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===Missile Infantry=== *'''Darkshards''': Basic Dark Elf ranged unit and all and all pretty darn good for the entire game. Indirect fire with pretty good AP makes them very useful, especially when focusing on firing key targets into oblivion. For a little extra, you can get these guys with shields which makes them excellent in an arrow exchange, which is important given [[High Elves|who one of your biggest foes is]] always go shields. **'''The Bolt-Fiends (ROR)''' : The cool thing about these guys is that they degrade and nullify shields. *'''Black Ark Corsairs (Repeater Handbows)''': A mixed bag, making up for the relative lack of skirmish units in the Dark Elf roster. Surprisingly mobile and difficult to catch, their biggest strength is easily their flexibility. Nice vs Skaven early on. *'''Shades''': Don't let the low model count discourage you, Shades rank among the best missile troops in the game. The high rate of fire, high damage output, and even decent in melee, especially with greatswords. Actually not really that much better than Dark Shards if you just use them as archers, much more expensive for only slightly better ranged performance. However if combined with a shadowdart name of power lord can be as good or better than Sisters of Avelorn. 210 or more range, crazy ap, and better in melee than the sisters by a large margin due to AP and anti infantry. Even with all that taken into account you need a specific name of power, some later technologies, and the red skill tree to make them as good/slightly better than the sisters. And they cost 50% more upkeep with greatswords than sisters do. Which really just shows how op sisters are in campaign.
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