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Total War Warhammer/Tactics/Dark Elves
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===Monsters=== *'''Harpies''': Harpies fulfill essentially the same role as war hound and fell bat units. They're intended to be fast-moving harassers best used to hunt down or disrupt enemy missile units and artillery crews. When used in their intended capacity they can get some work done, just don't expect them to do much against anything with actual staying power. Even some of the sturdier archer units can prove a bit too much for them. If you're up against an opponent with a heavy focus on ranged firepower they can be a valuable addition. However, sending them in unsupported against basically anything else is a good way to end up with a whole lot of dead bat-ladies. Rakarth makes then a lot better, giving them bonus Melee Attack as well as a smidge of AP damage. **'''The Crows of Khaine (ROR)''': Basically Harpies with Fear and the ability to regenerate when fighting. Surprisingly tanky because of it, just watch out for units that counter them. *'''Feral Manticore''': Surprisingly good backline harasser. Manticores make Harpies pretty much obsolete and make for great mid-tier carnage against everything that doesn't have a bonus against large. They are very susceptible to Rampage, so take care of them. Manticores are best taken in groups of 2-4 in order to kill targets fast enough that they don’t die themselves. Paired with a flying master they can make a fast deadly Air Force for cheap which can act as a single unit killing gank squad. Can usually staggerlock foot heroes. And usually outfight other aerial units short of dragons or heroes. *'''War Hydra''': One of your standout units, there are lots of nasty surprises with the Hydra, which acts as your standard frontline melee monster. One of its core features is its flexibility; it's effective against a lot of targets and can reliably hunt down infantry thanks to its speed and breath attack. It tends to get the short end of the stick against other monsters and anti large. In campaign you can get these 25% cheaper from a klar karond building. Super cheap and easy to spam regenerating monster. **'''The Chill of Sontar (ROR)''' : Same regenerating monstery goodness as a normal Hydra, though it replaces its flaming breath in exchange for one that slows down whatever it hits. *'''Kharibdyss (DLC)''' : OMNOMNOMNOM. A Hydra on steroids, trades the regeneration factor and flaming breath for poisoned attacks, anti-large, and lots of AP goodness. Works best against armoured monsters, so if the enemy brings big scary beasts it can go toe to toe. If you want to blend infantry though, you’re better off with the Hydra. *'''Bloodwrack Medusa (DLC)''': Combination monster and short rate direct fire artillery. Can delete chunks of elite infantry very quickly. These snake waifus have really great utility, but need to be micro'd well to reap the rewards. They aren't like most monsters in the game, so don't send them into melee and forget about them. Their speed, powerful ranged attack, mass and charge bonus means that you should be using them almost like a chariot. Have them blast infantry from range, charge into melee for a short time, and then escape to do it all over again. Got a pretty decent buff to their melee stats in Immortal Empires to make them a more well rounded pick. **'''The Siren of Red Ruin (ROR)''' : Same as a normal Medusa, but gains a AoE ability that causes moderate damage to all enemies around her. *'''Black Dragon''' : Evil Dragonny Goodness. Roughly equivalent to a Moon Dragon in terms of killyness and retains the devastating breath attack, high mass, and good mobility that other dragons have. More difficult to use than High/Wood Elf dragons, Dark Elves don't have the lores of magic to heal it.
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