High Elf warriors who hail from the more remote parts of Ulthuan do not train together in the regimented manner of the spearmen and archers of the cities. Instead, they hone their personal fighting skills in smaller training bands, coming together in times of need to fight alongside their metropolitan counterparts. Thus the skillset and garb of the High Elf Ranger differs from most, often donning lighter armour to enable swifter movement across terrain and to facilitate the greater freedom of movement required to wield two swords at once. Often coming from more insular communities, High Elf Rangers can be bitter, haughty, and proud, but have a well-deserved reputation as some of the most steadfast warriors of the Asur.
↑Dodge: This highly dexterous unit dodges blades and missiles with ease; its luck is known to run out quickly when facing magical weapons, however.
↑Forest Strider: Specialists in forest warfare, this unit gains melee attack and defence advantages when fighting in forests.
↑Anti-Infantry: Anti-infantry units have an advantage against targets that are smaller than a horse. This advantage can be a damage bonus against small targets, superior weight used to smash through lighter enemies, or an explosive attack from range that effects a large area.
Despite being the least flashy unit of the DLC, the Rangers provide the most utility to what a High Elf army was lacking. An easy way to clear through hordes of infantry through melee rather than archer fire. Before one would generally bring Spearmen and hope they hold until archers or cavalry could deal with the enemy front line. Now, High Elves have a speedy, offensive melee unit that has physical resistance to boot. This makes the rangers good shredders of infantry and an alternative to the all Spearmen front line if you expect hordes of low armour enemy infantry.
Aside from the frontline, they also are sneaky damage dealers that can operate on the flanks for rear charges. In this way they can complement a Spearmen or Silverin front line as well.
Beware of magic damage, as their physical resistance will not help them and they have low armour values. Notably, it is also best to keep them above 50% health (as with all High Elf units) so that they maintain Martial Prowess.
This page was last edited on 21 March 2021, at 15:20.
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