Editing
Warhammer Army Project/Dark Elves
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Magic=== Dark Elf Sorceress has access to all Fire, Metal, Heavens, Beast, Shadow, Death, and Dark Magic. While every [[Warhammer Army Project: Lores of Magic| lore]] has its use, some are particularly good. These are; * '''Fire:''' Your standard DPS option. * '''Heavens:''' Makes enemy harder to hit you, and lightning ignore armour * '''Beast:''' turn pansy elves into Swollen & hairy men. * '''Metal:''' With Cold-Ones, Executioners, and Black Guard having Heavy Armour, and all of your core having some armour, it is elementary to cast Glittering Robe or Enchanted Blades to give your units that edge in close combat. The bubble version Glittering Robe will keep your whole army in tip-top shape against shooting. With natural armour stacking, even your Hydra can get some love. Searing Doom is as powerful as ever and can help your bolt throwers destroy heavy cav. * '''Death:''' A good choice, with buffs and debuffs, though you've got to be pretty close to an enemy for the latter. In addition, the lore attribute synergizes well with the Dark Elves' ability to gain extra power dice. Doom and Darkness synergize well with your Fear and Terror causing units, especially the Kharibdyss, while Aspect of the Dreadknight is good for Cold One Knights/Chariots. Purple Sun of Xereus is excellent due to the Dark Elves high initiatives meaning your elves have only a 1 in 6 chance of dying from this if it goes astray, except your monsters, so be careful with them. * '''Shadow:''' Has a lot of very good debuffs and can make one guy a flier, the latter being great for Sorceresses on foot and assassins. It also comes with a semi-cannon ball initiative test spell and a blast initiative test spell which can destroy your enemy's tougher units. The best spell in this Lore is Okkam's Mindrazor, which replaces a unit's Strength score with its Leadership when rolling to wound, which means that the unit you cast it on will essentially have at least 8 Strength (except for Harpies and some monsters) in close combat. Black Guard is the best choice for this spell; Black Guard with Okkam's Mindrazor EAT UNITS! They become STRENGTH 9, with RE-ROLL ALL FAILED ROLLS TO HIT (ETERNAL HATRED/WARRIOR ELITE), WOUNDING MOST THINGS ON TWOS AND RE-ROLLING ONES WITH MURDEROUS PROWESS! Nearly anything in combat with that, from Ironbreakers to Bloodthirsters, will suffer critical existence failure. * '''Dark Magic:''' It's your lore and by no means a bad one. It's the dark cousin of the High Elf pussy Lore but meaner and more direct in blasting the crap out of anything. **It's sometimes difficult to cast, but some really good spells are affordable with a 12 or less, so even a lvl 2 sorceress can get a lot out of it. Still, though the lore is not easy to use since many spells have a small range or rely on buffing the sorceress's unit, it would e best if the sorceress were near the frontlines, even if that is not generally advised. But give The Black Amulet to a lvl 4 and take a few challenges with a bit of luck it can be great, and remember, if you did right, you would only have one round of combat anyway. **'''Attribute''' Your attribute does more damage every time you target an enemy unit and roll doubles or triples; you hit them with 2d6/3d6 S3 hits. Read the damage of the Lore Attribute carefully as it is taken after the actual spell, this doesn't seem important, but it is. Imagine Teclis running with a unit of 15 archers. Imagine further you cast the great version of your second signature Spell on this unit. Now imagine all high elves dead (anyone gets a warm feeling by these words?), but of course, Teclis is still standing because your spell can't hit him. But now the archers are dead, the Lore Attribute kicks and kicks Teclis right out of the game with a bit of luck, so never forget the lore attribute. Dark Magic remains a popular choice due to its technique of blasting the crap out of things. Fire is less popular, but its low casting values mean that it works well on a Level 1-2 Sorceress (don't bother putting it on a Level 4 though). Death is solid lore, with many damaging spells and ways of siping heroes out of units. Shadow is a powerhouse lore under many circumstances, but it has very little synergy with the other Lores. Unlike Death, Fire, or Dark Magic, shadow requires you to devote a Level 4 to operating at peak efficiency (as most of its powerful spells would need silly numbers of dice for a Level 2 to cast reliably). But if you've only got 1 Level 4 Wizard, it can work well independently. Metal is only helpful against a handful of enemies and is not even exceptionally useful against them. A pair of Sorceresses with Dark Magic and Fire/Death can knock out small enemy units that would typically get in the way of things, allowing you to focus your shooting on more important targets. A single Supreme Sorceress with Shadow can boost your center quite a lot, which are the two primary setups for a tournament-level list.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information