Units: High Elves have a varied unit roster with spellcasters and dragons. High Elf armies tend to focus on quality over quantity.
Martial Prowess: In battle, High Elf armies gain extra bonuses while they are at 50% or more health.
Intrigue and Influence: In campaign, High Elves can spend this resource to manipulate other factions, or to recruit powerful characters.
Espionage and Trade: If High Elves make a trade agreement they gain vision of that faction's territory. They also benefit greatly from trade in general.
Rites: High Elves access to various rites which grant bonuses in campaign.
Lileath's Blessing: An army stance which replaces channelling and has greater bonuses.
Sword of Khaine: High Elf factions can draw the Sword of Khaine.
Control all provinces of Ulthuan either by direct ownership or through vassals and military allies: Eataine, Yvresse, Saphery, Cothique, Avelorn, Chrace, Nagarythe, Ellyrion, Tiranoc, Caledor, Eagle Gate, Griffon Gate, Unicorn Gate, Phoenix Gate
Control any 8 of the following settlements either by direct ownership or through vassals and military allies: Couronne, Altdorf, Castle Drakenhof, The Oak of Ages, Miragliano, Skavenblight, Kislev, Hell Pit, Karaz-a-Karak, Karak Eight Peaks, Black Crag, Lahmia, Khemri, Itza, Hexoatl, Naggarond, Lothern, Gaean Vale, The Awakening, The Galleon's Graveyard, Sartosa
Ensure that 2 of the following building(s) have been constructed: Sacred Flame of Asuryan, Gates of Lothern
Continue to expand your territory, ready for the arrival of Archaon the Everchosen.
Ensure that Archaon the Everchosen is in a wounded state.
Control all provinces of Ulthuan either by direct ownership or through vassals and military allies: Eataine, Yvresse, Saphery, Cothique, Avelorn, Chrace, Nagarythe, Ellyrion, Tiranoc, Caledor, Eagle Gate, Griffon Gate, Unicorn Gate, Phoenix Gate
Control any 17 of the following settlements either by direct ownership or through vassals and military allies: Couronne, Altdorf, Castle Drakenhof, The Oak of Ages, Miragliano, Skavenblight, Kislev, Hell Pit, Karaz-a-Karak, Karak Eight Peaks, Black Crag, Lahmia, Khemri, Itza, Hexoatl, Naggarond, Lothern, Gaean Vale, The Awakening, The Galleon's Graveyard, Sartosa
Ensure that 2 of the following building(s) have been constructed: Sacred Flame of Asuryan, Gates of Lothern
Continue to expand your territory, ready for the arrival of Archaon the Everchosen.
Ensure that Archaon the Everchosen is in a wounded state.
Starting with Eataine and Tyrion is a convenient way to learn Total War or just enjoy a easy initial period, as Tyrion starts at the mouth of Ulthuan with an isolated Dark Elf faction right next door (the intended first target). With a free Eagle Claw Bolt Thrower and a Phoenix in his stack, Tyrion can roll over early opposition, while the flat upkeep reductions to spearmen, archers, and Silver Helms make building an army quite easy in the early and mid-game, particularly with a mage (Lore of Life) in the army to maintain their HP and the Martial Prowess bonus. Late-game Tyrion can be an absolute beast, as he gets a flat -1 turn modifier for elite unit recruitment factionwide.
Diplomatically, Tyrion is on an even better footing, since he is close to other High Elf factions and can reliably deal and trade with them, leading to confederations in due time.
Of course, there are drawbacks: Tyrion is really nothing to phone home about in terms of personal prowess, at least not until you dump points into his personal combat prowess and the Bloodline of Aenarion and make him into a good duelist capable of taking on melee-focused lords from other factions (Kroq-Gar, Queek Headtaker, and Malekith).