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====Named Characters==== * '''[[Malekith]], the Witch King:''' No longer lives with his mom. It's good to be the King. Malekith costs 505 points vanilla (which is obviously meant to JUST keep him out of games under 2000. What a tease!), but you get your money's worth for him. He's a Dreadlord with higher WS, S, and T. He's also a level 4 Dark Magic Wizard with Hekarti's Blessing, magic full plate that gives a 2++ Ward against mundane attacks and makes him immune to Multiple Wounds and Killing Blow. This magic weapon lets him break enemy magic items (allowing him to get rid of those pesky magic weapons that can harm him). This glove gives an extra S6 attack that bypasses armour. This shield gives him Magic Resistance (2) and causes spells aimed at him that are dispelled to rebound on the caster unit for D6 S6 hits, a crown that gives him an extra Power and Dispel die per Phase, and his Inspiring Presence is 18" instead of 12" (24" on his Black Dragon). And he still has the old perma-Hatred, comes with Immune to Psychology, and lets Black Guard become special choices. Inhale. He costs a bucket-load but can easily turn entire games around. His mount options include Cold One (mediocre), a Cold One Chariot with a 2+ save (quite good for smaller points games, though you'll mis that other body), and Seraphon the Black Dragon. The combination of killer stats, great special rules, and magic items, and being a powerful caster in his own right make him more than worth his rather expensive entry cost in a casual game. Do note that against magical weapons he has no Ward save. At all. This won't usually come into play in close combat, thanks to Destroyer, but against ranged magics that aren't dispelled (Irresistible Force comes to mind) or against Dwarfs with too many magical cannons, he can find himself getting pretty fucked up. * '''[[Morathi]], the Hag Sorceress:''' Morathi is a little schizo about her role. Her abilities and stat increases seem to indicate that she's intended for combat, which is the exact opposite place from where you want her. She's more expensive than an upgraded Supreme Sorceress but much better than a generic Supreme Sorceress on Dark Pegasus (regardless of the fact that she's over 100 points more), considering that she can get spells from a mix of Dark Magic, Shadow, and Death lores like Alarielle and be a damage powerhouse. New to this edition is the ability to always count as General when using Khainite units. Her Enchanting Beauty rule is decent. Morathi has the mobility and ability to abuse it (usually getting +7 to cast any spell with it), and she's a bit costly for all her goodies at 375 points before buying her pegasus. * '''[[Malus Darkblade]]:''' You've read his books, now put him on the tabletop. With his cost dropped to 215 points before grabbing Spite, and still well under 300 after, his usability has gone up. Has a couple nifty abilities. Using Tz'arkan makes him more powerful, but no one can use hit Ld and makes him attack his own unit on hit rolls of one. Spite is still the best Cold One mount in Warhammer Fantasy with no stupidity for him or his unit. Should be seriously considered for any Cold One heavy army. * '''[[Crone Hellebron]]:''' Hellebron is a fundamentally ideal combat Lord (or rather Lady), the epitome of the Death Hags. Okay, she costs ~155ish Skaven Slaves and comes with little protection (ie she has no saves unless mounted). But she has Initiative 9, 4 Attacks base, combined with Paired Weapons (+1 Attack) Witches Brew (gives her and her unit +2 Attacks) and Cry of War (+D3 Attacks) for anywhere from 8 to 10 Strength 10 Attacks combined with Murderous Prowess which equates to her being essentially guaranteed to wipe out an entire rank. Any hit against her rolling a 1 causes an Strength 4 hit on her attacker. Oh and she and any unit she's with gets +4 to Dispel rolls for any spells cast at them. Yeah. She can also take a Cauldron of Blood. Put her in a unit of Witch Elves (whom she makes Core now) or Sisters of Slaughter. If you take her, keep her in a unit: she is the prime example of a glass cannon. *'''[[Rakarth the Beastlord]] of Clar Karond:''' He's basically an improvement on all Beastmasters and gets to ride a black dragon on top of this. He lets all monsters benefit from Hold Your Ground, which is actually quite surprising since that lets his monsters keep standing. He's also a bit of an interesting choice, as he has a 1+ armour save and has a weapon with S+1 that gives a bonus ASF attack that, if successful at wounding but not killing a model, forces them to only hit him on 6s. * '''[[Shadowblade]]:''' Almost double what a properly kitted out Assassin would cost. Took a hit since he can no longer hide among the enemy. Even if you get him to reveal himself when he needs to, where he needs to, if he gets killed he could just as easily damage your own unit, which keeps him from being set up like a regular Assassin - though having the kamikaze option exists, it's only S3 on a small blast. Does come with all 3 poisons so has killing blow, +1 to wound and gives -1 to enemy leadership per wound caused but unless you're after a fluffy army, you're much better off with a generic Assassin (or two). * '''[[Tullaris Dreadbringer]]:''' Now a Hero. Costs a little over double of a regular Master and loses his Frenzy for an ability to add to Combat Resolution for each Killing Blow (which triggers at 5+) made. This guy in an Executioner unit makes Sword Masters wish they were this awesome, so take him if you're going heavy on Executioners. * '''[[Kouran Blackhand]]:''' Like Tullaris he is now a Hero. Just shy of 200 points for a Master statline, but with WS9! His Crimson Death no longer always strikes at S6 but gives +2 strength (so you're free to buff his strength beyond S6, not that you need to). His armour now only activates when he's hit, but does slap his attacker at S5 (though given how he only has 2 Wounds it isn't likely to cause that much damage, since if they hit they're likely to Wound his T3). Stick him in Black Guard they become UNBREAKABLE. However, he's overcosted so stick with regular Masters. Black Guard are likely to stay with Ld9 and Stubborn, more so if they're within the General's Ld10 or given the Standard of Discipline to make them Ld10. If there's also a BSB in range then the chances of them breaking are so low that it's not even worth worrying about. * '''[[Lokhir Fellheart]]:''' An effective enough combat Hero, if a bit on the pricey side. He can no longer get an absurd number of attacks and the extra hundred points for no stat upgrades means he's limited. Also with his new rules he can attack any character in the same combat without moving to them. So can more easily hide from the nastier Lords while still attacking them. A Master is probably better though he can do incredibly with a big corsair unit and Shadow Magic buffs (but for his cost you could just get more Masters who will do the same job better, or get a Dreadlord who can do the same job but also better). Like a Fleetmaster he can make a unit he joins Unbreakable but only if he's in a challenge or kills a character, which is what he's suited for with Hatred of High Elves and re-rolling failed wound on the offense, with a 2+ armour save, 4+ regeneration and terror on the defense.
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