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==Unit Analysis== ===Lords & Heroes=== ====Named Characters==== * '''[[Malekith]], the Witch King:''' No longer lives with his mom. It's good to be the King. Malekith costs 505 points vanilla (which is obviously meant to JUST keep him out of games under 2000. What a tease!), but you get your money's worth for him. He's a Dreadlord with higher WS, S, and T. He's also a level 4 Dark Magic Wizard with Hekarti's Blessing, magic full plate that gives a 2++ Ward against mundane attacks and makes him immune to Multiple Wounds and Killing Blow. This magic weapon lets him break enemy magic items (allowing him to get rid of those pesky magic weapons that can harm him). This glove gives an extra S6 attack that bypasses armour. This shield gives him Magic Resistance (2) and causes spells aimed at him that are dispelled to rebound on the caster unit for D6 S6 hits, a crown that gives him an extra Power and Dispel die per Phase, and his Inspiring Presence is 18" instead of 12" (24" on his Black Dragon). And he still has the old perma-Hatred, comes with Immune to Psychology, and lets Black Guard become special choices. Inhale. He costs a bucket-load but can easily turn entire games around. His mount options include Cold One (mediocre), a Cold One Chariot with a 2+ save (quite good for smaller points games, though you'll mis that other body), and Seraphon the Black Dragon. The combination of killer stats, great special rules, and magic items, and being a powerful caster in his own right make him more than worth his rather expensive entry cost in a casual game. Do note that against magical weapons he has no Ward save. At all. This won't usually come into play in close combat, thanks to Destroyer, but against ranged magics that aren't dispelled (Irresistible Force comes to mind) or against Dwarfs with too many magical cannons, he can find himself getting pretty fucked up. * '''[[Morathi]], the Hag Sorceress:''' Morathi is a little schizo about her role. Her abilities and stat increases seem to indicate that she's intended for combat, which is the exact opposite place from where you want her. She's more expensive than an upgraded Supreme Sorceress but much better than a generic Supreme Sorceress on Dark Pegasus (regardless of the fact that she's over 100 points more), considering that she can get spells from a mix of Dark Magic, Shadow, and Death lores like Alarielle and be a damage powerhouse. New to this edition is the ability to always count as General when using Khainite units. Her Enchanting Beauty rule is decent. Morathi has the mobility and ability to abuse it (usually getting +7 to cast any spell with it), and she's a bit costly for all her goodies at 375 points before buying her pegasus. * '''[[Malus Darkblade]]:''' You've read his books, now put him on the tabletop. With his cost dropped to 215 points before grabbing Spite, and still well under 300 after, his usability has gone up. Has a couple nifty abilities. Using Tz'arkan makes him more powerful, but no one can use hit Ld and makes him attack his own unit on hit rolls of one. Spite is still the best Cold One mount in Warhammer Fantasy with no stupidity for him or his unit. Should be seriously considered for any Cold One heavy army. * '''[[Crone Hellebron]]:''' Hellebron is a fundamentally ideal combat Lord (or rather Lady), the epitome of the Death Hags. Okay, she costs ~155ish Skaven Slaves and comes with little protection (ie she has no saves unless mounted). But she has Initiative 9, 4 Attacks base, combined with Paired Weapons (+1 Attack) Witches Brew (gives her and her unit +2 Attacks) and Cry of War (+D3 Attacks) for anywhere from 8 to 10 Strength 10 Attacks combined with Murderous Prowess which equates to her being essentially guaranteed to wipe out an entire rank. Any hit against her rolling a 1 causes an Strength 4 hit on her attacker. Oh and she and any unit she's with gets +4 to Dispel rolls for any spells cast at them. Yeah. She can also take a Cauldron of Blood. Put her in a unit of Witch Elves (whom she makes Core now) or Sisters of Slaughter. If you take her, keep her in a unit: she is the prime example of a glass cannon. *'''[[Rakarth the Beastlord]] of Clar Karond:''' He's basically an improvement on all Beastmasters and gets to ride a black dragon on top of this. He lets all monsters benefit from Hold Your Ground, which is actually quite surprising since that lets his monsters keep standing. He's also a bit of an interesting choice, as he has a 1+ armour save and has a weapon with S+1 that gives a bonus ASF attack that, if successful at wounding but not killing a model, forces them to only hit him on 6s. * '''[[Shadowblade]]:''' Almost double what a properly kitted out Assassin would cost. Took a hit since he can no longer hide among the enemy. Even if you get him to reveal himself when he needs to, where he needs to, if he gets killed he could just as easily damage your own unit, which keeps him from being set up like a regular Assassin - though having the kamikaze option exists, it's only S3 on a small blast. Does come with all 3 poisons so has killing blow, +1 to wound and gives -1 to enemy leadership per wound caused but unless you're after a fluffy army, you're much better off with a generic Assassin (or two). * '''[[Tullaris Dreadbringer]]:''' Now a Hero. Costs a little over double of a regular Master and loses his Frenzy for an ability to add to Combat Resolution for each Killing Blow (which triggers at 5+) made. This guy in an Executioner unit makes Sword Masters wish they were this awesome, so take him if you're going heavy on Executioners. * '''[[Kouran Blackhand]]:''' Like Tullaris he is now a Hero. Just shy of 200 points for a Master statline, but with WS9! His Crimson Death no longer always strikes at S6 but gives +2 strength (so you're free to buff his strength beyond S6, not that you need to). His armour now only activates when he's hit, but does slap his attacker at S5 (though given how he only has 2 Wounds it isn't likely to cause that much damage, since if they hit they're likely to Wound his T3). Stick him in Black Guard they become UNBREAKABLE. However, he's overcosted so stick with regular Masters. Black Guard are likely to stay with Ld9 and Stubborn, more so if they're within the General's Ld10 or given the Standard of Discipline to make them Ld10. If there's also a BSB in range then the chances of them breaking are so low that it's not even worth worrying about. * '''[[Lokhir Fellheart]]:''' An effective enough combat Hero, if a bit on the pricey side. He can no longer get an absurd number of attacks and the extra hundred points for no stat upgrades means he's limited. Also with his new rules he can attack any character in the same combat without moving to them. So can more easily hide from the nastier Lords while still attacking them. A Master is probably better though he can do incredibly with a big corsair unit and Shadow Magic buffs (but for his cost you could just get more Masters who will do the same job better, or get a Dreadlord who can do the same job but also better). Like a Fleetmaster he can make a unit he joins Unbreakable but only if he's in a challenge or kills a character, which is what he's suited for with Hatred of High Elves and re-rolling failed wound on the offense, with a 2+ armour save, 4+ regeneration and terror on the defense. ====Generic Characters==== While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army. *'''[[Dreadlord]]:''' Your workaday combat Lord. He's cheap and effective and can be highly nasty when given the right equipment. There are many equipment options that will be covered in the equipment section. Better than the High Elf equivalent in close combat, re-rolling Wounding rolls of 1. Overall, he's cheap with some good stats (WS7 and I8 is nothing to sneer at) and he can be quite effective in the right circumstances. Just don't put him in fights he can't win. *'''Supreme Sorceress/Sorceress:''' Supreme Sorceresses (and Sorceresses for that matter) excel at one thing: blasting the almighty crap out of everything. You can fling absurd amounts of dice around if you're unafraid of Miscasts and have access to some impressively destructive Lores. The Dark Elves signature Lore consists of almost nothing but ways to blast the shit out of people. Aside from that, Sorceresses can now use all most of the battle lores (excepting Life and Light, two lores the High Elves support in spades with their [[Everqueen]]). To keep in the spirit of the fluff, Death is good for some targeted Hero killing and Shadow can home unit Synergy if you're willing to throw a lot of dice at it. Bringing a Level 4 Supreme Sorceress will almost always pay off. In closing, a very versatile offensive caster and just as good a choice for General as the Dreadlord, though with different uses. *'''[[Black Ark Fleetmaster]]:''' He's a Pirate Duelist Hero with a sword for a leg. Needless to say a kick to the crotch from this guy is to be avoided at all costs. Seriously though, he is a lightly armored Master. He gives his Corsairs a re-roll on 1s to hit while challenges let him re-roll his hits and double the wounds dealt for Combat Resolution. *'''Master:''' Masters are among the best cost for ability Heroes in the game. For 60 points, plus an extra 6 for the Sea Dragon Cloak, Heavy Armor and Shield, you'll get a guy with M5, WS/BS6, S4, T3, W2, I7, A3, LD9 and a 3+ (1+ vs shooting) armor save, plus Elven Grace and Murderous Prowess. A Master is a great choice to add some oomph to a unit. Also super viable to Cowboy, For cheaper than a unit of Dark Riders or Cold One Knights. *'''[[Death Hag|Hag Queen/Death Hag]]:''' More built-in killy on an Elf but costs a little more than a base Dreadlord/Master, getting 2 hand weapons, Frenzy, Poisoned Attacks aaaand...the loss of any kind of saves beyond Wards as well as the ability to join your better-protected units. Not batting 1000 here. In addition to magical Items, they also have a separate Gifts of Khaine allowance, letting them double up on killing power. *'''Assassin:''' When kitted outright, Assassins can end the life of any Hero and some Lords. It has frankly ABSURD WS and I mean that. It can put the whammy on anyone dumb enough to get into close combat with it. And here's the kicker: because of the Hidden rule, people won't know if they're getting into combat with it until it's too late. Very good in either your ranked units (to help them hold up when a powerful unit tries to use them) or in your flank units (to up your kill count when you charge). An example of a good Assassin is additional hand weapon and Potion of Strength. Other combinations will be discussed later. Assassins often end up on suicide detail after a round of combat or two, so don't throw too many points into them. Oh and don't forget to write down what unit it's in, or people will accuse you of cheating. When you can spare the points, always take one. * '''High Gladiatrix:''' * '''Melusai Ironscale:''' *'''[[Beastmaster]]:''' Demoted to Hero, and thus made tremendously cheaper. With one less A and I, light armor, cloak and spear, but lets one Beast per turn within 6" gain +D3 attacks and can take a Manticore or a Scourgerunner Chariot. This Manticore with +2D3 attacks (get Blind Rage) can definitely help him earn his points back, even against the enemies elites as 8 (or 9 if he gets Frenzy) S5 attacks + Stomp + Killing Blow is nothing to sneer at, and that's all before the Beastmaster attacks! *'''Disciple of Khaine:''' Warrior Priests, being a consistent thing with many of the armies, are also found among the Dark Elves. These guys are on par with Beastmasters, but each knows three different PL4 bound spells and add +1 to the casting roll (Max +3) for each unsaved wound you make. All of these prayers are cast upon himself and his Khainite team. Witches and Melusai will love them. **'''Restore Essence:''' Gain a 5+ Regen. **'''Fist of Khaine:''' Re-roll all hit and wound rolls in cc. This is a dream of witches. **'''Rend Soul:''' One unit in b2b takes d6 S3 hits and lose -1S for the turn. If you need to even the playing field a bit, you can cast this, or you can use it to bully a sad unit of swordsmen. ====Mounts==== *'''Dark Steed:''' The cheapest option. M9 and Fast Cavalry will put him away from the rest of the army, except for Dark Riders and Doomfire Warlocks, but why would you want a character to join them? Because you're awesome and gave him a Ring of Hotek and a posse of 14 other Dark Riders or 5 Doomfire Warlocks. *'''[[Cold One]]:''' The traditional mount of a Master/Dreadlord and with good reason. M7 is quite reasonable, Stupidity is unlikely to cause problems at LD9 and S4 and a default 6+ Natural Armour Save with the option for free barding is always nice. If you want a mounted Hero without shelling out for a big expensive mount, this is where to go. *'''Cold One Chariot:''' extra durable for your character with more attack, having T5, Sv 2+, but slower to M6". *'''[[Scourgerunner Chariot]]:''' let you Beastmaster keep up with your mounted Manticore or Dragon so they get more attacks. It also includes a harpoon gun. *'''[[Cauldron of Blood]]:''' makes naked Hags durable with T6 and 4++ ward, inaction to bosting the killing and not dieing of your units. *'''[[Dark Pegasus]]:''' Pegasi used to be in kind of a weird position, but they're significantly better since the rider inherits the Pegasus' toughness and their Impact Hits are a little better. You NEED to make sure your rider has a good Armor Save and probably a consistent Ward too, or it'll get to shot to death (so don't give it to Sorceresses). *'''[[Manticore]]:''' Don't have the points for a Black Dragon but want something big and scary? Then come on down to <s>Clar Karond's</s> KAROND KAR'S Manticore Emporium. The in-between option and a damned good one at that. If you want people to cry cheese, try mounting your Master on one of these. Can now be given a 4+ scaly skin save and can be upgraded with a Blind fury rule: it gains +D3 attacks each combat phase but enemies get +1 To Hit (worth it). *'''[[Black Dragon]]:''' The Dark Elves best mount, a middle tier Dragon (better than Sun Dragons and Manticores but not as good as Star Dragons and Greater Daemons) whose effectiveness is often linked to how good the rider is. A powerful mount, perhaps a tiny bit overpriced, but worthwhile. We will cover what items to take and not to take later, but remember that your Dragon is huge and scary so it will be getting shot at by everyone who doesn't want to see it crashing into their lines. Keep it out of sight of cannons. ===Core Units=== * '''[[Dreadspears]]:''' Basic Spearmen...well Spearelves. Good M, WS, I, and LD, average everything else. Spears, shields, Medium Armor. 10 points a pop. Defensively offensive, the best way to field a big unit of elves. They're not as tarpity as Bleakswords, but elves fighting in 3 ranks is effective, especially with the rerolling 1's to wound and all the buff Dark Elves have. * '''[[Bleakswords]]:''' Same stats as Spearmen, but swords and shields instead of spears and shields. Better in smaller units of 10-15, and not as generally useful as Dreadspears, but still a pretty solid unit. A 4+ Armor Save followed by a 5+ Ward Save (Dodge from Elven Grace stacks with a regular parry, anything with a shield gets a 5+ if they have Elven Grace) can give them okay durability, but they're not going to stand against everything. Elites and generally everything S4 and up will crush them provided they're able to strike back. * '''[[Darkshards]]:''' The other mainstay core unit, and again they kick ass. Between good range, Armor Piercing, and Multiple Shots, these guys shred light to medium armored units like they're not even there. Have them concentrate fire with Bolt Throwers and Shades (if you have them) to damage your enemy's important units. You should always give them shields, as they will be absorbing a lot of S3 and S4 return fire. *'''City Guard:''' This is the lovechild of Darkshards and Dreadspears. Half Darkshards, Half Dreadspears, so you can have a line of crossbows to lull a sense of security before the enemy remember the spears behind them, poking all the holes from all the ways back. Lets you comfortably keep crossbows upfront without worrying they will die when charged. * '''[[Black Ark Corsairs]]:''' At 9 points, you get an ambush unit of handbows or cheap double weapons DPS. But that's not so bad as they're back to being a reliable Core choice again. Not so protected now as Bleaksword. Still decently protected with a 4+ save against missiles, and are 6+/5++ in melee (from elven grace and parry) with Two-hand weapons. They now fill a role as cheaper Witch Elves or Shades. They work in either smaller aggressive units of 10-15 (20-30 attacks) with a Fleetmaster rerolling their hit rolls of 1 (remember prowess dose the same for wounds) or go ranged harasser with 5-10 man Skirmishers with their shorter range hand Repeater Crossbow. * '''[[Dark Riders]]:''' Actually they are incredible now. 21 points each once you get shields and crossbows. And you don't lose Fast Cavalry when you buy shields. So move 9, 5+ armor (4+ with Barding but lose Fast Cavalry), with spears and crossbows... and of course the Vanguard move. You can easily get away with taking nothing but these guys for your Core choice as they can outmaneuver damn near everything. *'''Slaves:''' You now have a unit of disposable, Vangarding expendable units. They will die to anything but will cheapy screen your more expensive elves. * '''[[Harpies]]:''' Harpies got a bit of a pick-me-up as they regain Expendable, thus making their chaff rule more worthwhile than the slaves. Their job as Warmachine hunters/charge blockers is still done better by Shades and Dark Riders. Use them as maneuverable chaff, otherwise, skip them. Even so, they did get moved to core and have a 3 pt price reduction. ===Special Units=== * '''[[Shades]]:''' elven outcasts that are skill in dual-wielding blade and repeater crossbow. Lots of players have mixed opinions about Shades. While they might seem expensive they are really mobile with decent stats and Scout rules (they can even march and shoot). In low point games they will pretty much win your battles for you. Shades should be used as Warmachine and lone wizard hunters. They can also be used to harass enemy flanks, but sending them into combat is a dicey proposition since the enemy can split their attacks, but it can help turn important combats around. 5 man units will generally fail, but 10 man units can do wonders against the right opponent especially when welding Additional hand weapons or Great weapons. * '''[[Witch Elves]]:''' Witch Elves are the first in the series of nasty flanking units. one may become a core unit for each Hag in your army. They have an absurdly high volume of attacks (40 Poisoned Attacks for 2 ranks of 10. 1 base, another for frenzy and another again for two hand weapons for 3 from each elf in the front and 10 supporting attacks) infantry can only make one each, therefore all the extra attacks of any infantry with multiple attacks in the second rank and so on are wasted, which makes all of them not as good as they appear), high Initiative, and are cheap. As for upgrades, you can't go wrong with Witchbrew. Be careful with them though, they're about as hard to shoot to death as Goblins (more resistant to Panic though, thanks to Frenzy) but they're no longer easily led out of position. Use them by all means, but be careful. Also, there's the fact that they are half-nude women sooo... yeah, I guess at $60 for a ten pack ($70 in Aus), sex must really sell. These are also counterparts to the Corsairs, the Corsairs not hitting quite as hard but being the most durable of all the Dark Elf Core infantry. * '''[[Har Ganeth Executioners]]:''' Heavy armoured, great weapon wielding, killing blow elite infantry. Lost a point in leadership and cost 2 points more than 8th on top of the universal ASF loss. However they gained a point in armour (3+ Sv). Probably the special choice that got hit the hardest, but rightfully so. Still has Khanite so can get all those Khaine exclusive buffs. With S6 re-rolling 1's unless you're attacking a star dragon, anything you hit is likely to feel it. * '''[[Cold One Knights]]:''' A good enough flanking unit when the chips are down and can even charge smaller units head-on in a pinch. Viscous heavy cavalry is always welcome. They're 31 points a model, the riders lose Elven Grace but still have Murderous Prowess while the mounts gained an extra Attack so it sort of balances out. It helps that their models are GORGEOUS (they ride fucking DINOSAURS) and they have an exceptionally brutal statline, with LD9 more than making up for Stupidity. Be careful though, heavy cavalry took the hard end of the Nerfstick in 8th edition, so don't send them straight into a ranked enemy unit. Also, Stupidity makes a unit Immune to Psychology, so don't forget it. Take in small units for flanking and they'll reward you with your enemies' blood and your opponent's tears. * '''Cold One Chariots:''' 100pts. Quite good as far as Chariots go. It's highly resistant to damage and while once in a while Stupidity will prevent you from making that charge you need to, its low cost and high Ld keep that from happening too often or hurting too much when it does. Keep it someplace it can't be charged and use it to flank in a tight moment. Not precisely the Black Coach as far as Chariots go, but can be extremely useful. Also, [[Awesome|it's a chariot pulled by DINOSAURS]]. * '''[[Reaper Bolt Thrower]]:''' 60pts. Often ignored, but a solid choice in its own right. As with all Bolt Throwers, it's good at taking out heavy cavalry and low Wound Monsters. Unlike all other Bolt Throwers (except for High Elves, who have the same exact unit) it can also be pretty good at taking out infantry. Stick it next to your Repeater Crossbowmen and help them shred units by the rank. Almost mandatory to only-refuse-them-if-you-want-to-lose in any Dark Elf army. *'''[[Scourgerunner Chariot]]:''' 70pts. a whopping 60pts less than 8th edition. It's shot went from S7 to S5 but gained armour pierce (1). Still a mobile 24" bolt thrower that can drag monsters by making it rush towards it during its next Movement phase. Went from being 80pts more expensive than a bolt thrower to only 20pts more. May find usage. *'''[[Melusai]]:''' Horrific snake-elves who were freed from Slaanesh's influence (read: Ported from AoS), these are some truly scary things to pitch exclusively against Slaaneshi units as they have Hatred (Slaanesh) and can keep up with all but the Seekers with their M6 and Swiftstride. They're loaded out with either S5 halberds to channel their 2 Killing blow attacks, making them mobile Executioner flankers, or give them S4 longbows with Killing Blow which makes them good at sniping lone character and elite units, which is a very niche role. Decent shock troops, but nothing much else to write home about. ** Being Khainites, they also hit harder and/or get a 4++ ward, at the cost of a hag or Cauldron of Blood slowing them down. *'''[[Khinerai]]:''' Creepy elves with wings. With Ambushers, their role as harassment is pretty cemented, whether you go in melee or with javelins. Of note is their shields, which deal a wound with Killing Blow if they roll a 6 to parry. Good for killing artillery and light cavalry/skirmishers or lone characters, but too expensive and fragile against large units. * '''[[Sisters of Slaughter]]:''' They're [[Dark Eldar]] [[Wyches]] not on drugs, imagined into Warhammer Fantasy. They are professional Gladiators compared to Frenzied Khainite witches. They are better defensively with a Shield and dodge 4++ Save against close combat attacks. Alright for tarpitting elite units in combat, but not as good on the offensive as Witch Elves. Their Trial of Blades rule has the potential to punch against heavily armored units bt adding +1 to hit and wound rolls. They also have the ability to negate the rank bonus for combat results, which is pretty frightening against mobs. * '''[[Bloodwrack Medusa]]:''' 50pts. A monstrous creature were if you meet its gaze [[Grimdark|makes you bleed to death from every pore and orifice on your body]]. This is represented by a multi-shooting attack that Ignores Armour saves and Killing Blow but doesn't affect Animated Constructs. Also Every enemy model in base contact takes the same kind of attack at the same time as Impact Hits. At 50 points with no save, it's not worth the hassle when competing with the impressive Kharibdyss unless you're up against a very low I army (like Undead or Dwarfs). Great for killing enemy 1 wound knights, like Cold Ones or Empire Knights or Bretonnians or whatever. ===Rare Units=== * '''[[Black Guard]]:''' Elitest holding warriors of the Dark elves. Moved to Rare S4 with a polearm, and cost 18 points. But they are now the only elf unit that re-rolls to hit. 4+ Armour and Elven Grace make them tankier than ever. Put the Razor Standard, Standard of Shielding, or Banner of Discipline on them, depending on your needs. Taking 25 of them prevents you from taking a Hydra or Doomfire Warlocks in a 2000pt game. **Deathstar: unit of Black Guard with a Cauldron of Blood within 6" (which gives the aforementioned ability to re-roll all failed To Wound rolls) and send them charging into the enemy. That equates to your Black Guard unit having 3 Attacks each, at Strength 4, and re-rolling failed to hit and wound rolls. And that was before magic and banner buffs. Malekith just pooped a little. * '''[[Doomfire Warlocks]]:''' 24 points per model but now only s3 and new poison blows. They gained Hekarti's Blessing though. With the Changes to Wizards, with 3 full ranks, this unit can get a +5 to cast, while Level 4 Wizards only get a +3. Combined with Doombolt's CV being cut in half, a unit of 9 can cast Doombolt on one die 2/3rds of the time. On the other hand, Hydra and Black Guard got moved to Rare, so you're likely going to have to leave one of these units at home. *'''[[Khaine|Avatar of Khaine]]:''' 125pts. After so fucking long and [[Tyrion|one misleading appellation]], you now inherit a giant fiery incarnation of your god from the distant future/alternate continuity...except metallic instead of fire. He's a rather modest beast, inheriting 6s for most stats, but a sad I3 and 5 Wounds and Attacks each. These attacks all come with Hatred and KB that grant extra attacks for each one that's scored. Unfortunately, his only protection is a Fullplate armour and a 5+ Magic Resistance, meaning any war machine worth it's salt can easily fuck it over, even if you're now an Animated Construct. * '''[[War Hydra]]:''' 200/210/220pts. Wow this unit got the shafting. Increased to 200pts and moved to rare. Has regular regen instead of growth of heads. Still, T5 S5 Sv 4+, regen 4++, with lots of attacks and stomp, but now you have to accompany some bloke to not die quickly. No longer broken and under-cost. It can only take one in a 2000pt game and will hamper your ability to field Blackguard. Can choose between a Breath attack or spitting fire for a big coverage attack or to consistently pelt an enemy unit. * '''[[Kharibdyss]]:''' 210pts.The Dark Elves get a deep-sea monster in their army. At a 210pts monster with frightening I4, Strength of 6 + Poison, and deals Multiple Wound(d3) for each wound roll of 6, this makes it a better monster killer than the Hydra. It also has Abyssal Roar meaning that enemies in base contact re-roll successful Leadership tests, making it a great unit for flank charges as well. Making enemies re-roll successful break tests (drools)... unless they have Fear, Terror or Immune to Psychology. It only has an Sv 4+ and T6 with 5 wounds protecting it, so not as good on the defensive. Worth taking, especially if your opponent has lots of monsters or is playing with Monstrous Infantry (read: Ogre Kingdoms). He's also accompanied by a beastmaster, but don't expect him to do much. * '''[[Bloodwrack Shrine]]:''' 125pts. A Bloodwrack Medusa trading single entity speed for shrine protection and break any enemy you face, costing the same as a Dreadlord. In close combat, the Medusa losses its frenzy attack but has 2 attendants. the main draw is that it grants all friendly MODELS within 6" +1 Ld and all enemy MODELS within 6" -1 Ld in addition from the -2 from Terror. This is important to note since if an enemy unit extends out of that 6-inch bubble they will not care about the leadership penalty since some models in the unit will be unaffected. "Avert Your Gaze" is way better on the Shrine than the lone Medusae because of the Shrine's much better Toughness/Wounds and large base size. This ability pairs very well with Miasma from the Lore of Shadow which is good lore to consider for Dark Elves under any circumstances. **A super-secret troll technique involving the Shrine is to run one with a unit of 10-15 Sisters of Slaughter with a standard bearer with a War Banner and a champion. Run the unit with only 2 Sisters (champ and banner) with the shrine. Your opponent is unlikely to be able to get much combat resolution. You will have 3 ranks, a banner, and a War Banner for 5 static combat resolution in addition to any wounds you do. You cancel your opponent's Rank Bonus and they also will take their break test, should they lose combat, on a -1 LD from the Shrine. *'''[[Cauldron of Blood]]:''' 165pts. This is your one-stop-shop for protecting your Witches. It gives them all a 6++ Ward Save for joining it (this usually becomes a 5++) while being decently protected with a 4++ ward of its own. Units within 6" can re-roll wound rolls and it has that bound spell to give frenzy that stacks with existing frenzy (though not with Witchbrew). Makes an excellent and even must have Force multiplayer for any list.
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