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šŸ”¹Sea Guard Garrison 2000 points list

Today I bring you the hardest and most competitive list with the Sea Guard Garrison infamy army for Warhammer The Old World that I’ve managed to build.

Spent hours tweaking it—this is as sharp as it gets.

That said, it’s pure spam. One of those lists you see in front of you and seriously consider not even deploying and just going for a beer instead.

Note: The LIST in 1.5 isn’t even worth throwing in the fire — it doesn’t just need a few tweaks, it needs to be completely rebuilt from scratch. So I’ve added a section explaining why, along with all the changes you’ll want to make.

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Why So Much Spam? How to Play Sea Guard Garrison

It’s a infamy army list created for romantic people—those who love the lore of the Sea Guard, defending the city, and all that stuff.

But if you want to play competitively, it’s also possible. However, the route is spam, as there are lots of limitations on which units you can include. On top of that, many of the units you can include are genuinely bad, leaving you with three or four good units that you’ll need to repeat many times if you want to field something competitive on the table.
It’s a bit like the crazy-hot scale from How I Met Your Mother: the fluffier and more thematic the list, the less competitive it usually is.

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The way to play this is by carefully choosing fights with monstrous creatures, destroying support units through shooting, and sacrificing very small units. So even though it’s inevitable your opponent will score points, since the units are so cheap and small, you can sacrifice them in a way that their main units don’t kill enough throughout the game to make their points back.

Here’s the list:

Noble [138 pts]
(Lance, Plate Armor, Shield, General, Barded Elven Steed, Reaver Bow)

++ Core Units [675 pts] ++
15 x 5 Ship’s Company [45 pts], 2 units are skirmishers

++ Special Units [550 pts] ++
5 x Eagle Claw Bolt Thrower [80 pts each]
Great Eagle [60 pts]
Lothern Skycutter [90 pts]

++ Rare Units [635 pts] ++
2x Frostheart Phoenix [205 pts each]
Merwyrm [225 pts]

Total: 1998 points. The year when the Tears of Isha campaign was released.

The Importance of the General

As you can see, the list includes only one character: a guy with great mobility, a 2+ armor save, who simply spends each turn firing three strength-5 arrows while staying hidden and at long range to avoid getting killed. His small base makes it easy to hide from real threats. He’s likely to easily make back his points, as he’ll have fired 18 shots by the end of the game and is relatively easy to protect.

I still like this guy in 1.5, and you can’t take him in a Grand Army anymore — not even as a Battle Standard Bearer — if you want to run the lady that makes Sisters of Avelorn a Core unit. So I think this is the perfect army for him to find his place.

Mandatory Core Units

Remember that this army requires you to spend 33% of your points on core units, not just the usual 25% required by most armies. With that in mind, 15 units of five High Elf Ships Company (two of them skirmishers, since you’re limited to two) are the best option, as Shadow Warriors are too expensive and Sea Guard are really bad despite the buffs from the infamy army.

A couple of changes come to mind here:

  • Add unit champions to the archers to further delay lone characters hunting them down (reducing the total number of archers).
  • Include a unit of Shadow Warriors to shoot from further away, as they have better range.

IMPORTANT UPDATE 1.5:

Now I’ll definitely include Shadow Warriors if they’re Core. In fact, NOW I’ll include Sea Guard too.

Keep in mind that the Shadow Warriors’ deployment options and mobility really help with scoring, and the Sea Guard’s solid numbers and bonuses (I already covered them in the updated 1.5 High Elf Core post, so I won’t repeat myself here). These units have improved a lot, and for that reason I’d cut down on the number of small Ship’s Company units — though I’d still keep a few to harass and sacrifice when the time comes.

To add even more ranged pressure and to deal with — or at least threaten — monstrous creatures, you can include 6 bolt throwers. In this list, I swapped one out for an eagle, but with the 1.5 rules, I’d probably drop all the bolt throwers — I think they’ve lost a lot of their value.

The Great Eagle, like the Skycutter, works well here for hunting war machines that deploy far back to stay beyond the 24″ range of the millions of bows we have.

Their possible role as redirectors is mostly handled by the Ship’s Company in most matchups.

Not Everything is Shooting

As Rare Units, this army allows you to spend 33% instead of the usual 25%, which means double Frostheart Phoenix and one Merwyrm fit nicely, since they’re models with good durability. The idea is for the Merwyrm to support one of the Phoenixes in combat, forcing the enemy to strike last and also imposing a -1 Strength penalty.

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It’s been fun creating a horrible list from a fluffy army, but I do consider the standard High Elf army to be far more lethal in Old World, no matter how nasty this list might seem.

If you’re not familiar with the units from the Sea Guard Garrison, like High Elf Ships Company, I made a detailed post explaining them thoroughly, which I’ll link right below.

If you think there’s an error in the post, feel free to reach out at theoldwarrior@theoldwarrior.com, and I’ll review it. Hope you enjoy ToW!




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