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Age of Sigmar/Tactics/Old/Warscrolls Compendium/Exiles
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=== Dark Elves === ; Malekith, The Witch King: Still the King. He's fast, very resilent and powerful in combat. He's a two spells/unbind a turn Wizard, and with his unique spell he heals himself. Couple that with his "halve wounds suffered" ability, and he can wreak a lot of havoc while still being nigh-unkillable. His Command Ability is '''Absolute Power''': If Malekith the Witch King uses this ability, '''Exiles''' units from your army do not need to take battleshock tests if they are within 20" of him in the battleshock phase. Even if you use the old warscrolls this is not a very strong ability, because Exiles have very high Bravery anyway, but it can be useful. All in all, he's one of the single most powerful models of the game, and a great addition to any army. ; Malus Darkblade: His Command Ability is '''The Tyrant of Hag Graef''': If Malus Darkblade uses this ability, then until your next hero phase you can re-roll battleshock tests for '''Exiles''' units from your army that are within 14" of him in the battleshock phase. That's a pretty weak ability, but he also can double his Warpsword attacks, at the cost of dealing D3 mortal wounds to a friendly unit within 2" when getting 1's to hit. That gives you 9 attacks total, and he's tough enough (4+ Save, 6 wounds) to go solo if needs be. All of that, with his 10" Move, gives you a very good Hero for lone hunts of war machines/wizards/shooty units/support units; alternatively, he can add a lot of punch to a unit of cavalry. He's merely a powerful Cavalry Hero, but that's good enough if you use him well. ; Dreadlord: His Command Ability is '''Cruel Tyrant''': If a Dreadlord uses this ability, select an '''Exiles''' unit within 14". Until your next hero phase you can re-roll all failed wound rolls for that unit in the combat phase. If you use the old Warscrolls, or just agree with your opponent to give all the "World-That-Was-Dark-Elves" the Exiles keyword, then he's very good and has some nice combos with some units. He's also pretty survivable if you give him a shield, and makes your other Exiles skip Battleshock if some unit failed the test close to him. If you're playing with the Exiles keyword, he's one of the better Generals around, otherwise he's only a decent combat Hero. ; Dreadlord on Cold One: His Command Ability is '''Single-minded Hunting Beasts''': If a Dreadlord on a Cold One uses this ability, select a unit of '''Cold One Knights''' or '''Cold One Chariots''' within 14". Until your next hero phase you can re-roll any of the dice when determining that unit’s charge distance and add 1 to wound rolls for that unit’s Ferocious Jaws. Pretty much all that has been said of the Dreadlord applies to him, but he's specialized in Cavalry armies, and even in these he's no powerhorse. Unless you use A LOT of Cold Ones/Drakespawn Knights, pass. ; Lokhir Fellheart: His Command Ability is '''Take Them Alive!''': If Lokhir Fellheart uses this ability, those under his command redouble their efforts to take prisoners until your next hero phase. Until then, roll a dice each time an enemy model flees whilst within 6" of Lokhir Fellheart, a '''Black Ark Fleetmaster''' or unit of '''Black Ark Corsairs''' from your army; on a 4 or more another model flees from that unit, captured by Lokhir’s Corsairs and destined for the slave pits. That can be useful in the right army (a Corsair one), but there's much better Command Abilities out there. He also heals one wound a turn, is well protected and can pile in over other units to kill Heros, but he's not powerful enough in melee to be truly threatening. Overall pretty unfocused and mediocre, sorry. ; Hellebron: Her Command Ability is '''Orgy of Slaughter''': If Hellebron uses this ability, pick an '''Exiles''' unit within 14”. That unit is gripped by a bloody frenzy and can be chosen to pile in and attack twice that turn instead of only once. That is undoubtly the single most powerful Command Ability Dark Elves have to offer; her loss is probably the most serious blow Dark Elves have suffered with the sub-factions sundering, and the absence of the Exiles keyword. If you use her, remember she's pretty vulnerable, so don't risk her in combat. Even if you don't give all your army the Exiles keyword she can be quite brutal, if only by making Malekith/Malus or even Shades attack twice a turn. ; Beastmaster on Manticore: Weak for a Monster both in offence and defence, his mobility is his only good stat. He's nothing special, use him if you like him, but he'll never do anything particularly useful. That's it. ; Dark elves harpies: Weak and with horribly low Bravery (3), but very very fast. Use them to hunt weak and isolated models, but remember that even the weakest shooting will make them flee in droves. ; Master with Battle Standard: He lets you reroll 1's to Wound for Exiles within 8", or 16" if he plants the Standard. That's a pretty weak ability for a Standard-Bearer, but if you position him well so he can affects two or more units, then he can be useful. He can also kill your general and gain his Command Ability, but that will rarely be useful. Overall semi-decent. ; Morathi: A 2 spells/unbound Wizard, with an improved Arcane Bolt as unique spell. She gets +1 to cast, and enemies get -1 to hit her in combat. The best thing about her is her huge 16" Move; also, with her 4+ Save and -1 to hit penalty, if she uses Mystic Shield on herself she can tarpit things without Rend all day long. Great as a suppport Wizard, she can be very good running here and there killing enemy things and helping friendly things win combats. ; Reaper Bolt Thrower: Artillery with decent Range and lots of hits (12), but each one deals low Damage at low Rend (both 1). Very useful against hordes, not so much against Heros/Monsters/elite units. Wound rolls of 6+ inflicts double damage, so it comboes with Dreadlord. A useful unit, if you play to its strenghts. ; Shadowblade: An improved Assassin that is truly a nightmare against Heros. He'll kill every one of them, except those at full wounds with very high Saves, and he even explodes if he dies! Hugely useful, he's very good at what he does, use him well. Note that, unlike the normal Assassin, you don't have to note where he hides or anything; he just pops up anywhere within 1" of one or your Exiles units! ; Sorceress on Cold One: A Cavalry Sorceress, with perhaps the worst unique spell of the game (it's usually weaker than Arcane Bolt). But she can kill a nearby friendly model to get +2 to cast, and she gets better mobility and Save than normal Sorceress, so she can be very useful. Just ignore her spell. ; Shades: Shooty ninjas with very bad Save, but it gets great if they're in cover. And to do just that, you can set them up anywhere on the battlefield at the start of the game! They only get 16" range, but each of them shoots two times. The great thing about them is that they also get two decent melee attacks each. Park them in cover, shoot enemy units to death, and them let them come at you: with 4 effective attacks in combat(you also shoot when you're in combat, remember), they can be really dangerous. Even if the only availble cover it's too far away from the enemy they're still good, because they create a "kill zone" where the opponent knows his units can't linger(they'll get shoot to death by a very difficult to remove unit), letting you dictate, or at least affect, your enemy's movement, always a good thing. Great unit, be smart with scenery placement(if you're not doing it at random) when using them.
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