Warhammer/Tactics/8th Edition/Dark Elves: Difference between revisions
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'''Note:''' Under the current edition, named characters tend to be overpriced; you can pretty easily emulate most named characters from scratch and save yourself some points. That said, a few named characters do have abilities and wargear or wargear combos unique to them, so if you absolutely need to have them, go ahead. Just make sure you're really getting your points worth. | '''Note:''' Under the current edition, named characters tend to be overpriced; you can pretty easily emulate most named characters from scratch and save yourself some points. That said, a few named characters do have abilities and wargear or wargear combos unique to them, so if you absolutely need to have them, go ahead. Just make sure you're really getting your points worth. | ||
*'''Malekith, the Witch King:''' It's good to the King. Over 400 points more than a basic lord (keeping him out of games below 2500) but look what you get for it. Better WS, S, T, a 4+ Armor Save and that's just to start. He also has a Weapon that literally breaks other magic items (or pulls an enemy wizard level, but let's be honest: Outside Vampires and a few special characters, if a Wizard is getting punched by him, he's probably about to cash in his chips anyway) a 2+ Mundane Ward save, outright immunity to multiple wounds/Killing Blow, Magic Resistance 2 (yeah these special rules are still going), a Shield that rebounds dispelled magic cast at him for a S6 hit per dice used to cast the spell, an extra power/dispel dice per phase, and he keeps allies within 12 from panicking. Exhale. He can go on foot, ride a Chariot with a 2+ save (making it officially the scariest chariot EVAR!), a cold one or a Black Dragon. The Dragon would be the best choice (if you can afford it: It's not an option outside of 4000 points games and brings his cost up to 920 points!) as it allows him to go where he wants and avoid those pesky magic weapons. If you have the points for him, Lord Malekith can wreck entire armies all by his lonesome. | |||
*'''Morathi, the Hag Sorceress:''' Mommy dearest. Morathi doesn't fair as well as her son. She's expensive and doesn't do a lot for that cost. She costs 195 points more than a Level 4 Supreme Sorceress and seems intently set up for combat, which is NOT where you want your big expensive Sorceress. She has a 4+ ward save and a couple of nifty abilities, but she doesn't do enough that a Supreme Sorceress couldn't do just as well and the things she does do better are things you don't want her doing. Just bring a Sorceress on Pegasus if you want one that desperately. | |||
*'''Crone Hellebron:''' Crone Hellebron is your annoying Grandmother who wonders why you never visit, gotten 40 years younger and come to visit YOU! In all seriousness, she's a truly brutal close combat Lord (6+D3, WS7, I9 '''S10''' attacks) who can protect herself and her unit from magic. She has the option of coming with a Manticore or a Cauldron of Blood, but if you take her she really should be hanging out with her Witch Elves, which she makes Core (which, in turns, makes Corsairs cry). If you want a close combat lord and don't mind her lack of armor, she's for you. | |||
*'''Malus Darkblade, Scion of Hag Graef:''' You read his books, now put him on the field for his...oh fuck it, he's not very good. He has no stat improvements on a normal hero for 170 points more, his Cold One has an extra attack and isn't subject to stupidity (which, given that he's LD9, isn't THAT much of an issue). He can drink a potion that makes him demon possessed, but it also might make him attack his allies and he's not strong enough to hang out on his own. His sword is kind of nifty, but not enough to make up for it. Take a Master. | |||
*'''Shadowblade, Master of Assassins:''' Over triple the cost of a regular Assassin (though that number decreases when you remember all the stuff he's tricked out with) for increased WS, BS and I. Is that really worth THAT much on a model who's WS is 1 shy of a Bloodthirsters? Oh and he can hide in an enemy unit, but unless you choose well and roll well, that could go really bad. He also pulls points out of your Hero allotment, something regular Assassins don't do. A regular Assassin is probably more worth it. | |||
*'''Lokhir Fellheart, Captain of the Tower of Blessed Dread:''' Wow, long names in this book. Lokhir is...okay. He's expensive but makes up for it with a solid save (4+ and regen), causing Terror and some nasty abilities. Unfortunately one of his primary abilities is now shared by any hero/lord in any unit (it's called Make Way now) and his Blades don't work as well as in last edition, as big units will now move into Horde formation. Still, if you want a special character hero, he's your guy...even though he only costs 100 points less than the MUCH better Hellebron. | |||
====Generic Characters==== | ====Generic Characters==== |
Revision as of 23:23, 28 January 2012
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Why Play Dark Elves
Unit Analysis
Lords & Heroes
Named Characters
Note: Under the current edition, named characters tend to be overpriced; you can pretty easily emulate most named characters from scratch and save yourself some points. That said, a few named characters do have abilities and wargear or wargear combos unique to them, so if you absolutely need to have them, go ahead. Just make sure you're really getting your points worth.
- Malekith, the Witch King: It's good to the King. Over 400 points more than a basic lord (keeping him out of games below 2500) but look what you get for it. Better WS, S, T, a 4+ Armor Save and that's just to start. He also has a Weapon that literally breaks other magic items (or pulls an enemy wizard level, but let's be honest: Outside Vampires and a few special characters, if a Wizard is getting punched by him, he's probably about to cash in his chips anyway) a 2+ Mundane Ward save, outright immunity to multiple wounds/Killing Blow, Magic Resistance 2 (yeah these special rules are still going), a Shield that rebounds dispelled magic cast at him for a S6 hit per dice used to cast the spell, an extra power/dispel dice per phase, and he keeps allies within 12 from panicking. Exhale. He can go on foot, ride a Chariot with a 2+ save (making it officially the scariest chariot EVAR!), a cold one or a Black Dragon. The Dragon would be the best choice (if you can afford it: It's not an option outside of 4000 points games and brings his cost up to 920 points!) as it allows him to go where he wants and avoid those pesky magic weapons. If you have the points for him, Lord Malekith can wreck entire armies all by his lonesome.
- Morathi, the Hag Sorceress: Mommy dearest. Morathi doesn't fair as well as her son. She's expensive and doesn't do a lot for that cost. She costs 195 points more than a Level 4 Supreme Sorceress and seems intently set up for combat, which is NOT where you want your big expensive Sorceress. She has a 4+ ward save and a couple of nifty abilities, but she doesn't do enough that a Supreme Sorceress couldn't do just as well and the things she does do better are things you don't want her doing. Just bring a Sorceress on Pegasus if you want one that desperately.
- Crone Hellebron: Crone Hellebron is your annoying Grandmother who wonders why you never visit, gotten 40 years younger and come to visit YOU! In all seriousness, she's a truly brutal close combat Lord (6+D3, WS7, I9 S10 attacks) who can protect herself and her unit from magic. She has the option of coming with a Manticore or a Cauldron of Blood, but if you take her she really should be hanging out with her Witch Elves, which she makes Core (which, in turns, makes Corsairs cry). If you want a close combat lord and don't mind her lack of armor, she's for you.
- Malus Darkblade, Scion of Hag Graef: You read his books, now put him on the field for his...oh fuck it, he's not very good. He has no stat improvements on a normal hero for 170 points more, his Cold One has an extra attack and isn't subject to stupidity (which, given that he's LD9, isn't THAT much of an issue). He can drink a potion that makes him demon possessed, but it also might make him attack his allies and he's not strong enough to hang out on his own. His sword is kind of nifty, but not enough to make up for it. Take a Master.
- Shadowblade, Master of Assassins: Over triple the cost of a regular Assassin (though that number decreases when you remember all the stuff he's tricked out with) for increased WS, BS and I. Is that really worth THAT much on a model who's WS is 1 shy of a Bloodthirsters? Oh and he can hide in an enemy unit, but unless you choose well and roll well, that could go really bad. He also pulls points out of your Hero allotment, something regular Assassins don't do. A regular Assassin is probably more worth it.
- Lokhir Fellheart, Captain of the Tower of Blessed Dread: Wow, long names in this book. Lokhir is...okay. He's expensive but makes up for it with a solid save (4+ and regen), causing Terror and some nasty abilities. Unfortunately one of his primary abilities is now shared by any hero/lord in any unit (it's called Make Way now) and his Blades don't work as well as in last edition, as big units will now move into Horde formation. Still, if you want a special character hero, he's your guy...even though he only costs 100 points less than the MUCH better Hellebron.
Generic Characters
Note: While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army.