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===Rulebook Items=== *'''Magic Weapons:''' '''Giant Blade:''' 60 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:''' Too expensive for what it does. While it can put the hurt on hordes, a Dreadlord should not be fighting chaff and it lacks the punch to hurt the rare hordes of elites. '''Obsidian Blade:''' 50 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, 40 points. Take if it you already took the Chillblade, Giant Blade or if you needed the 20 points you'd spend on the Giant Blade for something else. '''Sword of Strife:''' +2 attacks, 40 points. Once again, you don't need more attacks you need stronger ones. '''Fencer's Blades:''' WS 10 and an extra attack for 35 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 2+ 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:''' Grants Always Strikes First. Ever since the 8th edition Dark Elves army book this is useless. '''Sword of Battle:''' +1 Attack for 20 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 20 points and you can use a shield, it's nice. '''Gold Sigil Sword:''' Makes your attacks 10 Initiative in close combat. Maybe for a cheap buff if you have the points to spare. '''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. 10 points. Inferior to Strength, not bad though. '''Relic Sword:''' Attacks with it always wound on a 5+ 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. 40 points. Redundant when any Dark Elf character who needs it can get the same from mundane means for much less points. '''Armour of Fortune:''' Heavy 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. Surprisingly good. '''Shield of Ptolos:''' +1 Save against being shot. Pair it with the Sea Dragon Cloak and you have nothing to fear from ranged combat. Not bad if you think you'll face it. '''Spellshield:''' Magic Resistance (1). Nifty. Not 20 points nifty, but not terrible. '''Gambler's Armor:''' Heavy Armor with 6+ Ward Save. 20 points. Combines well with a Sea Dragon Cloak and good for Masters. '''Dragonhelm:''' +1 Armor, +2 Ward against Flaming attacks. A welcome choice. '''Enchanted Shield:''' It's a shield, it grants 2 armor instead of the 1 armor a normal shield gives. 5 points. It's a great option. '''Charmed Shield:''' One use, first hit you take can be discounted on a 2+. Not bad, not great. *'''Talismans:''' '''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. Pricry, 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. '''Banner of Swiftness:''' +1 Movement. There's better choices, really if you want movement you should be rolling Lore of Shadow or Light. Can be nice to surprise the enemy with Witch Elves or Cold One Knights. '''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:''' 70 points for +1 to cast and dispel rolls. If you were playing a VERY large game and your entire strategy was magic and stalling for magic to work, you might use this. It's decent though overpriced. '''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, auto dispel the enemy spell unless it's an Irresistible Force 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, 15 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. +3 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 +3 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. +3 Initiative. Cheap, but WHEN THE FUCK WILL YOU NEED A HIGHER INITIATIVE?
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