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===Core Units=== With all the elves united, some core choices are simply better than others. Dark Elves provide the strongest options while High Elves have the weakest. Dark Riders, Witch Elves, Darkshards, Silver Helms, Glade Guard and Eternal Guard are the cream of the crop. *'''Dreadspears:''' The second strongest of the three spearelves units thanks to Hatred (Elves), they would be quite solid if Elves were in need of more low strength attacks. *'''Bleakswords:''' Bleakswords are a better choice now with Martial Prowess, and make a rather useful bunker/sacrificial dagger fodder unit of 15. However, if you're looking for strength 3 Elf attacks, you're better off elsewhere. *'''Darkshards:''' Darkshards are a small arms fire unit, heavily benefiting from the addition of Martial Prowess. Units of 15-21 in three ranks with shields make for a solid, versatile ranged choice. If you want to focus on ranged potential alone then Glade Guard with Hagbane or Trueflight are better options. *'''Black Ark Corsairs:''' A solid choice, they function as much more survivable but offensively weaker Witch Elves unit. Make solid small roadblock units. The 4+ Save is great on Infantry. *'''Dark Riders:''' Every bit as good as ever, Dark Riders are your premier Fast Cavalry choice in core, easily beating out Ellyrian Reavers and being a better deal than Glade Riders. *'''Witch Elves:''' Everyone's favourite (or least favourite) crazy ladies are back and better than ever in the Eternity King list. Although they have the defences of wet paper, they tear anything with low armour to shreds thanks to 3 poisoned attacks each, and in large numbers have been known to take down just about anything. They make a solid flanking unit, or alternatively a scary death star if you give them a Cauldron of Blood. *'''Spearmen:''' Since Hatred (Elves) is a slightly better rule than Valour of Ages, and the fact that their models are terribly outdated, there's no reason to take these guys. *'''Archers:''' Inferior to both Glade Guard and Dark Heresy now that they stole Martial Prowess, leave these at home unless you really want cheap bows. *'''Lothern Sea Guard:''' Already a marginal unit in High Elves, Sea Guard find themselves the master of nothing in the Eternity King list. Unless you can't live without their unique Bow/Spear combination, you're better off elsewhere. *'''Ellyrian Reavers:''' Although these guys are still a solid Cavalry choice, with Dark riders as an option there isn't really any reason to take them. *'''Silver Helms:''' Definitely the strongest core choice for High Elves, Silver Helms are still the only heavy cavalry core choice between the three armies and thus have a strong niche. They make a solid bus unit for powerful characters but should not be counted on for their offensive ability, especially off charge. *'''Glade Guard:''' Armed with Trueflight Arrows or Hagbane Tips, these are some of the best archers in the game with the addition of Martial Prowess. Use them in your backfield to soften targets or even take down war-machines if they have Hagbane Tips. Leave Swiftshiver Shards at home as they make them an inferior version of Darkshards. *'''Dryads:''' Most Wood Elf players still mourn the nerfing of Forest Spirits, and these guys got hit the hardest. They are even worse in an Eternity King army list as they do not gain Martial/Muderous Prowess like their Wood Elf allies. *'''Glade Riders:''' Take these guys instead of Dark Riders if you love enchanted arrows and/or the Ambushers special rule. Otherwise, Dark Riders are better thanks to their 4+ armour save. *'''Eternal Guard:''' The best of the spear wielding core choices thanks to a better statline, armour piercing and stubborn, these are your best anvil choice in core. They heavily benefit from the addition of Martial/Muderous Prowess, and should always be taken in at least 4 ranks to fully take advantage of their rules and equipment.
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