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==Units== Lords and heroes are cool and all, but a faction can't win without their units. Let's see what the Pointy Ears got. ===Infantry=== *'''Spearmen''': 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 "cheap" compared to what others can brings, so swarming isn'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. **'''Scions of Mathlann (RoR, DLC)''': 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 "better in campaign" units. *'''Rangers (DLC)''': Your tier one chaff clearers 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'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. *'''White Lions of Chrace''': I don't know if the King'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 from other factions]]. Jokes aside, these guys got a bad wrap but they aren't AS bad as people say, you just can't use them as a front line (Unless you're fighting Dwarfs). They have great AP values and good armor with missile resist, so they're hardly useless. Use them as support for your spears to cut through enemies and they can do some work. It's understandable CA didn't want to give the High Elve 2 elite great weapon units, but the fact the King's bodyguards got reduced to mid tier left a sour taste in the mouth of lots of High Elf fans. **'''The Puremane Company (RoR, DLC)''': 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. *'''Silverin Guard (DLC)''': 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. The switch from magic to spell resist does make their resistance less useful versus demons than you would hope, but it still helps if the enemy brings offensive spells so that's something. *'''Swordmasters of Hoeth''': Now we're getting into the big guns. These guys put 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's 1250 points you aren't getting back. *'''Phoenix Guard''': 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. Magic attacks are a lot more common in Immortal Empires so be careful, their physical resist isn't quite as reliable. **'''The Keepers of The Flame (RoR, DLC)''':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. ===Missile Infantry=== *'''Archers''': It'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 "Light Armour" varient that cost 50 more gold for 30 more armour. Given the fact that the DPS is the same and they'll die when light cav sneezes on them anyway, most people just go with the standard version. **'''Talons of Tor Caleda (RoR, DLC)''': 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're shooting get blown to smithereens! *'''Lothern Sea Guard''': Another non AP archer unit, but one who trades a bit of range for a spear. While they don't have the sheer oppressive firing range of normal archers, it means you don'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'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 they fight slightly worse than basic spearman and shoot slightly worse than basic archers. Not bad just overshadowed. **'''The Storm Riders (RoR, DLC)''': 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, "fuck it, we can do skirmishing better than them!" They can'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. *'''Shadow Warriors (DLC)''': They have the same range and damage output as normal archers. You'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 ok 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'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't a staple by any means. Don't bother with them in campaign honestly, the only faction that would want to use them has the better shadow-walkers instead. **'''The Grey (RoR, DLC)''': 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. *'''Shadow-Walkers (FLC, Nagarythe Only)''': Not much to say about these guys, they're just better Shadow Warriors. The poison they have is cool. a good option for campaign. *'''[[Sisters of Avelorn]] (DLC)''': 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 (Warhammer Fantasy)|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. For comparison they are 50% cheaper than Greatsword Shades from the Dark Elves and about the same upkeep as Lothern Sea Guard with shields. Now that magic resistance only affects spells they lost their one weakness pretty much. **'''Everqueen's Court Guard (RoR, DLC)''': 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. ===Cavalry=== *'''Ellyrian Reavers''': 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'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. *'''Ellyrian Reaver Archers''': 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'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. **'''Heralds of The Wind (RoR, DLC)''': Not much to say about these guys. They'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. *'''Silver Helms''': If you want something that punches more punch that Reavers but don'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. *'''Dragon Princes''': 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'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. **'''The Fireborn (RoR, DLC)''': 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're cavalry killers, and wreck lightly armoured monsters or one weak to fire. ===Chariots=== *'''Tiranoc Chariot''': The first of three chariots, and one focused on skirmishing. The magical arrows are cool and can help against physical resistance, but it's not like the High Elves are missing in that department. The bonus versus large also helps versus lightly armoured troops, though they won'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. *'''Ithilmar Chariot''': 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's honestly nothing they can do that a unit of Ellyrion Reavers or Silver Helms can'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. *'''White Lion Chariot (DLC)''': 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't care about losing armour that much because they gained missile resistance, so shooting them won't get rid of them quickly. Finally, they cause fear because, you know, it's a chariot pulled by fucking lions. Has the same flaws most chariots do, being a lack of ability to fight in sustained melee, but easily the best option of the chariots here. ===Artillery=== *'''Eagle Claw Bolt Thrower''': The only artillery piece these elves have, and not one that will be winning any "Best Artillery" awards soon. Not to say they'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't win any shootout with Dwarfs but for the price it will probably get the job done so long as it's protected. If given the choice between targeting monsters or elite infantry it's better to pick the latter. ===Monsters=== *'''Great Eagle''': 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, keep enemy units off the map. *'''War Lions of Chrace (DLC)''': War hounds on steroids, these things 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. Their missile resistance will protect them on the way in from 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. **'''Rahagra's Pride (RoR, DLC)''': 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't escape. Great for low leadership armies like Skaven or Beastmen. *'''Flamespyre Phoenix''': The first of the three magic birds. This fire one has fear and terror, good stats all around, and is mainly focused on chaff clearing. All Phoenixes have 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. Also has Fiery Rebirth; if it gets too low it has a chance to either die outright or to come back to life with significantly more HP, which in the right scenario can turn a fight. You don't want to rely on this to win though, as it may not happen. Still a decent monster. *'''Frostheart Phoenix''': The icy bird, gets more armour from all the ice crystals clinging to its feathers. Trades the fire bombs and rebirth ability from the previous phoenix in exchange for better overall stats and a good debuff ability. Blizzard Aura causes a decrease to overall enemy 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 be reborn sucks but still considered an overall better pick than the fire bird. *'''Arcane Phoenix (DLC)''': The last bird and the best of them all. Comes with even better stats, regains Fiery 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's an expensive little chicken (seriously, it costs more than a Moon Dragon) but one that certainly wins fights in the right scenarios. **'''Omen of Asuryan (DLC, RoR)''': This birb does everything listed above and also gives Immune to Psych in an AoE. Not the best thing for a race that doesn't really suffer from leadership problems but still nice to have. *'''Dragons''': With 3 goddam choices I figured we'd make a general listing then split them off. Dragons have crazy ass stats but aren'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's the breath attacks that make these guys scary, and each dragon'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!!!!! **'''Sun Dragon''': The weakest and cheapest of the dragons. Their breath has a greater spread but deals less AP damage. Will destroy light-armor infantry blobs. **'''Moon Dragon''': The median dragon but don't let that fool you, as most non-HE dragons have stats on par with a Moon Dragon. It's a good budget choice if you can't afford Star Dragons yet, isn't as fragile as Sun Dragons, and has a breath attack that deals good AP damage with a decent spread. **'''Star Dragon''': The strongest dragon in the game and widely considered the best unit on the roster. If played well can absolutely demolish whatever you throw it at, just so long as you're wary of AP range and anti-large. Their breath has a much narrower spread than the others but also deals far more AP damage, making it idea for roasting single-entity opponents like lords, heroes, or other monsters. ===Campaign Exclusive=== *'''Dryads (DLC, Avelorn Only):''' 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 you can get the same job done with Rangers and their a bit easier to come by. *'''Tree Kin (DLC, Avelorn Only)''': Continuing Alarielle'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'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't do much damage to their enemies, so don't expect them to buzzsaw through any form of enemy. **They're cheap, quick to recruit, and are tanky against everything except for Tzeentch. You can put a couple of these guys in front of your Phoenix Guard or Swordmasters and have them eat the charge, then have your elves deal the damage by walking through them. You don't even have to be Alarielle to benefit if you have an alliance with Wood Elves *'''Treeman (DLC, Avelorn Only)''': The ents are marching, but they'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. If you are running a blob faction with a ton of healing they can work, but at that point just get a Dragon
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