Chracian Warhost | The Best List
White Lions have always been the elite of the elite, as well as a highly recognized and beloved unit by the community. Not as much as the Sea Guard, of course.
Thatâs why Games Workshop wanted to give fans a list based on them: an Army of Infamy that, aside from including new units for the army itself, also adds one to the general High Elf army.

What does this Army of Infamy bring?
The list has introduced a new unit for the general High Elf army, which is always a welcome addition, even if it’s hard to include because of the restrictions we already discussed in the in-depth post on this army (I’ll link it below so you donât have to search for it in this chaotic blog).
Here weâll go straight to analyzing a competitive 2000-point list.
Is it the hardest list?
Itâs the hardest Iâve been able to build after several tests. And I think that, unlike the list I made for the Sea Guard garrison (also linked below), this one is much more fun to play.

Two Star Dragons
Itâs like weâre back in 1987 with Double Dragon.
One is a Prince who, in this case, doesnât carry the Ogre Blade because it would go over the maximum allowed points. But he does have a 2+ armour save, a 6+ ward save against non-magical attacks, and of course, Regeneration, which is probably the best High Elf item for just 20 points.
The other Star Dragon is ridden by a level 4 Archmage, with 4+ armour (from the dragon), a 5+ ward save, and of course, 5+ Regeneration as well.
What about the lore of magic?
In this case, High Magic works best (I do like Illusion when he carries a melee weapon, though Crystal Column and Miasmic Mirage are always excellent choices).
The mage can pick off support units, cast and dispel, but you also have the option to charge both dragons into the same unitâone hits the unit, the other takes down the enemy character in a challenge.
Chracian Woodsmen: the list’s bodyguards
Now we move on to what varies the most compared to a conventional High Elf army: four units of Chracian Woodsmen. Two with Vanguard, one Scout, and one Ambusher (the list doesnât allow more than that).
Itâs not always a good idea to deploy the Scouts forward, but itâs very useful to have the option, because against certain lists and on specific maps, they can be a real nuisance for the enemy.
These units will protect the archers and the Sisters, threaten support elements, disrupt enemy movement and deployment, and pack a decent punch. And theyâre cheap. If one of them has to be sacrificed, itâs not a problemâas long as the dragons do the heavy lifting. incliding the S4 bow is a good option too, depending on how are you going to use them.
Archers: cheap support and harassment
I described the Archer units in the post on High Elf core units (donât know which one? I’ll link it below), so Iâll just remind you that paying for the unit champion might be a good option.

Sisters of Avelorn, a must in The Old World
And of course, the two units of Sisters of Avelorn couldnât be missing. One carries the Ruby Ring, and the other has the bow that shoots like a bolt thrower. Giving the Ruby Ring to this model instead of having to count it toward the characters’ points allowance is a big advantageâit lets us fit everything we want into the character section (in this list, thereâs literally not a single spare point left in the character allowance).
Remember to position the Ruby Ring sister more than 24″ away from the enemy wizard so they canât dispel it, and everything will be fine.
Liked this list?
Check out the one for the Sea Guard.
Spoiler: it doesnât have as many axe swings, but it still hits hard.