Alith Anar

ID: wh2_dlc10_hef_cha_alith_anar_0


Alith Anar
Hybrid-Weapon Infantry
1 1200 250
Armour-Piercing Missiles
Good Range
Vanguard Deployment
Fire Whilst Moving
Armour 40
Leadership 80
Speed 46
Melee Attack 65
Melee Defence 45
Weapon Strength 400
Charge Bonus 30
Ammunition 30
Range 300
Missile Strength 392


Unit Description

Alith Anar is the Shadow King, a revenant who seeks the grisly death of every Dark Elf in retribution for Malekith’s sins.

Historical Description

Tradition maintains that the folk of Nagarythe chose Alith Anar as ruler after Malekith fled into the west. The Lord was the last heir of a great line, his forebears slain by the Witch King’s minions. In the following dark days there were many Druchii still hiding in Ulthuan, so Anar took to their eradication. Those not slain in battle were crucified upon trees - grisly monuments to the vengeance of Nagarythe’s Shadow King. He became a revenant who sought the death of every traitor-kin who dared live in the Sundering’s wake. Even now, thousands of years later, the Shadow King still hunts, and will not rest his bow until Malekith’s death.



As a follower of the Trickster God, Loec, the Shadow King is a master of deception and distraction.

Darken the Skies

Above the battlefield, the air is filled with arrows; a shroud of pure death blotting out the sun.

Martial Prowess

High Elves excel as warriors, having trained in martial disciplines for the equivalent of many men's lifetimes.


Those who are "slippery" cannot be cornered or pinned - they simply "slip" away…



This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.

Guerilla Deployment

Hide (forest)

This unit can hide in forests until enemy units get too close.

Fire Whilst Moving

This unit can fire while on the move.

Strengths & Weaknesses

Armour-Piercing Missiles

The damage of armour-piercing weapons mostly ignores the armour of the target, making them the ideal choice against heavily-armoured enemies. They are often heavier and attack at a slower rate though, making them less efficient against poorly-armoured targets.

Fire Whilst Moving

This unit can fire while on the move.

Good Range

This unit has a larger range than most other units of the same class. This allows it to take out hostile missile units before they can come into firing range.

Vanguard Deployment

This unit can deploy in an expanded deployment area, allowing it to start the battle within striking distance of the enemy - or somewhere unexpected.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 4.60
Acceleration 4.00
Deceleration 5.00
Charge Speed 5.60
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 30.00
Ch. Dist. to Pick Target 30.00
Turn Speed 240
Strafe Speed 1.00
Land Unit Stats
Unit Category Missile Infantry
Unit Class Command
Move Action Points 2100
Melee Attack 65
Melee Defence 45
Charge Bonus 30
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 80
Bonus Hit Points 4260
Unit Stats
Unit Caste Lord
Unit Weight Heavy
Unit Group Hybrid-Weapon Infantry
Unit Group Parent Lords
Recruitment Turns 1
Recruitment Cost 1200
Upkeep Cost 250
Unit Size 1
Melee CP 400
Missile CP 800


Melee Weapon
Weapon Size Medium
Weapon Type Sword
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 260
Weapon AP Damage 140
Building Damage 150
Missile Weapon
Projectile Number 1
Effective Range 300
Minimum Range 8
Marksmanship Bonus 40
Projectile Spread
Damage 77
Armor-Piercing Damage 275
Base Reload Time 11
Armour Value 40
Missile Block Chance 0