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===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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