Warhammer/Tactics/6th Edition/Dark Elves

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UNDER CONSTRUCTION

Why play Dark Elves?

Because you like losing. Dark Elves in this edition are extremely tricky with weird gimmicks, leading to many entirely useless units. Lucky for them, they got a major overhaul in 7th edition (AND not to forget that major revision during the 6th edition!) and stayed quite good in 8th. If you like the edgy elves (and who doesn't?) you'll have a much better play experience there.

Army Special Rules

Hate High Elves Doesn't need much clarification.

Superior casters All Dark Elf sorceresses get +1 in all their casting rolls, regardless of Lore they are using. This does not affect bounds, irresistible forces or miscasts.

Unique in the 6th edition, Dark Elves got a massive revision which made the army much more playable in the battlefield. The revision can be found in WD 287 and from Chronicles 2004 can be found all the changed parts. For example, the price of warriors was reduced from 9 to 7. The revision was an official change of rules.

Magic item comparison

We are trying here to highlight the key and crucial magic items in the list, I'm sure there will be several good ones not mentioned.

Lifetaker Not only Wood Elves have magical bows.. this is good. Take it if possible. Two shots, 2+ to hit and re-rolls to wound. Banshees hate it. Because the Bs of the user is not used, sorceresses can field it with full usability too.

Seal of Ghrond One dispel dice more is always nice.

Darkstar Cloak And same applies to power dice too. Only the owner can use this dice.

Wand of the Kharaidon Casts Doombolt, 1/6 chance to run out of power. Doombolt scares the shit out of many an opponent, D6 S5 hits is bad! So this item can be strongly recommended.

Units Analysis

Named Characters

  • Malekith The Witch King:
  • Morathi:
  • Malus Darkblade:
  • Shadowblade:
  • Rakarth The Beastlord:
  • Kouran:
  • Crone Hellebron:
  • Tullaris:

Lords & Heroes

  • Dark Elf Highborn:
  • High Sorceress:
  • Noble:
  • Sorceress:
  • Beastmaster: Next to useless. The only sensible way to use is to ride manticore to battle and manticore could bea nasty surprise in smaller (~1000 points) games. The downsides are huge points cost and taking two hero slots. And the beastmaster will die as soon as it is in combat.
  • Assassin: Completely useless. Avoid like plague.

Core Units

  • Dark Elf Warriors: Remember Warriors only cost 7 points base with errata, meaning a solid block of warriors is now an option in defensive lists. Can be fielded with either spears or rep crossbows. If only one could take them with just hand weapon and shield.. All versions have light armour as built-in equipment so giving your crossbowmen shields COULD be a good idea. If you are facing an army which is very mobile, the propability of them to be in combat is high. 4+ in close combat, for missile troops, yes please.
  • Corsairs: They had their place in this army until the revision. Now warriors are much more cost-effective.
  • Dark Riders: The star of the army list. Fast, agile, elven Ws and Bs, elven Ld. Repeater crossobows are a mandatory upgrade. Downsides include the usual elven and fast cavalry: easy to kill.

Special Units

  • Cold One Knights: Their Ld was increased from 8 to 9 which reduced the propability of failing stupidity tests 40%. Now they fail only 1/6 of tests. A risk still but they cause fear and hit hard. Also if you want some heavy cavalry in your army, you have no other choice. Not bad but a little too unreliable for this anon.
  • Cold One Chariot: Ld only 8 (shouldn't charioteers be some kind of elite too? They should have got also Ld9!) so stupidity will most likely be some kind of problem if you are using these.
  • Executioners: They hit hard, they die very easily. If your opponent doesn't have any ranged attacks, they can be useful.
  • Harpies: Very unfluffy, they cause panic in their superiors (=Druchii). Fly, hit hard with 2 attacks. Basic war machine hunters. A good unit!
  • Shades: Shades are good, basic skirmisher-scouts. Nothing special. Repeater crossbows mean loads of shots.
  • Witch Elves:

Rare Units

  • Black Guard: Only a madman would use these. Utterly useless unit which belong to the "Elves on the Shelves" category of Fantasy settings.
  • Cauldron of Blood: The big killer is it can't move. Apart from reaper bolt throwers dark elves don't really have the equipment to make a gunline and this takes up a rare slot so you can only get two throwers.
  • Reaper Bolt Thrower: Absolutely the best rare unit.
  • War Hydra: Costs too much. If this lad had regeneration or lower points cost, would be useful. Now it dies far too easily.

Tactics

Know your Weaknesses and know your Strengths

Army compositions

Alternative Army Lists

The Dark Elf army was blessed with three alternative army lists. Two of the lists, City Garrison and Watch Tower Patrol, are just alternative slots for specific units etc. but the Cult of Slaanesh is a completely different thing so it has it's own chapter below.

City Garrison army list

If your tactic is to pepper your opponent from afar, this might be your choice. Repeater Bolt Throwers are a special choice in this army. 8 Bolt Throwers in 2000 points? 6 in 1250 points? YES please!

Watch Tower Patrol

A quick and mobile list. All characters must be mounted, no assassins allowed (WHAT a tragedy..). One lord choice less than normally allowed. No High Sorceressess. Core includes Dark Riders and Cold One Knights, special Cold One Chariots and Harpies and the only "slow" unit is in rare: Shades.

Cult of Slaanesh

This is an unique list of the 6th edition since it combines two armies (Chaos and Dark Elves). Dark Elf units can take the Mark of Slaanesh and the general must be a Sorceress with the Mark of Slaanesh.

Lords & Heroes

  • High Sorceress:
  • The Anointed of Slaanesh:
  • Noble:
  • Sorceress:

Core Units

  • Warriors:
  • Devoted of Slaanesh: 1+ Witch Elves with poisoned attacks traded for soporific musk and frenzy traded for Mark of Slaanesh. The musk is a downgrade as devoted already have good WS & I. Frenzy output is mitigated because devoted get 2 attacks base, while Immune to Psychology is always on thanks to the mark. Overall, use them like witch elves.
  • Shades:
  • Marauders:
  • Daemonettes:

Special Units

  • Dark Riders:
  • Cold One Knights:
  • Mounted Daemonettes:
  • Warriors of Chaos: Your real anvil, shunted into Special. Still you theoretically only need one. Can't be upgraded to chosen.
  • Furies: 0-1. Compared to Harpies, more expensive, more dangerous and that ward save probably won't do anything 2/3 of the time but still worthwhile

Rare Units

  • Chaos Knights Takes two rare slots, must have Mark of Slaanesh and can't be upgraded to chosen. Since bolt throwers are essential, these are rarely seen.
  • Reaper Bolt Thrower: Fielding Warriors of Chaos with a shooting backline is why you're here. Just like the main elves, fill up on these but guard them well.
  • Chaos Spawn:

Synergies

Warhammer Fantasy 6th Edition Tactics Articles
BretonniaChaosChaos DwarfsDark ElvesDogs of War
DwarfsThe EmpireHigh ElvesLizardmenOgre Kingdoms
Orcs & GoblinsSkavenTomb KingsVampire CountsWood Elves

General Tactics