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- 6.1 The Evil Ones: Dark Elves in General 48
- 6.2 The Lords of Tyranny: Characters 48
- 6.2.1 Dark Elf General 48
- 6.2.2 Dark Elf Battle Standard 49
- 6.2.3 Dark Elf Heroes 49
- 6.2.4 Dark Elf Champion 49
- 6.2.5 Witch Elf Characters 49
- 6.2.6 Sorcerers 50
- 6.2.7 Assassins 50
- 6.3 The Dark Horde of Naggaroth: Regiments 50
- 6.4 The Machineries Of Destruction: War Machines 56
- 6.4.1 The Cauldron of Blood 56
- 6.4.2 Repeater Bolt Thrower 57
- 6.5 The Beasts of Naggarond: The Monsters 57
- 6.6 The Misguided Fools: The Allies 58
- 6.7 The High Echelon: Special Characters 58
- 6.7.1 The Witch King of Naggaroth 58
- 6.7.2 Beastlord Rakhart 58
- 6.7.3 Morathi, The Hag Sorceress 59
- 6.7.4 Kouran, Captain of the Black Guard 59
- 6.7.5 Crone Hellebron, The Hag Queen 59
- 6.7.6 Tullaris of Har Ganeth 59
- 6.7.7 Shadowblade, The Master of Assassins 60
- 6.8 Tactics 60
- 6.8.1 The Poisoned Blade 61
- 6.8.2 The Death Night 61
- 6.8.3 The Bloodied Bastion 61
The eyes of the Witch King Blazed with white hot flames. The
Dark Elf Lords that had gathered before him trembled in fear,
for they knew their master well. Few survived his displeasure,
and none his wrath.
"I have created massive change in the Cosmic Balance."
Hissed Malekith the Lord of North. "We are stronger than ever
before. And yet you bring me reports of failures! Defeats!
Humiliations!"
"This shall be your reward." Snarled the Witch King. Several
Assassins leapt from their hiding places, weapons raised.
"I can explain their errors." Said a calm voice. All eyes
turned to the great archway which led to the throne room. A
lone figure, hooded and robed, stood there, his hand resting
on a hilt of an ancient longsword. For a moment there was a
silence. Then the Lord of Gallows, Malekith, said" Speak."
Dark Elves are in many aspects the best Elves you can get. They have
frenzied troops, (high weapon skill and many attacks is a good combo)
excellent special units and good mixture of equipment and steeds. As
your general Dark Elf goes: 8 points, hatred against High Elves and an
obedience test when there are High Elves on the field. Remember that the
Goblins fear your Elves unless they outnumber you 2:1. Useful for Dark
Elves, since their infantry regiments tend to be rather large.
Normally the general of the army is amongst the most fearsome hand
to hand fighters the list can offer, but with Witch Elf Heroes and
few special characters and an exceedingly powerful monsters, Dark Elf
Lord is in my eyes a leader. Leadership 10 and 3 magic items chosen
carefully, combined with a thoughtful positioning and the 12" range of
leadership give the Dark Elf army the backbone and resilience their
low toughness otherwise prohibits. A good combination of items for a
defensive Dark Elf General might include: the Crown of Command, Sword
of Fortitude and the Horn of Urgok. Then again you can do the regular
thing: give him a magic weapon, armor and some kind of protection form
magic, and a monster. Very original, isn't it?
I sometimes wonder how any elf will volunteer to carry the Battle
Standard. Toughness 3, 1 wound and an unhealthy attention that the
enemy show towards this unfortunate individual are a nasty combo. I use
him/her to give some unit two magic standards and try to protect him
from any missile fire and spells. For inside units only.
Standard elven stuff. Leadership 9 is good for leading units, but 3
attacks is not that much in today's average Warhammer field. I use them
to carry items that help my units, like the Ruby Chalice. I must say
that I greatly prefer the Witch Elf Heroes.
As with any army, Champions are compulsory characters for each hand to
hand unit. The other option is to save few points and use assassins
in infantry regiments instead of champions. Free choice of equipment,
poisoned weapons, great in hand to hand, and a special method of
attacking. And they do cost only 8 points more.
All the advantages of the regular characters, plus frenzy and poisoned
weapons. How can you go wrong here? I see Witch Elf Heroes as your
main hand to hand fighters. Remember that all their attacks have +1 on
their strength. Imagine a hero with a halberd. Give them something that
emphasizes their greatest advantage: multiple attacks. Good choices
include the Destroyer, anything that raises strength, Dragon Blade,
Strength Potion and a multi-wound causing weapon. For an ultimate
infantry killer, mount her on War Hydra and buy an allied regiment on
40 mm bases to give some protection from missiles. Just be sure that
somebody else fights the challenges. When a part of a Cold One regiment,
consider giving them a Dark Steed instead. Higher speed may give your
opponent some nasty surprises if you declare independent charges. Let's
you get into frenzy bit earlier, also.
Expensive elf sorcerers with a special rule for drawing Dark Magic
first. As if somebody wanted it anyway. Dark Magic is not the thing that
can win this game for you. The spells are expensive to cast, and while
destructive, not especially powerful when compared to other spells of
similar cost. I urge you to take Book of Ashur. It will allow you to use
far better spells. I personally favor Grey, Tzeentch and (believe it or
not) High Magic. Crown of Sorcery is also a good buy for some of your
characters, as you really need to broaden your choice of spells somehow.
Ring of Volans is also good, if somewhat risky. I always take allied
wizards if possible. These guys simply cost too much when compared to
their effectiveness.
My alternative to the regular dark elf champions. Only few points more,
free choice of equipment, poisoned weapons, disguise and first strike.
And they are compulsory in my eyes for each and every infantry regiment
that is going to melee. Give them all kinds of equipment, some suitable
magic item (like Strength potion) and couple of different weapons
(Halberds against high toughness opponents, additional hand weapons
against Skaven and the like.) Their ballistic skill 9 means they will
hit almost always, so buy repeater crossbows for them. Black Gem of Gnar
is also an excellent choice for them, since they can pretty much choose
their opponents.
It seems that the Gyms of the Naggarond are closed and thus you have
your basic Elven Knights: weapon skill 5 and initiative 7, no more
strength 4. Cold Ones, on the other hand, are harder than ever with
their increased armor save (No barding to slow these guys down!)
Strength 4 and 2 attacks of the Cold Ones put them to the heavy cavalry
category in my eyes.
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WEAKNESSES:
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Relatively high point cost, though every point is usually
well used. Toughness 3 and 1 wound mean that if they are not getting
their (very respectable) armor save, you are going to see some dead
Elves. Stupidity. Spells that ignore armor.
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USES:
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I use two kinds of Cold One units: support units and chargers.
The support units are used in the same way as trolls: they move fast
and increase the combat resolution. A small unit (5-7) Cold Ones with a
champion and a standard can support your infantry very well, as long as
the foot sloggers provide the rank bonus, these guys will inflict the
wounds. These units are relatively cheap and will draw much fire from
your main units.
Chargers are entirely different affair: 10+ Cold Ones, with Battle
Banner/Blood Banner/Banner of Might, accompanied by a champion and a
couple of primed Witch Elf Heroines. Any army with basic toughness of
3 is virtually defenseless against them. Expensive. Against Wood Elves
without allies, give them the Standard of Shielding, and watch as they
happily trample the Wood Elf infantry into oblivion. 1+ save makes them
immune to bow fire. Remember that their effective movement 7 means 3D6"
when pursuing (or fleeing!)
The best light cavalry unit by far, Dark Riders can skirmish, get a free
march move, are Fast Cavalry, can move and shoot without penalty, and
can fire and flee on the top of it!
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WEAKNESSES:
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Spells, very accurate bow fire and tough hand to hand
fighters are their doom. But these can be dealt with. Even though they
get all their special rules for just 1 point, they are still expensive
troops.
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USES:
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As missile screen, you could give their champion the Ruby Chalice,
making hitting them with bows and bolt throwers almost impossible.
Anything advancing behind them is quite safe from any normal missile
fire. They can also be bought spears and used as non skirmishing unit to
charge enemy archers as soon as possible.
Their free march move allows them to charge enemy on turn 1! Also, small
units can be used to race towards enemy lines, harass lightly armored
troops with their repeating crossbows and stop any enemy attempts to
make march moves. I do not deploy my Dark Riders on the extreme flanks
as the Dark Elf army book suggests. It is far too easy to lose them if
they are forced to flee. Unit sizes vary from 5 to 12.
Weapon Skill 5, strength 4, heavy armor, D3 wounds per hit and 2 handed
weapons. They hit very, very hard, but they hit last. A difficult
choice. If you take them, include Tullaris also.
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WEAKNESSES:
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Very expensive. Highly Specialized. Assault troops will cut
them down before they can strike back. Low Toughness.
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USES:
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Almost any other troops with 2 handed weapons are easy prey
for them because their high Initiative allows them to strike before
other troops with such weapons. Chaos Dwarf armies are usually armed
with 2 handed weapons more than anybody else (Chaos Dwarf Axemen and
Bull Centaurs) and besides, the Bull Centaurs got 2 wounds, so the
Executioners are good troops against them. High strength negates the
good toughness and armor saves of the Big Hats. Dragon Ogres with
multiple wounds are also a good prey if and only if they have 2 handed
weapons.
Heed me well, against troops with fast and good shock troops like the
Savage Orc Boar Boyz, they will be cut down before they get a chance to
fight back. Think very carefully whatever you really need these very
expensive and highly specialized troops. When you take them, give them
the Standard of Shielding. This gives them 4+ save (of which 6+ is
unmodified). And consider banner of might also. Because their ability to
cause multiple wounds monsters and other creatures with multiple wounds
should be their opponents. Also, they can be used as guardians for the
defended obstacles. Since your enemy can hit you only with 6's, you can
strike back with relative impunity.
The clone-warriors of the Phoenix Guard, troops with heavy armor,
halberds and weapon skill 5, Initiative 7.
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WEAKNESSES:
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They are not actually bad troops, but pay far too many
points when compared to their usefulness. Strength 3 even with Halberds
just doesn't cut it today on the Warhammer Fantasy Battle field.
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USES:
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Against foes with weapon skill 2 or lower, as these can hit the
Black Guard only with 5+. Against High Elves and medium infantry. I'll
be honest with you: I don't use them. You can have Witch Elves for 12
points per model. Why should you buy 15 point Black Guard?
Dark Elves with the much-vaunted Repeater Crossbows and light armor.
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WEAKNESSES:
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The regulations of Naggaroth order every elf with a crossbow
to wear light armor. Mighty fine, but that is 2 points wasted for each
model. The repeater crossbow has strength of only 3 and range of 24"
inches. With their special rules they are not bad weapons, but pure
archer units are defensive weapons, and 24" range is not enough for this
role. No hand to hand ability. Surprise!
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USES:
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I must say that I personally never field them: I can get City
Guard, Black Ark Corsairs, Scouts and Repeater Bolt Throwers, easily
more effective and useful missile troops.
Well, every army must have one or two of these regiments. Basic Elves,
hand weapons, light armor, option for shields. There is absolutely
nothing unique about them.
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WEAKNESSES:
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Toughness 3, strength 3, low armor save, no real options,
high point cost.
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USES:
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They enable you to field 2 Repeater Bolt Throwers for each
regiment over 10 models strong. May be used as a missile screen if you
are not allowed to field allies, as they are your cheapest regiment. If
you want my advice (if not, why are you reading this?): Leave them home.
Mixed ranks, spears, repeater crossbows, option to rise the armor save
to 5+. An economical defensive unit: both spears and repeater crossbows
(despite their short range) are good when defending against toughness 3
low armor save troops.
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WEAKNESSES:
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Strength 3, Toughness 3 are not good news, and neither is
the high point cost.
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USES:
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As basic infantry that can both shoot and fight against weaker
regiments. I generally field a unit with four ranks, deployed on a hill,
with alternating ranks: first ones with crossbows, second with spears,
third with spears and fourth with crossbows. Deployed on a hill, they
will get a good field of fire, fight rater well in hand-to-hand and
get +1 combat resolution for higher ground. If are planning to play
defensively, consider them. Good place for your lower level Wizards.
For 12 points you get frenzied Elves with poisoned weapons, additional
hand weapons, and option for magic standards. Compulsory troops.
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WEAKNESSES:
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Toughness 3 and low armor saves mean that missile fire,
spells, war machines and fast moving shock troops will be their bane.
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USES:
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This is your main infantry assault unit. With Frenzy, poisoned
weapons, additional hand weapons and the option for Cauldron of Blood
support make them lethal. Skaven, Humans, other Elves, or indeed anybody
with toughness 1-4 and armor save under 3+ will fall like a grass under
a blooded scythe.
Always, always take a character with the Ruby Chalice if you are
expecting any kind of enemy arrow/crossbow fire. It is very common
to see 50+ Witch Elves in my armies, either as a one big block (a la
Skaven) or two units with at least 20 ladies. Favored Standards include
Banner of Might, Banner of Defiance, and the Standard of Shielding (with
Cauldron of Blood, you get 2 6+ Unmodified saves for each Witch Elf.)
These ladies come with the "Longsword Seal of Approval". Build the units
carefully and they will not let you down. And one more thing: I do not
buy them light armor (steel bikinis!). 12 points is just right for me.
Ballistic Skill 5, infiltration, no penalties for rocky terrain, all for
2 point increase to the basic cost of an elf. How can you go wrong?
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WEAKNESSES:
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Toughness 3 and missile weapons with strength of only 3. No
real hand to hand ability, except against the High Elves.
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USES:
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Depending on the size of the battle, I field 2-4 units of 5-8
scouts. 1 unit is not enough, and is easily defeated by the enemy flyers
and fast cavalry or war machines, while 2 units gives you a chance
to deal with the enemy war machines and chariots with a reasonable
certainty of success. Remember also that they do not have to skirmish.
If you see a big juicy missile unit with only one rank, and you have a
reason to believe that you might rout them if you charge. Shoot 2 bolts
with their weapons. Their ballistic skill 5 is sufficient.
Basic Elves with few evil twists. Option for additional hand weapons,
every regiment may carry a magic standard, 5+ Save that is not modified
by strength and on the top of it, every 10+ strong regiment allows you
to buy 2 Repeater Bolt Throwers.
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WEAKNESSES:
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Weapons that totally ignore armor saves. Troops with very
high armor saves. High toughness troops. Very high point cost. Strength
of only 3.
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USES:
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The unlimited number of regiments allow you to guard flanks,
advance and shoot, and besides each and every regiment can carry a
magic standard. I always, always give them additional hand weapons,
and against anybody with toughness 3 and 1 wound I buy the Repeating
Crossbows.
I use the Corsairs very much like the Empire detachments. I generally
use two 10 strong regiments that flank my main infantry unit,
preferably with my general in it, raining missiles upon my foes,
engaging skirmishers and allowing me to take 2 Repeater Bolt Throwers
for each regiment.
Such regiments often get the Banner of Wrath which increases their
hitting ranged attack power even more. If I field them as a regular
multi-rank unit, I use them to stop enemy shock troops and hope that
their Dragon Cloaks will hold. You can actually keep the standard on the
front rank since there is a good chance that the banner bearer will not
be cut down. They have hand to hand ability, they have missile power,
they have it all!
Elves, Spears, light armor. No wonder the Elves are a diminished people.
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WEAKNESSES:
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Elven spearmen are not good troops, regardless of race.
Strength 3 and very high point cost are not a useful combination.
Compulsory light armor boosts their point value up even more.
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USES:
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Against low strength, low toughness infantry they will hold their
own. Regiments of 10+ models allow you to field Repeater Bolt Throwers.
But there are better options on this list, even for defensive armies.
"Flying Beastmen" with weapon skill 4, strength 4, toughness 4, and 2
wounds.
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WEAKNESSES:
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leadership 6 and inability to follow heroes. Taking
terror/fear tests. Remember, even if you are allowed only one regiment
in your army does not mean that they are a "must take" unit. Dwarf war
machine crews for example are quite tough, can be invisible, and besides
the Dwarfs often bring the Master Rune of Dismay with them, and with
leadership 6 you are bound to lose the check. So consider whatever you
really need them.
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USES:
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Good at harassing war machine crews, skirmishers and missile
units. With their toughness 4 and 2 Wounds they can also be used as a
missile screen. A long line of harpies can be deployed almost anywhere,
and stop that Wood Elf Scout regiment shooting at your Witch Elves.
Very cheap war machine (well, a moving altar, really), since it comes
with 2 Witch Elves and a Witch Elf Champion, it is actually very cheap.
The Cauldron gives any Witch Elves within 18" a unmodified 6+ save
against death, and triple attacks for the first combat round. If you can
keep it going, virtually nothing can survive an onslaught of a Witch Elf
unit with triple attacks. That is 4 attacks for rank and file, 6+ for
champions, 9+ for Heroines and 13 for Crone Hellebron!
A word of warning, armies with long ranges attacks will not cease their
shooting until your precious Cauldron Guard are history. Cauldron is
also very suspectable to attacks of powerful flying creatures and heroes
on flying mounts. The guardians have only 3 wounds in total, after all!
It is at it's best against Chaos, Skaven and the Chaos Dwarfs, who often
have a hard time eliminating it without suitable long range attacks.
The actual army you are fielding pretty much dictates how many of these
excellent devices you should bring to battle. Against most enemies it is
worth to bring all the repeaters you can. Aim them at 1 wounds regiments
of any description or armor save (these devices allow none.), and watch
how your enemies die in troves. Knights are particularly good targets
with their high point cost and useless armor.
Can't recommend them enough, even though there are plenty of ways to
deal with them.
War Hydra is the main attraction of this list. With 5+ save that is not
modified by strength, good statistics (weapon skill 4 and leadership
8!), plus the best breath weapon in the game, War Hydra is a sore
temptation for every Dark Elf General for 225 points (other races have
to pay same points for a far weaker version!). If you are planning to go
head to head against another assault army with lots of infantry, this
creature will be an excellent tool. It can easily cause 6-10 casualties
in one round, as it is allowed to use it's high strength breath even in
hand to hand. But remember: War machines and numerous missile troops
will cut it down, and it yields 3 victory points for the enemy once it
dies.
Dark Pegasus may be puny, but they are also only 50 points each. In
large clusters they are a very good buy for routing enemy war machine
crews.
Manticores are another admirable choice against war machines that often
cause hard headaches to Dark Elf Lords. While expensive (200 points),
they are also exceptionally hard, and cause Terror and thus can scare
away multiple war machine crews at once.
A Rat Swarm or two might be a good buy slow down and hold enemy
regiments, even though it is expensive.
The things that the Dark Elves lack are good wizards, cheap sacrificial
troops and war machines with a strong punch. Undead wizards, goblin wolf
riders and such fill the last small gaps in the armor of the Dark Elves.
While all dark elf special characters refuse to change their beloved
equipment, they all can serve as the general of your army! In smaller
games the "Hero"-level charcters are good for saving points, though.
Now let's be fair. Malekith is an Elf with toughness 5, strength 5,
4 attacks, leadership 10, level 4 wizard, immune to psychology and
causes fear. But he also has a very poor choice of equipment, he rides
a chariot that has nowhere to hide in an average dark elf army, and
missile troops, war machines and Greenskins with their `Eadbang banner
will cheerfully cut him down. You might buy an allied chariot regiment
to follow him, or field him against Chaos that rarely has a lots of
missile support, but the are better uses for your points in dark elf
army. He is also the only dark elf allowed to ride on a cold one
chariot. I can just see him parading the streets of Naggarond. The ego
of that Elf.
An elven hero with the ability to subdue monsters. He is, however, prone
of dying if confronted by such a beast! Also, he rides a dragon. That's
450 points, and it is not easy to cause enough damage to justify that
cost. Rakhart must place his faith in his Whip of Agony. For very large
battles only.
She would give you some badly needed magical support since she can use
Slaaneshi Spells along with the Dark Deck, but it is not a good idea to
be prancing around with a Dark Pegasus if you are level 4 sorceress.
Her compulsory items are also very badly chosen. What is this fixation
that the elven wizards have with Swords? I might consider her leading a
unit of allied ogres or trolls so she could be safe from missile fire,
but otherwise, she is too vulnerable.
There is not much special about Kouran. He can be your general and
carries an additional sword with his magic weapon. He and Shadowblade
are the cheapest generals you can get. If you want to save points in
this aspect, He is the best choice, though you'll have to field a unit
of Black Guard to get him.
With Deathsword, Frenzy, Parrying Blade, and enough sense to ride a
Manticore, she is very, very powerful in hand to hand, at least as
long as her enemies die before they can strike back. She attacks with
strength 10 along with her manticore, can have up to 13 attacks if the
Cauldron of Blood is near. She does not even cost that many points! But,
she has only light armor, and thus missile fire, war machines, heroes
with Sword of Swift Slaying and strength potion are deadly against her,
and so are spells, Amulet of Fire or no. Yes folks, She can give it, but
she can't take it. Again, think very hard before you include her in your
army.
Tullaris is, along with Shadowblade, my favorite dark elf special
character. He is strength and toughness 5 Elf with Black Amulet and an
Axe that kills opponents outright on a roll of 6! He also causes D3
Wounds per hit, making him a virtual mincing machine. If you are buying
a unit of Executioners, buy Tullaris also.
Against other Elves and Humans I always, always take Shadowblade. He
will have an excellent chance to slay somebody important (preferably the
highest level mage) with his strength potion and poisoned weapons (that
is 4 weapon skill 10 attacks with strength 7 causing D3 wounds!). He may
well be killed, but even then he will bring destruction to your foe with
his Heart of Woe. He also can slow some important regiment for a turn or
two, and with his hatred and admirable fighting skills, High Elves will
soon learn to dread him. Cheap, useful, decisive. Join the Temple of
Khaine and find the answer!
Dark Elves are a fantasy "Special Operatives" force. They have
staggering amounts of troops with unique abilities, and perhaps the best
mixture of fast assault, skirmish, and missile forces. On the down side,
they are Elves, which means that they are expensive. My solution is to
form the backbone of my army from infantry with very strong support of
cavalry and special troops. This gives me enough numbers to survive any
war machine/missile hits. Having said this, Dark Elves are not Skaven.
They can not survive a prolonged war of attrition. Thus I also have
Repeater Bolt Throwers, Scouts and Dark Riders to deal with any long
range attacks.
This is perhaps the most important thing when playing with the Dark
Elves: you must find the right balance: you have the troops for every
situation, but they cost so much that you can not afford to miscalculate
what troops you need and how many of them are required. Learning this
trick is hard, but once mastered, this army is a positive joy to play
with.
One way of building the units is "a Shackle". The idea is to support
Some big, important unit with a smaller one that serves as a flank
guardian/missile screen/missile support. Here are few examples: Cold One
Knights and Dark Riders. Against armies with heavy missile support with
high armor save modifiers, infantry shielded by the Black Ark Corsairs
is an option worth considering. Witch Elves and Harpies. Harpies will
act as a moving missile screen with their toughness 4 and 2 wounds.
Here are some overall plans from my twisted mind:
The Dark Elves are the best army in taking the battle to the enemy.
Their Scouts and Dark Riders are a frontline problem right from the
beginning of the turn 1. Harpies and Dark Pegasi and other cheap flying
monsters are an excellent addition to all this. If facing other Elves or
Humans, you can add Shadowblade to all of this, and thus there is a very
real chance that you can tie up or destroy a substantial part of the
enemy force on turn one. If this succeeds, you can use your own Repeater
Bolt Throwers and other such attacks to soften the enemy before engaging
them with your Cold Ones and Witch Elves. Having crippled the enemy
missile forces and wizards with your lightning attack, the foe is at
your mercy. This Works wonderfully against the Empire, Bretonnia, High
Elves and the Wood Elves.
An army based on the Witch Elves appeals to me greatly, I very often
concentrate some 50% of my points on them. On such armies, I generally
field 2 Witch Elf Units, and use all the other troops as support. These
two great blooded scythes are a terrible opponents. With front ranks
full of Witch Elf Characters and followed closely by the Cauldron
of Blood, they can take on any enemy and go head to head with even
Chaos and Skaven. But even with this army, you should not forget the
support troops, or more numerous opponents will still overwhelm you. So
Repeaters, Scouts and such are called to war once again. If I want to
really emphasize on attacking I will buy a large regiment of Cold One
Knights on the top of it all. If this tactic succeeds, it will cause a
crushing victory against your foes.
While I do think that a basic offensive strategy with tactical
variations is the best choice for Dark Elves, sometimes it pays to
defend. On Such armies, my troops include a City Guard Regiment or
two, some Black Ark Corsairs, and one good hand-to-hand regiment as
the reserve. Also, I have numerous small regiments of Scouts and Dark
Riders, along with heavy flying support (Manticore or two, plus Harpy
regiment some 16 strong), so I will have the mastery of the skies. Also,
I will purchase each and every Repeater Bolt Thrower that my regiments
allow. My Scouts and Dark Riders stop enemy from marching, and pour fire
upon them. My flying creatures protect the Bolt Throwers from enemy
attentions, and they on their turn keep the continuous barrage going.
Once the enemy crawls within the range, the Corsairs and the City Guard
open fire, and my reserve unit charges in, scattering the pitifully few
survivors.
The Witch King rose from his Throne, eyes blazing. "Yes! Now I see it!"
He turned his baleful gaze on the assembled Generals. "My armies march
within an hour!". Hurriedly the Dark Elf Aristocracy hastened to fulfill
his wishes. Accursed Malekith turned again to face the stranger, but he
was gone.
"Why did he do it?" Muttered the Dark Lord. But cold silence was the
only answer.
Next part: Dwarf Tactics.