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===Army Composition=== *Dark Elf Warriors and Crossbowmen are a mainstay of the army. Whenever possible, give your Crossbowmen shields, for that better armor and parry. With Dark Riders as a Core Unit, a fast army is once again an option for Dark Elves. *Black Guard and Warriors make great supporting Ranked units, and Black Guard make good flank protectors being hard to shift. Witch Elves and Executioners are great flanking infantry, to be used against Hordes and armored elites respectively. Cold One Chariots and Cavalry are good too and are generally cheaper, but they don't generate as much static CR. *War Hydras are brutal, under any circumstances but are best charging on the flanks. The Kharibdyss is a good flank charger as well, especially against hordes where it can use its Abyssal Roar to good effect. It also makes a decent monster hunter in a pinch. *If you want to take advantage of the fact that Dark elves are a fast and maneuverable army, fill core with dark riders, crossbow men and small units of Witch Elves OR a large unit Witch Elves supported by dark riders (always take dark riders). Don't bother filling up on spearmen and sword men as they are expensive in points and real life money, and are pretty weak compared to the suggested units. *For special take Executioners, they are effective both in small units (15-20) or in large hoards (30+) they combine high strength initiative 5 attack with killing blow and can mash through most units before they can even strike, it is useful to attach a Master/Dreadlord for some added punch, give him a magic weapon to avoid ethereal bullshit holding you up the entire game. Also almost every army will benefit from having between 2-4 repeater bolt throwers, use these to remove small units that will try and redirect your frenzied units. Cold one Knights and cold one chariots are a similar unit, good for a flank charge, not fully reliable due to stupidity but that is somewhat mitigated by their high leadership. Hydras are almost an auto-include (cheap powerful monster who can grow back its wounds). Lastly shades with great weapons are excellent war machine and wizard hunters, being able to deliver highly accurate shots on turn 1 before hitting hard with I5 S5 attacks. *For your rare choices Doomfire Warlocks we debatably the best fast cav in the game. The combination of a 4+ ward save and 2 S4 poisoned attacks for the cheap cheap price of 25 points is incredible, not to mention the fact that each unit is a LVL 2 wizard with 2 very effective offensive spells (don't forget you can channel with these units for some extra magic phase rape). *For your Lords and Heroes always take a LVL 4 Sorceress and a mounted Master with BSB. Stick the Sorcerers on a horse and put her in a unit of fast cav and do the same thing with your BSB (in a different unit that is). **For your general you can possibly add a Dreadlord (always mount him with lance and sea dragon cloak) or you can just use the sorceress Lord as your general (though given that most of your army's Ld9 she won't add much)(Then again, most of your army's Ld9 she won't need to add much). **Lastly the Death Hag can be equipped with the cauldron of blood, if you need a Death Star that can chew through almost any unit in the game: mount a Death Hag on cauldron of blood, give her fencers blades (for added protection) and put her in a unit of 30 Witch Elves in a 30 x 10 formation. This unit can put out a stunning 50 ASF, initiative 6, poisoned attacks (60 if you use the cauldrons bound spell for ultra frenzy) combined with the death hags 5 attacks and the 6 attacks from the witchelves on the caouldren AND the D6 impact hits from the cauldron on the charge. FOR A POTENTIAL TOTAL OF 77 ATTACKS TOTAL. 71 of which re-roll to hit and re-roll to wound. That. Is. Brutal.
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