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===Special Units=== * '''While your Core units are used to create the core (ha) of your army, this is where you get the guys who do most of the damage. Don't be afraid to shamelessly spend absurd amounts of points (in fact, the full limit you can usually) in your special choices. If you need something dead, and you're not in a big enough game to bring a Star Dragon, this is where you look. * '''Swordmasters of Hoeth:''' In any (literally any) other army, they'd be a Blue Chip unit, something to never leave home without. After all, 2 WS6 S5 attacks in 3 ranks at 13 points a pop, a magic standard up to 50 points, and with ASF canceling out ASL from great weapons for normal I5 attacks? What's not to like? Well you see, in the High Elves book, there are three primary Special options and Swordmasters are slightly the lowest when you crunch survivability and damage. At T3 and only 5+ armour and one Wound, they are as hard to wound as tissue paper and everyone knows it. But, if we're being entirely fair to the unit and taking them on their own terms, they're not all bad and with some strategy (or magic (AND magic is best of course)) you can make them into trap versions of Brock Fucking Samson. If you're careful with them, small units of them can make devastating flanking units, with most players taking them as bare 15 man units or 21 man 7-across units. They can cause some ridiculous damage under a lot of circumstances, but just be careful with them, one good Magic Missile or enemy shooting phase can mean you spent all those points on nothing (but now in 8th, they can deflect arrows like Jedi via get a 6+ save to non-magical non-template shooting attacks). There is also one way to make them really REALLY good. Run a 30+ man horde. Stick a Lore of Life level 4 Archmage or Alarielle in. Enjoy your opponent's tears while your T7, regenerating, regrowthing unit pumps out 40 S5 attacks to the front. Keeping up a 3+ ward save on the Swordmasters through High magic spam isn't half bad either (a Battle Report where this is maintained the entire game and going up against a horde army is a form of pornography to a High Elf player). All it will have cost you is a few power dice to make that happen. * '''Phoenix Guard:''' Phoenix Guard are not only the best unit in the High Elf army, they are probably in the top 3 best units of the game, period. 15 points for WS5, S3 (S4 because of halberds), I6, LD9, Fear causing, Heavy Armored, ASF, and an extra rank of attacks. Wait that doesn't sound good? Oh they also have a 4+ Ward Save, standard. Yeah, there you go. These guys can get hit in the face by a cannon ball and just shrug it off, and they've got enough killing power to actually give back. Be sure to give them a solid bit of static CR, because LD9 does not make them immune to failing their break test (BSB works well and will be difficult to kill inside that unit). Either put them in horde formation, or make them very deep to take away steadfast. If they have one weak point, it's their kinda low offensive output: a Razor Standard and/or a high strength hero should be enough to solve that. There is no High Elf army that doesn't have room for these lads (other than the full cavalry list). * '''White Lions of Chrace:''' White Lions are the middle child, the jack of all trades, the bard if you will of the three Special choice High Elf infantry. Better than Swordmasters due to durability and costing the same amount of points, and deal more damage than Phoenix Guard and two points cheaper. They are inferior to the respective masters in terms of raw damage, or survivability. Still, they do pump out S6 I5 attacks with the usual extra rank, they are more resistant to shooting than Swordmasters (with a +2 to their Armor against non-magical shooting), they treat forests as if they're an open meadow, and best of all they're Stubborn to the last man, which means even a rank of 5 can hold out against LOTS of static CR. They end up truly being the jack of all trades of the three, operating just as well as a defensive ranked unit as an offensive charging unit. Also with S6 from Great Weapons (swinging at I5 due to ASF negating ASL), 3 ranks of them is enough to make most monsters cry (send them up against that Giant your opponent is so proud of and watch him cry as they hack out his kneecaps while singing a jolly tune about how they're hacking away his kneecaps). Take them in big units with the Banner of Eternal Flame and you're ready for anything. They're very good as far as heavy infantry goes, and well worth your time. If your strategy revolves around Swordmasters or Phoenix Guard, White Lions are worth considering as a secondary choice to flank. * '''Dragon Princes of Caledor:''' Dragon Princes hit harder than any unit has a right to with two attacks and while heavy cavalry has generally fallen out of favor these guys remain popular due to the ubiquity of flaming attacks and breath weapons (although they are no longer immune, they merely get a 2+ ward save against it). Therefore, if your Daemons of Chaos opponent likes Tzeentch and its flaming attacks (Warpflame, Anon, not Flaming anymore), take these guys and see him cry. If you're playing a defensive list, they're probably not worth your time, but offensive lists can generally find a place for them. On the charge there's not much that can hit harder, and while they're no Blood Knights they can certainly keep going in melee. Still, stick with prodding the enemy flank as your goal with them. Uniquely, the Drakemaster (unit champion) can take a magic armour in addition to the usual magic weapon. It may be worth it to turn him into a mini Noble by giving him, for example, the Star Lance and the Enchanted Shield; he has three attacks after all, like a naked Noble. In fact, he's a prince himself... * '''Shadow Warriors:''' Previously, Shadow Warriors were the Elven equivalent of Beastmen. As of new Army book however they are better shots than archers while only being 3 points more, and get Scouting and Skirmish so they have become useful at War Machine hunting and taking out annoyances like Spirit Hosts. Put a Noble with Shadow Armour and The Reaver Bow in the unit to give them that little extra fire power cheaply (or just give the Reaver Bow to a Shadow-walker [the unit champion] to do it even more cheaply). Throw Alith Anar in with them and you've got Elven Vietcong. Generally speaking, Shadow Warriors still don't have much of a place in your army. Reavers are better at putting the hurt on enemies and getting away, and Special is not the category you really want to put ranged options into. Still, a HUGE horde of Spearmen taking up your Core and Phoenix's eating up your Rare slots leave Shadow Warriors as your Special of choice to still get a ranged attack. * '''Tiranoc Chariot:''' These aren't bad on their own terms but when compared to the other major option for Chariots, which is better in nearly every applicable way other than not having a ranged attack, Tiranoc Chariots get a thumbs down. Still, Tiranoc Chariots aren't bad and if you're in the mood for a cheap chariot (70 points), this is for you. They are very adaptable with longbows, spears, and very good movement. It should be noted that High Elf Chariots are among the most reasonably priced (money wise) units that GW has, and if you get a Chariot but use it as a White Lion one you get extra horses to put Lords or Heroes on. Apparently nobody has noticed that you can take these in units of three. Well, you can take these in units of three, so they're not that bad compared to the other chariots in the army. Note that a character on a chariot still can't join a unit of Tiranoc chariots. Tomb Kings can only do it because they have a special rule for that. * '''White Lion Chariot:''' This is what Tiranoc Chariots suffer when compared to. With 2 S4 crew that hit at S6, 4 S5 Lion attacks and an extra armor save, White Lion Chariots are pretty brutal when they hit right. As with all Chariots, if you're playing defensively they won't help much, but they really work fantastically on the charge. Each one costs 120 points, down 20 points from 7th edition. *'''Lothern Skycutter:''' It's a flying Tiranoc chariot with an extra crewman but each one has a bow compared to the longbow of the Tiranoc. The Roc (not an Eagle, a Roc) hits harder and has an extra attack, and all this comes at only 25 more points than the Chariot. But that's not why you take a Lothern Skycutter. Three words: Flying Bolt Throwers! It's a 25 point upgrade to have one of the crew man it, and it's what you're looking for in this choice. Unlike the regular Bolt Thrower however, this one is a bit different. For one, there's only one type of fire, a single bolt which has half the range of an ordinary Bolt Thrower with 1 Strength less, same D3 wounds and ignoring armor saves, BUT can be fired whether it moves or not. It's beautiful, isn't it? While your Eagles and/or Shadow Warriors have things stuck on the enemy's side of the map, just park out of range of a charge and make them bleed. Unfortunately with moving and only a range of 24 (and therefore at long range when over 12 inches) odds are you're gonna need a 5+ to hit, so you might not get as much mileage out of that Bolt Thrower as you want. Consider carefully. Note that if you're gonna take a single Tiranoc Chariot, you might consider an Bolt Thrower-less Skycutter, if you can find 25 points. For those points you get 1 more crewman (and thus 1 more spear attack/bow shot) 1 higher armor, plus 2WS and 1S on your mount. Probably worth those points.
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