Editing
Age of Sigmar/Tactics/Old/Warscrolls Compendium/Exiles
(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!
=== Daughters of Khaine === ; Witch Aelves:With a bit of support, these crazy bitches can get awesome. High Bravery, almost cavalry Move (7"), and no Save at all (being half-naked only gets you so far). But each one of them makes two attacks, or three with a Daughters of Khaine Hero at 14". Also they reroll 1's to hit, or all of them with 20+ models. With a nearby Cauldron of Blood, 20 witches in two rows of 10 can make 60 3+/3+/-/1 attacks, rerolling hits, rerolling 1's to wound, with a 5+ invul save, taking no Battleshock tests. Sure, you'll never get that wonder setup, but even with only a couple of bonuses they get very dangerous. They're excellent glass cannons, but don't get (too) obsessed with them, because your opponent will shoot/otherwise mess with them (or the Cauldron) and make them suffer lots of losses before they get into combat. So, make them the center of your army if you want, but always have a backup plan, or Khaine will exsanguinate you or something. ; Sisters of Slaughter:Cool-as-hell sadistic masked bikini-clad female elven gladiators. Two attacks each at 2" range (they're whips), so they fight in two ranks and throw lots of attacks. The bikinis only give them 6+ Save, but you add 2 to their Save rolls while on combat, so they get a very good 4+ Save. And now their awesome gimmick: while in combat, with a 6+ Save roll, on a 4+ (half of the time) you deal a mortal wound to the opponent. Read the two abilites again: in combat, against things without Rend, they save 50% of the wounds inflicted on them, then return 25% of them in the form of mortal wounds. Use Mystic Shield on them to ignore -1 Rend, or to up the numbers to 66% saves and 33% mortal wounds. Obviously they're ultra-powerful in combat, because units MUST either attack in combat or retreat (after you whip them, that is). Of course your opponent will try to return them to hell via shooting before they reach combat, but that is why you use them with a Cauldron of Blood that protects them, and Witch Elves that make an even more priority target, isn't that right? Awesome models and awesome fighters, if you use them well. ; Death Hag:A fast and fragile super Witch Aelf. You can use her as a suicide combat Hero, or, much better, as support for the rest of your Witch Elves. Yes, the Cauldron of Blood is a hundred times better, but you can use the Hag as fail-safe or backup giver of buffers, in case your Cauldron gets nuked. Decent enough, but she probably won't see the end of the battle. ; Cauldron of Blood:Oh boy. This chariot POWERED BY BLOODLUST has lots of very useful abilities: a bubble that grants 6+ invul save to Daughters of Khaine (5+ to Witch Aelves), reroll 1's to Wound for itself or close Witches, one dispell a turn, and +1 to wound for a close Daughters of Khaine unit. But the great one is its Command Ability: you get to attack twice with a Daughters' unit at 14", easily one of the best Command Abilites for any army. The Cauldron is good enough in combat, and his save-after-the-save affects itself, so it's also pretty resilient, but its downside is that it's relatively slow (6" at full health). This thing makes Witches brutal, but can improve any and all Daughters of Khaine armies, and it's great even without being the General (but why would you that?). Center your army around it, but don't depend too much on it if the opponent has good artillery/shooting/magic, because it's very big and slow, and its protections aren't foolproof. ; Bloodwrack Shrine:Sorry, the comparison with the Cauldron of Blood is unavoidable, and the Shrine loses by a mile. It still have its uses, not as a supporting machine like the Cauldron, but as a suicide super-chariot. It's not bad at melee and can deal crazy amounts of mortal wounds if you take it to the thick of the fight, but it's very slow and fragile, so perhaps it'll never get there. The worst thing about it is that its model can also be assembled as the infinitely stronger Cauldron, so you'll only use it if you like it and are playing strictly for fun. But even in that case, make a Cauldron and take the Bloodwrack Medusae alone, that way you'll have fun AND victories. ; Bloodwrack Medusae:It's not a Monster, it's not a Hero, what the hell is this? She's a goddess, I tell you. The Medusae is lame at melee and papier-mache fragile, but it's very fast and, more importantly, has the same shooting attack as the Bloodwrack Shrine. For those of you who don't know what that is, she stares at a unit at 10" or less, then that very instant (no hit or wound bullshit) 1/3 of ALL its models fall to the ground bleeding by every orifice they have(well, unless they're multi-wound, but even in that case she's good). And this means that, if you park this beauty behind your already engaged units, or otherwise outside danger, she deals such a number of mortal wounds every turn that even Daemons and Undead will start fleeing fast. So, protect her and make her stare at units with 10+ models, and she's a goddess. ; Doomfire Warlocks:Quite possibly the best non-unique offensive Wizard of the game. Huge Move of 14", 2 wounds at 5+ Save and four attacks each, so they're decent in combat. Then you read their unique spell: DOOMBOLT, which is an Arcane Bolt that instead deals D6 mortal wounds if the casting unit is 5-9 models, or 6 mortal wounds if the casting unit is 10+ models. Yes, SIX FUCKING MORTAL WOUNDS, quite worthy of the prefix DOOM. What were they thinking? They get +1 to cast with 10+ models. Keep them at their minimum 5 size so you can cast lots of DOOMBOLTS on several targets or pile them together to make one strong magical attack. Either way, make them run each turn (they can cast the DOOMBOLT even if they do, it's no shooting attack). Another tactic is to park them close to a Cauldron of Blood to get an extra 6+ save, then bolt things from behind your infantry units (because they're cavalry they're pretty tall, so you'll always have Line of Sight). They're unfair, yes, but if you're playing Dark Elves you're supposed to be a bad person anyway, so have fun.
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