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==Lords== ===Legendary Lords=== *'''[[Malekith]]''': Warhammer's rendition of Darth Vader with severe mummy issues arrived on the scene, and he doesn't mess around. This dude is among ''the'' best Legendary Lords in the game bar none. A monster of a Hybrid LL, he is everything the likes of Azhag the Slaughterer and Arkhan the Black wish they could be. He punches hard, gets a Dragon relatively early on and his spellcasting doesn't disappoint either. His economy buffs are ridiculously strong, boosting an already ridiculous economy. His buffs to Black Guard and Dragons are also very useful. You can hardly go wrong with Malekith. *'''[[Morathi]]''' : Morathi is a ''very'' weird animal (There's gotta be a sex joke in here somewhere). Unlike many other Legendary Lords, her skill tree is the only one in the game where you actually get to make meaningful choices, as she can alternate between ridiculously powerful spellcasting and good backline harasser, both paths are viable. What sets her apart from other Caster Lords as her spellcasting is concerned is that, like Teclis, she doesn't specialize in single Lore and her pool of spells draws from the Lores of Dark, Death, and Shadows and favors all-out offensive spells from all of them. Arguably the second-best Caster Lord in the game, just behind Teclis. Unfortunately her campaign mechanics are badly broken, she has to spread corruption but doesn't get public order benefits from it, only downsides. This makes her campaign more difficult than you'd expect simply due to serous public order issues. They even nerfed the building in Quintex that made the public order manageable for no apparent reason. With Immortal Empire's she now spreads Slaanesh corruption and her public order issues have been fixed, she can also recruit both regular and Exalted Demonettes from her public order building. which is a nice step in the right direction. They forgot to make them affected by her red skill/techs as usual though. Honestly she is just begging for a dedicated rework to make her into a hybrid faction at this point, it would be awesome to see a true cult of Slaanesh faction. I don't know why they didn't give her the cultist of Slaanesh hero given that they are literally Dark Elf cultists. They did unfortunately significantly nerf her enchanting beauty and her weapons debuff abilities so she canβt tank melee stats into the ground just by existing anymore, despite other lords like demon princes having aura's of similar power in campaign. Bizarrely they also removed her -50% upkeep for hero's, I guess someone was convinced her faction was too good, despite none of it being super strong or unique (vampires get -50% hero upkeep and way more from bloodlines). *'''[[Hellebron]] (DLC)''' : Hellebron exists in her own little niche. Barely armored like Witch Elves, but really, really bloody fast and a buffmachine for your already busted murdermachine frontline. She excels in prolonged combat, preferably against lightly armored chaff and will rack a high kill count very quickly but will cave against elite units and other single entity monsters or characters. : Get a unique campaign mechanic of her vitality slowly draining way and have to progressively sacrifice more slaves during the Death Night to keep the faction buffed instead of Debuffed, but also create a new stack of frenzied elves to attack [[Ulthwe]]. *'''[[Lokhir Fellheart]] (FLC)''' : Lord of the [[Black Ark]]s. He is a cheaper blender lord in comparison to Hellebron, being a well-armored Infantry blender while on foot like a Vlad von Carstein without magic. CA also gave him his own Dragon mount which only makes him better than a Dread Lord on dragon when he pops his attack buffs. : The Druchii pirate lord starts in the thunder dome that is Lustria but can have a lot of freedom by starting with a middle settlement that is a Black Ark. *'''[[Malus Darkblade]] (DLC)''': An unremarkable lord until he lets the daemon take over, and then he is a melee powerhouse. Using Malus in combat is like burning a candle wick, his Tz'arkan form and abilities are powerful but drain his hit points so know when he should be in daemon or Malus mode. He does have Resistance and Healing in combat so he won't burn out as fast in a fight. Switching to daemon mode restores all his health and vigor and makes him unbreakable so it's best to wait until the last moment before switching. : In campaign his battle with his inner daemon is a game mechanic, with having a possession meter, giving you greater campaign bonuses while Malus is mostly in control, but as Tz'arkan slowly takes over, he gains greater battle prowess but at the cost of large penalties to your empire. You control the possession by drinking a potion that gets progressively more expensive until you finish his storyline to make it free. Tz'arkan will also offer an additional quest to increase the possession but with very good payoffs. For your start position, you get a Black Ark in the Southern Land, in addition, have your traditional Druchii hold, [[Hag Graef]], that you can sell for a lot of money but have to listen to [[Malekith]] (which will be an AI) or make it harder by having to run and protect the damn place yourself while also declaring on the big cheese. -disappointingly he is actually more effective if you confederate him then if you play as him, confederated he gets the benefits of full possession with no downsides, making him insanely tanky. His faction benefits are actually more of a hassle than they are helpful. *'''[[Rakarth the Beastlord]] (FLC)''' Your man you pick if you want to go for a full monster build. He comes with heavy armor and Anti Large to deal with enemy big monsters while also providing buffs to his own beasties. He will also have a Scourgerunner for skirmishing, a Manticore and a Dragon for a straight up brawl. He serves as your best counter to mounters, with his whip being able to strip Fear and Terror from monsters (leaving said monsters susceptible to fear and terror) and armor that gives him buffs as enemy monsters are around him. He's also being voiced by [[A Song of Ice and Fire|Ramsay Bolton]]. ===Generic Lords=== *'''Dread Lord (Melee & Ranged)''': Your two generic lord with one focused on melee and has a shield while the other is a hybrid that focuses on shooting. In multiplayer, their ability change to help them buff their respective areas, Sword & Shield having buffs to melee attacks and debuffing enemy damage, while Sword & Crossbow supports other crossbows unit while also being a sniper, and gives a burst bonus to Ld. Note that the lords have almost identical melee stats once you put them on a black dragon and the melee lord looses her shield when mounted on one while the ranged lord keeps his ranged weapon. at high levels i cant see much reason to use the melee version instead but she will be better in melee until they get the dragon. *'''Supreme Sorceress (DLC)''': Makes a Sorceress as a lord for money-saving cost. Somewhat feeble in combat until she levels up enough to get a black dragon mount, after which she fights better than many dedicated melee lords. Student of the Dark Tower is an amazing skill, providing lower cooldowns, reserves, and miscast reduction all in one. These girls are pretty much your best generic lord in a faction with already pretty strong lords. *'''High Beastmaster (DLC)''': Your monster hunter Lord. Though he looks like a chronic masturbator, he can fill a surprising amount of battlefield roles. Not as tanky in melee as a Dread Lord but deals a good amount of anti-large damage in addition to his burst of additional weapon strength. Also is supportive by giving a single unit a big buff as they charge into melee (don't yet specify anything except can't be used on characters, so go crazy on an Executioners charge). Can come on a Scourgerunner Chariot (roll through everyone while armed with a ballast) or ride a Manticore which has proven to be cost-effective flying monsters. Can give a big boost to Cold Ones and monsters in campaign as well as recruiting them faster. If running cavalry or monster stacks, likely your best option. The big MA/MD/ and charge boost they give Colds Ones really makes them perform better.
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