Editing
Grimdark Future/Tactics/Dark Elf Raiders
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Unit Analysis== ===Heroes=== *'''Dark Lord:''' The Dark Lord is pretty emblematic of the dark elf lifestyle: Fast and with high quality, but suffers defensively with only 5+ for defense. The big rule for the dark lord is Dark Strike, which lets the lord's unit add +1 to AP and defense when charging. This is quite useful for keeping an enemy under pressure for the first turn of a charge. **Shooting: The basic barb pistol is decent enough, granting Poison. You can swap it out for a grenade launcher if you're planning on dealing with mobs or a fusion pistol/rifle if you're keen on just punching holes in tanks. **Melee: You can replace that CCW with one of three weapons that grant different rules for 5 points: The agony whip (Poison and Rending if you plan on maximizing those 6s), the shell sword (for killing heroes and elites) and the energy sword (AP 2 and Rending). *'''Succubus:''' The succubus is for the most part similar to the dark lord, but the succubus' defense is even more garbage...until you get stuck in, where Dodge then kicks in. You'll absolutely be wanting a transport to protect their entry. **Melee: Alongside all the weapons available to the dark lord, the succubus also has her own special weapons: The energy glaive (AP 1, discard because you can get the energy sword for the same price), crystal gauntlets (Rending. Again, you have better weapons), sword-flails (double your attacks, which isn't too bad) and the net+spear (an extra attack and AP 1 for 10 points? Eh, could be worse). *'''Torture Master:''' A genuine freak, the torture master has Regeneration they can improve by buying Torture Master (how original OPR) as well as access to Psychic 1 or 2. The Torture Master rule also extends to any attached units, making it ideal to attach one to a unit of tortured warriors. **Melee: By default, the torture master only has a pair of CCWs. These weapons (yes, you're replacing the set rather than merely one of them) can be swapped off for the following: a venom sword (AP 1 and Poison) agony whip (Poison and Rending) a corrosive whip (+1 attack and Poison), leech gauntlet (4 attacks), scissor gauntlet (4 attacks and poison), and syringe gauntlet (AP 2 and poison) **Shooting: If you intend to keep enemies at bay, then you might want to buy a gun. You might do so anyway because you sacrifice nothing for it. Your options are limited to the barb pistol available to other heroes, the acid gun (Rapid-fire AP 1 Poison), the arcane rifle (A sniper rifle with the powerful Deadly 3 and AP 1) and the syringe pistol (A pistol with AP 2). *'''Courtesan:''' The courtesan is another dedicated melee unit, though this one only confers three AP 1 Poison attacks with their poisoned katana. A courtesan otherwise has no reason to be the lone HQ. *'''Medusa:''' Another cheap HQ to fill up a vacancy, the medusa provides a rapid-fire weapon in its gaze. This is especially helpful for witches or tortured warriors, as their shooting is likely the most limited. *'''Ghoul:''' The bruiser. It's got Furious and quite a few attacks, but little else. Fortunately, its 3+ quality means that it's a good way to protect a unit from morale tests. *'''Naga:''' The naga is the strongest hero, though that's not by much. It benefits from a 3+ to both quality and defense as well as a good mix of melee and shooting, though the shooting stands out by dual-wielding both a barb carbine and a barb pistol. ===Infantry=== *'''Tortured Warrior:''' These guys aren't as good with morale compared to base warriors, but they have Regeneration to help tank blows. They can take all the same weapons as the torture master, but they can also sacrifice a CCW for bone gun (for mid-range Rending) or the acid gun (a flamethrower with poison). *'''Tortured Brute:''' Bigger and beefier with Tough 3 and Furious. They're especially deadly in melee with both a scissor gauntlet and a CCW. If you really want shooting, you can replace any of their CCWs with acid guns. *'''Warrior:''' Your dedicated shooter. Out of all your troops, your warriors have access to the most guns out of everyone. Unique among them are the shred rifle (short-range blast with Rending), the EMP rifle (24" attack with EMP), the heavy fusion carbine (two fusion carbines strapped together) and the fusion cannon. You can also upgrade warriors with Veteran Infantry so you can make their shooting better. *'''Witch:''' The witches are more focused on making many attacks in melee, as they get the same weapons as the succubus and they have Dodge to protect themselves from counter-attacking. They can also buy Veteran Infantry, making them essentially a pack of succubi. *'''Nightmare:''' These are your most elite infantry. Each one carries energy swords that hit on a 3+ and have a 3+ on defense. Put this on top of Fast and you have a murder machine that can quickly make mincemeat out of any peers and attract attention. *'''Winged Warrior:''' Essentially warriors with jetpacks. While that is true, they get a 4+ defense for better defebse. The fact that your guys are so mobile and able to fire those guns is a pretty important gift since other armies have to use vehicles or costlier units to perform such. *'''Shadow Warrior:''' Super sneaky elves, carrying Scout, Stealth and Strider. They lack the armor however, so they need that cover. Fortunately, they don't need to really get up close - They also carry a ranged attack as well. *'''Jetbike Rider:''' As with the high elves, your jetbikes are insanely quick with Very Fast and Strider. Their loadout makes use of Impact, and you can buy either razor talons to add more Impact hits or razor caltrops, which not only add Impact but also (presumably) make it AP 2. You could also make it shooty, but you're stuck with either barb carbine (refunding 5 points), fusion carbines or heavy fusion carbines. *'''Hoverboard Rider:''' While not Very Fast, you can grab a bunch of guys with Strider who have some surprisingly long-ranged twin barb carbines. This can make them more of a nuisance with the right moves. You can get yet another gun, though only a barb pistol or grenade launcher. For melee weapons, you can give one guy an agony whip, energy sword or grapple claw (Deadly 3 like a shell sword) *'''Clawed Beast:''' The beefy wall of meat, toting Tough 6, Furious and four AP 1 attacks. The beast's the cheapest but also has the most weaknesses. You can only get Fearless to offset one of those weakness. *'''Crow Swarm:''' Not as tough (Swarm's only Tough 3), but these crows fly and get Rending. These are a bit more mobile and thus give you more incentive to use as a mere distraction. You might want Fearless if you want to keep them going. *'''Blood Hound:''' A Fast beast. Each of them has 3 attacks that hit at 3+, but suffer defensively. Like with the crows, you'll want Fearless on these.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information