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So here's my latest attempt at an all comers DE list. It's still mostly beastie, but I hear too much about black guard to not try them out. Strategy is relatively simple....low magic, but decent magic defense due to ring of hotek and a fast moving scroll caddy (hell, she may even be able to get a spell off at some point during the game ).
Dragon flanks as usual. Ring of Hotek on dragon means he will almost always fly for casters etc, forcing them to roll 1-2 dice or have much better odds of miscasting means I might actually be able to dispell something with my three dice.
Dark riders bait, redirect charges, and flank charge/shoot
Harpies are for war machine killing and baiting frenzied units. Not causing panic tests to friendly units makes them very fun for baiting blood knights etc
Sorc is purely a scroll caddy; I put her on a dark steed because I want to be able to move her quickly, and not put her with unit of BG because they already cost enough. I may end up doing this anyways, since they don't break often and thus the chances of her dieing due to getting caught or something is low. Two dispell scrolls means I can stop something that would change the game. Lately, it's been van hels moving dragon around!
Black guard are the tarpit unit. I decided to give the master pendant, as opposed to my lord, because he will be able to challenge tough baddies that get into combat with the unit and soak up powerful hits. Great weapon for str 6, and hag graef doesn't need explanation.
Two hydras for two reasons; one, they fit the theme of the army MUCH better. Two, I think they're better. Hard hitters that will accompany black guard up the center for the most part. If they get nailed by war machines, at least I'll know those war machines aren't targetting my dragon
Shades are just a gimic unit; I will try to place them so as to get good charges off a couple turns into the game without them dieing. Str 5 hits on the charge means they should be able to kill some stuff, and in the past they've made their points up.
Cold one chariot will probably be somewhere close to BG or hydras. Move 7 means he won't get too far ahead. I chose to go with chariot versus another unit of CoK because smaller frontage means easier to move around all my cav, and the damage it can do for 100 pts is worth it. Also serves as another target for war machines; I expect either hydra or chariot to die before getting into combat against an army with strong shooting, quite possibly more. In any case, if they leave dragon alone I'm happy, and if they go all out on dragon my hydras/chariot get combat.
Cold one knights basic cav, no mods to the unit. They hit hard and good save means they can stick around for a bit. No command means they probably won't hit a unit alone; they'll go in with a hydra or chariot, maybe a unit of dark riders or shades on the flank. Str 6 on the charge is great..
Anyways, enough strat here's the list
+Armor of Darkness
+Ring of Hotek
Master (in unit of Black Guard)
+Pendant of Khaeleth
Dark Riders x5
Dark Riders x5
Dark Riders x5
Black Guard x15
+battle standard bearer
-Standard of Hag Graef
Cold One Chariot
Cold One Knights x5
Last edited by vvarr; September 17th, 2008 at 16:29.
dont bother with shades with GW's and give your master some armor, dont rely just on the pendant. it will fail more than twice
Darks Elves 6000ptsWood Elves 500pts (WIP)
Imperial Guard 5000pts
Totally forgot about the master's armor! Reduced shade unit by one and changed harpies; master now has blood armor.