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  1. #1
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    2250 Dark Elf Friendly; no characters - Whole lotta fail

    The Never-Victorious Army

    Warriorsx24; Shield; FC
    Xbowx10
    Xbowx10
    Corsairx13; FC; H.Bows; Dualies for Champ
    Ridersx8; Champ & Music; X-bows
    Harpiesx5
    Harpiesx5
    Hydra
    Witch Elvesx10
    C.O. Knightx5
    Sorceress Wiz2; Horse; Staff of Sorcery; Talisman of Protection
    Sorceress Wiz2; Pearl of Infinite Bleakness; Sacrificial Dagger
    Assassin 2nd H.W.; H-bow; Rune of Khaine; Touch of Death; Black Lotus
    Master BSB; Scourge; X-bow; SD Cloak; Banner of Hag Graef; H. Armor
    Dreadlord X-bow; Shield; SD Cloak; Cold One; Armor of Eternal Servitude; Deathpiercer; Null Talisman

    Summary
    The name really sums it up; in the last year of play, my W/L/D stands at 2/19/3. The wins were the first matches my group played at 1000 points and named chars (Lokir kicked ass and took names); and the draws were incomplete matches ended before an obvious winner was reached. My primary opponent plays Dwarfs (generally 3-5 Arty, 1-2 units of gunners, an anvil, and some tar pits), though I occasionally get matched up against High & Wood Elfs. With a track record as stated, I'm eager to consider any advice that can be offered for increasing the survivability of the troops.

    Unit Strategies
    The spear act as the Core of the army; they're the central block which the rest of the army situates around. My B.S.B. is attached to this unit, giving them ASF (useful for giving them a fair chance against the HElves), and providing a handful of S4 AP attacks to help boost CR. The Sacrificial dagger Sorc also goes with them to boost her summoning as needed and the morale of the unit via the Pearl. 50% of the time I'll add the assassin to this unit as well again to add CR via mulching troops or as a player killer in challenges. The other half of the time putting him with the smaller unit of Corsairs to keep them guessing.

    Flanking one side of the spears are the Corsairs, with the Witch Elves a few inches behind them. This screens the witches advance from missile fire and blocks them from doing anything stupid Frenzy-wise. They rarely charge, instead hammering with their bows when they get in range and shooting if they get charged. When enemies get close they move from wide 'archer' formations to a small 5x2 block (reforming on an angle if possible to give the Witches shared LoS on their attackers).

    With the Witches a few inches back, they get a range of options, helping the spears or corsairs as needed, or, should the corsairs bite it fast under cavalry or an organ gun volley, counter charge threatening units.

    On the opposite spearflank is the CoK unit, with the Dreadlord general attached. Even when they don't fail Stupidity (even with the Dreadlord's Ld9, my poor luck averages 3 failed Stupidity tests a match), the unit hovers a bit back from the main battle line, giving them room to maneuver to flank, as similar with the Witch Elves.

    The hydra, sadly, has become a target, and rarely makes it to combat. The two early wins had the hydra charging the flank of the enemy gunline and simply walking down the line, overrunning from one fight to the next. Since then, it has become the primary focus of Flaming, Multi-wounding artillary. At this point, I simply keep him for Shock & Awe value. Centrally located, it gets mulched quickly by concentrated fire, and on the flank, it takes half wounds from nearby arty, and usually doesn't see combat till round 6.

    Harpies and Riders are fairly obvious in their purpose. In theory they skirt behind terrain to cross the board, then fall upon gun crews, knocking their damning weapons out of commission. Instead, they generally eat organ gun and rifle fire as they move into position with one unit being destroyed, the other fleeing the board, and the last making a charge at half strength.
    The 2nd sorceress generally joins the Riders, making them a good option for taking out gunners/archers through spell and missile fire; assuming they survive getting within range without fleeing.

    Edit: The army build is the latest evolution of a continual tinkering process of keeping what works, and scrapping what hasn't. Also, the Corsairs are occasionally dual wielders.

    Last edited by cthulhu_fred; January 15th, 2010 at 21:04. Reason: Last comment
    WFB: Dark Elves; Tomb Kings; and Orcs (oh my!)
    40k: Tyranids (2nd ed)

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  3. #2
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    For a list that says no characters you certainly spent to many point on them. Do you mean no special characters?

    Did you know a Dreadlord has LD 10?! NOT 9? Masters have 9, as do supreme sorceresses.

    The biggest issue that your list has is that you have virtually no heavy hitting units other than the hydra and cold ones. As you have found out they are very easy to kill with quality shooting. Since your heavy hitters are easily neutralized, you are left trying to win with a bunch of S3 guys with crap saves and 2 combat characters and assassin.

    Putting the BSB in a unit of warriors with the banner of hag graef is a waste of time. High elf spears fight with one extra rank than normal, so will still munch on DE spears. Besides, S3 with ASF doesn't scare anybody. (as HE players will say, it is nice that it is there, but it rarely does anything)

    You wizards are something you can't ever rely on, since you magic phase is actually weak even for 1000 -1500. 6 power dice including the armies dice? I bring that many dispel dice to this sized game. Joining your wizard to a unit of dark riders just makes it that more tempting to shoot at. They don't need help in that department lol.

    I could go on about why this list isn't functioning, but instead I will just give you a list using the models that you have here as much as possible. If you want advice to build a list without so much magic, I can do that as well if asked.

    Supreme sorceress: dagger ~ 285
    Death hag: general, cauldron of blood ~ 200
    Master: BSB, full mundane armor, banner of Nagarythe ~ 240
    Sorceress: Tome of furion, dispel scroll ~ 180

    22 Warriors: full command, war banner, shields ~ 194
    5 dark riders: RxB ~ 110
    10 corsairs: RHB ~ 100
    10 RxB warriors: 100
    10 RxB warriors: 100
    5 harpies: 55
    5 harpies: 55

    5 CoKs: 135
    12 witch elves: banner, Banner of murder ~ 155

    War hydra ~ 175

    Assassin: rune of khaine, touch of death, black lotus, Extra HW ~ 171

    Total: 2250

    This list is a testament to how much you can cram into one list if you are extremely thrifty with upgrades. Count it up: 8 pd, 5 dispel, 1 scroll, 1 cauldron blessing per game turn, 95 models, 1 Unbreakable unit, 1 unit that will be stubborn as long as it is near the cauldron. One Killing blow assassin, 2 units of flyers, 1 unit of fast cave that can move and shoot with a 24 inch range and 18 inch charge. 1 flame template producing unit that can move through cover (per the rules for monsters and handlers) and causes terror, 1 unit of S6 with lances 2+ save knights, and even a unit of corsairs that is an effective flank protection unit. The total number of shots per turn is: 50 normal RxB, and potentially 20 more hand bow shots (unlikely since they are run best as 5x2 so still at least 1

    The BSB and sac dagger wizard go in the warrior block. Starting out it has 7-8 SCR. Just because you can stab, doesn't mean you should. 1-2 stabs a turn is all you need from it, so your warriors probably won't suffer too much. And even if you do go crazy and stab 5 guys in one turn, it probably was worth it.

    Assassin goes wherever he feels like it. What, are YOU going to stop him?

    Harpies are one of those units that I like to deploy last. Since they are so flexible, they can really mess with a battle plan if used well. Don't get doctrinal about how they are going to be used that game. They take whatever the opponent will give them, forcing them into a situation just makes them dead. (of course if that is your goal, go for it: eating fire is one of the things cheap fliers are meant for)

    The dark riders are as small as they can get, but still use RxB. They are too expensive to use in big units, it makes them too tempting a target for shooting. They can't hold up to much shooting, so when they do get shot, you might as well not lose as many points as you are currently. Having your fast cav die isn't a big deal. Forcing your opponent to react to a cheap support unit is a big deal.

    TBH I am not too thrilled about the RxB warriors. They really don't kill all that much, but over the course of the game they usually kill their points worth. But I really don't think everything is about getting points back. Esp since that is all RxB do. They really don't contribute much other than attrition. I prefer using min core with DE, since 2 -3 units of dark riders, plus spearmen in a block is all you really need. If you decide to go towards a less core centric army, try out black guard.

    Corsairs kind of suck. I included them because you have them, and they only suck compared to the rest of the DE book. Most other armies would love to have them. Sure their bows are very short range, but they can still do a great job since their modifiers don't change for moving or half range. If you use them, keep them cheap and dirty.

    It is possible to keep a hydra alive, even against a gunline. But it means carefully using available woods and hills. Even if you fail at this, as long as you draw enough fire for your rest your army to proceed mostly unshot, it was worth it. (if you really must, you can give the hydra a 5+ ward from the cauldron.)

  4. #3
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    Quote Originally Posted by notabot187 View Post
    For a list that says no characters you certainly spent to many point on them. Do you mean no special characters?
    Correct, no special characters. After the group saw the damage Lokir was able to do in a low-point game, they quickly branded special chars grossly imbalanced and banned them from play.

    Quote Originally Posted by notabot187 View Post
    Did you know a Dreadlord has LD 10?! NOT 9? Masters have 9, as do supreme sorceresses.
    Yup, that was a typo, the amount of times he still manages to roll 11s (almost always 11, oddly enough, never boxcars) on stupidity, though was not.

    Quote Originally Posted by notabot187 View Post
    Putting the BSB in a unit of warriors with the banner of hag graef is a waste of time. High elf spears fight with one extra rank than normal, so will still munch on DE spears. Besides, S3 with ASF doesn't scare anybody. (as HE players will say, it is nice that it is there, but it rarely does anything)
    Point taken; I'd imagine it'd be better on Executioners or the like.

    For the proposed list, is a Cauldron really necessary, especially if I axe the Witch Elves? I'd been considering nixing anything that even hints at Frenzy, given the issues of having to keep blinders on them until they're at close range (well, that and the lack of armor as well. One volley from the Dwarf Thunderers is usually all my opponent needs to wipe them out; which isn't too hard when he has a hill.

    I've actually got a rather expansive pool of resources to draw from, so if I nixed the Witches, a unit of Xbows (keeping core mins by retaining one) and the Corsairs, I could easily squeeze in another min unit of naked Cold Ones, and probably a passable sized unit of Blackguard or Executioners (I don't have many of the latter, but I could retain the Corsairs with them to act as a missile shield for them).


    Quote Originally Posted by notabot187 View Post
    Sorceress: Tome of furion, dispel scroll ~ 180
    If I have the points would it be better to go with a Darkstar Cloak instead of the Tome to add more to the total PD? In which case, this character would be more of a Dispel die eater, before the SS does her things.

    Quote Originally Posted by notabot187 View Post
    Harpies are one of those units that I like to deploy last. Since they are so flexible, they can really mess with a battle plan if used well. Don't get doctrinal about how they are going to be used that game. They take whatever the opponent will give them, forcing them into a situation just makes them dead. (of course if that is your goal, go for it: eating fire is one of the things cheap fliers are meant for)
    Definately agree here; just leaving them on the table edge during deployment makes my opponant a lot more cautious about where he places his war machines (well, unless he gets a hill).

    Quote Originally Posted by notabot187 View Post
    TBH I am not too thrilled about the RxB warriors. They really don't kill all that much, but over the course of the game they usually kill their points worth. But I really don't think everything is about getting points back. Esp since that is all RxB do. They really don't contribute much other than attrition. I prefer using min core with DE, since 2 -3 units of dark riders, plus spearmen in a block is all you really need. If you decide to go towards a less core centric army, try out black guard.
    Agreed again, if I got to go against more swarmy forces (Empire/Skaven/Gobbos), they would make a good grinder, but really against dwarfs it's more a slapfight.

    Anyhow, with all of that out of the way, I guess I'll list what I have at my disposal. Perhaps there's more here that would be of use, and as I mentioned above, I could probably field a few nastier specials instead of the Witches (really, I've only been fielding them because I have so many of the things).

    Core
    24xSpearmen (FC)
    20xX-bows
    32xUnassembled Warriors (I've got a bunch of Chaos/Empire halbards and COK bits I'd been mulling over using to kit bash at least some into Blackguard)
    23xCorsairs (roughly 50/50 of dual wielding and hand bows, with 2 commands)
    8xDark Riders
    10xHarpies
    Assassin

    Special
    25xWitch Elves (FC)
    10xCOK
    CO Chariot
    9xExecutioners (Musician & Champ)

    Rare
    Hydra
    2xBolt Throwers

    Characters
    2xMorati (got a full blister from GW when I called them about the first missing her head)
    Dragonlord Rakarth
    Dreadlord on Cold One
    Supreme Sorceress on Foot
    Malus Darkblade & Spite
    Lokir Felheart
    Manticore & Rider
    Cauldron & Crew (really old edition on wheels)
    Sorceresses on Foot and Mounted
    WFB: Dark Elves; Tomb Kings; and Orcs (oh my!)
    40k: Tyranids (2nd ed)

  5. #4
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    Well the banner of ASF is nice in executioners, there is a few problems. Executioners are 1 point less than black guard, get half the number of attacks, and don't have a banner budget that can get ASF banner naturally like BG can. Add that fact to their khainite status, and masters can't join the unit. This leaves you with a death hag as a BSB. Problem with that is she is a frenzied no armor character in a non frenzied unit. It is possible to draw her out of a unit due to this fact. She also isn't cheap. All this for a handful of S6 killing blow attacks. Better off just buying a cauldron and giving a unit that doesn't suck on its own a blessing.

    I personally love how my witches have performed for me. The only times they have failed me is when I deployed them wrong, or I tried to run them against chaos warriors with mark of khorne. They still nearly won that exchange, even without a blessing. When they get blessed by killing blow, they are death incarnate. Since DE have decent shooting and powerful magic, the type of units that typically bait units around (fliers and fast cav) tend to not live very long. YMMV

    I like the tome of furion better. Casting dice don't matter if you don't have spells worth casting. Since the sac dagger wizard has more than enough power dice in the form of warriors, it is more important that the second wizard has a high chance of getting a spell that matters. (she can use the pool dice)

    That is cool that you have the old cauldron. I have seen it in person exactly once.

    The cauldron isn't just useful for the witches. Have you seen the damage that cold knights do when you double the number of lance attacks you have? Or when you give spears, corsairs, or the hydra unit Killing blow? Also the cauldron can give the witches a chance to survive shooting with a 5+ ward save. It is also a surprising source of terror.

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    Good points all around on the Execs, I have a bad habit of forgetting that they only get the 1 attack and the less potent banner. On a related thought, what's your suggestion for fielding a unit of blackguard? (Unit size, command options, etc)

    As far as the witches go, I think against more swarmy and less shooty opponants, I'd fare a lot better with them. As it currently stands, though, taking 10+ BS4 S4 shots for a round or two usually makes them a rather pitiful fighting force by the time they get to the frey; though if I kept feeding them the 5+ Ward from my cauldron, maybe this would change.

    And yeah, the model itself is kinda cool for the cauldron, but the person who had it painted it so that the wood looks like more like mucus; but for a $5 bargain bin item at Gencon, I can't complain. I'll consider tossing it in with this next mix. If nothing else, it'll give the Dwarf gunline another thing to sic their artillary on.
    WFB: Dark Elves; Tomb Kings; and Orcs (oh my!)
    40k: Tyranids (2nd ed)

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    I usually run my black guard 14 strong (2x7) with banner of ASF and crimson death champion. Comes to I think 270 exactly. Any more than that, the costs go up too much. any less than that and they don't last long.

    When you give a unit a ward save, sometime opponents will start to look at other targets, even if the witches are still the best one to shoot at. You can mess up your opponents thought process this way. Doesn't always work, So YMMV.

    Cauldron is unkillable, and the crew have a good ward. So they are welcome to shoot at it with cannons.

  8. #7
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    Well, after taking the build you suggested, nixing some of the weaker troops and adding in a couple of heavier hitters, this is what I'm looking at.

    Characters
    200 Death Hag
    --Cauldron
    240 Master (BSB)
    --H.Arm
    --Shield
    --S.D. Cloak
    --Banner of Nagarythe
    285 Sup.Sorc.
    --Wizard 4
    --Sacrificial Dagger
    175 Sorceress
    --Wizard 2
    --Tome of Furion
    --Dispel Scroll
    171 Assassin
    --2xH.W.
    --Rune of Khaine
    --Touch of Death
    --Black Lotus

    Rare
    175 Hydra

    Special
    135 5xCOK
    135 5xCOK
    212 12xBlackguard
    --Musician
    --Banner of HagGraef

    Core
    201 23xWarriors
    --FC
    --Shields
    --War Banner
    55 5xHarpies
    55 5xHarpies
    110 5xRiders
    --X-bows
    100 10xX-bowmen

    Alternatively, I could go with two units of 8 Blackguard, making them less of a target for gunfire, upping their numbers, adding another potential flianker, but at the cost of ASF, unit strength, and rank bonus. As it stands, I'd probably field them 6x2 initially to get more attacks into the fray (my opponent usually goes 6 wide for his dwarfs, since he hasn't much hope for rank bonuses at 12-14/base), falling back to 5 if only to maintain the +1 CR from two ranks.
    Last edited by cthulhu_fred; January 21st, 2010 at 16:56. Reason: Turning off bloody smilies.
    WFB: Dark Elves; Tomb Kings; and Orcs (oh my!)
    40k: Tyranids (2nd ed)

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    I would change the music on the BG to the DR. Ld9 ItP stubborn troops have less need of music than LD8 fast cav. Other than that it looks really strong.

    Sad to see the witches go, but they aren't to everyones taste, so I understand being hesitant about them. It took me a while before I was confident enough to employ them.

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    Good call on the musician. The BG should be flanking for the spears, which will have a musician for ties, and Fast Cav get a lot more out of it with feinting.

    And I must say that while I like the Witches on paper, they've done pretty poorly against my usual opponents. Depending on how the Cauldron fares, I may bring them back, as I could give them the Ward save while they cross the board (where they take their fatal losses); though the fact that the BG are S4 is a pleasant thought going against dwarfs.

    Once I get a battle in with the list, I'll post the results and any observations from the fight. Was O&G this last weekend testing out the army, since it was new. (Draw; would've been a win had I gone easier on the Fanatics)
    WFB: Dark Elves; Tomb Kings; and Orcs (oh my!)
    40k: Tyranids (2nd ed)

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    That list isnt bad at all. I think you are going to start winning battles now. It will be a fun list to play.

    Remember that in a list with a cauldron, the blessing should really go to the CoKs when they charge. For them to gain the extra attack is just mean. Dont be afraid to run them into something really crazy like a chaos dragon lord or bloodthirster. Being only 135 points, they are virtually a sacrificial unit but can easely cause wounds on the most resiliant foes, leaving you with less to deal with later!

    I have only this to say:

    - you could do with some shades

    - The BG is too small for 2250 points I think. Either you take a desent unit, run them as support (>10 with no command) or simply leave them home. It might just be me though...
    Dark Elves: Massacres: 14, Solid Victories: 2, Minor Victories: 0, Draws: 2, Minor Defeats: 0, Solid Defeats: 0, Massacred: 0

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