HIGH ELVES REGIMENTS


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0-1 Unit of Dragon Princes of Caledor..... 43 points

The army can contain one unit of Dragon Princes riding Elven Steeds. A unit of Dragon Princes always includes a standard bearer as described below.

Profile MWSBSSTWIALD
Dragon Prince55433 1718
Elven Steed93033 1415

Equipment: Heavy armour, shield, and lance, riding barded steeds.

Save: 2+

Options: The unit can carry a magic standard. Because of their unique state Dragon Princes can include a magic standard at half the usual cost of the item on the card.

Banner of Caledor: The Dragon Princes must include a standard bearer who costs the same points as a basic Dragon Prince (not double points as normal). If he carries a magic standard the points for this are added at half cost as described above.


Silver Helms..... 31 points

The army can contain any number of units of Silver Helms mounted on Elven Steeds.

Profile MWSBSSTWIALD
Silver Helm55433 1718
Elven Steed93033 1415

Equipment: Light armour and lance.

Save: 5+

Options: Any units may carry shields (+2 points), can be equipped with havey armour (+2 points), or ride barded steeds (+8 points). Any unit can carry a magic standard.


Ellyrian Reavers..... 25 points

The army can contain any number of units of Reavers mounted on Elven Steeds.

Profile MWSBSSTWIALD
Reaver54433 1618
Elven Steed93033 1415

Equipment: Light armour and sword.

Save: 5+

Options: Any units can be equipped with shields (+2 points), bows (+4 points) and/or spears (+2 points).

Skirmish: Reavers are allowed to skirmish.

Deployment: Reavers are allowed to make a single march move after both sides have deployed. Note that they cannot use this free move to charge, and may not shoot as they are judged to have marched no matter how far they move.

Expert Riders: Reavers are expert riders and do not suffer the usual -1 to hit penalty for shooting whilst moving. Note that this doesn't entitle the Reavers to shoot whilst charging, marching, and so on, but merely removes the usual penalty where it would otherwise apply.

Fire & Flee: Reavers can fire & flee from a charging enemy. This allows them to shoot at an enemy who is charging them before fleeing away. This option can only be used if the enemy charge from more than half their own charge move away.

If the Reavers' fire stops the charge, either by killing the entire unit or forcing a Panic test and causing them to flee, then the Reavers remain in place as if they had stood against the charge. Otherwise, the Reavers must flee from the chargers once they have shot. They flee in the same way as if they had declared a 'flee' response except that they roll one less dice than usual to allow for the time spent shooting.


0-1 Regiment White Lions..... 16 points

The army can contain one unit of White Lions.

Profile MWSBSSTWIALD
White Lion55443 1618

Equipment: Heavy armour, cloaks made from the pelt of a white lion which gives them some protection from missile fire and are armed with double-handed axes.

Save: 5+ in hand-to-hand combat, 4+ against shooting (including white lion pelt).

Options: The White Lions can include a standard bearer and/or musician at the same cost as a basic trooper (the cost is not doubled as normal). Their standard can be a magic standard, in which case pay the points cost for the magic standard as normal.

White Lions can carry shields (+1 points). This adds nothing to their armour save in hand-to-hand, where both hands are needed to wield their axes, but means they save on a 3+ against wounds inflicted by shooting.

Bodyguard: If led by the army's General the White Lions will automatically pass any Leadership test they are required to take and effectively become immune to psychology so long as the General is alive. Note that this only applies if the regiment is led by the army's General in person, and the advantage is lost if the General leaves the unit or is slain.

Woodsmen: White Lions suffer no movement penalty for moving through woods.

Lion Pelt: The White Lions' pelts give them a +1 save against shooting. This bonus applies against all shooting attacks where armour saves are allowed including unusual attacks such as fire, etc.

Woodsman's Axe: The White Lions carry a heavy axe and their proficiency enables them to make one of three special types of attacks:

Lion RampartUsed to defend when charged. Enemy suffers -1 to hit that turn.
Lion LeapingUsed when charging. Enemy loses 1 Attack that turn.
Lion ClawEach wounds inflicted = D3.


0-1 Regiment Phoenix Guards..... 14 points

The army can contain one unit of Phoenix Guards.

Profile MWSBSSTWIALD
Phoenix Guard55433 1718

Equipment: Light armour and halberds.

Save: 6+

Options: The unit can wear heavy armour (+1 point). The unit can carry a magic standard.


0-1 Regiment Sword Masters of Hoeth..... 16 points

The army can contain one unit of Sword Masters or Hoeth.

Profile MWSBSSTWIALD
Sword Master55433 1718

Equipment: Heavy armour and double-handed weapons.

Save: 5+

Options: The unit can carry a magic standard. The unit can carry shields (+1 point). This adds nothing to their save in hand-to-hand but means they save on a 4+ against shooting.

Sword Masters: The Sword Masters ignore the restriction that double-handed weapons always strike last. They strike in normal order just like troops armed with ordinary swords

Deflect Shot: Any foe shooting from the front must deduct -1 from their roll to hit to represent the Sword Master deflecting the shots with his sword.


Lothern Seaguard..... 14 points

The army can contain any number of units of Lothern Seaguard.

Profile MWSBSSTWIALD
Seaguard54433 1618

Equipment: Light armour, shield, spear and bow.

Save: 5+

Options: Any units can wear heavy armour (+1 point), or substitute their bows with longbows (+1 point). One unit of Seaguards can carry a magic standard.

Citizen Levy: The Seaguard can fight with one extra rank using their spears and can shoot in two ranks with their bows.


Elven Spearmen..... 12 points

The army can contain any number of units of Elven Spearmen.

Profile MWSBSSTWIALD
Spearmen54433 1618

Equipment: Light armour, shield, and spear.

Save: 5+

Options: Any units can wear heavy armour (+1 point). One unit can have a magic standard.

Citizen Levy: Spearmen can fight with one extra rank compared to other races - two ranks when they move and three ranks when they stand.


Shadow Warriors..... 12 points

The army can contain no more units of Shadow Warriors than it contains units of Elven Spearmen and Archers combined. However, this restriction is ignored if the opposing army is Dark Elves. If the enemy are Dark Elves, a High Elf army can include as many Shadow Warrior units as you wish.

Profile MWSBSSTWIALD
Shadow Warrior54433 1618

Equipment: Bow, sword, and shield.

Save: 6+

Options: Any units can be equipped with light armour (+2 points), and can substitue the bows for longbows (+1 point).

Skirmish: Shadow Warriors are allowed to hate Dark Elves.

Citizen Levy: Shadow Warriors fighting in formation can shoot their bows in two ranks.


Elven Archers..... 10 points

The army can contain any number of units of Elven Archers.

Profile MWSBSSTWIALD
Archer54433 1618

Equipment: Bow and sword.

Save: None

Options: Any units can be equipped with light armour (+2 points), and can substitue the bows for longbows (+1 point).

Citizen Levy: Archers can shoot in two ranks, the second rank firing over the rank in front.


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