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==Why Play Dark Elves== *Because you'd like your elves to take their arrogance to the next level and just start murdering people for the crime of not being elves. *Because you believe that everything looks roughly 1000 times better when covered in spikes. *Because you enjoy the inherent power fantasy that comes from playing a big spiky asshole out to conquer and enslave. *You like a versatile unit roster with some serious killing power. *Because being the good guy is just so boring sometimes. ===Pros=== *'''Flexibility''': One of the Druchii's biggest strengths that really can't be understated. While a lot of other factions are forced into a single tactic, the Druchii have more battlefield options than pretty much any other faction in the game, even the High Elves. While they are best at offense thanks to Murderous Prowess, their wide selection of unique units and powerful characters means they can also play defense, kite, use a heavy monster focus, combined arms, and all-around whatever tactic you can think of. *'''AP for Days''': If you're playing Dark Elves and having a hard time with armoured troops, you're playing them wrong. A large chunk of the roster has majority AP damage, so armor should be the least of your concerns. *'''Solid Range''': While you may not be the shootiest of factions, the Dark Elves are more than capable. They are fully capable of melting enemy units before they close to melee with the right build. *'''Anti-large''': The Druchii are renowned for their beast-hunting prowess, and it shows in the game. Most of your unit archetypes have at least one solid anti-large option, whether it be monsters, infantry, or chariots. *'''Mobility''': You're not as good at it as the Asrai, but Dark Elves have some of the best light cav and missile chariots in the game, if not ''the'' best. Combine that with infantry like Witch Elves and Sisters of Slaughter, and you are able to get around the battlefield pretty damn fast. Light Cav tactics are a favorite among Dark Elf players. *'''Powerful Lords''': When it comes to lord options, you are spoiled for choice. Most of their lords are at the very least decent and some like Malekith can carry an entire army to victory if given the time. *'''Strong Heroes''': While you aren't quite the Vampire Counts when it comes to character prowess, your heroes are still very, very good. Death Hags and Masters in particular provide great utility on the battlefield on top of powerful melee stats, and Sorceresses, like all elven casters, are a hero you really can't go wrong with. *'''Strong Economy''': Your economy is god-tier, and this is even before you bring in trade. Raking in high numbers of slaves all but guarantees that your cash flow reaches insane levels which you can further boost by abusing the Master hero who reduces slave decay to the point that they literally cannot decay anymore. Combine this with the extremely generous discounts on Black Arks and your pockets will never be empty again. *'''Naval Supremacy''': An often overlooked, but still important feature is that your Black Arks can dominate the oceans of the world and keeping your homeland secure from any threats. The only faction that rivals your naval power are (big surprise here) the Vampire Coast. ===Cons=== *'''Frail''': Okay, so you don't have it as bad as the Wood Elves, since many of your units are bringing actual armor to the fight, but you're still a glass cannon rush faction. Running into a faction that can simply outlast your burst of melee damage once Murderous Prowess proccs, can and will give you a lot of trouble. *'''Limited Range''': Their ranged units aren't bad, in fact, Darkshards and Shades are extremely good, but they don't shoot very far. Even some [[Gunpowder (Warhammer Fantasy)|gunpowder]] units will outrange you, and most factions will get one or two shots off before you get in position. *'''Lack of Healing''': You're the only Elven faction with no multi-target healing. The only thing you have is Soul Stealer, which only heals the caster. Combine this with your low health pools, and your units will die a lot faster than their tanky statline might lead you to believe. *'''Expensive''': Not as much as High Elves, but still pretty pricey. Expect to be outnumbered most of the time. *'''Poor Public Order''': Being the quarrelsome lot that they are, Dark Elves suffer from a multitude of public order penalties (especially once you have a lot of slaves) and don't have a lot of tools to counter them; managing it can quickly devolve into a frantic nightmare, particularly on high difficulties. *'''No Encampments''': If you are away from your territory, you can't recruit new guys while encamping. This can be offset somewhat with Black Arks, though that's not an option in regions far from the coast. *'''Temperamental Economy''': You make a ton of money when your slave count is high, but your income will nosedive if you go a couple turns without winning battles. This problem is exacerbated in Immortal Empires where slave decline is % based across your entire empire. True to lore, your economy will crumble the moment you run out of enemies. *'''Powercreep''': Dark Elves really haven't had the best transition from game 2 to 3. The rework to your slavery system made it way less interactive and a ton of different campaigns got bumped up in difficulty. Building Black Arks is still fun but they require a huge investment. They're certainly one of the factions on the radar for a potential update. *'''DLC''': Scourgerunners and Supreme Sorceresses are some of your best units. They also cost extra. As with most Non DLC factions, you will need to pay extra money to be consistent in multiplayer.
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