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So, at last, I have finally decided to begin play the Dark Elves after about 5 years of "vacation" from the Warhammer hobby and, reading through the new book and seen the new models and some goregeous conversions just put a smile on my face.
I will start of with an 1500.p army and from there expand it to 2500.p and beyond.
This is what I have come up with, though my skills are a bit rusty and I'm not so shure what the 7'ed have changed from the 6'th.
Anyway heres the list.
Master General: Enchanted Shield, Sword of Might, Heavy Armour, Sea Dragon Cloak, Cold one Chariot 208.p
Master: Armour of Darkness, Halberd, Cold one Chariot 199.p
Sorceress: Lvl1, 2x Dispell Scrolls 150.p
5x Dark Riders: Repeater Crossbows, Musician 117.p
5x Dark Riders: Repeater Crossbows 110.p
5x Harpies 55.p
5x Harpies 55.p
6x Cold One Knights: Full Command, Ring of Hotek 227.p
6x Cold One Knights: Full Command 202.p
War Hydra 175.p
Deployment: Due to my high speed, I can hide the most important parts of my army behind scenery without worrying that I will get stuck a round or two, the main priority will be my chariots so they dont get cannonballed in round 1.
The Dark Riders and Harpies will be placed somewhere where they can harass and kill warmachine crew without worrying of being shoot to pieces.
The CoK and Hydra can probably take some damage so these units is what I'm worrying about the least, but if I can find a nice forest to deploy behind, that isn't occupied by a chariot, that would be the ideal spot.
The Sorceress will just stay somewhere where the opponent will just forget about her.
Tactic: this army is lightning fast and hits like a ton of bricks, but what it has in hitting power it lacks in staying power. With that in mind I wont single charge anything big and nasty with nothing exept the Hydra, everything else will support/flank charge the enemy, and thanks to the characters riding the chariots, they will now remove rank bonuses. So a Chariot in the flank and some Knights in the front will hopefully be enough to break any unit.
Enemy warmachines and black power weapons will be the biggest threat against this list, so to counter I will use the superiour movement of the Dark riders and Harpies to chase them down. The obvious cannon and chariot syndrome is what I will be most worried about, but if I'm facing a cannon, I hope that the sight of a five headed monster will be a big shooting magnet.
I think my magic defence is decent for a 1500.p game, a scroll caddy and the ring on a fast weilder will hopefully prevent any heavy damage to the army.
The biggest weakness of the army is just how stupid it is, with 4 of my 5 fighting units being subjected to stupidity which just can spoil a great opportunity, so its a bit random on that part (just like the magic face ), but due to Ld9, I hope I can pass most of them.
Strengths: Hitting power, Speed, Fear and Terror causing units, decent magic defence.
Weaknesses: Low body count, stupidity, Cannons.
I really think this will look like a cool army on the tabletop, efter some conversions and I'm looking forward to pick up the Hobby again.
So what do you think of the list?
risky. i say that because any attack made on your chariot of strength 7 and up will destroy your chariot with one blow. Plenty of cannons out there with strength 10 and as such your 3+ save will be nothing. Only one wound at strength 7 or higher and all those points are bye bye. Yes the characters on it are gone too. Sucks, but if you plan enough it's workable depending on who your facing. If your playing against empire or dwarves I would not go with your characters on chariots. just my honest opinion.
Oh, one more thing, U could try putting one in a chariot but If I were you I would put at least one of your masters in the cold one unit. Combine them into one unit too. You want them surviving as long as possible and you do not want them breaking from combat because of small unit size. With the master in there you can have a 1+ armour save with heavy armour, shiled, sea dragon cloak, and the additional +2 to your armour save that the cold one gives you. I normally just give him a lance which cost 4 points since the other nights have them as well. Just make sure you get the charge so you get the +2 to stregth. Give that unit of knights the standard of slaughter which gives you an extra D3 to your combat resolution and you won't find much out there that you will not decimate completely or break them easily by winning combat resolution by so much. Easily able to chase them down to kill the remainder of the unit easily since you pursue on 3D6. (don't confuse with overrun which you only finish the remainder distance of your initial charge) Trust me, if you do that, you can easily take out a chunck of any apposing army. I would still advise giving the character in that unit a ward save item of some sort, or give him the Armour of Eternal Servitude which gives him regenerate. You wont need any other magic armour that enhances armour saves since you will already have a 1+ on your character.
Lastly I would not go without any magic at all. Dark elf magic is the most destructive magic in WH fantasy. (arguably, but a lot agree with that) Get you a lvl2 Sorceress and since she will be your only magic use her as a support mage. Give her the tome of furion so you can have a better chance of landing the support spells in the dark lore. The very first spell is great because it kills enemies sure, but the main thing is that if at least on model dies, then that unit cannot shoot in the next turn. That could be detrimentally beneficial depending on who your facing. A few others like the one that makes the unit cast on have their WS and BS go to 1 till the next magic phase.
Anyways, good luck and remember in the end my advice and anyone else on here's advice isn't as good as trial and error!! ^_^ Happy hunting and may your which elves dress extra skanky! lol!
That looks quite good, the only thing I would do is equip one Master with the Pendant and mundane armor.
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