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sorceress, level 2 wizard, sacrificial dagger 160 - she basically casts whatever spells she can and babysits the warriors
warriors x12, shields, full command 109 - haha the unlucky "sacrificial" squad
xbowers x16, shields, full command 196 - they sit and soften up the enemy until combat
20 corsairs, handbow, full command, sea serpent standard 250 - i was thinking of using only 10 of these and getting something with a bit more speed with the points....but they advance and charge what they can
Hapies x5 55 - they stop march moves, simple and effective just by flying behind units. Also if it gets rough they can tarpit for a turn
cold one knights x6, full command, death piercer 227 - the speed of the army...although in such a low point game they seem like a waste..
sorceress, level 2 wizard, sacrificial dagger 160
warriors x12, shields, full command 109
If these are sacrificial then I would imagine that they need to be larger. Perhaps pump these up to 20 with no command execpt musician (and a standard if you have points)
xbowers x16, shields, full command 196
I would drop the full command. The banner is an easy 100 VP for the enemy, and I would drop them to just 10 or 12.
20 corsairs, handbow, full command, sea serpent standard 250
I just do not see handbows being good with this unit. What if you broke them into two units of 12 and ran them 6 wide then the handbows are worth the effort.
Hapies x5 55
Could shade fill the role of march blodking here? It would give you some more shots and harrass the enemy but it would be more expensive, not sure if you could fit it in.
cold one knights x6, full command, death piercer 227
Not a big fan of command units in a DE army so I would drop the champ and take the cold blood banner to ensure your charge better as it is your only hitty unit.