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==Units== ===Infantry=== *'''Dreadspears''': Your most basic spearmen unit in the DE roster. They're... alright? They lack an offensive punch and High Elf Spearman performs better at the job they are supposed to be doing, being to hold the line to stop enemy cavalry punching through to your precious archers. They work fine in the early game, as well as being cheap, but don't rely on them for too long. Their stats are even better with Immortal Empires now. **'''The Hellebronai (RoR)''': Dreadspears that are a bit better in general with poison attacks. *'''Bleakswords''': The offensive counterpart to Dreadspears. With the release of Immortal Empires they are now surprisingly very solid and killy basic infantry, there's a lot more reason to use them over spears now and they are going to be a very cost effective chaff unit in both multiplayer and campaign. *'''Black Ark Corsairs''' : ...These guys. Oh, these guys. Frail as all hell, but worth it. Corsairs should make up the majority of melee troops of your midgame armies as soon as they become available. Their raw damage output as well as their armour (having a value of 90, putting them on the same level as Dwarf Warriors!) makes them a solid frontline and they will cut down all basic infantry used against them with ease and surprising speed. Their easy availability combined with a reasonable price makes sure they are always a good choice, especially against horde-centric factions. One glaring weakness is their lack of AP damage. - Whoever wrote the above likes Corsairs way too much, they’re good but non synergistic with usual Dark Elf campaign strategies of crossbow spam. And they aren’t worth using after the early game. You can honestly never use them and just go Dreadspears/Bleakswords and Darkshards and usually do better in the early campaign. I hear they are nice in multiplayer, but campaign wise meh. *'''[[Witch Elves]]''': Talk about glass cannons, Witch Elves are a really weird bunch. They have no armour, but (try to) compensates this with 20% physical resistance and a 5% ward save after you research technologies. In exchange, they excel in melee attack and apply debuffs to enemy forces attacked by them. The debuff in itself is very unique, as it not only debuffs enemy melee stats but also sends them on a rampage; causing them to stay way longer in a fight which they otherwise would be comfortable with. This is especially useful against all elven factions, since you can lure their expensive specialized elite tropps in matchups that they are not equipped to deal with (i.e. Swordmasters against a Hydra or a Dragon) and ''reliably keep them there''. Well at least as long as your Witch Elves survive the encounter, which, given that their only defense is a meager 28 melee defense and a 5% ward save, might not be that long. no real reason to use them unless you just need/want the rampage ability. Sisters of Slaughter are much better. **'''Sisters of Singing Doom (RoR)''' : Schizo Witch Elves with slightly improved melee stats, a steep cost markup, and fear/terror. Generally not worth it, they still cause rampage on hit which is the last thing you want when you're trying to scare a unit away. Save some money and bring vanilla Witch Elves if you want to rampage enemies or a Manticore if you want to terror bomb them. *'''Sisters of Slaughter (DLC)''': They wear even less clothes than Witch Elves do, yet are more resilient. Their extremely high melee defense and their 20% physical resistance make them surprisingly tough. As one of the few resilient Dark Elven melee units, their job is to hold the line and grind down other infantry where their poisoned attacks, melee defense, and bonus vs. infantry lets them reliably come out on top. In addition, they have a unique passive that boosts their melee defense and physical resist even more if they are losing their current encounter, which makes them surprisingly viable as a tarpit against enemies like Black Orks who would otherwise dumpster them. Competes with Black Guard as your best frontline infantry. Keep in mind that their high melee defense doesn't protect them from missiles or impact damage from enemies on the charge. Back them up with Dreadspears or Black Guard so they don't become the red paintjob on an enemy chariot. *'''Executioners''': The offensive counterpart to the Black Guards, your ol' reliable murderers of heavy armoured elite troops and anything in between. They won't last long, but kill everything in their path. Frail, especially against missiles, but as a Dark Elf player, you're used to that. I don’t recommend these, they’re fragile, slow and they have weirdly low melee stats compacted to your other elite units. You can replace these with Cold One Dread Knights even. Seriously with the change to primal instincts Dread Knights have massively higher stats especially with Beast Master lords skills. And otherwise fill the exact same role but do it better and faster. They got a slight buff and immune to psych so that's something. If you insist on using them, the Name of power Khaine mark gives them 15% ward save and reduced upkeep, which is actually very solid. **'''Blades of the Blood Queen (RoR)''' : Gets frenzy + an aura that gives physical resistance to nearby heroes + lords. Very skippable since their stats are low for an elite infantry unit and your lord will probably be on a mobile mount instead of hiding with the infantry. *'''Black Guard''': Extremely beefy, these are your dedicated elite line holders and monster slayers. Remember murderous prowess makes them into an absolute force of destruction. And they have very good stats, the only downside is knowing that they’ll never be as awesome as Phoenix guard. Even if they can be offensively much deadlier the survivability of Phoenix guard is insane. they received stat buffs and murderous mastery with Immortal Empires so are even better now. *'''Daemonettes''': Exclusive to Morathi's campaign. basically way better Witch Elves for the same cost, but not effected by red skills or techs because they always forget to do that. *'''Exalted Daemonettes''': Also exclusive to Morathi's campaign, actually a really good option, they are like way better Executioners with no armor, hold the line with Sisters of Slaughter and flanking with these will be potentially extremely strong. Throw in Morathi's debuffs and a Bloodwrack shrine and you should destroy any infantry in the game frightfully quickly. Really you can argue that the Dark Elves much more well-rounded roster actually uses Exalted Daemonettes better than the Slaanesh factions. ===Missile Infantry=== *'''Darkshards''': Basic Dark Elf ranged unit and all and all pretty darn good for the entire game. Indirect fire with pretty good AP makes them very useful, especially when focusing on firing key targets into oblivion. For a little extra, you can get these guys with shields which makes them excellent in an arrow exchange, which is important given [[High Elves|who one of your biggest foes is]] always go shields. **'''The Bolt-Fiends (ROR)''' : The cool thing about these guys is that they degrade and nullify shields. *'''Black Ark Corsairs (Repeater Handbows)''': A mixed bag, making up for the relative lack of skirmish units in the Dark Elf roster. Surprisingly mobile and difficult to catch, their biggest strength is easily their flexibility. Nice vs Skaven early on. *'''Shades''': Don't let the low model count discourage you, Shades rank among the best missile troops in the game. The high rate of fire, high damage output, and even decent in melee, especially with greatswords. Actually not really that much better than Dark Shards if you just use them as archers, much more expensive for only slightly better ranged performance. However if combined with a shadowdart name of power lord can be as good or better than Sisters of Avelorn. 210 or more range, crazy ap, and better in melee than the sisters by a large margin due to AP and anti infantry. Even with all that taken into account you need a specific name of power, some later technologies, and the red skill tree to make them as good/slightly better than the sisters. And they cost 50% more upkeep with greatswords than sisters do. Which really just shows how op sisters are in campaign. ===Cavalry=== *'''Dark Riders''': Your extremely quick light cavalry, comparable to most other units of their class. One key feature is that they are actually fast enough to chase down most other missile cavalry. If your micromanagement skills hold up, Dark Riders can terrorize the enemy backline very efficiently and do so at the highest speed any base game cavalry unit offers, but they get vaporized the instant their charge bonus wears off, so will need to keep the cycle charges going. One of those units you should probably not use in campaign but can be good in multiplayer. *'''Dark Riders (Crossbows)''': Ranged harassment cavalry that uses repeater crossbows, they fire two shots of primarily AP damage. Is always useful to annoyingly poke an enemy to death but also those higher armor units that are normally resistant to those shenanigans (most other factions only get close-range hand axes or more squisher handguns). **'''The Raven Heralds (ROR)''': Rather distinct from their vanilla Dark Riders, these guys ride Dark Pegusii and can fly around the battlefield. Usually passed up for vanilla crossbow Dark Riders since the Raven Heralds have fewer models and vanilla Dark Riders already have the speed to stay out of trouble. *'''Doomfire Warlocks (DLC)''': Really, really weird hybrid unit. In melee they have actually pretty good attack with magic and poison and charge, plus an AoE melee attack animation. They also have 40% physical resist to help keep them alive. One key advantage they have over comparable light to medium cavalry is their ability to fling around the Doombolt spell from the Lore of Dark and Soulblight from the Lord of Death as bound spells. A unit of these is pretty much always useful if nothing else, plus they look great. They lose access to their bound spells if they drop below 50% HP, so fire them off early so you don't lose them later. **'''Slaanesh's Harvesters (ROR)''' : Doomfire Warlocks with a slightly increased statline that replaces Doombolt with Soulstealer to drain the HP from single entities. While they're usable in campaign, they're completely unusable in multiplayer where they're more expensive than Grail Knights and Demigryphs. *'''Cold One Knights''': they were considered bad because of rampage but primal instincts was reworked later in Total War Warhammer 2 so that it only triggered at 20% health and then again for the third game its been changed and the rampage is gone completely, now primal instincts gives buffs to combat stats at low leadership. They are actually cost effective now. Took a long time to come into their own but it was worth the wait. *'''Cold One Dread Knights''': They were considered bad because of rampage but primal instincts was reworked later in Total War Warhammer 2 so that it only triggered at 20% health and then again for the third game its been changed and the rampage is gone completely, now primal instincts gives buffs to combat stats at low leadership. They are actually cost effective now. Took a long time to come into their own but it was worth the wait. The dread knights aren't going to be the go-to over the regular ones but they are a solid unit now. **'''Knights of the Ebon Claw (ROR)''': ===Chariots=== *'''Cold One Chariot''' : A chariot pulled by dinosaurs. They're pretty much meant to be your anti-infantry melee chariot, and they have ap and an ok charge bonus which is nice. They also have a small ranged attack, but don't go using them as a missile chariot, that's what Sourgerunners are for. These guys are overshadowed by Scourgerunners due to the sheer amount of utility and killing power the former brings to the table, but as a melee chariot they can be decent especially in Malekith's army. *'''Scourgerunner Chariot''' : One of the best units in your roster, Scourgerunner Chariots are your jack of all trades chariot, that has a special boon in being on the very few ranged units in the game that get a bonus vs. large on their ranged attacks. Their key advantage is that they also move at Dark Rider speed, which makes them extremely difficult to catch or even hit, and in a pinch, they can even reliably dispatch basic missile troops and infantry, thanks to a bonus vs. infantry. Bring 3-4 of these guys and have them work as a team, and they can swing battles for you. **'''The Ravagers of Rakarth (ROR)''' : A Scourgerunner Chariot with poisoned attacks and a persistent AoE ability that slows down all enemies around it. Get one if you plan to use multiple Scourgerunner Chariots to delete isolated monsters/infantry. ===Artillery=== *'''Reaper Bolt Thrower''': Essentially identical to the High Elf counterpart (in spite of the significantly more badass name), the Reaper is likewise probably not going to be winning any prizes for the best artillery piece. Alright, it does hit a bit harder and has a smidge less range, but this is not something people would notice much in most situations. Nevertheless, it remains a useful and versatile addition to a Dark Elf army. Just don't go in expecting a WMD. Like the repeater, they possess two firing modes and can be particularly useful for sniping enemy artillery. In short a decent, if not exactly exceptional, artillery unit. *'''Bloodwrack Shrine (DLC)''': A Bloodwrack Medusa with a Go-Cart. Despite being described as a chariot don't use it as such, it's too slow to pass through a unit. Use it more like a Mortis Engine or Grail Relique, and you'll find it's a surprisingly versatile unit with support ability, decent melee stats, and even a ranged attack. Provides +7 MA and -7 MD to nearby allies/enemies respectively. Similar in purpose to the High Elf Frost Phoenix but offensive. Quite effective if you want your melee units buffed. Plus ok ranged damage from the Medusa herself. ===Monsters=== *'''Harpies''': Harpies fulfill essentially the same role as war hound and fell bat units. They're intended to be fast-moving harassers best used to hunt down or disrupt enemy missile units and artillery crews. When used in their intended capacity they can get some work done, just don't expect them to do much against anything with actual staying power. Even some of the sturdier archer units can prove a bit too much for them. If you're up against an opponent with a heavy focus on ranged firepower they can be a valuable addition. However, sending them in unsupported against basically anything else is a good way to end up with a whole lot of dead bat-ladies. Rakarth makes then a lot better, giving them bonus Melee Attack as well as a smidge of AP damage. **'''The Crows of Khaine (ROR)''': Basically Harpies with Fear and the ability to regenerate when fighting. Surprisingly tanky because of it, just watch out for units that counter them. *'''Feral Manticore''': Surprisingly good backline harasser. Manticores make Harpies pretty much obsolete and make for great mid-tier carnage against everything that doesn't have a bonus against large. They are very susceptible to Rampage, so take care of them. Manticores are best taken in groups of 2-4 in order to kill targets fast enough that they don’t die themselves. Paired with a flying master they can make a fast deadly Air Force for cheap which can act as a single unit killing gank squad. Can usually staggerlock foot heroes. And usually outfight other aerial units short of dragons or heroes. *'''War Hydra''': One of your standout units, there are lots of nasty surprises with the Hydra, which acts as your standard frontline melee monster. One of its core features is its flexibility; it's effective against a lot of targets and can reliably hunt down infantry thanks to its speed and breath attack. It tends to get the short end of the stick against other monsters and anti large. In campaign you can get these 25% cheaper from a klar karond building. Super cheap and easy to spam regenerating monster. **'''The Chill of Sontar (ROR)''' : Same regenerating monstery goodness as a normal Hydra, though it replaces its flaming breath in exchange for one that slows down whatever it hits. *'''Kharibdyss (DLC)''' : OMNOMNOMNOM. A Hydra on steroids, trades the regeneration factor and flaming breath for poisoned attacks, anti-large, and lots of AP goodness. Works best against armoured monsters, so if the enemy brings big scary beasts it can go toe to toe. If you want to blend infantry though, you’re better off with the Hydra. *'''Bloodwrack Medusa (DLC)''': Combination monster and short rate direct fire artillery. Can delete chunks of elite infantry very quickly. These snake waifus have really great utility, but need to be micro'd well to reap the rewards. They aren't like most monsters in the game, so don't send them into melee and forget about them. Their speed, powerful ranged attack, mass and charge bonus means that you should be using them almost like a chariot. Have them blast infantry from range, charge into melee for a short time, and then escape to do it all over again. Got a pretty decent buff to their melee stats in Immortal Empires to make them a more well rounded pick. **'''The Siren of Red Ruin (ROR)''' : Same as a normal Medusa, but gains a AoE ability that causes moderate damage to all enemies around her. *'''Black Dragon''' : Evil Dragonny Goodness. Roughly equivalent to a Moon Dragon in terms of killyness and retains the devastating breath attack, high mass, and good mobility that other dragons have. More difficult to use than High/Wood Elf dragons, Dark Elves don't have the lores of magic to heal it. ===Rakarth Campaign Units=== *'''Feral Cold Ones''' : *'''Explosive Squig''' : *'''Giant Wolves''' : *'''Sabretusk Pack''' : *'''Feral Bears''' : *'''Feral Mammoth''' : *'''Feral Stegadon''' : *'''Feral Carnosaur''' :
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