“By the tips of our arrows and thrusts of our spears shall the borders of our lands be defended, for we are the glittering shield that protects Ulthuan!” — Ishaya Vess
Following quickly on the heels of the Arcane Journal for the Empire of Man we have the High Elf Realms book ready for review. Thank you as always to Games Workshop for sending us a copy. Come March, you’ll be able to get your hands on the latest addition to Warhammer The Old World, and you’ll want to; there are a few tricks in here to allow you to construct your Elven Forces in different ways than you have in the past.
As you may have come to expect by now, this book follows the standard formula of giving some background lore around the faction as a whole then some on the two Armies of Infamy which are contained inside. We’ve got a named character themed to both forces (though both can be taken in a Grand Army) and a host of new magic items, alongside one narrative scenario for the High Elf Realms.
The lore is fairly interesting to read; it’s framed to skip over what has historically been the biggest part of the Elven History and instead shines light on new areas you wouldn’t normally get to read about. It mainly focuses on the rivalry of the Dwarfs with the Elves, how the Elves are the undisputed rulers of the sea, and their diplomatic relations with the area of the map we are more familiar with in standard Old World settings, especially their time in the land of chivalry.
Armies of Infamy
We’re going to look at the majority of this book through the eyes of the two armies of infamy as all the new units and characters are tied into one of these lists with only a handful being able to be taken in the Grand Army compositional lists (War Lions and Merwyrm, with restrictions in place).
The Chracian Warhost
The first of the two lists is focused around the hunting parties the High Elves are sending into mainland Bretonnia to help try to wipe out the Beastmen threat. We have a bunch of rules to go with the army and a host of new units. But before we get to them lets have a look at the Army List Composition options.
You’re allowed 0-1 Prince or Archmage per 1000 points, which instantly means you aren’t strictly limited to having to make difficult choices like the Wolves of the Sea Chaos list or the Empire Armies of Infamy where you might not get the Lv3/4 caster options. The Chracian Chieftain option and Storm Weaver are slightly limited at 0-1 per 1000 points but that’s more than you’ll need in most options. Finally, you can always take High Elf Nobles if for whatever reason you feel you need them.
Spearmen and Archers along with the new unit Chracian Woodsmen make up the core of the army. White Lions also can also be taken at 0-1 per 1000 points so you can add them into the force easily. The special slot sees even more White Lions, White Lion Chariots and 0-1 of the new War Lion unit per 1000 points.
The rare slot includes many of the lighter options, along with the new Lion Guard unit at 0-1 which joins the Sisters of Avelorn, Shadow Warriors, Great Eagles and the Eagle Claw Bolt Throwers, all of which come with a host of restrictions depending on the points level. Honestly, compared to other recent Armies of Infamy you’ve almost got too many options here. Finally, your Battle Standard Bearer can be an upgrade for either a Noble as normal or one of the new Chracian Chieftains.
But what about the rules which make this army really worth taking? There are four special rules here. The first is a restriction under the Chracian Pride rule which limits which Elven Honours your characters can take. Shadow Stalker, Chracian Hunter and Pure of Heart are all that is available to you in this army, which fits their narrative theming well enough and isn’t a massive loss on the table. Hidden Trails allows you to buy the Move through cover special rule for limited numbers of Spearmen or Archers (yay – clearly a themed choice) and allows you to modify an ambusher’s roll by +1 or -1 once per game (Falcon: This feels like an odd choice to be honest, if only because the Seaguard Army of Infamy has far more ambusher-related special rules as we’ll see in a bit). Warriors of Chrace allows you to buy Lion Cloaks for Spearmen and Archers as well. This comes in at only +10 points per unit, so a decent unit of Spearmen being able to increase their save against (non-magical) ranged attacks for less than a point per model is great. My Spearmen do have a habit falling over when someone looks at them funny, so this will help a little bit. It’s not game-breaking but being T3 with a 4+ save is clearly better than being T3 with a 5+ save.
The final special rule is called Warriors of the Wilderness and it allows you to place a Wood Elf-style wood before the game starts. This is clearly one of the main reasons you’re choosing to limit your unit options when taking this list (unless you really love White Lions or Lion Chariots) instead of the Grand Army. The normal tricks and shapes you can create with the Wood Elf rule one apply to this as well (Falcon: Except there is no restriction on placing the wood in the center of the battlefield, which is very potent given how easy it is to run this as an army made completely of models that move through cover).
Korhill Lionmane, Captain of the White Lions leads from the front and he’s included here. Taken in any army which can include a unit of White Lions (you don’t actually have to field the unit, just have the ability to do so) Lionmane gives you a really offense-focused and fairly cheap character. For 175 points you’re getting a Prince level melee character with an excellent weapon, a swell amount of attacks and some decent survivability. He comes with a couple of rules, the first of which is Mighty Constitution which gives him a couple of bonuses. If he moves more than 3″ on a charge he gains +1Str, getting him up to Str 7 which is a wicked break point. He’s also immune to poison (roll to wound as normal) for when that occasionally pops up. The Pelt of Charandis is a trophy from one of the Lions he’s slain which gives him an additional +1 to his armour save (taking him to a 4+ with his Heavy Armour) in combat and +2 from none magical shooting attacks (which does matter – more on that later). In addition he also gains a 5+ regen save, which is great due to the lack of a Ward Save on his character. Finally he also wields Chayal, his trusty Chracian Blade, which is S+2 -3AP and requires two hands alongside granting him the Killing Blow special rule meaning he can go toe to toe with most non-monstrous mounted characters out there and actively threaten the most elite units all by himself. With his Furious Charge rule taking him up to five attacks when it’s active he’s really a little combat monster. There’s even an option to stick him on the new Chieftain Chariot!
Chracian Chieftains are the new fighting hero option for this list and they’re for all intents and purposes a slightly more expensive High Elf Noble with an extra wound and a 75 point magic item allowance. That 75 points of magic items opens up some options with the bigger weapons elves have access to and still lets you take some defensive tricks — though even bare bones with a Chracian Greatsword and a Phoenix gem, these guys are no slouches. I’m also going to mention the Chieftains Chariot here; it’s a 105 point upgrade for a 3W Lion Chariot. If you like Lion Chariots then you’ll like these, and if you don’t then you won’t; it’s pretty clear cut. Remember, though, Korhill can also be mounted on one which turns him up. Falcon: The Chieftain’s Chariot is the first of several questionable choices in extra unit options in the book for me. It is just a marginally-cheaper Lion Chariot with one less rider and one less wound. In every other way it is exactly the same as the regular Lion Chariots which feels like a real let down that’s taking space from something cooler. I understand this is probably a modelling thing so people don’t have to consider how to fit a third rider on their current kits, but if feels lazy. That said, as Liam mentioned, Korhill kinda slaps on one, and there is definitely a fun build around him and two other chieftains going full Fast and the Furious around the board if you’re into that kind of thing.
Storm Weavers are the mages employed by the expeditionary forces and are available to both the Chracian- and Lothern-themed lists; they can also be taken in your Grand Army as 1 per 1000 points. These are your basic Lv1 Wizards with access to Dark, Elementalism and Illusion. They can be upgraded to Lv2 or Lv3 wizards similar to the Bretonnian Exile Wizards and are allowed up to 75 points of magic items. They do get a Unicorn mount option, though that is all. An extra wound for +35 points along with the usual host of Unicorn rules is great and hopefully there’s some kind of model coming for this (as it’s not shown in the book) which rivals Elise’s. Falcon: Unfortunately, the Storm Weaver really sucks in comparison to the Mage and Archmage options already available to High Elves. With more limited lore choices, only a singular mount option, and no casting reroll inherent to their wizard-kin it is surprising to me that the design studio decided to price them at only 10 points less than a level 3 Archmage if you choose to max out their level. I simply cannot see these guys getting any play outside of the Seaguard army of infamy where they are the only level 3+ casting option available or in the off-chance syou are running both a prince and archmage in your grand army list and somehow have the points to slot in a lvl 3 caster for some extra support. Honestly, in a book kind of filled with disappointing new unit entries, this one takes the cake.
Lion Guard are the new elite infantry unit upgrade. They’re an additional four points a model at 18 each and for that you pick up an additional WS and Ld. In addition you gain Champions of Chrace, which allows the entire unit to issue/accept challenges — meaning if you ever get them into combat with an enemy mounted character you can attempt to tie them up a little longer, especially if you can backstop the unit. You also pick up Veteran, which is always great, and Furious Charge, which ups their output in situations where you’re getting the charge off with your M5 infantry block. These are maybe a little expensive but their output is massive and they have great utility; they just need to be able to swing those axes. Falcon: Lion Guard are an interesting unit for sure. Champions of Chrace is a slight variation on the special rule White Lions already have access to, except they do not require having your General in the unit to proc it which is nice. Furious Charge on WS 6, Str 6 models is definitely something, it is just very difficult to get a good charge off with infantry in this edition.
Chracian Woodsmen are maybe (Falcon: They 100% are) the stars of the list. For 12 points you get an I4 WS 4 White Lion profile with a few different special rules. Skirmish and Vanguard are the big ticket items here that you get just for showing up. In addition, you can pick up additional wargear and rules in the form of upgrading the light armour to heavy, taking warbows (do this every time) and lion cloaks. In addition, you can replace Vanguard with Scout for 0-1 units per 1000 points and pick up Ambushers if you fancy your luck. The key thing here though is that these are Warbows, meaning they’re S4 when shooting due to the units base profile. These are an absolutely fantastic unit and will make up the mainstay of any force using this Army of Infamy. Taking 10-15 in a unit, treating them like Dwarf Rangers and picking off the enemy weaker units before committing to combat with their Great Weapons is incredible. With Heavy Armour, Skirmish and the Cloaks they’ll brush off most return fire and hold their points while dealing damage. Falcon: I cannot stress enough how great this unit is, and the whole reason you’d consider running this Army of Infamy. Especially when you understand that your Core Tax is 33%. It is very easy to field 40+ of these guys, fully kitted out and absolutely frustrate and hamstring your opponent at every turn. They are effectively Str 6 Dwarf Rangers with 1 less pip of Toughness, a slightly better armour save and they are far more maneuverable. Slotting a High Magic Archmage into them for Extra Attacks and Walk Between Worlds or a Chieftain with some magic item tech makes them an extreme threat.

The fabled War Lions are the last new unit for this part of the Journal. Clocking in at 18 points a model, these Warbeasts are an entirely new unit (to the tabletop, having made their debut in Total War: Warhammer) and pack some punch. At Ws5 and S4 with A2 on a M8 body, these can get to the right place to deliver their payload. They pick up Fear, Move through Cover, Swiftstride and Vanguard as key abilities in addition to Cleaving Blow as the Coup-de-Grace. The downside to these is that they only have a single wound and 0 saves to speak of, which when considering they’re recommending to use the spare Lion models from chariots is a little disappointing but I can understand why it’s limited and not 2W each. These, along with the Woodsmen, are why you’re theming the army around this Army of Infamy and I think it’s got the potential to be an absolutely stand out army, at least in terms of looks, on the tabletop. The good news is of course that these can be taken in Grand Army lists as long as you include at least 1 unit of White Lions, where they are taken out of your Rare Slot at 0-1. Falcon: The Lions are a fun unit that I am not sure you ever fully want to run, but they definitely serve a purpose. If they were in the Core Slot in the Army of Infamy then I’d definitely be interested in a couple, I think, but since they’re not, it can be hard to justify them given their inability to survive being looked at funny. Still, if you’re looking for a very cheap screening unit with high mobility, you can’t really go wrong with taking a pair of them.
Sea Guard Garrison
The second Army of Infamy is themed around the escorts sent out to accompany the Elven army’s main host across the Old World, but don’t think these aren’t more than capable fighting forces themselves. While most races’ defensive structures are hastily-built outposts, Elven watchtowers are far from it and will fend off most attackers. And those structures aren’t full of young recruits; these defenders are trained elves, and they’ll make the forces attacking them regret that choice.
The Sea Guard Garrison can take Sea Guard Commanders and Storm Weavers in whatever number you wish at the appropriate points level. In addition Dragon Mages, Nobles and Mages can be taken at 0-1 per 1000pts. Core (which, like Chrace is locked at 33% of your list) is filled with Lothern Seaguard and Ship’s Company along with 0-1 Shadow Warriors per 1000. Simple and to the point.
The special slot sees Lothern Skycutters, 0-2 Great Eagles per 1000pts and 0-3 Eagle-Claw Bolt Throwers per 1000 points, shifting a lot of rare choices into a slot where you can include a lot more of them compared to the Grand Army List. Rare includes Ellyrian Reavers without restriction and they are accompanied by 0-1 Flamespyre or Frostheart Phoenix per 1000 and their final new unit, the Merwyrm.
Let’s have a look at what makes this army tick shall we? Again, you’re restricted in what Elven Honours you can take with Shadow Stalker, Pure of Heart and Sea Guard being the only three you’re allowed. Their first beneficial rule is From the Mists which allows you to, after deployment but before Vanguard/Scouts, redeploy a single unit from your army. From the Storm Clouds allows you to upgrade one Skycutter to have Ambush per 1000 points of army, a nice thematic rule. Old World Rangers allows you to gift a single unit of 10 or fewer Shadow Warriors the Ambush special rule for free, again nice and thematic and lets you push the Ambushing aspect of the force if you wish. The final special rules is Pride of the Fleet grants another free upgrade to a single unit, this time Seaguard. 0-1 unit of Seaguard is the recipient of the Drilled special rule, which is the outstanding ability of these three “upgrade” special rules.
Falcon: Once again, it is odd to me that they give extra access to Ambushers to this list and no way to manipulate it like they did with other Armies of Infamy, instead choosing to let the clearly more powerful Chracian Host get that instead.
Ishaya Vess, Sentinel of the Silent Isle is the name of the new character with a strong Sea Guard theme. Having risen through the ranks since joining the Sea Patrol she now leads a fleet patrolling/hunting along the northern side of the Empire in the Norscan Sea. At 170 points you’re getting a boosted Noble (+1W being the big selling point) for a reasonable melee character. But her output isn’t the reason you’re taking her; you’re taking her for what she brings to the army. Commanding Voice means that she has a command range of 15″ if she’s your army general, a great start. Precision Strikes allows her to boost the AP Characteristic of any Sea Guard she joins by -1. The key thing here is that it applies to both the ranged and melee weapons of the unit, so a decent block will pack far more of a punch than normal, especially if boosted by the Razor Banner for example allowing the unit to push to -3AP when combining Precision Strikes and the Armour Bane of the Banner. She isn’t a slouch in combat either: Three attacks at an effective S5 with -2AP and Armour Bane (1) mean she does know how to use the pointy end of the stick. She can be taken in any army (even Grand Army) as long as you have at least one unit of Sea Guard in your list. Falcon: It’s hard to imagine this list without Vess in it. With a 33% Core tax like Chrace and limited options to fill it you almost feel obligated to just run a rather large Seaguard unit and make it into a bit of a Death Star. Unfortunately, the rest of the options to buff said unit in the list are anemic, and Seaguard are quite overcosted in the current meta when compared to similar offerings from other factions. It should also be noted that Vess only has a 4+ armour save for protection and the ability to force one successful attack made against her to be rerolled a turn, so she really needs a bodyguard to last more than a round in combat.
Sea Guard Commanders are your standard Noble with a nifty special rule. Accomplished Archer grants them the Evasive and Fire & Flee special rules (if they’re on foot), nifty but not outstanding. Where it does have real utility though is the fact that any Sea Guard unit joined by this character also gains said rules. While it doesn’t seem you can use all the rules together what it does do is allow you to pick the best combination of rules for the unit depending on the situation and what you want to do. Getting shot from exactly 23.5″ away with a Fireball? Evasive away. Need to form ranks to fight in combat? Naval Discipline to a more combat orientated formation. Opponent forced into a long-bomb charge? Fire & Flee to your heart’s content. They’ve got the tools if you can work out how to get the most from them. Falcon: This can also create some interesting situations when combined with the Drilled special rule. These guys are also BS7 and can ride in either Skycutters, or on Eagles or Griffons so there may be something to creating a bit of a flying circus list in this army.
Joining the Commanders are the Ship’s Company. These are in a weird space for High Elves in that they’re still capable fighters with the elven statline but can be built in different ways. I think you’ll see a couple of units in most lists, usually 2 in 2000 (1 per 1000 can have Skirmish) and they’ll help bulk out the Core of the list while still being annoying for your opponents. They’re in effect Spearmen or different Archers and there isn’t really loads more to say outside of the small skirmishing units being decent while being Core. Falcon: It should be noted that Ship’s Company also have the Detachment special rule and that Seaguard are considered to be Regimental in this Army of Infamy which can help lower your drop counts and create some interesting deployment options. Honestly though, the big thing here is getting access to Skirmishing archers which isn’t exactly game defining, especially when compared to Sisters of Avelorn in the Grand Army or the Woodsmen for Chrace.
The final new unit is the Merwyrm. He comes in at 225 points and has a decent statline with M, Ws, S, T and W all solid at 6. A4 is a little disappointing compared to bigger creatures but with both Stomp (D3+1) and Impact (D3) you actually get a decent amount of output if you’re getting to pick your fights. This Large Target does get a little more protection at long range than most units where you get an additional -1 to target it (for -2 in total) via it’s Abyssal Cloak special rule. In addition, its Enfeebling Cold special rule means all opponents in base contact suffer -1Str, making this creature an effective T7 in combat. That’s a beasty stat for defense due to downgrading a lot of S5 models (such as most charging cavalry) to an effective S4 or knocking those Str 6 Chaos units down to a healthier 5. Similar to a lot of the other new units, this can again be taken in a Grand Army as a rare choice as long as you include at least one unit of Sea Guard in the army. Falcon: The Merwyrm is going to be a disappointment to many. 225 is a really steep cost for a model with just a 5+ save. If you go up against any form of Cannon you can expect it to just die immediately which is a bit of a bummer given how gorgeous the sculpt is. In practice, it’s definitely been a feast or famine model, occasionally holding up something elite and scary for multiple rounds and taking a pound of flesh in return and occasionally just being picked up before it accomplishes anything of substance by a stray Grudge Thrower or Cannonball. I think if we hadn’t gotten the Gigantic Chaos Spawn so recently it would be easier to swallow the high points cost given how well it compares to the standard Giant in other lists.
Falcon: Honestly, this Army of Infamy is probably the worst one currently available for any of the factions to play, which is a real shame. While it is thematically interesting, the way the game is currently played there really is no place for an army that has zero access to a ‘Prince’ level character OR a level 4 wizard and no offensive buffs in the army to make up for it. At least with the City of Nuln Outriders got a significant boost in their potential output. Here, I believe all you’re getting is an incredible hobby army (I can imagine some really gorgeous options for kitbashing and paint already) that will generally feel really bad to play on the table in most situations. Maybe a list spamming Bolt Throwers will make for a viable option but I’m not sold on that. Perhaps in the future we’ll see enough changes to how infantry plays in the game that this list could rear its head in the meta, but even then, the 33% core tax really limits just how many cool things you can do with it.
Trinkets from the Armoury
There are a bunch of new magic items in here; the weapons are interesting for sure compared to what we’ve seen in different books and you can realistically expect to see a couple of them on the table. As usual, though, I’m going to pick out my favorite from each section rather than a breakdown of each one.
Blade of Sea Gold: Here you’ve got a 40 point +1Str, -1AP. Considering what the Sword of Might costs you might be wondering what you’re getting for the other points here. Of course you’re getting Magical Attacks but you’re also picking up Multiple Wounds (D3). Outstanding! In a world where sometimes the Ogre Blade is great but you still want all the defensive tricks elves have access to, you can nearly do it. It’s not going to be as great against the T6 opponents, but for most scenarios it’s still a really effective cost efficient weapon. Falcon: This is a excellent item, though it is unfortunately locked to the Seaguard Army of Infamy which really devalues it.
Sacred Incense: At 35 points, this Talisman causes enemy models that target the equipped character or any unit to which it is attached to suffer an additional -1 to hit in the Shooting Phase. This is a great item to give some of the giant Sisters of Avelorn blobs we see out there an extra level of protection, or the new Woodsmen of Chrace, putting enemy units at a -2 to hit before you take into account any other penalties they might suffer.
Armour of Stars: Cavalry/Infantry only, but for 40 points you’re getting a suit of Heavy Armour which makes you immune to Killing Blow, which in turn lets you keep your armour save and regeneration saves which that normally bypasses. It’s a great little suit of armour which we might see if Killing Blow starts to appear more.
Circlet of Atrazar: Not something which I’d normally be celebrating, 55 points for +1 Wound. In addition if you’re Cavalry or Infantry then you also gain an additional +1T, making you T4. Nothing to celebrate by itself but you can combine it with…
Banner of Resilience: …This item. 80 points really limits where this is going (Phoenix Guard and Battle Standard only?) but it gives the whole unit +1T, which when combined with the Circlet means you’ve now got a T5 elf on foot/steed. I really want to see this work but I get the feeling it might need someone a little smarter than me to pull it off. Falcon: Nah, I think you have the proper feel. Going from T3 to T4 is not really that huge a bonus for a whopping 80 points. Where this could be fun is in the Grand Army where you can put it on a Noble BSB with Anointed of Asuryan riding a Frostheart Phoenix where the beast will now be T7.
Amulet of the Tempest: Like the Blade of Sea Gold this is only allowed to be taken in the Sea Guard list, but for 50 points it stops opposing wizards from adding their level of wizardry to their casting rolls while they are within 9″ of the bearer. Stripping a Lv4 wizard of that +4 to cast just makes me laugh and suddenly it’s really easy to dispel anything they might still get off. Heck, even a Fireball only gets cast ~40% of the time, before you factor in any dispel attempts you’re trying to make. Take that Travel Mystical Pathways, you’re not happening anymore! Falcon: Honestly, the one thing that might make the Seaguard list function if you can build a fast and solid enough character to throw it on to disrupt your foes.
The Vortex Shard: Auto Dispelling any single spell is great and they usually come with some bonus effect. This ones bonus effect is also removes all Remains in Play spells on the table as well. With Power Scrolls becoming more popular for big spells like Column of Crystal or Miasmic Miasma stopping opponents units from being able to pick fights items like this are only going to become more popular as time goes on.
Falcon: I think we’d be remiss if we didn’t also mention The Ring of Fury, an extremely common magic item that grants Hammerhand as a lvl 2 bound spell for only 25 points or the return of the Trickster’s Pendant which is a pretty expensive Dispel scroll that has the added effect of causing an enemy wizard to stop casting spells for the remainder of the turn if it is successful.
Sample Lists
Here’s a sample Chracian Warhost list that forgoes the obvious decked out Prince on Dragon to run multiple deadly combat charioteers backed by a whole swath of shooting.
Click to expand.

The War Lions here act as great chaff and war machine hunters in some match-ups and otherwise provide cheap screening tools to give your Woodsmen and Sisters the chance to put as much hurt as possible on your opponent before they have to engage in combat. Korhil and the Chracian Chieftain are both excellent at dealing with elite infantry, cavalry and their monstrous equivalents while your Archmage tries to hamstring any opposing large monsters until they’ve been softened up by the rest of your list.
For the Seaguard, we’re going to try to build in a lot of highly mobile screening units with enough shooting that you could theoretically soften up even the toughest opposing armies. All 3 characters join your Seaguard unit, giving them AP 3 on 6s to wound, ignore the penalty to Stand and Shoot, Evasive, Fire and Flee and 2 skirmishing archer units as backup. 3 Skycutters provide your best bet at picking up small elite units before they can get angles on your big Seaguard brick, maybe take down some monstrous infantry/cavalry with their bolt throwers, and most importantly kill off any warmachines that want to eat the Merwyrms. The Merwyrms should be able to use the speed of the rest of the list to get into position and tie up/kill whatever scares your big brick the most. I’ve had ok success with this list so far, though it does struggle hard into a few matchups.
Click to expand.
Conclusion
There we have it, the Arcane Journal for the High Elf Realms. I’ve always felt Elves have been in a decent place for Warhammer The Old World, and this book doesn’t really change that. You get one playable Army of Infamy (Chrace; sorry, Seaguard) and a bunch of great magic items (especially weapons) but what you also get are a few powerful units to go into the Grand Army. The Merwymn especially adds a really solid unit to the High Elf army lines freeing up that Dragon to go and do its thing elsewhere on the field. We said the big winner in the Empire of Man book was the Grand Army and I think this is also the case here. You’ve got two playable characters, a good new monster and War Lions are a decent, if fragile unit. The Woodsmen make that Chrace army more than tick and you’ll see a bunch of magic items on the table.
Falcon: Unfortunately I’m not sure I agree here. As always, I can be a bit more harsh than Liam when it comes to the playability of a book, and I’m not really seeing it other than the Chrace Army of Infamy whose success lies in that it suffers barely any limitations on units when compared to the Grand Army and more than makes up for those few limitations by getting access to the absolutely powerful Woodsmen. That they are the same price as regular White Lions once you’ve fully kitted them out is actually insane to me given their flexibility. Seaguard is a list I believe is going to REALLY struggle to accomplish anything on the table other than look absolutely gorgeous, and unfortunately most of the best magic items are locked to an Army of Infamy. At least Empire got the ability to field a Knightly order in their Grand Army and the cool Road Wardens for their trouble, as well as several very potent common magic items that actively changed the core army. The High Elf Grand Army probably doesn’t run anything from this book at all outside of perhaps one of the new dispel scrolls or perhaps the ASF spear on a unit of Dragon Princes. And I am not sold on Merwyrms given their point cost. If they did a pass and perhaps dropped them down into the 200 point range, I’d give them a second look for sure.
Liam: Well, I really like this book and have been getting the army out to play some games with them again after having my attention caught by a few other armies in the last few months. See you all on the tables of the Old World.
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