Editing
Warhammer Army Project/Dark Elves
(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!
===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.
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