Stop wasting your money.
If you haven’t started yet, congratulations. High Elves have a LOT of units that just aren’t worth it right now, starting with their Battalion box. If you are about to start the army and don’t want to get steamrolled, but want to play units you like at the same time, here’s an updated Tier List for version 1.5.2 INCLUDING CHARACTERS.
This Tier List is, like the others I’ve done, focused on the Grand Army, but for this specific army, it also works for the High Elf Realms Expeditionary Force (just add Chrace hunters to TOP TIER, and we’re set). Thank you very much for sharing these posts with people they might help.
Time to get stuck in.


The Archmage in Warhammer The Old World: A must-include
The Archmage is a Level 3 or Level 4 wizard with several possibilities. I already spoke about him in the post where I described High Elf magic. His build varies depending on the role you want him to play (I go into more detail in the magic post). In the current meta, he is played on a Dragon, usually as a single choice, but I must say that the double Dragon list with double Archmage is very fun to play.
The High Elf Prince in Warhammer The Old World: no magic, but a Leadership battery
The Prince provides that Leadership 10 that is missing from the list, as the mage has Leadership 8. Besides that, he’s usually loaded up with defensive items but lacks all the fun aspects of magic. In principle, he does more damage in combat, has four attacks, and has First Strike. He is normally played on a Dragon; you don’t see him on foot or on horseback. He is played loaded with defensive items and just a mundane two-handed weapon or spear in hand. In any case, he is a good option and you still see him in basically every list.
Sisters of Avelorn in Warhammer The Old World: The best unit in the army?
This unit is tremendously destructive. Normally they are seen as a Rare unit, because including them as a Core unit requires a Handmaiden of the Everqueen, and normally in the current meta, all character points are spent on the double Dragon, so there are no points left for the Handmaiden. They shoot ignoring cover at a very long range with Ballistic Skill 5. The unit champion can be equipped with quite powerful shooting weapons, such as the new 30-point magic weapon or the bolt thrower bow, and can also choose the defensive option, which includes the cloak that gives a 4+ Ward Save against magic to the entire unit.
Although we usually want them shooting from the start of the game, they have the option to be Ambushers, which can help to pressure the enemy backline or kill Necromancers. I consider that paying that extra point for each sister—if you carry two units, just for one of them—can be interesting, even if only against very specific opponents. It is a unit that deals damage to cavalry because it has the potential to reduce a lot of armor; on a 6 to wound, they reach a total of AP -3 thanks to Armour Bane. In any case, even though they are a ranged unit, they have First Strike in combat, which can make some charges awkward for the opponent.
Additionally, they have WS 5, so they usually hit on a 3+. If you don’t want to play double Dragon, you can include them as a Core unit, which I find tremendously interesting and means you have to take fewer Core units in general. They can sit on an objective very well and shoot with their full potential at almost any unit on the board, even if they are covered by our own units in between.
Ellyrian Reavers in Warhammer The Old World: Not good, just what we have
Are they the best light cavalry in the game? No, certainly not, but within the options we have as Core units, you still see them in basically every list because they can be played as Skirmishers and have that extra mobility compared to Silver Helms.
They can be played as bunkers for a mage on horseback shooting magic missiles, or to pull the enemy out of position to then regroup and charge alongside a character on a Dragon. If we include a champion, we can bait charges or accept challenges so the Dragon character doesn’t have to. This way, the Dragon can happily deliver all his attacks, including the Stomp. I believe if we have a Prince with Leadership 10, there’s no need to include musicians; I would never give them a standard. If we don’t have a Prince, the musician can help for Leadership 9. It’s a bit expensive, but we always see it.
Dragon Princes in Warhammer The Old World: Fast, armored, and destructive
Dragon Princes hit hard and have that 2+ armor. Now, having Leadership 9 with the change in Impetuous rules, they are very playable. They have Drilled, so they can move in March Column and charge from it with their Impetuous rules. Even if they are expensive, hitting hard, resisting well, and moving so much makes them very good.
Lothern Skycutter in Warhammer The Old World: more common than it should be
Personally, I don’t like them. I think the Great Eagle fulfills most of their roles and costs fewer points. In any case, they are very playable, and I’ve seen many experienced players use them with great success. They have the ability to charge and deal decent damage; it’s a chariot that flies 10 and has Swiftstride, which helps us not to lose the value of the Impact Hits—a common chariot problem. The chariot is cheap—90 points, Toughness 4, and four wounds. Keep in mind it also causes Fear, which means enemy Terror won’t affect them—they won’t flee at the stupidest moment. That said, I would never put the bolt thrower on it; choosing between shooting and combat roles is quite silly and makes it 25 points more expensive.
Silver Helms in Warhammer The Old World: the best Core unit to spam?
Alongside Ellyrian Reavers, they are the quintessential Core unit because Lothern Sea Guard and Spearmen are not very viable options. They have Strength 5 on the charge, 3+ armor, and a good movement of 8. A unit of 5 is very mobile, and with a musician, it can flee and regroup just like light cavalry. It has no penalties compared to Ellyrian Reavers. Always keep in mind that a unit of 5 is easy to whittle down; if you lose just one, you lose Unit Strength 10 and they stop capturing objectives. Therefore, we are seeing larger units of 7 or even 10.
Great Eagle in Warhammer The Old World: Fast and very useful
I love the Great Eagle. It’s a unit I’m not seeing in many lists, but it has truly given me great results. For only 60 points, you have a unit with many functions: preventing enemies from fleeing, hunting war machines or mages, etc. It’s not the unit that survives the most—three wounds at Toughness 4—but it’s enough to deal with crews. It also has the function to flee and regroup with Leadership 8. It shares several functions with the Lothern Skycutter but for 30 points less. For the price of two chariots, you can field three eagles. Very interesting.
High Elf Archers in Warhammer The Old World: they shoot from your backline
High Elf Archers can be taken in units of 5. They cost 10 points each. They aren’t too expensive, but they are very fragile: Toughness 3 with no save. With a little pressure, they usually drop below Unit Strength 10. They can sit on an objective in your backline very well. They shoot with long range. In units of 5 and March Column, they can move 15 inches with a tiny footprint and still use Volley Fire if they remain stationary. It’s the most interesting infantry High Elves have.
Handmaiden of the Everqueen in Warhammer The Old World: unlocking Sisters as Core
A cheap character that serves to unlock Sisters of Avelorn as Core. If you include her horn, she provides a great combat and shooting buff. She can also carry an extra magic item, but keep in mind she is a very fragile character who doesn’t hit much at all. She usually stays out of lists because the double Dragon meta is overshadowing everything.
Frostheart Phoenix in Warhammer The Old World: the only phoenix worth considering
It doesn’t hit too hard but it’s quite tough: flying and Large Target. Its Stomp isn’t too hard, and it has 4 attacks. Its rules might seem good, but making the enemy attack last is redundant because elves already have higher Initiative. It’s a playable alternative to Sisters or Dragon Princes, despite the fact that it DOES NOT CAUSE TERROR.
Level 1 and 2 Mages in Warhammer The Old World: playable, but clearly worse
They can be played mainly to cast magic missiles and some High Elf magic buffs. Just like Level 3 and 4 mages, they have the rule to reroll one casting attempt per turn, which is great. However, a Level 3-4 wizard will always be better.
High Elf Noble in Warhammer The Old World: another option pushed out by double Dragon
The Noble has uses that I like, but there are better options. He can be taken in a Tiranoc Chariot within a unit to be a real pain. There’s a cheap configuration with the bow that fires three shots every turn (as many as his attacks). Mounted on a horse with a 2+ armor save, he is very hard to kill behind cover, unless a lucky catapult hit lands on him. But again, the double Dragon meta pushes him out.
StormWeaver in Warhammer The Old World: one of those who provides nothing
I talked about him in the post about High Elf magic. He gives you access to Dark Magic, but it’s not a very interesting lore for us. He lacks the ability to reroll a failed spell each turn, making other mages more interesting.
Lothern Sea Guard and Spearmen in Warhammer The Old World: a tragedy
Very expensive infantry that lack punch and staying power. The point cost is horrendous. They don’t qualify as elite, but their rules look interesting on paper. Lothern Sea Guard can use their special rule to bait charges and then reform out of range while shooting for free, but once the enemy knows the trick, they won’t fall for it. I wish these troops were more usable.
Dragon Mage in Warhammer The Old World: fun, but not the best choice
He can take Elementalism and Battle Magic. The obvious best option is to give him Hammerhand and send him straight into combat. Just give him regeneration and send him to the front. Level 1 is enough.
Tiranoc Chariot in Warhammer The Old World: still worse than the Skycutter
It isn’t very tough, hits with Strength 4, and doesn’t fly. Even if it’s cheaper, it’s worse than the Skycutter. However, you can take them in units of several chariots.
High Elf Lion Chariot in Warhammer The Old World: the worst in the army
It doesn’t have Swiftstride. Even though it has First Charge, so do Silver Helms. It hits a bit harder, but without Swiftstride, it’s one of the weakest picks in the army.
Swordmasters, White Lions, and Phoenix Guard in Warhammer The Old World: another great elven tragedy
Elite infantry that never count towards Core. They are extremely expensive for their toughness. If you take them, you MUST protect them with magic, or any magic missile will make the whole unit crumble. Nothing justifies their price right now.
Eagle Claw Bolt Thrower in Warhammer The Old World: leave it on the shelf
A real joke of a unit that shoots worse than the Sisters. The volley fire option makes no sense given the negative modifiers. It’s a real disappointment and quite bad as a war machine.
Flamespyre Phoenix in Warhammer The Old World: paint it blue and white if you own it
It’s really bad. Its special rules are just a joke. The Frostheart Phoenix is better in every way.
Shadow Warriors in Warhammer The Old World: great models, bad unit
Comparable to Sisters of Avelorn, especially as Ambushers, but worse in everything. If you want to play them, just use the models and say they are Sisters.
That’s all for the High Elves tier list. I hope it helps those starting the army to know where to begin. If this helped you, please share this post with your Facebook or Reddit communities. Thank you very much.

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