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===Core Units=== * '''[[Dreadspears]]:''' Basic Spearmen...well Spearelves. Good M, WS, I, and LD, average everything else. Spears, shields, Medium Armor. 10 points a pop. Defensively offensive, the best way to field a big unit of elves. They're not as tarpity as Bleakswords, but elves fighting in 3 ranks is effective, especially with the rerolling 1's to wound and all the buff Dark Elves have. * '''[[Bleakswords]]:''' Same stats as Spearmen, but swords and shields instead of spears and shields. Better in smaller units of 10-15, and not as generally useful as Dreadspears, but still a pretty solid unit. A 4+ Armor Save followed by a 5+ Ward Save (Dodge from 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. Half Darkshards, Half Dreadspears, so you can have a line of crossbows to lull a sense of security before the enemy remember the spears behind them, poking all the holes from all the ways back. Lets you comfortably keep crossbows upfront without worrying they will die when charged. * '''[[Black Ark Corsairs]]:''' At 9 points, you get an ambush unit of handbows or cheap double weapons DPS. But that's not so bad as they're back to being a reliable Core choice again. Not so protected now as Bleaksword. Still decently protected with a 4+ save against missiles, and are 6+/5++ in melee (from elven grace and parry) with Two-hand weapons. They now fill a role as cheaper Witch Elves or Shades. They work in either smaller aggressive units of 10-15 (20-30 attacks) with a Fleetmaster rerolling their hit rolls of 1 (remember prowess dose the same for wounds) or go ranged harasser with 5-10 man Skirmishers with their shorter range hand Repeater Crossbow. * '''[[Dark Riders]]:''' Actually they are incredible now. 21 points each once you get shields and crossbows. And you don't lose Fast Cavalry when you buy shields. So move 9, 5+ armor (4+ with Barding but lose Fast Cavalry), 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, Vangarding expendable units. They will die to anything but will cheapy screen your more expensive elves. * '''[[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. Use them as maneuverable chaff, otherwise, skip them. Even so, they did get moved to core and have a 3 pt price reduction.
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