High Elves
Who are the High Elves?
Getting Started with High Elves
High Elves Miniatures

Gaming
- Sample Army List
- Treasures from Albion
- Collecting High Elves
with Rob Lane

- Collecting High Elves
with Mark Raynor

- Battle Report: Annulli Patrol
- High Elf Magic Review
- Special Characters:
    Eltharion the Grim
    The Everqueen
    Her Handmaidens
    Korhil
- FAQ

Painting and Modeling
- Painting High Elves
Scenery and Terrain
- High Elf Monument
- Building a High Elf Nobles Mansion

Extras
- High Elf Banners
- High Elf Magic Cards
- Map of Ulthuan
- Wallpaper

RESOURCES
ARMIES

 

 


Now it's time to use some High Elf models to play some Warhammer Skirmish. Full rules for playing Warhammer Skirmish can be found here. Don't worry, it's still Warhammer, just on a smaller scale.

Defending Forces:
• 4 Giant Scorpions
Attacking Forces:
• Up to 200 points of High Elves, including up to one Hero and one Champion

The tombs of Khemri have many treasures to lure all races to that haunted land. Gold, precious stones, and magic items can be found there by the bold. In Khemri, water can be more valuable than any riches, as the baking sun can wither a body in little time. The few scattered watering holes are seldom unguarded.

This scenario requires a space of about 24” x 24”. The main feature for this battlefield is an oasis which is placed in the centre of the table. The oasis should be no larger than 8” x 8”. Small groups of palm trees and rock clusters can then be placed about
the board.

The Attackers are traveling at night and need to reach the oasis before the sun comes up or they die of thirst. The Scorpions are well-used to stalking prey lured in by the life-sustaining oasis.

If at the end of the game there are 25% or more of the starting number of Attackers’ models remaining, then the Attacker wins. If there are fewer than 25% of the Attacker’s models remaining, the Defender wins and the feasting can begin.

The Attackers need to get to the oasis and drink, and they need to do it before the scorching sun rises. Therefore, the game ends after 8 turns at sunrise.


The Attackers start on the northern table edge, up to 6” in. The Giant Scorpions are then placed around the southern edge of the oasis, touching it where possible.

The Attackers go first.

Dying of Thirst

The Attacking forces have been stumbling through the desert for many days now and are all on the verge of dehydration. The Attacker’s force may not march move, and at the start of each of the Attacker’s turns (starting with the first) you must roll a D6 for each model in the force. On a result of a 1, the model has succumbed to the baking heat of the desert and you need to remove the model as a casualty.

Once a model moves in contact with the oasis, the effects of the Dying of Thirst special rule are ignored.

Giant Scorpions
These enormous monsters are usually found lurking in the cool sand below the surface, often near an isolated desert oasis.

M
WS
BS
S
T
W
I
A
Ld
Giant Scorpion
6
4
0
4
4
3
5
3
7

Giant Scorpions have the following special rules: Cause Fear; Poisoned Attacks; Chitinous Hide (4+ armour save).

Rout Tests
The Attackers are desperate for the cool water of the oasis and will automatically pass any Rout test they are forced to take. The Scorpions will not rout either.

Next: Building a High Elf Core Army.