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Okay, this is the first time I have posted an army list so I apologize in advance if I post something I'm not supposed to. If i do please tell me so i can edit it out.
With that in mind the following list is a 1500 point Dark Elf army made entirely of what I consider to be fast moving units. I play the majority of my games vs. Wood Elves, but have played almost every other army in games past. This army, however is mostly just for playing Wood Elves.
Master on Cold One: has heavy armour, a sea dragon cloak and a shield. Also has a Sword of Might and the Pendant of Khaeleth.
Sorceress on Dark Steed: is upgraded to a level 2 wizard and has the Seal of Ghrond and the Tome of Furion.
Sorceress on Dark Steed: is upgraded to a level 2 wizard and has the Darkstar Cloak and a Power Stone.
Heroes Total: 544 points
2x Unit of 5 Dark Riders with Repeater Crossbows, Misician and Herald
Core Total: 262 points
2x Cold One Chariot
9 Cold One Knights with full command and the Standard of Hag Graef
Special Total: 518 points
Rare total: 175 points
Total Cost: 1499points
So there you have it, I'd like to hear your thoughts on the list and also what you would change if it was your army. Also I'd like to encourage others to post threads with armies they have made under the new Dark Elves rules, especially armies making use of the awesome infantry units they can get.
P.S. the Wood Elves player often takes two magic users so losing one of mine to free up some points is not an option as I use them to counter his. That being said the equipment for the sorceresses isn't set in stone so feel free to comment on that.
First of all thanks for the feedback.
So 3 units of dark riders eh? perhaps I will. Another option I thought of was taking some harpies, he usually takes some glade guard or whatever the wood elf archers are called and puts them on a hill at the back of the table and I usually take a while to deal to them cuss I'm busy trying to kill all his dryads first. What do you think?
Also don't worry about it's performance, I played a similar list under the old Dark Elf rules and I won more often than not.
Oh my I didnt see the part where you stated that you were playing wood elves, in that case that extra DR unit will be shot to bits, but then again so would harpies. its really your call. a largish unit of harpies wiil cost about the same as the Dark riders, so its what ever suits you best I can see merits for both though
-S4 attack on the charge
So there it is the pros for each one, looking at it this way Id go with the extra dark riders, they are just a little more flexible when facing woodies. the Xbows allows them to constantly be doing something, and id imagine that against glade guard those xbows could do some damage(my main opponents are lizzies and dwarves= not so great for xbows) the high leadership means that they are less prone to fear from dryads and terror from treemen and the armor save and S4 attack will mean they will far better against the dryads you mentioned.
Why aren't the Sorceresses on Cold Ones as well? The additional save will be valuable, as well as causing fear, as Wood Elf armies are not short of fear-causers.
I also think that the Wood Elf units will jump the Cold One Chariots, or else avoid them completely - you may want to swap them for something with a little more flexibility, that can march, like more Dark Riders. I would change the units of Cold Ones so that you have two sqaudrons of 5, then you get more frontage that is actually attacking the enemy.
Dark Riders are fantastic with their repeater bows against other T3 armies, especially ones that lack any form of armour worth its salt. Watch out for Alter Nobles with 18" charges through woods though.
I like the war hydra - Dragons are nice to use against Wood Elves because of their "flammable" nature, though I do fear it may be a little slow compared to the rest of your army.
I know it's off topic, but is there a special rule that the hydra can move through terrain? Or is the large target is not slowed down by terrain rule?
As for my Cold One Chariots, they usually do very well when I play them. In fact in one game vs. this same Wood Elf player, one of my chariots managed to take down his treeman in one hit and then proceeded to wipe out a unit of dryads. Granted that this isn't likely to happen again any time soon, they usually earn their points back. As for him avoiding them I try not to give him much of a choice. I use my dark riders as screens for my troops and if they get charged I flee and then move them right back again, while this is happening my sorceresses are trying to stop his shooting with Chillwind which usually succeeds as both wizards will have it. This usually keeps him on the defensive until he either moves into charge range or kills my flank guard (namely a very aggressive Hydra), and it's not like he can flee from a charge so it's usually all good.
As for the Sorceress on a Cold One thing, I agree with flameseeker Sorceress+stupidity=bad
I suppose I could ditch one chariot and split the Cold One Knights. The points it would give me would be enough for the extra knight needed to make up the minimum size, as well as full command, and maybe a Sword of Might for each of my CoK champions (get rid of some of those forest spirit ward saves), what do you think?
i can't find a rule either (in the book anyway) I was just wondering what he meant by
I like the war hydra - Dragons are nice to use against Wood Elves because of their "flammable" nature, though I do fear it may be a little slow compared to the rest of your army. Its still M6 and can move through terrain, making it able to catch most anything a WE player can throw at you.
I think giants can move through terrain without falling or not marching, but they may have a special rule.
Ahh well, if the worst comes to the worst I'll just have to go around the trees with my Hydra... or burn everything in them. Either way I'm not too fussed. Besides I rather like the idea of flushing them out with fire, either they stay in the woods and burn to death or they try and make a run for it and get eaten.