Warhammer is full of wonderful, old, lore and one of the best parts is the War of Vengeance or the War of the Beard depending on which side you’re on. This is the breaking point of relations between Elves and Dwarfs long before the setting of any edition of Warhammer Fantasy. It’s a great read if you can find the trilogy from Black Library that adds some great context and shows a lot of “firsts” for both of these ancient peoples. The short of it: Dark Elves tricked the Dwarfs, the Elves retaliated cutting off the beard of a dwarf emissary, and war began. If you’re on the Elven side then it’s the War of the Beard, something of a joke even, and to the Dwarfs it’s the War of Vengeance.
An old rules set that was released across White Dwarfs #265-267 with an alternate army list for Dwarfs appearing in #265, Elves in #266, and then named characters in #267. These came out back in 2002 in middle of WHFB 6th edition, the one that is so lovingly remembered and often deemed to be the best edition of old Warhammer Fantasy. Each alternative army list gave a more “historical” way of playing these armies: restricting certain technologies and adding in the feel of a more magical, powerful, time period for each race.
Here I’m “updating” these alternate army lists for you to use in Warhammer: The Old World. Going a bit old school with it and using a mix of units from the base Forces of Fantasy as well as the Dwarf Arcane Journal for flavour. At time of writing the High Elf Arcane Journal is not out (or even previewed) so if you’re reading this after it’s out then send us an email and I’ll adjust to give them some Arcane Journal stuff, too. Maybe. I do honestly like the Dwarfs better so maybe I won’t.
THIS IS NOT EXACTLY BALANCED
It’s for fun! It’s narrative and it’s cool. This is something for you, in your gaming group, to try out if you play dwarfs or elves and have someone that has the other to try it with. That’s it! I’m sure there are some ridiculous combinations to come up with on either side, and yes it does mean there might be a few dragons on the elf side, too…but try it out and then regulate between yourselves!
When building your army list for a War of Vengeance era game ignore any/all restrictions in the Forces of Fantasy book and the Arcane Journal alternative army lists are not available. Use the following instead!
Note: There are no allies or mercenaries at all during the War of Vengeance, this is just Dwarfs and Elves!
Dwarf Army List
Use the Dwarf units and rules and unless otherwise stated below from the Forces of Fantasy book. Units may purchase 25 points more than normal on magical items or banners. Kings, Anvils of Doom, and Runelords may instead purchase 50 points more than normal.
A dwarf army may not include:
- Handguns, Pistols, Drakeguns, Cannons, Flame Cannons or Organ Guns
- Hammerers (Longbeards fill their spot in the narrative)
Characters – up to 50% of your army
- 0-1 King, Runelord, or Daemon Slayer per 1,000 points
- 0-1 Anvil of Doom per 1,000 points
- 0-1 Sapper Engineer
- Thanes, Runesmiths, Engineers, Dragon Slayers
Core – at least 25% of your army
- 1+ Warriors
- Quarrellers
- 0-1 Longbeards
- 0-1 Ironbreakers
Special – up to 50% of your army
- Longbeards, Ironbreakers
- 0-3 Grudge Throwers or Bolt Throwers per 1,000
- Dwarf Carts (no Miner’s Carts)
Rare – up to 25% of your army
- 0-1 Rangers per 1,000
- Miners
Special Rules
An Unsettled Grudge
In the War of Vengeance all Dwarf units have Hatred towards all High Elf units instead of Orcs and Goblins.
Additionally, your Dwarf General can re-roll any To Hit rolls when targeting the enemy General with a melee weapon.
Ancient Rune Lore
When attempting a Wizardly dispel the following count as a wizard:
- Runelords Level 3
- Anvils of Doom Level 3
- Runesmith Level 2
The following Master Runes are not Master Runes and may be taken any number of times across your army. The rest of the Rules of Three still apply to crafting your runes!
- Master Rune of Skalf Blackhammer
- Master Rune of Dragon Slaying
- Master Rune of Alaric the Mad
- Master Rune of Breaking
- Master Rune of Gromril
- Master Rune of Spite
- Master Rune of Balance
- Master Rune of Piercing
Additional Runes
Your Dwarf army has access to the following two runes as well as the ones they may normally access and follow the normal rules of rune craft.
Runic Talisman – Rune of Spell-Hating 50pts
Runelords and Anvils of Doom only. Once per game, during your own Strategy Phase, automatically dispel any Vortex or Remains in Play spell currently on the table, regardless of range to the caster. This is not a Wizardly dispel and so may be used while the wielder is engaged in combat, fleeing, and does not require line of sight.
Runic Standard – Master Rune of Vengeance 80pts
Battle-standard bearer only. When the bearer’s unit is the target of enemy spell, or effected by a vortex cast by them, the caster suffers a number of S4 AP-1 hits equal to their wizard level. If the wizard is still alive then the spell is cast as normal.
Throne of Power – +100pts
In addition to the usual Shieldbearers and Oath Stone, up to one of your Dwarf Kings may take a Throne of Power. This is modelled onto either a 50x50mm or 50x75mm base, depending on what you have! This works in the exact same way as Shieldbearers but with 4 attacks at WS5 S4 AP-1. A Throne of Power grants the King Magic Resistance (-3), +4 additional wounds, a 3+ armour save, and 5+ ward save. The King may not make use of a Shield in any circumstance.
Anvil of Doom – 270pts
The Runelords of this time have not lost so many secrets to Rune Lore and so the Anvils of this era are more powerful war machines. Each Anvil of Doom may attempt to cast a bound spell twice in the Strategy Phase instead of just once; however they may not attempt the same bound spell during the Strategy Phase, it must be two different spells. The Anvil costs an additional 35 points because of this and the additional rune it gains, below.
Each Anvil of Doom comes with an additional power for Strike the Runes: The Rune of Reflection. This is a Hex with a 36″ Range and Casting Value 8+ that targets an enemy wizard within the Anvil’s line of sight. One spell known by that wizard, selected at random, is cast on the wizard themself and the unit they are with; it casts automatically and cannot be dispelled. If that spell is a magic missile or assailment roll to wound and allocate wounds to the unit as normal, if it is a vortex roll hits against the unit as if the vortex had hit them instead of placing a template on the table, if the spell would have the caster choose an effect then the Dwarf player chooses instead, and if the spell is an Enchantment then it fails to cast and nothing happens.
Elf Army List
Use the High Elf army rules and units from the Forces of Fantasy unless otherwise changed below. High Elf Wizards are more powerful in this time and ignore the first Miscast that they would suffer during a battle; the spell simply fails to cast instead. High Elf units and heroes may purchase 25 points more than normal to spend on magic items; except for Dragon Princes (below) which are only allowed 25 points of magical items.
Characters – up to 50% of your army
- 0-1 High Elf Prince or Archmage per 1,000
- 0-1 Dragon Mage or Handmaiden of the Everqueen per 1,000
- High Elf Nobles and Mages
Core – at least 25% of your army
- 1+ Elven Spearmen or Elven Archers
- Lothern Sea Guard, Ellyrian Reavers, and Silver Helms
Special – up to 50% of your army
- White Lions of Chase, Swordmasters of Hoeth, Phoenix Guard, Shadow Warriors, and Tiranoc Chariots
- 0-1 Lion Chariot of Chrace as a Special Choice per 1,000
- 0-1 Lothern Skycutters as a Special Choice
- 0-1 Great Eagles per 1,000 as a Special Choice
Rare – up to 25% of your army
- Sisters of Avelorn, Lion Chariots of Chrace, and Lothern Skycutters
- 0-1 Flamespyre or Frostheart Phoenix per 1,000
- 0-2 Great Eagles per 1,000
- 0-2 Eagle Claw Bolt Throwers per 1,000
- 0-3 Dragon Princes of Caledor on Drake (see below)
Dragon Princes of Caledor
The standard version of this unit is not available during the War of Vengeance because during this time they ride drakes, not horses! These are drakes as opposed to dragons and their profiles should just about match their smaller stature.
270 points | M | WS | BS | S | T | W | I | A | LD |
Dragon Prince | – | 5 | 5 | 4 | 5 | 5 | 5 | 2 | 8 |
Drake | 6 | 5 | – | 5 | – | – | 4 | 4 | – |
Troop Type: Monstrous Creature
Base Size: 60 x 100mm
Unit Size: 1
Equipment: Hand weapon, lance, heavy armour, and shield; drake talons, drake fire, and draconic scales (counts as full plate)
Special Rules: Close Order, Dragon Armour, Elven Reflexes, Fly (10), Impetuous, Ithilmar Weapons, Large Target, Stomp Attacks (D3), Swiftstride, Terror, Valour of Ages
Options: Each Dragon Prince may purchase up to 25 points of magical items.
R | S | AP | Special Rules | |
Drake Talons | Combat | S | -1 | Armour Bane (1) |
R | S | AP | Special Rules | |
Drake Fire | N/A | 3 | – | Breath Weapon, Armour Bane (1) |
Additional Magical Items
As with the Dwarfs, the High Elves still have more of their ancient artefacts to take to war. Below you’ll find an assortment of weapons and items to give to your characters in addition to list in Forces of Fantasy.
Weapons
Sword of Ages 80pts
Melee +1S AP-1
Magical Attacks, Requires Two Hands, Armourbane (1), Extra Attacks (+1)
Notes: Confers +1 to hit rolls for the bearer (not its mount) when being used
Blade of the Phoenix 60pts
Melee S AP –
Magical Attacks
Notes: No armour saves are allowed against wounds caused by the Blade of the Phoenix; ward and regeneration can be taken as normal. In addition once per battle, at the start of any Close Combat phase, the wielder gains an additional D6 Attacks. Bearer must have the Pure of Heart Elven Honour.
Talismans
Cloak of Stars 60pts
All shooting and melee attacks against the bearer are resolved at -2 Strength.
Notes: May not be given to a character with a mount.
Stone of Midnight 45pts
In melee any successful hits and wounds against the bearer must be re-rolled.
Notes: Model with the Shadow Stalker Elven Honour only.
Enchanted Items
The Crown of the Phoenix King 100pts
The model wearing the crown gains Unbreakable, as does the unit they join. All units within command range of the bearer gain Stubborn.
Horn of Isha 35pts
May be used once per game at the start of any Shooting or Close Combat phase. The bearer and the unit they are with may shoot twice this turn or gain +1 attack until the end of the phase.
Dragonheart Pendant 20pts
Character mounted on a Monster only. While this model has suffered at least one wound the monster (but not the rider) gains Hatred against the army that caused the wound.
Banner
Sacred Banner of Avelorn 30pts
After this unit declares its charge reaction, any enemy unit that wants to charge this unit must first pass a Leadership test. If passed they can charge as normal. If failed they do not move at all, stay in place, and cannot make any other moves for the remainder of the turn.
Settle That Grudge!
That’s it! I’m excited to see what the High Elf Arcane Journal will add to this a little later on, if there are any other heroes or units that crop up and make sense to add in here.
In the meantime give these army lists a try (preferably against each other!!) and let me know what you think of them after you do!
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