Warhammer Army Project/Dark Elves
- 1 Dark Elves: Warhammer Army Project, 9th Edition Tactica
- 2 Why Play Dark Elves
- 3 Army Rules
- 4 Lore of Dark Magic
- 5 Equipment
- 6 Unit Analysis
- 7 Building Your Army
- 8 Tactics
- 9 External Links
Dark Elves: Warhammer Army Project, 9th Edition Tactica
Created by Mathias Eliasson, this project was a homebrew attempt at giving many of the nations and factions that never got Armybooks of their own (and those left behind and never got one in 8th Edition) such a thing.
It should also be noted that Eliasson is constantly updating his work, so don't expect this page to stay current forever. If anyone wishes to actually update this page and the items that need it later on, go ahead.
Why Play Dark Elves
Do you want your Elves to take the next logical step in their belief of 'we're better than everyone' over to 'so we should be allowed to kill them?' Do you want to troll your enemy mercilessly and drink their tears? Then Dark Elves are for you.
In the long long ago, in the before time, in 6th edition, Dark Elves were a finicky and difficult army. Limited unit choices, overpriced and underpowered units and difficult to use tactics made them a favorite of smart and tactical players. Then came the 7th edition update and they rocketed up to being the 2nd best army in the game (behind Daemons) and while the 8th edition book has balanced things a bit, they remain a powerhouse army.
Dark Elves are not for people who expect all their units to have the toughness of Lizardmen or Dwarves, or the hitting power of Chaos Warriors or Ogres. Yes, the Dark Elves have units that hit like a ton of bricks (Hydra most notably) but they are the minority. Dark Elves excel at having cheap infantry with good stats and lightning quick attacks. You will have to combine units, weaken enemy elites, whittle away at them and receive a lot of charges as Dark Elves. But don't mistake them for weak: your enemy will do that and then they will LOSE.
Elven Grace: With universal ASF being no more, there has to be a way to grant you some benefits for your freakishly high Initiative scores. This gives your units a 6++ Parry Save that always works, even when mounted, and stacks with shields.
Eternal Hatred: Grants Hatred (High Elves). Gone are the benefits of consistent re-rolls to hit.
Hekarti's Blessing: +1 when casting all magic, no longer just Dark Magic
Murderous Prowess: Re-rolls all To Wound rolls of 1 when making close combat attacks (does not affect a model's mount). Every model in the army (except Warbeasts) has this.
Lore of Dark Magic
- Lore Attribute: Spiteful Conjuration: Any Hex, Direct Damage, or Magic Missile that isn't dispelled and cast on a double scores 2d6 S2 piercing 1 hits on the target, with triples adding another d6. This all happens after the spell's cast so you can definitely throw it as a surprise against an unlucky wizard.
- Signature: Power of Darkness: Gives the caster's unit +1 strength and +d3 power dice. Beware taking 3 though, as that deals a save-negating wound.
- Signature: Doombolt of Kharaidon: Nerfed hard to only dealing d6 S5 hits (2d6 on augment), but much easier to cast, thus putting it on tier with Soul Quench.
- Nagaelythe the Chillwind: Another magic missile that now deals its -1 to BS on any unit it wounds rather than kills. While most low-toughness models won't feel the difference, it will give you a chance to actually do something against high-toughness models if you feel ballsy.
- Chroesh - Word of Pain: Ohh, is this a doozy. Initially, it slaps -d3 to an enemy's WS and BS, which is helpful for edging over your boys. But then you notice the augment also puts it on S and I, letting you render units helpless before you.
- Bladewind: Forcing each model in a unit to test WS or eat S4 piercing 1 hits? That just screams horde-shredder.
- Shroud of Despair: Robs every unit within 12" of Inspiring Presence and Hold Your Ground while inflicting -1 Ld for every Ld check they fail. This is an incredible set-up to a devastating crush.
- Anchan-Rogar the Soul-Stealer: Magical artillery that deals weak blows, but each wound gives back health.
- Arnzipal's Black Horror: A roving vortex that forces S checks on those it passes over or else they get sucked in. When combined with the augmented Word of Pain, you then notice the horror you can potentially unleash.
- Repeater Crossbow: 24" Crossbows with S3 Piercing 1 but can shoot twice a turn. You'll be needing all those shots to punch holes in armies.
- Repeater Handbows: Half the range, and Quick to Fire, but loses piercing.
- Sea Dragon Cloaks: Your means of protecting your troops from missiles without needing shields. Each offers a 5+ save against missiles or adds +2 to an existing one. Not effecting close combat nerfed this item hard.
Gifts of Khaine
Being a sadistic cult of murderfuckers, the Witch Elves, Hags, and Assassins all have their own items to use.
- Rending Stars: Your assassin gets shurikens, chucking three S4 attacks each turn, which is slightly better than the handbow, but more expensive.
- Dance of Doom: Incredible defense. All missiles have to re-roll to hit your units, which is a big plus when your units tend to be naked.
- Touch of Death: Killing Blow.
- Rune of Khaine: Add +d3 attacks to a model, making more on top of a total frenzy of blades.
- Witchbrew: Death Hags and Hag Queens only. Gives them and any unit they're with Frenzy (or a bonus attack if they already have it) but must test Ld at -3 penalty to avoid charging. This is an old standby that allows a pack of witches to absolutely go ballistic.
- Hand of Khaine: Robs -3 WS from one enemy in b2b, but it's meaningless against those with Immunity (Psychology). To those that aren't though, this makes you all the more able to dominate the enemy.
- Cry of War: All enemy models in b2b with this model must test Ld or only be allowed to hit on a 6 during the first round of combat. Thankfully, this isn't a psychology effect.
- Dark Venom: Adds Multiple Wounds (d3) to make more of your attacks.
- Manbane: Adds +1 to wound, allowing an easier time to trigger any Killing Blows.
- Black Lotus: Characters wounded by this suffer -1 to Ld for each wound. If you pull off a combat and do well in a challenge, this can bust a line.
The Black Armoury
- The Hydra Blade: Adds +d6 attacks. Considering that the Sword of Bloodshed gives you a guaranteed 3, you'd be hard pressed to test your luck for this.
- Chillblade: This sword auto-wounds and makes those wounded test toughness or lose three attacks. Now this is a better sword and for cheaper than the Hydra Blade.
- Armour of Living Death: Heavy plate that adds +1 to toughness and wounds, but makes the wearer stupid. Considering how good your men are at Leadership, you might see this as a worthwhile risk for the durability.
- The Black Amulet: A 4++ Ward Save that deals armour-ignoring wounds for each save made in a challenge. Why yes, this can make you kill even faster!
- Ring of Hotek: Adds a 4+ magic resistance, while making wizards that cast on the wearer within 6" suffer miscasts for rolling double 1s (and removing irresistible force) and double 6s.
- Black Dragon Egg: Gives a turn of S/T 6 and an S2 breath weapon. The former is quite nifty, the latter's only really going to matter to risk the weight of blows.
- Cloak of Twilight: Grants a 3++ Ward Save against magic and missiles.
- Gem of Spite: Each miscast your sorceress suffers deals an S6 wound to other wizards within 12". Each wound can be negated, but it requires them to spend a dispel die. In the event that you ever feared a miscast, you now have an excuse for exploiting it for free reign.
- Sacrificial Dagger: Allows your sorceress to sacrifice a model for a chance to grab a free power die to add to a casting.
- Banner of Nagarythe: Grants unbreakable to a unit.
- Standard of Har Ganeth: Exclusive to Executioners. This gives them Terror, meaning that fuckers really shouldn't try getting close to them unless they have good Ld. Shame it's expensive though.
- Blood Banner: Grants Cold One Knights immunity to their mounts' stupidity. Take if you 100% ABSOLUTELY need one of them to be guaranteed to lead the rush, but at Ld9, that's not bound to pop up often.
Lords & Heroes
- Malekith, the Witch King: No longer lives with his mom. It's good to be the King. Malekith costs 515 points vanilla (which is obviously meant to JUST keep him out of games under 2000. What a tease!) but you get your money's worth for him. He's a Dreadlord with higher WS, S and T. He's also a level 4 Dark Magic Wizard with Hekarti's Blessing, magic full plate that gives a 2++ Ward against mundane attacks and makes him immune to Multiple Wounds and Killing Blow, a magic weapon that lets him break enemy magic items (allowing him to get rid of those pesky magic weapons that can harm him), a glove that gives an extra S6 attack that bypasses armour, a shield that gives him Magic Resistance (2) and causes spells aimed at him that are dispelled to rebound on the caster unit for D6 S6 hits, a crown that gives him an extra Power and Dispel die per Phase and his Inspiring Presence is 18" instead of 12" (24" on his Black Dragon). And he still has the old perma-Hatred, comes with Immune to Psychology, and lets Black Guard become special choices. Inhale. He costs a bucket-load but can easily turn entire games around. His mount options include Cold One (mediocre), a Cold One Chariot with a 3+ save (quite good for smaller points games) and Seraphon the Black Dragon. The combination of killer stats, great special rules and magic items and being a powerful caster in his own right make him more than worth his rather expensive entry cost in a casual game. Do note that against magical weapons he has no Ward save. At all. This won't usually come into play in close combat thanks to Destroyer and ASF, but against ranged magics that aren't dispelled (Irresistible Force comes to mind) or against Dwarfs with too many magical cannons he can find himself getting pretty fucked up.
- Morathi, the Hag Sorceress: Morathi is a little schizo about her role. Her abilities and stat increases seem to indicate that she's intended for combat, which is the exact opposite place from where you want her. She's more expensive than an upgraded Supreme Sorceress, but much better than a generic Supreme Sorceress on Dark Pegasus (regardless of the fact that she's over 100 points more) considering that she can get spells from a mix of Dark Magic, Shadow, and Death lores like Alarielle and be a damage powerhouse. New to this edition is the ability to always count as General when using Witch Elves, cauldrons, shrines, and those two new AoS units. Her Enchanting Beauty rule is decent. Morathi has the mobility and ability to abuse it (usually getting +7 to cast any spell with it), and she's a bit costly for all her goodies at 375 points before buying her pegasus.
- Malus Darkblade: You've read his books, now put him on the tabletop. With his cost dropped to 225 points before grabbing Spite, and still well under 300 after, his usability has gone up. Has a couple nifty abilities. Using Tz'arkan makes him more powerful, but makes him attack his own unit on hit rolls of one. Spite is still the best Cold One mount in Warhammer Fantasy with no stupidity for him or his unit. Should be seriously considered for any Cold One heavy army.
- Crone Hellebron: Hellebron is a fundamentally ideal combat Lord (or rather Lady). Okay, she costs ~155ish Skaven Slaves and comes with little protection (ie she has no saves unless mounted). But she has Initiative 9, 4 Attacks base, combined with Paired Weapons (+1 Attack) Witches Brew (gives her and her unit +2 Attacks) and Cry of War (+D3 Attacks) for anywhere from 8 to 10 Strength 10 Attacks combined with ASF which means she's almost guaranteed to re-roll Hits (and Wounds thanks to Murderous Prowess) which equates to her being essentially guaranteed to wipe out an entire rank. Any hit against her rolling a 1 causes an Strength 4 hit on her attacker. Oh and she and any unit she's with gets +4 to Dispel rolls for any spells cast at them. Yeah. She can also take a Cauldron of Blood. Put her in a unit of Witch Elves (whom she makes Core now), Sisters of Slaughter or with a 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 4 Attacks each, at Strenth 4, ASF, Eternal Hatred and re-rolling failed To Wound rolls. Malekith just pooped a little. If you take her keep her in a unit: she is the prime example of a glass cannon.
- Rakarth, Beastlord of Klar Karond: He's basically an improvement on all Beastmasters and gets to ride a black dragon on top of this. He lets all monsters benefit from Hold Your Ground, which is actually quite surprising since that lets his monsters keep standing. He's also a bit of an interesting choice, as he has a 1+ armour save and has a weapon with S+1 that gives a bonus ASF attack that, if successful at wounding but not killing a model, forces them to only hit him on 6s.
- Shadowblade: Almost double what a properly kitted out Assassin would cost. Took a hit since he can no longer hide among the enemy. Even if you get him to reveal himself when he needs to, where he needs to, if he gets killed he could just as easily damage your own unit, which keeps him from being set up like a regular Assassin. Does come with all 3 poisons so has killing blow, +1 to wound and gives -1 to enemy leadership per wound caused but unless you're after a fluffy army, you're much better off with a generic Assassin (or two).
- Tullaris Dreadbringer: Now a Hero. Costs a little over double of a regular Master and loses his Frenzy for an ability to add to Combat Resolution for each Killing Blow (which triggers at 5+) made. This guy in an Executioner unit makes Sword Masters wish they were this awesome, so take him if you're going heavy on Executioners.
- Kouran Blackhand: Like Tullaris he is now a Hero. Just shy of 200 points for a Master statline, but with WS9! His Crimson Death no longer always strikes at S6 but gives +2 strength (so you're free to buff his strength beyond S6, not that you need to). His armour now only activates when he's hit, but does slap his attacker at S5 (though given how he only has 2 Wounds it isn't likely to cause that much damage, since if they hit they're likely to Wound his T3). Stick him in Black Guard they become UNBREAKABLE. However, he's overcosted so stick with regular Masters. Black Guard are likely to stay with Ld9 and Stubborn, more so if they're within the General's Ld10 or given the Standard of Discipline to make them Ld10. If there's also a BSB in range then the chances of them breaking are so low that it's not even worth worrying about.
- Lokhir Fellheart: An effective enough combat Hero, if a bit on the pricey side. He can no longer get an absurd number of attacks and the extra hundred points for no stat upgrades means he's limited. Also with his new rules he can attack any character in the same combat without moving to them. So can more easily hide from the nastier Lords while still attacking them. A Master is probably better though he can do incredibly with a big corsair unit and Shadow Magic buffs (but for his cost you could just get more Masters who will do the same job better, or get a Dreadlord who can do the same job but also better). Like a Fleetmaster he can make a unit he joins Unbreakable but only if he's in a challenge or kills a character, which is what he's suited for with Hatred of High Elves and re-rolling failed wound on the offense, with a 2+ armour save, 4+ regeneration and terror on the defense.
While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army.
- Dreadlord: Your workaday combat Lord. He's cheap and effective and can be highly nasty when given the right equipment. There are many equipment options that will be covered in the equipment section. Better than the High Elf equivalent in close combat, re-rolling Wounding rolls of 1. Overall, he's cheap with some good stats (WS7 and I8 is nothing to sneer at) and he can be quite effective in the right circumstances. Just don't put him in fights he can't win.
- Supreme Sorceress: Supreme Sorceresses (and Sorceresses for that matter) excel at one thing: blasting the almighty crap out of everything. You can fling absurd amounts of dice around if you're unafraid of Miscasts and have access to some impressively destructive Lores. The Dark Elves signature Lore consists of almost nothing but ways to blast the shit out of people. Aside from that, Sorceresses can now use all most of the battle lores (excepting Life and Light, two lores the High Elves support in spades with their Everqueen). To keep in the spirit of the fluff, Death is good for some targeted Hero killing and Shadow can home unit Synergy if you're willing to throw a lot of dice at it. Bringing a Level 4 Supreme Sorceress will almost always pay off. In closing, a very versatile offensive caster and just as good a choice for General as the Dreadlord, though with different uses.
- Black Ark Fleetmaster: He's a Lord worth ~75ish Skaven Slaves and has a sword for a leg. Needless to say a kick to the crotch from this guy is to be avoided at all costs. Seriously though, Master stats with +1 wound. He gives his Corsairs a re-roll on 1s to hit while challenges let him double the wounds dealt for Combat Resolution.
- Sorceress: Sorceresses are cheap and effective. Level 1s can bring a small effective spell to the table (notably Dark Magic's Signature Spell is one that shooting heavy armies HATE!) and bringing a level 2 could provide valuable support when things go tits up for your Supreme Sorceress, especially if you're willing to for alternate Lores (Fire works well for basic Sorceresses). Not as powerful as a Supreme but well worth taking. For some reason they cant use Life or Heaven anymore.
- Master: Masters are among the best cost for ability Heroes in the game. For 60 points, plus an extra 6 for the Sea Dragon Cloak, Heavy Armor and Shield, you'll get a guy with M5, WS/BS6, S4, T3, W2, I7, A3, LD9 and a 3+ (1+ vs shooting) armor save, plus Elven Grace and Murderous Prowess. A Master is a great choice to add some oomph to a unit. Also super viable to Cowboy, For cheaper than a unit of Dark Riders or Cold One Knights.
- Death Hag: Death Hags cost 15 points more than a Master for 2 hand weapons, Frenzy, Poisoned Attacks aaaand...the loss of any kind of saves beyond a 5++, which only comes from a Cauldron of Blood. Not batting 1000 here. Gifts of Khaine are more expensive for them but they can take a single Magic Weapon up to 50 points.
- Assassin: When kitted out right, Assassins can end the life of any Hero and some Lords. It has frankly ABSURD WS and I mean that. It can put the whammy on anyone dumb enough to get into close combat with it. And here's the kicker: because of the Hidden rule, people won't know if they're getting into combat with it until it's too late. Very good in either your ranked units (to help them hold up when a powerful unit tries to use them) or in your flank units (to up your kill count when you charge). An example of a good Assassin is additional hand weapon and Potion of Strength. Other combinations will be discussed later. Assassins often end up on suicide detail after a round of combat or two, so don't throw too many points into them. Oh and don't forget to write down what unit it's in, or people will accuse you of cheating. When you can spare the points, always take one.
- Beastmaster: Demoted to Hero, and thus made tremendously cheaper. With one less A and I, light armor, cloak and spear, but lets one Beast per turn within 3" gain +D3 attacks and can take a Manticore or a Scourgerunner Chariot. This Manticore with +2D3 attacks (get Blind Rage) can definitely help him earn his points back, even against the enemies elites as 8 (or 9 if he gets Frenzy) S5 attacks + Stomp + Killing Blow is nothing to sneer at, and that's all before the Beastmaster attacks!
- Disciple of Khaine: Warrior Priests, being a consistent thing with many of the armies, are also found among the Dark Elves. These guys are on par with Beastmasters, but each knows three different PL4 bound spells and add +1 to the casting roll (Max +3) for each unsaved wound you make. All of these prayers are cast upon himself and his team, so you'd best throw him on a unit that you know will see front-line combat.
- Restore Essence: Gain a 5+ Regen.
- Fist of Khaine: Re-roll all hit and wound rolls in cc. This is a dream on witches.
- Rend Soul: One unit in b2b takes d6 S3 hits and lose -1S for the turn. If you needed to even the playing field a bit, you can cast this, or you can use it to bully a sad unit of swordsdmen.
- Dark Steed: The cheapest option. M9 and Fast Cavalry will put him away from the rest of the army, except for Dark Riders and Doomfire Warlocks, but why would you want a character to join them? Because you're awesome and gave him a Ring of Hotek and a posse of 14 other Dark Riders or 5 Doomfire Warlocks.
- Cold One: The traditional mount of a Highborn/Master and with good reason. M7 is quite reasonable, Stupidity is unlikely to cause problems at LD9 and S4 and a default 6+ Natural Armour Save with the option for barding are always nice. If you want a mounted Hero without shelling out for a big expensive mount, this is where to go.
- Dark Pegasus: Pegasi used to be in kind of a weird position, but they're significantly better since they inherit the Pegasus' toughness. You NEED to make sure your rider has a good Armor Save and probably a consistent Ward too, or it'll get to shot to death (so don't give it to Sorceresses).
- Manticore: Don't have the points for a Black Dragon but want something big and scary? Then come on down to
Clar Karond'sKAROND KAR'S Manticore Emporium. The in-between option and a damned good one at that. If you want people to cry cheese, try mounting your Master on one of these. Can now be given a 4+ scaly skin save and can be upgraded with a Blind fury rule: it gains +D3 attacks each combat phase but enemies get +1 To Hit (worth it).
- Black Dragon: The Dark Elves best mount, a middle tier Dragon (better than Sun Dragons and Manticores but not as good as Star Dragons and Greater Daemons) whose effectiveness is often linked to how good the rider is. A powerful mount, perhaps a tiny bit overpriced, but worthwhile. We will cover what items to take and not to take later, but a remember that your Dragon is huge and scary so it will be getting shot at by everyone who doesn't want to see it crashing into their lines. Keep it out of sight of cannons.
- Dreadspears: Basic Spearmen...well Spearelves. Good M, WS, I and LD, average everything else. Spears, shields, Medium Armor. 10 points a pop.
- Bleakswords: Same stats as Spearmen, but swords and shields instead of spears and shields. Better in smaller units, and not as generally useful as Dreadspears, but still a pretty solid unit. A 4+ Armor Save followed by a 5+ Ward Save (Elven Grace stacks with a regular parry, anything with a shield gets a 5+ if they have Elven Grace) can give them okay durability, but they're not going to stand against everything. Elites and generally everything S4 and up will crush them provided they're able to strike back.
- Darkshards: The other mainstay core unit, and again they kick ass. Between good range, Armor Piercing and Multiple Shots, these guys shred light to medium armored units like they're not even there. Have them concentrate fire with Bolt Throwers and Shades (if you have them) to damage your enemy's important units. You should always give them shields, as they will be absorbing a lot of S3 and S4 return fire.
- City Guard: This is the lovechild of Darkshards and Dreadspears. Each rank interchanges between them, so you can have a line of crossbows to lull a sense of security before noticing the spears behind them, poking all the holes from all the ways back.
- Black Ark Corsairs: At 9 points, you get a unit of handbows or double weapons. But that's not so bad as they're back to being a reliable Core choice again. With 2 hand weapons and a 4+/6++ Save, they're rock solid and can be quite difficult to damage under a lot of circumstances (in fact they're slightly tougher than Bleakswords but with an extra Attack if you get them another hand weapon). They work in either smaller aggressive units of 15-20 or in hordes of 40+ depending on which weapon choices you want to get.
- Dark Riders: Actually they are incredible now. 20 points each once you get shields and crossbows. And you don't lose Fast Cavalry when you buy shields. So move 9, 4+ armor, with spears and crossbows... and of course the Vanguard move. You can easily get away with taking nothing but these guys for your Core choice as they can outmaneuver damn near everything.
- Slaves: You now have a unit of disposable, Expendable units that don't count towards minimum core. Unlike most slaves, however, these fuckers are so abused that they need to roll 1d6 every turn with a 1 causing an invariably bad result (rebellion, an inability to march, or running for their lives) and thus are of a tier even lower than Skavenslaves since they can literally die before you even send them to die in a better place.
- Harpies: Harpies got a bit of a pick-me-up as they regain Expendable, thus making their chaff rule more worthwhile than the slaves. Their job as warmachine hunters/charge blockers is still done better by Shades and Dark Riders. Their only real use is if you need maneuverable chaff, otherwise skip them.
- Bloodwrack Medusa: A monstrous creature were if you meet its gaze makes you bleed to death from every pore and orifice on your body. This is represented by a shooting attack with Killing Blow. Every enemy model in base contact takes a Killing Blow hit at the same time as Impact Hits. As awesome as that is, it somehow works on undead despite the facts that they either don't need or have any blood, while some also don't even have eyes or physical bodies (How does a skeleton or a ghost bleed to death?). 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.
- Shades: 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.
- Witch Elves: Witch Elves are the first in the series of nasty flanking units. They have an absurdly high volume of attacks (40 Poisoned Attacks for 2 ranks of 10. Nope, you get thirty, models not in the first rank make supporting attacks, and 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: Chaos Warriors getting you down? Bretonnians resisting all your attempts to move them? Need someone with high Strength to knock out a Monster? Then take Executioners. High Strength and Killing Blow make these guys a powerful unit. Be careful where you put them though, at T3, with a 4+ Save, they can be very easy to shoot to death. Unfortunately, the loss of ASF means that these monstrous blows take place at I3, behind most units. Oh and re-rolls of 1 To Wound is pretty brutal for a unit that'll be Wounding anything T4 or below on a 2+.
- Cold One Knights: A good enough flanking unit when the chips are down and can even charge smaller units head-on in a pinch. Cheap heavy cavalry is always welcome. They're 30 points a model, but the riders gained Elven Grace and 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: 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, it's a chariot pulled by DINOSAURS.
- Reaper Bolt Thrower: 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: Lighter Chariot ridden by 2 Beastmasters and pulled by horses. Comes with a Ravager Harpoon: a S7 Bolt Thrower that can be fired on the move, but no Multi-Shot and it doesn't ignore Armor (though at S7 it's not likely anyone'll get a Save from it unless you try to Penetrate Ranks with the thing). If it causes an unsaved Wound on a Monster it gets dragged D6" towards the Chariot. If it goes over 3" it takes a second Wound with no Saves. Note, many of the monsters you want to kill with it are more maneuverable as they can fly. It cannot Stand And Shoot with the harpoon, but adding a Beastmaster Character can make it BS7. As is, it's overpriced for what it does and competes with other much better choices (for one of these you can get two Reapers which can do the same job but better). Leave it out unless it's a fluffy army, and even then its use is only recommended to veteran Dark Elf players who'll use it to get some flank shots.
- 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 M7 and Swiftstride. Their loadouts can either include halberds or longbows that lack penetration but both have Killing Blow. Excellent lone character snipers, but only against infantry and cavalry, which is a very niche role. Decent shock troops, but nothing much to write home about.
- 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 pretty much Dark Eldar Wyches transplanted into Warhammer Fantasy, without the fancy weapons or combat drugs. More easily shot to death than Witch Elves (as they lack Frenzy unless buffed by a Cauldron of Blood or joined by a Death Hag with Witchbrew), though they get a 6+ Armor Save and 5++ Ward Save against close combat attacks (which becomes a 4+ with their parry saves). 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 adds +1 to hit and wound rolls. They also have the ability to negate the rank bonus for combat results.
- Cauldron of Blood: This is your one-stop-shop for protecting your Witches. It gives them all a 5++ Ward Save for joining it and lets other units take a lesser 6++ Ward. Other Witch Elves within 6" can re-roll wound rolls and it has that bound spell to give Fury with stacking effect (though not against Witchbrew).
- Avatar of Khaine: After so fucking long and 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 grants extra attacks for each one that's scored. Unfortunately, his only protection is a 2+ natural armour save and a 5+ Magic Resistance, meaning any war machine worth its salt can easily fuck it over.
- Black Guard: Elitest holding warriors of the Dark elves. Moved to rare and cost one more point. But 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 a 25 of them prevents you from taking a Hydra or Doomfire Warlocks in a 2000pt game.
- Doomfire Warlocks: 3pts less per model and just as deadly. With the Changes to Wizards this unit can get a +4 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 dice 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.
- Kharibdyss: The Dark Elves get a deep-sea monster in their army. At a frightening Strength of 7, it also has the ability to make each attack score d3 wounds on a wound roll of 6 to flood enemies in useless saves. Alongside I4 and Poisoned Attacks, 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. A bargain at 160 points. Note it only has a 4+ Scaly Skin 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). It would be great if it had the Aquatic rule but logically that means it would out-swim its handlers and escape/turn and eat them the moment it entered the water.
- War Hydra: Wow this unit got the shafting. 40pts more expensive and moved to rare. Has regular regen instead of growth of heads. Still T5 S5 with lots of attacks and stomp. No longer broken and undercosted. Can only take one in a 2000pt game and will severly hamper your ability to field Blackguard.
- Bloodwrack Shrine: A really weird Chariot that does a lot of different things, some of which are of limited value. It can join units like a Cauldron of Blood but its point cost is very similar to a Kharibdyss or Hydra, so it is best to consider those monsters as its competition for a slot in your army. It is slightly slower than a Hydra or Kharibdyss but it has Swiftstride. In close combat, it gets Impact Hits but lacks Thunderstomp. It has a solid Toughness of 6 with 5 Wounds making it pretty hard to kill. It puts out 3 WS5 s4 attacks and 2 WS4 S4 attacks on the charge (owing to the spears of the 2 shrinekeepers), all with Murderous Prowess. It gives all friendly MODELS within 6" +1 Ld and all enemy MODELS within 6" -1 Ld. 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. The shrine also has the same shooting attack as a lone BloodWrack Medusa which is less useful on the shrine given its higher point cost and greater combat ability/utility. It also has the "Avert Your Gaze" special rule like the solo Medusa models. This rule 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 a 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) and the shrine in the front rank. 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.
Building Your Army
Buying Your Army
The army is expensive as fuck. If you buy a Cauldron of Blood/Bloodwrack Shrine, always make the Cauldron of Blood. You get Hellebrone (a special character), the Death Hag (a Hero), the Bloodwrack Medusa (a monstrous beast) and the Cauldron. Spearmen and Crossbowmen got dearer, so be careful with core units. Also, Witch Elves, Executioners and Black Guard became WAY overpriced because of the excuse that it's a double kit, since they're plastic models that cost as much as they did when made of metal.
Cold One Knights are still fairly reasonably priced, and the Hydra got cheaper while also gaining the option of making the Kharibdyss. Bolt Throwers are as expensive as they ever were, but still a good unit.
To save money with a Dark Elves army, you'll have to get creative.
Buy some basic High Elf models from GW (or Mantic--but only if you like owning ugly ass minis), remove their more High Elven bits and replace them with Dark Elf bits or spikes. Then paint them in Dark Elf colors and in the fluff pass them off as defectors from Ulthuan (or Athel Loren) gone over to Naggaroth (For example; Spearmen become Dreadspears, Glade Riders become Dark Riders).
Corsairs are good for conversions and can be used to make other units.
- For example, take a box of Corsairs (using Aus prices that's $55). Take two away and use them to buff an existing Corsair unit. As for the remaining 8, take 5 Corsairs and with some modeling putty and tools convert 5 of them into Shades. Take the Standard Bearer and give him the same treatment, he becomes a BSB Master. Another Corsair can become either a Master on foot, a Dreadlord on foot or a Fleetmaster. The final Corsair, with the same method, can be converted into an Assassin. Buying GW's Shades, two Masters and an Assassin model would cost $125, but with this idea you save $70! (NOTE: IF you're already into conversions you won't have to worry about buying modeling putty or tools, and get them from crafting stores, not GW). Since Warhammer is more expensive with Aus prices, imagine how much cheaper this method would be for gamers in the US or UK (prices in other parts of the world vary but fall between these price ranges).
Alternate take, buy some dark eldar. They are currently one of the cheapest armies of 40k and they have great kits that you can convert with relative ease.
- A pair of Sorceresses will serve you better than a single Supreme Sorceresses, unless you need Mind Razor or Purple Sun.
- Pair a Sorceress with the Sacrifical Dagger and a large unit of Bleakswords for even more dice.
- Keep your BSB and most expensive mage in seperate Dark Rider or Warlock Bunkers.
- If on a budget a Master in a unit with the Standard of Discipline is a cheap way to a general to leadership 10.
- A Master on a Darksteed, with Heavy Armour, Sea Dragon Cloak, Shield, Lance, Repeater Crossbow and DragonBane Gem clocks in at 96pts with a 1+ save vs shooting and immunity to Fireballs and Searing Doom. This is who you’ll use to hunt that wizard hiding with archers.
- With Witch Elves Moved to Special, Hordes removed and Witchbrew not stacking with Cauldron Witch Elf focused list are out.
- Corsairs are cheaper but went from being the best armored to the worst armored core unit.
- Dreadspears and Bleakswords are still a mainstay and unless you're taking a mounted only list, two or three should be included. Take one big unit if you're using the Sacrificial Dagger.
- Dark Riders are ever so slightly worse but still mandatory.
- Darkshards can win lots of shooting matchups with medium armour and shields. And unlike bows, can be double tapped on the move. Also, they're no pushovers in melee and if given shields perform identically to Bleakswords.
- Take as many Bolt Throwers as you can, one cost less than six Darkshards. You’ll get half the shots at +1 strength, twice the range and hitting on 3s vs 4s and 5s.
- Cold one knights hit hard on the charge with the inclusion of impact hits. With Hydra’s moved to rare this is the unit you’ll be flank charging with.
- Executioners you need a unit of these, especially if you opt not to take Black Guard, they’re here to kill anything that needs to die.
- With Hydra, Doomfires, Cauldron and Black Guard all competing for rare now, something is going to be left at home. If going the Cauldron Route, you should mount a Hag Queen on it so it counts in character. Now you have two choices to keep rare under 500pts. Hydra w/upgrade (220) + unit of 10 Warlocks w/champion (230) = 450. Or, a 25 man unit of BlackGuard Full Command and Razor Standard (460).
- Magic Weapons:
Hydra Blade 50pts. No more stupid leadership test and reduced weapon skill ludicrousness. Now adds +D6 attacks, compared to a Sword of Bloodshed its doing better or equal 2/3rds of the time.
Chillblade Now wounds automatically. Any unsaved wounds cause a toughness check which, if failed, cause -3 to the attacks characteristic of the model. Costs the same. Better against high toughness opponents than the previous version, but worse against low toughness opponents. It is, in theory, a very versatile weapon and could be incredibly useful because one of your key weaknesses is strength, and if they are a low toughness highly offensive character, then there's a good chance that they will completely lose offensive power, and generally you will be going first so you can just DOMINATE.
The Black Amulet Same as the previous version, except it only rebounds wounds in a challenge and costs 60 points. Use only on a character intended for challenges.
Ring of Hotek Now costs 50 points. Grants Magic Resistance (3), makes any enemy wizard casting spells at the wearer or a unit within 6' miscast on a double 1 as well as a double 6 without making the double 1 Irresistible force. Surprisingly not as cheesy or prone to backfiring as the previous version. Worth taking if you can spare the points.
- Enchanted Items:
Black Dragon Egg Similar to the previous version, except it's 50 points, now grants S6 as well and the breath weapon is S2 with no armor saves. Still good, but pricey.
Cloak of Twilight 3+ ward save against shooting attacks and spells. Perfect on a Wizard you're sure isn't going to get into close combat. Or a Dreadlord on a Dragon.
- Arcane Items:
The Gem of Spite Inflicts a S6 hit on every enemy wizard in 12 when the bearer miscasts. Any wounds can be mitigated but your opponent must sacrifice a dispel dice for each wound. A good item for a close-range Sorceress, especially a Supreme Sorceress.
The Sacrificial Dagger Now only grants 1 extra power dice on a 4+ which must be rolled if successful and then proceedes into the dispel attempts and spell resolution, but if failed can be attempted again with another sacrifice of the unit in which the sorceress is part of (and as many times as wished until she is the last one standing - she can't sacrifice herself now can she). Same points cost and quite a nice boost to help pimpslap the enemy with dark magic (not to mention more chance of the dark magic lore attribute kicking in), just be careful you don't go overboard on sacrifices and hamper the unit's effectiveness. For max use have a sorceress in a large squad - this will provide plenty of corpses and will also help keep her even more safe from harm. The previous version was slightly better as that extra dice kicked in automatically instead of on a 4+, though you could still do multiple sacrifices.
Tome of Furion The Seerstaff left the High Elves and migrated to the Dark Elves. For 25 points, a wizard can choose one of their spells instead of rolling for them if they're using the Lore of Dark Magic. If you're taking a wizard who's using Dark Magic, don't leave Naggaroth without it.
- Magic Standards:
Banner of Nagarythe Makes all models in the unit with it and any Shadow Warriors (including Alith) within 12' unbreakable. Now costs only 100 points, though the previous version was still better.
- Magic Weapons:
Dragon Blade: 60 points to multiply all hits into 2 hits. If you want to combo it with Savage Beast of Horros to add the S & A to make the hits worth it, go for it.
Giant Blade: 45 points is a lot, but +3 Strength is something great for a Dark Elf damage dealer, though honestly it's completely outdone by the Chillblade (still might be worth it if you've already bought the Chillblade for somebody else). Note that despite it sounding like a slow weapon that would negate your ASF, it doesn't.
Sword of Bloodshed: Overshadowed by the Hydrablade, with all the same problems. Dredd Lord needs more strength to kill elites. Dark Elves have no problem chewing through lower T & Armour units.
Obsidian Blade: 40 points to ignore armour, great for tailoring your list but for an all-comers list you intend to stick to through thick and thin you don't want it.
Ogre Blade: +2 Strength, 30 points. Take if it you already took the Chillblade, Giant Blade or if you needed the 15 points you'd spend on the Giant Blade for something else.
Sword of Strife: +2 attacks, 30 points. Once again, you don't need more attacks you need stronger ones.
Boneblade' 30pts for Multiple Wounds, Monsters should be killed via magic and shooting. Character's will have Armour and Wards to prevent this from getting through.
Fencer's Blades: WS 10 and an extra attack for 25 points. The Dreadlord already has WS7, and thus this isn't that great when you could bump up his Strength or even his Attacks. If you still want them then the swords work well for defensive Dark Elves as they can still have a 1+ armour save and the swords, and they’re especially useful against High Elves; hitting even Tyrion on 3’s. A Master can take them, though they’re better on a Dreadlord.
Sword of Anti-Heroes: +1 STR and +1 Attack for each character in base contact with the bearer and his unit. Could be good, could be great in a tailored list.
Spellthieving Sword: For each wound a caster receives from this weapon, they lose a random spell. Generally speaking facing a wizard in close combat means a dead wizard. It can really shine on an Assassin if they can take it. Otherwise, not really worth it.
Sword of Swift Slaying: 25 points to bring back Always Strike First. You'll be hitting with 4 S4 attacks... pass.
Sword of Battle: +1 Attack for 15 points, keep scrolling.
Berserker Sword: Bearer has Frenzy and cannot lose it. Dark Elves do not need this as psychology can be mitigated with Death Hags or fear/terror causing mounts.
Sword of Might: +1 Strength close combat for 15 points and you can use a shield, it's nice.
Sword of Striking: +1 to hit. Fairly nice, with ASF that means you're usually getting 2+ to hit with re-rolls, though since the 3+ to hit and re-rolls isn't that much worse getting more Strength is still better.
Biting Blade: Armor piercing. 5 points. Inferior to Strength, not bad though.
Relic Sword: Attacks with it always wound on a 3+ unless the result needed was lower. Not worth your time.
Shrieking Blade: Bearer causes Fear. Unnecessary as characters can just take a fear-causing mount, and most would need a weapon to help them kill things. Sorceresses and the lord version can get some mileage from this if they have to be on foot.
Tormentor Sword: Grants Stupidity to a monster or character hit by it. Only really useful against armies loaded up on those options, so it's a tailoring list option that's questionable otherwise. 5 points to spend if you've got it though.
Warrior Bane: Whatever gets hit by it loses an Attack to a minimum of one. 5 points, great for tailoring against other Elves.
- Magic Armour:
Armour of Destiny: Heavy Armor with 4+ Ward Save. Not a bad selection and a cheaper way to get heavy armour with a nice benefit.
Trickster's Helm: +1 Armor, and any wound made against the bearer has to be rerolled. Just no, you're Toughness 3, nobody has problems wounding you, focus on armour and wards, not whatever the hell you think you can pull off, and it costs 50 points. Just no. no.
Armour of Silvered Steel: 2+ Armor Save, cannot be improved by any means. 25 points. Redundant when any Dark Elf character who needs it can get a 3+ from mundane means for much less points.
Armour of Fortune: Medium Armor with a 5+ Ward Save. 15 points cheaper than the Armour of Destiny. A good all-comers choice.
Helm of Discord: +1 Armor, and any enemy character in base contact must pass a Leadership roll or be stunned and is automatically hit. Your character will dominate challenges. Nice if that's your plan (or if challenges are your fear).
Glittering Scales: Light Armor, causes -1 to hit the wearer in close combat. You're losing a point of armour for this.
Shield of Ptolos: +1 Save against being shot. You can get a +1 against shooting from Heavy Armour, Shield and a Cold-One or Barded Darksteed. Pass
Spellshield: Magic Resistance (1). Nifty. Not 15 points nifty, but not terrible.
Gambler's Armor: Medium Armor with 6+ Ward Save. 20 points. Combines well with a Sea Dragon Cloak and good for Masters.
Dragonhelm: +1 Armor, Immunity against Flaming attacks. Mandatory on any cowboy to avoid searing doom.
Enchanted Shield: It's a shield, it grants 2 armor instead of the 1 armor a normal shield gives. 10 points. It's a great option.
Charmed Shield: One use, first hit you take can be discounted on a 2+. Not bad, not great.
Talisman of Preservation: 4+ Ward Save. Very nice option, but it limits your offensive choices due to its 45 point cost. Need the protection and can’t afford the Black Amulet, take this.
Obsidian Lodestone: Magic Resistance (3). For when the Ring of Hotek isn’t enough. Pricey, though it has potential.
Talisman of Endurance: 5+ Ward Save. Still okay.
Obsidian Amulet: Magic Resistance (2). Viable.
Dawnstone: Re-roll failed Armor Saves. Worth it, as Dreadlords and Masters can have 1+ armour saves without magic items.
Opal Amulet: One time 4+ Ward Save. Not really worth it.
Obsidian Trinket: Magic Resistance (1). Still not bad, still not good.
Talisman of Protection: 6+ Ward Save. Not bad as a way of finishing off those last 15 points.
Seed of Rebirth: Grants Regeneration 6+. Again, not a bad way of using up those last points on survivability. Otherwise, no go.
Dragonbane Gem: 2+ Ward against Flaming Attacks. Useful as a 5 point choice, especially if you’re facing lore of metal.
Pidgeon Plucker Pendant: Misspelled name, odd item. 5+ Ward Save from Flying enemies. Tailored lists only really.
Luckstone: Reroll a single failed Armor Save. 5 points, not a bad place to spend them either.
- Magic Standards:
Rampager's Standard: Reroll your charge distance dice if you want. Stick it on cavalry, especially as the Battle Standard in Cold One Knights, since the BSB makes them re-roll failed Stupidity or you ignore it if Malus and Spite also in the unit.
Wailing Banner: Unit causes Terror. Pretty shitty thanks to the massive debuff to Terror in 8th edition. There's better standards for you.
Ranger's Standard: Grants Strider. Ignore dangerous terrain. March your horde wall of death across the map with impunity. A nice choice.
Razor Standard: Grants Armor Piercing. Put it on Special choices. Executioners in close combat under this will cut through any armour, though they’re good enough this is only recommended against the heaviest of foes such as WoC and Dwarfs.
War Banner: +1 Combat Resolution. Normally you want to avoid getting stuck in a fight all game, and this'll help improve your chances of winning in all rounds of combat.
Lichborne Pennant: Magic Resistance (1). Decent for a unit joined by a sorceress.
Standard of Discipline: +1 Leadership, but disregard the General's Inspiring Presence. Leadership 10 will ensure the Black Guard never leave and it's fairly useful for preventing Frenzied units from charging, or if you're going to have a unit outside the General's Inspiring Presence bubble anyway.
Banner of Eternal Flame: Just like most armies, feel free to take this and stick it wherever you want.
Gleaming Pennant: One use, re-roll failed Leadership test. Why are you failing Leadership? Maybe tailored against an undead army, otherwise no.
Scarecrow Banner: Causes Fear on Flying enemies. 5 points, not bad. Tailored list only and even then don't expect too much as most units that can take it weren't going to charge/be charged by fliers anyway.
- Arcane Items:
Book of Ashur: 60 points for +1 to cast and dispel rolls. A level 3 with this will have +4 to Cast. Definitely worth considering
Feedback Scroll: Instead of a dispel attempt, you can use this one-use item to roll a dice for each power dice used to cast it. Each one that's a 5+ causes a wound that can't be saved. Great for a tailored list, and worth considering otherwise to take out an opponent's only caster and let you work the winds unopposed.
Scroll of Leeching: Instead of a dispel use this one-use to add dispel dice equal to the number used to cast the spell. Great against armies with LOTS of casters (like High Elf armies). Not a standard gear choice however. Feedback scroll is more useful in many scenarios.
Sivejir's Hex Scroll: One use, replaces dispel. Enemy wizard rolls a d6, must get their level or lower (so a level 1 mage needs a 1 to resist, a 3 mage needs a 1-3 to resist, Teclis only suffers a 6 roll) or they turn into a frog. They can't cast spells as a frog, all magic items stop working, all stats except wounds become 1. Each turn roll a d6, roll of a 4-6 and the mage becomes a biped again. VERY fun item, and a surprising thing for such a thing is that it's actually pretty good if you save it for when you can kill that mage in close combat. The image of turning a mage into a frog then an Assassin just walking up and (literally) stomping on them is pretty lulzy.
Power Scroll: According to FAQ it now halves the casting value of one spell, no boosting allowed. Could be fun when you two-dice dwellers or purple sun if the winds are low or your opponent didn't think those last two dices were dangerous.
Wand of Jet: One use, increases a casting result by d6 after you're done rolling. This can help cause a IF and miscast too. It's an extra magic dice in the bank for when you need it, and not bad but there's better options for getting more magic juice.
Forbidden Rod: One use, add d6 more dice to your magic at the beginning of your magic phase, but the user takes d3 wounds with no armour saves. It can be useful.
Staff of Sorcery: Hidden away in the FAQ. 35 points, gives +1 to dispel. Is alright.
Trickster's Shard: One use, start of magic phase. If an enemy mage tries to dispel a spell, you roll a d6 and on a 5 or 6 they take one wound. Not great really. It can be useful sort of if you're rolling a lot of augments at once. At 25 points though, it's kind of a waste.
Earthing Rod: One use, reroll the result on the miscast table once. Not bad if you're gonna be blasting away with your Supreme Sorceress.
Dispel Scroll: 25 points, 6 D6 to dispel the enemy spell. Always welcome.
Power Stone: One use. Used prior to casting a spell, adds two more bonus dice out of thin air to the attempt. Redundant if any wizards in the army are using Dark Magic.
Sceptre of Stability: One use item to increase a dispel result by d6 after you've rolled. Pretty neat for 15 points against another big magic army.
Channeling Staff: Bearer adds +1 to every channeling attempt. Can net you more power dice, but not a big use item, especially if the Dark Magic lore is being used. Still, 30 points isn't much to spend for that kind of thing.
Scroll of Shielding: One use, replaces dispel to grant a single target a 4+ Ward Save against wounds caused by the spell. Great for protecting something high priority like a Supreme Sorceress or a Dreadlord on a Dragon. Hellebron will thank you if she’s in the army.
- Enchanted Items:
Wizarding Hat: Wearer becomes a level 2 Wizard who can use a random spell lore. They also have stupidity. This is great for armies with crap magic options, but for us you want to split the magic/killing roles between two characters and at the cost for the hat you could just take a level 2 mage. Don’t bother.
Fozzrik's Fold Fortress: 100 points, so your entire magic item allotment for a Lord. After deployment zones are agreed but before armies are deployed you can put a Watchtower (or similar building agreed upon by both players as appropriate, but must be the same basic size as the Watchtower) in your deployment zone. Not great but in games with objectives, you might be able to argue your opponent into letting you count this as an objective from turn one. Take it if you base your strategy around it.
Arabyan Carpet: Infantry or monstrous infantry (no you can't let your horse ride). Has the Fly rule, cannot join units. At 50 points you may as well just mount up on a Dark Pegasus or Manticore.
Crown of Command : 35 points to grant Stubborn and thus grant it to a unit the wearer joins. Not bad and very good on a Dreadlord general.
Healing Potion: One use to drink at the start of your turn, recover d6 wounds. Since you have very few characters with enough wounds to make it useful, you should rely on the Lore of Life attribute to heal instead.
Featherfoe Torc: Flying creatures and riders must reroll to hit you and your unit in close combat. Take it in a tailored list against the likes of Malekith (if you’re planning to turn against him) or High Elves.
Ruby Ring of Ruin: Bound spell with Fireball. Decent and it’s a nice surprise from a non-mage character.
Terrifying Mask of EEE!: Wearer causes Terror, but nobody can use their leadership. Since most Dark Elves have almost max LD and some characters have the same, there's no downside. Not worth it at 25 points though unless you want the unit the character's in immune to Fear.
Potion of Strength: One use, used at the start of any players turn. +D3 Strength for the turn, great for a BRUTAL combat phase. Take on a Dreadlord or Master.
Potion of Toughness: One use, start of any player's turn to grant +D3 Toughness. This is more for an Supreme Sorceress or Sorceress stuck in close combat, or a Dreadlord who's going into a suicide charge.
The Other Trickster's Shard: All successful Ward Saves by models in base contact have to be re-rolled, that means both friend and foe. Since Ward Saves are common to us, it can be a detriment. Still good if you don't have one. Combines well with a character on a Manticore, as now enemies have to re-roll Ward Saves against its Killing Blow attacks.
Ironcurse Icon: 5 points for 6+ Ward against war machines for the bearer and their unit. Not great, but it's only 5 points so there's no real threat to taking it and it CAN come in handy.
Potion of Foolhardiness: One use, start of turn. Gets Immune to Psychology and Devastating Charge for a turn. 5 points for a very fucking hard charge, this has potential in a cavalry list.
Potion of Speed: One use, start of turn. +D3 Attacks. Cheap, but you need S not A?
Dark Elf Sorceress have access to all Fire, Metal, Heavens, Beast, Shadow, Death and Dark Magic. While every lore has its use, some are particularly good. These are;
- Metal: With Cold-Ones, Executioners and Black Guard having Heavy Armour, and all of your core having some armour, it is extremely easy to cast Glittering Robe or Enchanted Blades to give your units that edge in close combat. The bubble version Glittering Robe will keep your whole army in tip top shape against shooting. With natural armour stacking even your Hydra can get some love. Searing Doom is as powerful as ever and can help your bolt throwers destroy heavy cav.
- Death: A good choice, with buffs and debuffs, though you've got to be pretty close to an enemy for the latter. Doom and Darkness synergizes well with your Fear and Terror causing units, especially the Kharibdyss, while Aspect of the Dreadknight is good for Cold One Knights/Chariots. Purple Sun of Xereus is great due to the Dark Elves high initiatives meaning your elves have only a 1 in 6 chance of dying from this if it goes astray, except your monsters so be careful with them. In addition, the lore attribute synergizes well with the Dark Elves ability to gain extra power dice.
- Shadow: Has a lot of very good debuffs and can make one guy a flier, the latter being great for Sorceresses on foot and assassins. It also comes with a semi-cannon ball initiative test spell and a blast initiative test spell which can destroy your enemy's tougher units. The best spell in this Lore is Okkam's Mindrazor, which replaces a unit's Strength score with its Leadership when rolling to wound, which means that the unit you cast it on will essentially have at least 8 Strength (except for Harpies and some monsters) in close combat. The best choice for this spell is Black Guard; Black Guard with Okkam's Mindrazor EAT UNITS! They become STRENGTH 9, with RE-ROLL ALL FAILED ROLLS TO HIT (ETERNAL HATRED/WARRIOR ELITE), WOUNDING MOST THINGS ON TWOS AND RE-ROLLING ONES WITH MURDEROUS PROWESS! Nearly anything in combat with that, from Ironbreakers to Bloodthirsters, will suffer critical existence failure.
Dark Magic remains a popular choice, due to its technique of blasting the crap out of things. Fire is less popular, but its low casting values means that it works well on a Level 1-2 Sorceress (don't bother putting it on a Level 4 though). Death is a solid lore, with a lot of damaging spells and ways of slicing heroes of out units. Shadow is a powerhouse lore under a lot of circumstances, but it has very little synergy with the other Lores and unlike Death, Fire or Dark Magic requires you to devote a Level 4 to it to operate at peak efficiency (as most of it's powerful spells would require silly numbers of dice for a Level 2 to cast reliably). But if you've only got 1 Level 4 Wizard, it can work well on it's own. Metal is only useful against a handful of enemies and is not even exceptionally useful against them.
- A pair of Sorceresses with Dark Magic and Fire/Death can knock out small enemy units that would normally get in the way of things, allowing you to focus your shooting on more important targets, and a single Supreme Sorceress with Shadow can boost your center quite a lot, which are the two primary setups for a tournament level list.
- Dark Magic: It's your Lore and by no means a bad one. It's the dark cousin of the High Elf pussy Lore, but meaner and more direct in blasting the crap out of anything.
It's sometimes difficult to cast but some really good spells are affordable with a 12 or less, so even a lvl 2 sorceress can get a lot out of it. Still though the Lore is not easy to use, since many spells have a small range or rely on buffing the unit the sorceress is in, so it would e best if the sorceress would be near the frontlines, even if that is not generally advised. But give The Black Amulet to a lvl 4 and take a few challenges with a bit of luck it can be great, and remember if you did right you will only have one round of combat anyway.
- Attribute Your attribute makes more damage every time you target an enemy unit and roll doubles or triples, you hit them with 2d6/3d6 S1 armor piercing hits. Read carefully the damage of the Lore Attribute is taken after the actual spell, this don't seem important but it is. Imagine Teclis running with a unit of 15 archers. Imagine further you cast the great version of your second signature Spell on this unit. Now imagine all high elves dead (anyone get a warm feeling by this words?) but of course Teclis is still standing because he can't be hit by your spell. But now the archers are dead the Lore Attribute kicks and kicks Teclis right out of game with a bit of Luck, so never forget the Lore attribute.
The most important rule, never, ever, EVER forget your Murderous Prowess re-rolls of 1s on your to-wound rolls. These re-rolls are your biggest lifesaver.
Say it with me: Rank. And. Flank. Draw your enemies onto your big ranked units (usually, Warriors and Black Guard, though Corsairs and Executioners can work in a pinch), hold out for a turn and then charge them on the flanks with the big scary units. Dark Elves do this better than any other army in the game. Their Ranked units have high enough WS, I and LD to hold out for a little while and their flanking units hit brutally hard. They also have units that are exceptionally good at drawing enemy units out of position and just generally causing problems. (Harpies do this job exceptionally well, but Shades and Dark Riders do okay).
Playing aggressively is an option, but it can hard to back up under a lot of circumstances and should only be attempted if you're battling a highly defensive list (Dwarves for example). But you will eventually, so you need to know how to play aggressively. Put frankly, it's why you take Hydras/Cold One Knights/Chariots/Witch Elves, aside from their uses as flanking units. You're going to need to charge early and often with your fast units, concentrating them on one flank to try and force it to collapse so you can sweep across the center. This strategy has a lot issues (mostly that you're going to have trouble combining charges, and unsupported head-on attacks with your COKs and Chariots are risky) so if you're playing an army that's even slightly aggressive you should focus on rank and flank, or a variation. But there will be times when your opponent won't want to charge, so you'd better handle it.
Your shooting units, combined with your magic users can often cause significant damage to enemy units, but it's best to have them concentrate fire on a single unit to try and devastate it, instead of trying to spread it around.
You can have all-cavalry armies with mounted characters, Dark Riders, Cold One Knights, Chariots and Doomfire Warlocks, and
Harpies for chaff(they're infantry).
Magic spam is possible with Supreme Sorceresses, Sorceresses, and Doomfire Warlocks. In larger games, you can bring Malekith as well.
Dark Elves have many ways they can really mess with the heads of a non-undead or non-daemonic army, with numerous fear and terror causing units, a spell that cancels the enemy General's Ld and the Kharibdyss' abyssal howl.
They also have better offensive combat potential than High Elves.
I feel like this is important, a section for fighting High Elves. They are squishy but can hold out better than you can, But use their defense to multi-charge and just crumble individual units. Use highly offensive magic to do damage because they will win an augment fight but if you're aggressive then you can send them all running.
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