip them. &lt;br /&gt;
MP tier: S. Most competitive builds utilize zombies in some way, either as a super cost efficient frontline/tar-pit, or as a summon to block charges/tangle up ranged units.&lt;br /&gt;
**&#039;&#039;&#039;The Tithe (RoR)&#039;&#039;&#039;: Zombies with slightly worse stats who replace Expandable with Meat Shields and have 30 more models.&lt;br /&gt;
MP tier: A. For the cost some prefer the extra unit of zombies but they still perform well as tar-pit.&lt;br /&gt;
*&#039;&#039;&#039;Skeleton Warriors&#039;&#039;&#039;: Spooky scary skeletons with Swords and shields. A more numerous variant of Empire Swordsmen, basically. Doesn&#039;t hit as hard, but is undead and comes with 160 models in one regiment. Comes with a shield for good measure.&lt;br /&gt;
MP tier:B. 3x the costs of zombies for slightly more staying power. Useful against missile heavy builds thanks to shields. Can trade fairly against other chaff. can become free upkeep with a tech.&lt;br /&gt;
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**&#039;&#039;&#039;The Konigstein Stalkers (RoR):&#039;&#039;&#039; Mostly same stats as above except for having better armor. That and having Poisoned, which makes them a step up compared to normal skellies.&lt;br /&gt;
MP tier: C. For the price you might as well get Grave Guard, unless you&#039;re doing some weird poison centric list.&lt;br /&gt;
*&#039;&#039;&#039;Skeleton Spearmen&#039;&#039;&#039;: Basically identical to normal Skeleton Warriors except that they come with Spears and actually are the only infantry unit you have with a Bonus vs. Large. Not that this matters though, their performance is too bad against anything stronger than Mounted Yeomen. honestly I prefer these in campaign to zombies or warriors, at least they have slightly better MD and bonus vs large but personal preference and matchup will decide which you use most of. If you need a line of chaff, take Spearmen over Warriors or Zombies. can become free upkeep with a tech.&lt;br /&gt;
MP tier: B. Slightly sturdier skeletons with anti-large.&lt;br /&gt;
*&#039;&#039;&#039;Crypt Ghouls&#039;&#039;&#039;: Cheap counter-infantry that works well against other low-level infantry. Have high damage, poisoned attacks, but their low armor makes them fragile (especially against units that can reliably fight them). Use them against units like Skaven Slaves, Goblins and other low-tier infantry. Don&#039;t pit them against better units like Chaos Warriors for these will turn them into minced meat. better in campaign then MP, but still get left behind later on, where as skeletons and zombies may stay as chaff all game long in campaign. once skeletons are free upkeep I cant see any reason to use them.  &lt;br /&gt;
MP tier: C. Has interesting capabilities, but is in an odd place price wise. Is it really worth 5 zombies/2/3s a Grave Guard?&lt;br /&gt;
**&#039;&#039;&#039;The Feasters in the Dusk (RoR)&#039;&#039;&#039;: Same as above, but with Stalk and Vanguard. This makes them perfect for flanking and war machine hunting.&lt;br /&gt;
MP tier: C. Basically a sneaky/killy/slower version of bats/dire pack. Slightly more survivable.&lt;br /&gt;
*&#039;&#039;&#039;Grave Guard&#039;&#039;&#039;: Spookier, scarier Skeletons. A straight, if a bit expensive upgrade from Skeleton Warriors and your go to choice for your main line in the late game. Their bonus vs. Infantry combined with decent armour and a shield make them formidable opponents that have little trouble with handling most other standard infantry. &lt;br /&gt;
MP tier: A. If you&#039;re looking for a sturdier frontline, this is it. Fares well against most low-armor infantry, can hold the line for quite some time.&lt;br /&gt;
**&#039;&#039;&#039;The Sternsmen (RoR)&#039;&#039;&#039;: Beefed-up Grave Guard with additional Regeneration and Charge Defence Against All. Put them as the core of your force the moment you get them.&lt;br /&gt;
MP tier: S. Worth every penny. With support they&#039;ll usually last the whole fight.&lt;br /&gt;
*&#039;&#039;&#039;Grave Guard with Greatweapons&#039;&#039;&#039;: It&#039;s in the name. Your dedicated can openers for dealing with armored infantry and anything in between. lack luster source of armor piercing, having worse stats than the shielded version. honestly you have many better sources of AP, they aren&#039;t very good in campaign, vargeists and hexwraiths/cairn wraiths are usually better. &lt;br /&gt;
MP tier: A. Vulnerable to missiles and a bit pricey, but allows your frontline to grind down most enemy forces. Can provide good support against armored monsters/cav, just don&#039;t use them to soak up a charge. &lt;br /&gt;
*&#039;&#039;&#039;Cairn Wraiths&#039;&#039;&#039;:  High phys resist and high armor piercing damage makes them your goto infantry for dealing with heavy armor piercing infantry like black orks who will eat grave guards for breakfast.  They&#039;re completely terrible in every other way, trade terribly vs chaff units, and evaporate the moment anything that deals magic damage looks at them funny. much better in campaign than multiplayer, the AI often doesnt counter then correctly, but hexwraiths may be a straight upgrade to these in many ways. &lt;br /&gt;
MP tier: B. Good mobile tarpit, can chip away at most armored foes. Don&#039;t expect high damage output, and if the enemy has any magic damage (as is common in MP) be prepared to watch them dissolve.&lt;br /&gt;
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===Cavalry &amp;amp; Beasts===&lt;br /&gt;
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*&#039;&#039;&#039;Dire Wolves&#039;&#039;&#039;: CA sure love their Wolf units. The archetypical wolf pack which all the others are modeled after. High speed, strider, vanguard deployment and a decent charge bonus make them your very flexible and reliable backline harrasser unit. At least against backlines that don&#039;t like being harassed, anything above the level of Empire Crossbowmen or Skavenslaves eats them for breakfast if left unsupervised. Can be a force to reckoned with if handled properly, but if you don&#039;t like microing around a lot, you&#039;re better off going for real cavalry later in the campaign.&lt;br /&gt;
MP Tier: B. In a slow faction with no ranged threats, a fast vanguard threat is invaluable for backline harassment. Useful for chasing off routing units as well.&lt;br /&gt;
**&#039;&#039;&#039;The Direpack (RoR)&#039;&#039;&#039;: Same as above but with additional anti-large. It&#039;s not significant, but can make a difference when assaulting low-tier cavalry.&lt;br /&gt;
MP Tier: C. Anti-large is nice, but lack of AP and high price tag make this a more situational pick.&lt;br /&gt;
*&#039;&#039;&#039;Fell Bats&#039;&#039;&#039;: Dire Wolves, but flying! Fell Bats don&#039;t really kill anything on their own, but their high mass means that anything they catch will be occupied with them for quite some time. Can be irritating as fuck when used right, but don&#039;t get attached to any one unit of them, because they lose against everything. one of those rare early game units that remain useful all game long in campaign.&lt;br /&gt;
MP tier: A. Flying tar-pit. Surprisingly survivable in melee due to high MD, fantastic price for how much disruption they cause, a must take against certain factions.&lt;br /&gt;
*&#039;&#039;&#039;Black Knights&#039;&#039;&#039;: Now we&#039;re getting into the good stuff. Standard Black Knights have the interesting distinction that they are the only proper cavalry in the game that focuses on dealing damage against infantry. Decent armour, melee defense and a bonus against footsoldiers mean that they will execute this job very well, and to make the package complete, they are also very nimble.&lt;br /&gt;
MP tier: B. A heavily armored dire wolves. Good for backline harassment, and flank/rear charges. Not a lot of killing power for head on engagements, but is sturdy enough to tangle up more expensive enemy cav/monsters due to it&#039;s high armor/mass.&lt;br /&gt;
*&#039;&#039;&#039;Black Knights (Lances and Barding)&#039;&#039;&#039;:  Have extra armor with a much higher charge bonus because of the lance. Naturally in-between the high damage potential but expensive Blood Knights and the cheapness of Black Knights.&lt;br /&gt;
MP tier: C. Charge damage is potent, but lack of AP and shield as well as higher price tag make this unit tricky to use efficiently.&lt;br /&gt;
**&#039;&#039;&#039;Verek&#039;s Reavers (RoR)&#039;&#039;&#039;: Same as above, but with Regeneration, thus giving this RoR extra survivability. &lt;br /&gt;
MP tier: B. Regen is nice.&lt;br /&gt;
*&#039;&#039;&#039;Hexwraiths&#039;&#039;&#039;: Mounted Cairn Wraiths with a blistering 94 speed, flaming attacks, and vanguard. like all ghosts, they are very offensive with High ap damage and Terror but crumble quickly with their only defense being a 75% Physical Resistance. Useful at cutting up knights without magic attacks. Easier to use in campaign vs the AI. &lt;br /&gt;
MP tier: Situational A. In most situations this unit would be B tier, due to price and prevalence of magic in MP, as well as middling killing power. However Hexwraiths are actually a surprisingly effective elite cav hunter, and can even defeat dedicated anti-large cav like demigryphs!&lt;br /&gt;
*&#039;&#039;&#039;Blood Knights&#039;&#039;&#039;: Widely considered to be one of the best Cav units in the game in terms of cost efficiency. It already has meaty stats with a massive charge bonus and anti large, making it a perfect anti cav/monster tool, but add on top of that Frenzy and it will maul anything it charges. They also have a great for of self sustain in The Hunger. The best part about them by far is the ability to bring back dead models so while they will lose one on one to Grail Knights and Demigryphs, you can always bring back casualties. Their only big weakness is their lack of AP.&lt;br /&gt;
MP tier: A. Only reason they aren&#039;t S tier is lack of AP. Has a home in many competitive lists.&lt;br /&gt;
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===Chariots===&lt;br /&gt;
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*&#039;&#039;&#039;Corpse Cart&#039;&#039;&#039; (DLC): Called a Chariot but actually a slow-moving buffing unit. Usually, only see base or with Unholy Lodestone for cheap base melee buff or additional regeneration. Balefire nerfs enemy wizards&#039; ability to cast, but that&#039;s often hard to get much value from. If you&#039;re running a mobile army they are way too slow to keep up. You should stop using them in the campaign&#039;s late game. Use a Mortis Engine instead for a similar role, but better. &lt;br /&gt;
*&#039;&#039;&#039;Black Coach&#039;&#039;&#039;: An unstoppable engine of destruction if you&#039;re into cycle charging. Extremely quick, fire, magic and AP damage at once and to top it off, also causes fear and terror. It has a bunch of passive abilities that make it much better at leaving unfavorable encounters, however, it is quite susceptible to being intercepted by other heavy cav, utterly useless against big monsters and also quite expensive. Bringing one is quite the gamble, but at least a fun one.&lt;br /&gt;
*&#039;&#039;&#039;Mortis Engine&#039;&#039;&#039; (DLC): The biggest gun the counts have on offer and a downright terrifying one. Mortis Engines are basically upgraded, ethereal corpse carts that not only buff up your undead minions to unholy strength, but also sap the HP of the enemies frontline. They might be slow, but are scary and big targets, and them being ethereal also means that it is quite the hassle for your opponent to get rid of it.&lt;br /&gt;
**&#039;&#039;&#039;The Claw of Nagash (RoR)&#039;&#039;&#039;: Everything that makes the Mortis Engine great, but with the addition of a Chilling Aura that slows enemies around it to make it more difficult to escape its AoE damage aura.&lt;br /&gt;
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===Monsters===&lt;br /&gt;
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*&#039;&#039;&#039;Vargheists&#039;&#039;&#039;: They might not look like much, but are actually one of the most cost-effective monstrous infantry in the game. For a meager cost of 700 gold, you get a flying, fairly fast regiment of creatures with Frenzy and The Hunger, that also delivers a tremendous beating with 80 weapon strength, decent melee attack and AP damage. Vargheists will carry your early game armies well into the lategame. Their flight allows them to only pick encounters of your choosing and they certainly have little trouble shutting down enemy flyers that might come your way. take multiple units and keep them cycle charging from the rear to keep them alive. &lt;br /&gt;
**&#039;&#039;&#039;The Devils of Swartzhafen (RoR)&#039;&#039;&#039;: Vargheists with Terror and Vanguard, which makes them into even more useful shock troops.&lt;br /&gt;
*&#039;&#039;&#039;Crypt Horrors&#039;&#039;&#039;: Vargheists, but with poison, and on the ground. Actually not half bad. They retain a good weapon strength and still get AP damage. If you can&#039;t win the air battle, Crypt Horrors aren&#039;t that bad of a choice, actually. &lt;br /&gt;
*&#039;&#039;&#039;Varghulf&#039;&#039;&#039;: This is an iffy one. On campaign, they&#039;re absurdly hard to get for a unit with such low survivability. On the other hand, they can reliably engage all infantry in the game and come out on top. Needs good micro and some attention. When they are exposed to things with bonuses against large, they just melt away. hit and run with them for maximum effect, they do it very well.&lt;br /&gt;
*&#039;&#039;&#039;Terrorgheist&#039;&#039;&#039;: If a ranged unit starts attacking them, the breath attack is ready and the said unit is not immune to Terror then burn them, sometimes those two alone are enough to make the ranged unit rout. a specialized, regenerating anti large ap monster, ok vs infantry but really best used on large targets/monsters. breath is wasted on infantry, hit single entities with it.&lt;br /&gt;
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===Campaign Only===&lt;br /&gt;
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*&#039;&#039;&#039;Sylvanian Crossbowmen&#039;&#039;&#039;: Identical to Empire Crossbowmen, providing you with much-needed ranged fire. Running out of morale makes them rout, which will affect the morale of undead units as well.&lt;br /&gt;
*&#039;&#039;&#039;Sylvanian Handgunners&#039;&#039;&#039;: Identical to Empire Handgunners, providing you with much-needed ranged fire. Running out of morale makes them rout, which will affect the morale of undead units as well.&lt;br /&gt;
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==Tactics==&lt;br /&gt;
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===Multiplayer Strategies===&lt;br /&gt;
You are currently THE fear faction, as obvious as it may seem. Your armies of spookiness are designed to take advantage of enemy leadership and get them to shit themsleves and run off the field. Your powerful Lords and monsters also act as nice encouragement to get them to flee. Generally your plan in most battles is to invest in your Lord, a few strong units like Blood Knights or Terrorgheists, then spend literally everything else on chaff. Have your chaff soak up enemy fire then use your OP healing to keep your actually important units alive. Better scare them off fast too before they start stabbing your skellies and zombos and realize &amp;quot;Hey, these things are actually really easy to kill.&amp;quot; Keep your Lord alive to, for if they die, the game is pretty much over. Anywho, here&#039;s how to pilot the champions of the night:&lt;br /&gt;
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*&#039;&#039;&#039;Beastmen&#039;&#039;&#039;: What used to be one of your best matchups is now one of your worst and it&#039;s due entirely to two monsters -- Ghorgons and Jabberslythes. You rely on drowning your enemies in a tide of zombies and skeletons while your characters and monsters do the work of actually killing things. The Ghorgon will kick the crap out of all of your monsters one-on-one, even the anti-large Terrorgheist. The Jabberslythe has its own Mortis Engine effect and a poison vortex that let it chew through hordes of zombies like a puppy through a bowl of kibble. The good news is Beastmen have terrible leadership, low armor and aren&#039;t great at winning a war of attrition. Lore of Death is very good against them and be sure focus down any Wargors who might be buffing the leadership of their infantry. Drown Jabberslythes in a mix of Skeleton Spears and zombies, ideally backed up by a Corpse Cart; they might not win but you can slow the Jabber down. Beware of the occasional Bestigor build designed to counter tarpits. Deal with any Ghorgons quickly, &#039;&#039;especially&#039;&#039; the Bloodbrute Behemoth, as they not only can kill your monsters but the Bloodbrute in particular poses a big threat to your lords. Blood Knights, Terrorgheists, debuffs, magic missiles, throw them all at that four-armed cow until it goes down or runs away. Be sure not to bring any ethereal units in this matchup; the Jabber&#039;s madness aura deals magic damage.&lt;br /&gt;
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*&#039;&#039;&#039;Bretonnia&#039;&#039;&#039;: On the one hand, Bretonnia is a pain because they field a lot of cavalry and you lack anti-large. On the other hand Blood Knights are one of the few cavalry units that can take on Grail Knights and win, especially since they can be resurrected while The Lady&#039;s simps cannot. Bretonnia&#039;s front line probably hasn&#039;t eaten more than one potato in the last week so they&#039;re pretty easy to roll over with zombies and skeletons, but one or two Grave Guard and a Corpse Cart can give you a good core to fall back on. Bring a few bats or wolves to take out archers and a Wight King or two can fend off Paladins. Bring a few bats or wolves to take out archers and the occasional trebuchet.&lt;br /&gt;
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*&#039;&#039;&#039;Chaos Warriors&#039;&#039;&#039;: This matchup has all the complexity of a 6-year old smacking Bionicles into each other in his room. It&#039;s one of your best matchups because you have 3 HUGE advantages that turn the game in your favor: Fear/terror, Mobility, and Magic. Chaos is reliant on it&#039;s slow-moving infantry and monsters, which tend to have pretty middling leadership. This means that their heavy hitters are generally much easier to tarpit than other factions. Since every single unit in your roster causes fear (and many cause terror) this can really add up and cause early routs on key enemy units. You also have the mobility to dick Chaos around all day, and they really have very few options to do anything about it. The units they have that can keep up (like skirmish cav and hounds) really don&#039;t have much in the way of killing power. Finally, you have healing. They don&#039;t. Invocation of Nehek means you can make even less favorable trades go your way by regenerating models which can pay huge dividends over the course of a battle. Blood Knights are an EXCELLENT pick in this matchup due to their mobility, and they are probably one of the best responses to Chaos&#039; large units. Mortis engines can really get some work done as well, since you don&#039;t have to worry much about it being shot up by missiles. Ethereal units can make the Chaos gods cry if played right, because Chaos has pretty limited sources of magic damage (though you&#039;ll still have to worry about lore of fire). Invest heavily in your lord, play aggressively during the skirmish phase (you definitely want to take cav fights!), and do a good job of avoiding their big monsters (Chaos&#039; best option here is usually Shaggoths), and you&#039;ll easily be able show the Warhammer world what a pussy-whipped failure Archaon really is.&lt;br /&gt;
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*&#039;&#039;&#039;Dark Elves&#039;&#039;&#039;: Ironically, all that AP damage is actually wasted, since most of your units are pretty lightly armored. What you&#039;re really going to have to worry about are their monsters and anti-large. Their army is quite squishy, and your monstrous infantry and cavalry will have a grand old time stomping on most of their infantry options (though watch out for Black Guard, which can take out your cav and monsters, and still have time for coffee at the end). You can absorb a lot of their missile play with chaff, or use summons to take their Darkshards and Shades out quickly. Make sure to do so before they can get their shots in to your lord or monsters though! Crypt Horrors or Vargheists can also be good for taking them out. Scourgerunners will kite most of your monsters to kingdom come, so bog them down with bats or wolves as soon as you get the chance. Your cavalry can easily outmatch theirs most of the time, but Doomfire Warlocks can be a problem with their bound doombolt spell. The worst units to deal with are their monsters. Kharybdiss can spell doom for many of your better units, but is pretty slow and easy to tarpit. Black Dragons can also be a problem in the air, and many of their lords have them as a mount option. Murderous Prowess also means you can&#039;t get the Dark Elves to rout as easily as most of the other factions which can be a very big deal, so make sure you&#039;re playing a longer game, and pay attention when it procs.&lt;br /&gt;
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*&#039;&#039;&#039;Dwarfs&#039;&#039;&#039;: No lies, this is not going to be fun for you. Dwarfs are tough, have great ranged/artillery options, are resistant to magic, and their leadership is so high your fear and terror effects aren&#039;t as useful. Fortunately they&#039;re super reliant on protecting their back line and aren&#039;t great at dealing with large units in melee. Wolves, bats and Vargheists will serve you well here in shutting down their ranged units, Black Coaches can mow down Dwarf infantry for days, and your cavalry can almost always pick optimal engagements. Ethereal units are kind of a mixed bag; dwarfs don&#039;t have a lot of access to magic damage but their magic resistance makes it harder for your ghosts to hurt them. A few Grave Guard with Great Weapons can help get through all that dwarf armor but don&#039;t over-invest in them. Your biggest challenge will simply be reaching the dwarfs without taking too much damage. If the dwarfs have any characters mounted on Anvils of Doom (especially Thorek) be careful with your casters; if they cast spells too close to those guys they&#039;ll eat automatic miscast damage.&lt;br /&gt;
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*&#039;&#039;&#039;Empire&#039;&#039;&#039;: You can bring a similar build to Bretonnia, mainly zombies/skellies, blood knights, a few bats and wolves, maybe a corpse cart and a couple of Wight Kings. Try to avoid letting anything important get bogged down fighting Flagellants, summon zombies on their back lines, and try to kill their lords and Warrior Priests so your Fear and Terror affects can have maximum impact. Never underestimate the strength of pinning an enemy lord between a zombie summon and a blood knight charge. If Outriders and Pistoliers make your life hell then throw bats at them until they go away.&lt;br /&gt;
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*&#039;&#039;&#039;Greenskins&#039;&#039;&#039;: Greenskins have few anti-large units, other than archers, which means a Varghulf or some Crypt Horrors are a good idea. This is especially true since Greenskins have shit leadership and Terror routs are very effective against them. Watch out for Black Orcs or Squigs though, as they all have Immune to Psychology. Unfortunately you &#039;&#039;also&#039;&#039; don&#039;t have a lot of great anti-large options and the Greenskins have plentiful monsters. You want a mix of Grave Guard (especially Great Weapons) to deal with Black Orcs, along with zombies or skeletons to tarpit everything else. Greenskins love their skirmish cav, tie them up with bats if you can.&lt;br /&gt;
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*&#039;&#039;&#039;Grand Cathay&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;High Elves&#039;&#039;&#039;: You&#039;re one of the few armies that can contest the sky against the High Elves, though it&#039;s a risky proposition. With dragons, phoenixes, and Alarielle breaking out the Tempest spell it&#039;s very easy to lose the air war with a few bad engagements. Consider bringing the generic Von Carstein lord. His Varghulf summon will mess up the High Elf backline and he has his own version of Tempest that can prove decisive in clearing the skies. All your big flyers have their uses here, but you probably don&#039;t want to invest in both them and cavalry so pick one or the other. Big ground monsters will be magnets for arrows so maybe leave them at home. Focus on overwhelming the ground forces with cheap infantry and the usual bats and wolves combo. You&#039;ll be beating their elite troops with either your flying circus or some Blood Knights.&lt;br /&gt;
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*&#039;&#039;&#039;Khorne&#039;&#039;&#039;: This is going to be a bad matchup for you. Bloodthirsters will beat the pants off of your monsters, the Skull Cannon will run circles around you, and if you try to drown them in chaff they&#039;ll just laugh in blood and skulls. Grave Guard with great weapons will be needed just for some AP. Forget the bats and wolves, bring Terrorgheists and Vargheists, you need armor piercing ant anti-large. They are absolutely going to try to goon your lord, so maybe put them on a Hellsteed just to keep out of reach. Black Coaches might be useful for running over Chaos Warriors and Blood Knights might not hit as hard as Khorne&#039;s cav but at least they can be healed and resurrected. All in all, it looks like you might have to go tight and elite to match the same thing.&lt;br /&gt;
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*&#039;&#039;&#039;Kislev&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;Lizardmen&#039;&#039;&#039;: Good news, you don&#039;t care about their big, scary monsters because your undead soldiers will never run away from them. In fact, you&#039;re one of the best armies in the game when it comes to tarpitting them. Bad news, their big, scary monsters will generally slaughter most of your forces without a care in the world if you don&#039;t focus them down once they&#039;re in battle. Having said that, your first and biggest concern when facing a Lizardmen army will be their casters. Fire and Light Slann, in addition to Heavens Skink Priests, will utterly decimate your lines with their myriad of vortex spells. Slann in particular, due to having Banishment as a bound spell, will be your biggest concern. To this end, the first effective counter is to spread your forces out. Additionally, (Ancient) Salamanders and (Sacred) Kroxigors will be secondary targets due to their flaming/magical attacks being tailor made to ruin your day. If you can take out most of the Lizard magic, Hexwraiths will actually get some solid work done against their armored frontlines and cavalry. Skeleton Spears will be your desired chaff infantry; though more expensive than regular zombies, their spears will enable them to get not-inconsequential chip damage against the monsters they&#039;re tying down and their shields give them a bit more staying power against skink skirmishers and even Salamander Hunting Packs.&lt;br /&gt;
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*&#039;&#039;&#039;Norsca&#039;&#039;&#039;: This is a rough one. You might think &#039;Well, the Chaos matchup is pretty favorable, why not Norsca?&#039; The answer to that question is mobility. Norsca is fast enough to keep up, and their constant pressure can wear you down if they are played well. Their skirmish cav will drive you to insanity if you don&#039;t manage to shut them down with bats or wolves, their infantry (and monstrous infantry) can go toe-to-toe with yours, and their monsters simply counter yours in most cases. Mammoths in particular are an absolute nightmare for your battle lines to deal with, and you don&#039;t have many ways to shut them down quickly. Skin Wolves and Marauder Javelins can take the fight out of your monsters in an instant, and they usually have an easy time positioning their anti-large units to take down your elite cavalry since you can&#039;t apply pressure at range. Your best bet is to try and leverage your magic to get their monsters to rout early; perhaps with a death wizard that has spells like spirit leech or doom &amp;amp; darkness. You can typically outfight them in the skies (with the Frost-wyrm being expensive and rather squishy) so use that advantage to the fullest to shut down their ranged (if they bring any) or pick off their skirmish cav. It&#039;s a hard matchup for sure, but not impossible. &lt;br /&gt;
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*&#039;&#039;&#039;Nurgle&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;Ogre Kingdoms&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;Skaven&#039;&#039;&#039;: This matchup kind of sucks, but you do have a few tools to make it work in your favor. Skaven have a ludicrous number of guns built to suit virtually every battlefield need, many of which are either magical, armor-piercing, shield breaking or some unholy combination of the above. They also have artillery and missile units (Warplock Jezzails) that excel at sniping single entities, like the lord holding your shambling forces together. Fortunately, Skaven are rather skittish and have a relative lack of cavalry. Black/Blood Knights and Vargheists can quickly tie down artillery and gunlines while your fear and terror causing wall of meat and bone close in. In fact, their complete lack of an aerial presence will give your flying forces effectively free reign to pick their engagements.  But check their casters before committing your fliers.  If the skaven brought lore of ruin, they can snare your air units with howling warpgale and shoot them to pieces.&lt;br /&gt;
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*&#039;&#039;&#039;Slaanesh&#039;&#039;&#039;: Hey look, another faction that thinks ranged units are for pussies! Due to that, there really isn&#039;t much reason to invest in Bats and Wolves since there isn&#039;t much of a backline to dive. They&#039;re are much faster but also much squishier than you, so your goal here is to win a war of attrition. Make sure whoever your lord is has a flying mount, as due to the lack of missiles and only having Furies as fliers, so if they can fly and heal you&#039;re in a good spot. Your ground forces should comprise of Zombies whos sole job is to hold whatever deviants get thrown at them in place. Your killing force should go to your airforce, as Slaanesh doesn&#039;t really have a lot of ways to contest them. Vargheist and Terrorgheists should be able to choose their engagements and as long as you can keep them from getting pinned you can have them avoid their bad match ups. Bloodknights won&#039;t catch their cav but if you can pin them in they should be able to tear apart any Seekers or Hellriders they can get their hands on/ &lt;br /&gt;
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*&#039;&#039;&#039;Tomb Kings&#039;&#039;&#039;: The Counts have an edge over their Nehekaran brethren. Since the Counts are likely the best rush faction in the game, shutting down their artillery and missiles should be second nature. Fliers really matter in this matchup, since all the Tomb Kings have in the skies is the piss-weak Carrion. The Vampires are far superior in the infantry grind (Although Tomb Kings Monstrous infantry is a different story, with Sepulchral Stalkers and Ushabti being a huge pain in the undead behind to deal with), and have an edge in the cavalry matchup (though Necropolis Knights can threaten). The biggest stumbling block is the Tomb Kings constructs, which can be seriously tough if not dealt with effectively. Luckily, you do have a few armor piercing options like Hexwraiths or Blood Knights to counter, or failing that, you can usually shut them down with your lords or hero units. However, watch out for the Necrosphinx with it&#039;s ludicrous bonus vs. large. You really just want to lean into the rush element of the VC army, since if the Tomb Kings can withstand your initial assault, things can turn very bad for you.&lt;br /&gt;
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*&#039;&#039;&#039;Tzeentch&#039;&#039;&#039;:&lt;br /&gt;
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*&#039;&#039;&#039;Vampire Coast&#039;&#039;&#039;: Once you close the distance, the coast turns into mush. The trick is getting there without getting shot half to hell. In this matchup, a more mobile build will be to your advantage. Make sure you&#039;re using your environment, and don&#039;t feed too much into their skirmish game. It&#039;s tough to bring monsters against coast cause they can get shot full of holes before the battle has even started. The Varghulf CAN work if micro&#039;d well, but Terrorgheists and Mortis Engines are a HUGE no-no. Trees are helpful to keep your units from getting shot, and you can usually outmatch them in the skies and with cavalry. You&#039;re going to need to rely on those fliers and cav for your killing potential, so if there was ever a time to drop that extra money on a unit of Black Knights or Blood Knights, it&#039;s this matchup. Also, Ethereal units don&#039;t tend to work out great because the coast has a good few units with magical attacks.  &lt;br /&gt;
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*&#039;&#039;&#039;Vampire Counts&#039;&#039;&#039;: Skip the bats and wolves this time, they&#039;re no use here. You&#039;re both going to be tearing your hair out over how to deal with the other&#039;s big monsters. Victory will probably come down to who can snipe the other&#039;s lord first.&lt;br /&gt;
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*&#039;&#039;&#039;Wood Elves&#039;&#039;&#039;: You know the &amp;quot;We have more bodies than they have ammunition&amp;quot; quote? Well, the wood elves have more ammunition than you have bodies and they&#039;re fast enough to stay three steps away from your rotting soldiers at all times, so don&#039;t try your usual Infantry blob + Wind of Death combo. Bring some Dire Wolves and/or Fell Bats to run down Glade Guard and Waywatchers and bring out the heavy hitters; Black Knights and Blood Knights are likely going to be your go-to core; they&#039;re fast enough to catch up to and slaughter any wood elven infantry while Blood Knights can actually tangle quite well with Wild Riders/Great Stag Knights, so long as they&#039;re not the ones getting hit by the initial charge. This is also one of the matchups a Black Coach can actually get some solid work done, if the Wood Elven player has any Dryads/Tree Kin on the field. You&#039;ll want to shy away from bringing any ethereal units against them; Tree units don&#039;t give a shit and several of their ranged units happen to be packing magical arrows.&lt;br /&gt;
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===Campaign Strategies===&lt;br /&gt;
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* You don&#039;t have any artillery or ranged units, so be ready for sieges to take longer, &amp;amp; for siege assaults to have more casualties as you scale walls &amp;amp; storm gates.  &lt;br /&gt;
* Create a fortified Northern boundary for the inevitable Chaos/Norsca invasion. &lt;br /&gt;
* Establishing good diplomatic relations with &#039;&#039;anyone&#039;&#039; will be a challenge. Don&#039;t expect trade agreements with anyone besides Mousillon.&lt;br /&gt;
** On the other hand Vlad now has an easier time with the Empire due to one of his new skills giving him a whooping +40 to relationship with Franz and co, so at least this part will be less of a harrow.&lt;br /&gt;
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[[Category:Total Warhammer]] {{Total War Warhammer Tactics}}&lt;/div&gt;</summary>
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