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====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. '''Spells''' *'''Spell 0 - Power of Darkness''' Your first Signature Spell and an old friend to any Dark Elf player. It was awesome before and now it remains awesome, but in another way. First the whole unit the Sorceress is in gets +1 strength. For Elves this is a very very good thing. And like last edition you get extra power dice (d3, but you take a wound on 3). As such, always equip your sorceress with a ward save. For a single lvl 2 it's probably not worth it, but if you have 2 Sorceresses with this spell you will be dominating the magic phase no matter the winds. *'''Spell 0.2 - DOOMBOLT''' DOOMFUCKINGBOLT is your second Signature Spell is the big brother of the High Elf Soul Quench (with 2 exceptions). With S5 and a higher casting value, this spell can wreck whole units by itself. It's a giant dark lightning bolt of FUCKING DOOM, always take it when you can. *'''Spell 1 - Chillwind''' Your old signature Spell nerfed pretty bad, making 2d6 S2 hits with -1BS when you kill something. Still against enemies with high toughness, in combo with the Lore Attribute, probably still worth it. Fortunately an easy spell to cast, good against low toughness units and will help you against shooting armies (especially Wood Elves, who don't like winter). *'''Spell 2 - Word of Pain''' Now this Spell's gone from good to great. At first it doesn't look so, but look at the greater version of it (never ever cast the lesser one) it lowers the WS,BS,I AND S of an unit per D3. So in this single spell you get the Miasma and the Enfeeble in one spell (and perhaps a bit of damage) for a laughable 12, and it can lower the WS/BS to 0 meaning the unit cannot shoot, cannot fight in combat and gets automatically hit as well. Always take this. *'''Spell 3 - Bladewind''' Going from anti Warmachine to anti Horde, a good spell especially when used in conjunction with Word of Pain. Watch your opponent cry as his WS4 T3 infantry gets dropped to WS1 and then slapped in the face. *'''Spell 4 - Shroud of Despair''' The new spell in this edition and boy it's a good one. A Hexspell targeting every enemy in 12 inches making them unable to use Inspiring Presence or Hold Your Ground!, and even lowering their leadership if one of the units miss a morale check. Great combos are possible with the warcry of Khaine, the Kharibdyss and even the Bloodwrack Shrine. Unless you're playing against Undead or Daemons this spell is always worth considering, as it can break a few units at once. *'''Spell 5 - Soul Stealer''' Getting weaker but therefore getting a higher range this spell is still good against anything with high armor, especially if you remember that your Sorceress will be on the frontline and can make a use of a few wounds she gets with this spell. On a lvl 4 this is always a good idea, it combines well with Power of Darkness, getting extra dice and restoring wounds. *'''Spell 6 - Arnizipal's Black Horror''' Your magic Black hole, identical to the purple Sun, but with strength tests instead of Initiative. So its best used against hordes of weak opponents but also good in combination with your second spell. Be wary of the 1 in 6 chance of rolling a misfire, because this drops the template on top of your sorceress's head, after which it scatters randomly. Given that Strength tests are the worst nightmare for most Dark Elf units, it can be worth making sure your sorceress is casting from a little way away from the rest of your army and cast power of darkness first if you are going to give this spell a go. Good fun and a nightmare for hordes and low strength armies.
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