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====Generic Characters==== While named characters are judged against their generic counterparts, generic characters are examined based on their role in your army. *'''[[Dreadlord]]:''' Your workaday combat Lord. He's cheap and effective and can be highly nasty when given the right equipment. There are many equipment options that will be covered in the equipment section. Better than the High Elf equivalent in close combat, re-rolling Wounding rolls of 1. Overall, he's cheap with some good stats (WS7 and I8 is nothing to sneer at) and he can be quite effective in the right circumstances. Just don't put him in fights he can't win. *'''Supreme Sorceress/Sorceress:''' Supreme Sorceresses (and Sorceresses for that matter) excel at one thing: blasting the almighty crap out of everything. You can fling absurd amounts of dice around if you're unafraid of Miscasts and have access to some impressively destructive Lores. The Dark Elves signature Lore consists of almost nothing but ways to blast the shit out of people. Aside from that, Sorceresses can now use all most of the battle lores (excepting Life and Light, two lores the High Elves support in spades with their [[Everqueen]]). To keep in the spirit of the fluff, Death is good for some targeted Hero killing and Shadow can home unit Synergy if you're willing to throw a lot of dice at it. Bringing a Level 4 Supreme Sorceress will almost always pay off. In closing, a very versatile offensive caster and just as good a choice for General as the Dreadlord, though with different uses. *'''[[Black Ark Fleetmaster]]:''' He's a Pirate Duelist Hero with a sword for a leg. Needless to say a kick to the crotch from this guy is to be avoided at all costs. Seriously though, he is a lightly armored Master. He gives his Corsairs a re-roll on 1s to hit while challenges let him re-roll his hits and double the wounds dealt for Combat Resolution. *'''Master:''' Masters are among the best cost for ability Heroes in the game. For 60 points, plus an extra 6 for the Sea Dragon Cloak, Heavy Armor and Shield, you'll get a guy with M5, WS/BS6, S4, T3, W2, I7, A3, LD9 and a 3+ (1+ vs shooting) armor save, plus Elven Grace and Murderous Prowess. A Master is a great choice to add some oomph to a unit. Also super viable to Cowboy, For cheaper than a unit of Dark Riders or Cold One Knights. *'''[[Death Hag|Hag Queen/Death Hag]]:''' More built-in killy on an Elf but costs a little more than a base Dreadlord/Master, getting 2 hand weapons, Frenzy, Poisoned Attacks aaaand...the loss of any kind of saves beyond Wards as well as the ability to join your better-protected units. Not batting 1000 here. In addition to magical Items, they also have a separate Gifts of Khaine allowance, letting them double up on killing power. *'''Assassin:''' When kitted outright, Assassins can end the life of any Hero and some Lords. It has frankly ABSURD WS and I mean that. It can put the whammy on anyone dumb enough to get into close combat with it. And here's the kicker: because of the Hidden rule, people won't know if they're getting into combat with it until it's too late. Very good in either your ranked units (to help them hold up when a powerful unit tries to use them) or in your flank units (to up your kill count when you charge). An example of a good Assassin is additional hand weapon and Potion of Strength. Other combinations will be discussed later. Assassins often end up on suicide detail after a round of combat or two, so don't throw too many points into them. Oh and don't forget to write down what unit it's in, or people will accuse you of cheating. When you can spare the points, always take one. * '''High Gladiatrix:''' * '''Melusai Ironscale:''' *'''[[Beastmaster]]:''' Demoted to Hero, and thus made tremendously cheaper. With one less A and I, light armor, cloak and spear, but lets one Beast per turn within 6" gain +D3 attacks and can take a Manticore or a Scourgerunner Chariot. This Manticore with +2D3 attacks (get Blind Rage) can definitely help him earn his points back, even against the enemies elites as 8 (or 9 if he gets Frenzy) S5 attacks + Stomp + Killing Blow is nothing to sneer at, and that's all before the Beastmaster attacks! *'''Disciple of Khaine:''' Warrior Priests, being a consistent thing with many of the armies, are also found among the Dark Elves. These guys are on par with Beastmasters, but each knows three different PL4 bound spells and add +1 to the casting roll (Max +3) for each unsaved wound you make. All of these prayers are cast upon himself and his Khainite team. Witches and Melusai will love them. **'''Restore Essence:''' Gain a 5+ Regen. **'''Fist of Khaine:''' Re-roll all hit and wound rolls in cc. This is a dream of witches. **'''Rend Soul:''' One unit in b2b takes d6 S3 hits and lose -1S for the turn. If you need to even the playing field a bit, you can cast this, or you can use it to bully a sad unit of swordsmen.
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