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Brand new to Dark Elves so I'm wanting a bit of feedback on my plans for 2k before i waste money on the models My plan is an all comers type force with medium magic, above average combat and some shooting. I wanted it to be a friendly army to face but not rubbish either ofc.
Level 2 sorceress - focus familiar
Level 2 Sorceress - Sacrificial dagger
Death Hag on cauldron
25 Dark elf warriors with shields and command.
10 Dark elf crossbowmen with musician
1 Assassin with twilight cloak and the poison that makes him re-roll ones to wound.
5 Cold ones with Banner that gives D3 combat res and command
20 Black guard with command
24 witch elves with command, rune of khaine on the hag and banner of murder
5 Shades with great weapons and champ
1 Repeater bolt thrower
Although I saw it in other armies once or twice, it is the first time I see a 2000 points dark elf army without a lord. I don't say that you must always take a lord, I just never done things like that myself.
About your list:
You need more dispel scrolls.
Harpies and assasins don't count toward the minimum core requirements, so you need another core.
The couldren is more usefull with more than 1 khainite units who benefit from stuborn, I don't take it if I take only 1 unit of witch elves (usualy I take at least one executioners unit if I take the cauldron).
I also think that you put too much in a unit with frenzy, they must declare charges and therefore can easily fall into a trap. That unit might be forced to declare a charge against an opponent who will flee and cause a failed charge, and then your unit will get charged in their flanks. Somtimes the opponent could simpy make that unit pursue all around the table a single fast cavalry unit who worth less than a third of what your unit cost.
I disagree with the issue about taking khaintes with cauldron. The stubborn is the only advantage of taking that unit type, just about any unit can benefit greatly from the blessings.
Scrolls are not required, but are nice to have.
Witch elves are not meant for SCR. Run them 7 wide and 7-14 strong. Give them banner of murder, and nothing else.
Give your black guard ASF banner, and give your champ Crimson Death. Drop the music. ASF ItP stubborn LD 9 guys do not need music. They also don't need full ranks.
Shades champ is way to expensive for its benefit. Drop him and use the points elsewhere.
Upgrade one sorceress to LVL 4 status.
Give your warriors the war banner. All they are good for is SCR, so give them a cheap boost to that.
If you take a bolt thrower, take 2+, just one won't really get the job done.
Full command on CoKs is FAR too expensive to take. The banner that you chose isn't bad, but they don't need it to do their primary job. Which is flanking and running down small units. Taking them into a full block is not a good idea. Also since they are stupid, keep them as cheap as possible for those instances when they go dumb.
Your assassin is bad. Give him additional hand weapon, rune of khaine, and either manbane or killing blow power. Or give him rending stars manbane and put him the shades unit for some powerful shooting.
Druichi sorcery is nice, but only having 4 business spells isn't. I almost always take a lvl 4 with focus familiar on pegasus, and a lvl 2 with tome of furion on dark steed. That way you have great wizard delivery, and 7 business spells to use.
As for BG, its a 35 point upgrade to make them into a hammer/anvil. Otherwise if they draw a charge you are going to lose just about every model in the front rank. Instead of being a tarpit/source of active resolution, they become a speed bump. With their high Initiative, they are one of the few units that can mitigate ASF from high elves or other armies. Foot units in this day and age, especially expensvie ones with t3 and a 5+ save really need protection of some sort to survive. Heck with ASF WS5 and S6, the champion in a ASF BG unit can take down some hefty heroes. Mine can claim a tomb prince, an exalted hero, and more human heroes than I can remember.
How you deal with chaos is nuking them with lore of metal and a good amount of power dice. Other wise known as the way everybody deals with them. As for charging Chaos knights, only ever do it from the side, even if you go for some SCR. They are really nasty if you let them get all their models in. just not worth the risk even with a 2+ save. Same thing goes for any knight type unit that has good stats like blood knights or even cold one cavalry (lizards)
As for the best place to put an assassin? I would put him in the warriors unit. The other units don't really need much help being lethal, but warriors lack a bit of killing power. The assassin with ASF and 5-7 attacks can kill enough opposing models that your warriors won't be getting hit back hard. (accept challenges with your champ, assassin is a R&F killer).
Witches don't need many models to reach the fight for them to have an effective result. So taking extra past 14 isn't a good idea, because they become an obvious point sink/target for all the support units (shooting, re-directors, magic) your opponent fields. A small unit is more likely to be over looked until it is too late.
ah yes, i guess i am limited in my number of spells. I might try a level 4, 6 levels of wizard and 2 lots of power of darkness does seem a bit un-friendly though Lore of metal was indeed my plan, and yeah i learnt the hard way that being in the front of a chaos knight unit is a bad place for ANY unit to be.
the assassin in the warriors unit makes sense, that is where i was going to put my sorceress with the sacrificial dagger anyway, or maybe darkstar cloak depending which i tend to take.
Thanks for the tips. do you think the dark riders will help me much or would i be better off with a different core unit? they seem expensive for fast cav, but they do have decent ranged weapons and m9 so maybe they're worth it.
They are usually better than RxB warriors at the job RxB warriors are supposed to be good at, so yes, I think they are worth it considering that they can do more than just that.
What I mean is this: On turn 1 going first, you start out of range. So with warriors you move up to 5 and then fire. With all the penalties even with BS 4 you end up hitting on 6s at very best. With dark riders with bows you move up to 18 and can still fire, hitting on 5s if you want. About the same unit cost, hits twice as often but has half the number of shots. So just as effective. Turn 2 your opponent is still above half range for your RxB hit on 5s. If you positioned your dark riders at 11 inches, most units did not force them to flee. So they can if you plan well or get lucky hit on 4s. 1/3 better hit rate, but still half shots. Turn 3 you finally get to hit with 4s on RxB warriors, so some good shooting on this turn. Your dark riders will have probably fled, but at least they probably march blocked your opponents last turn (or made your opponent fail his charge). Also most of the time even without music they rally so can march and shoot some more, but hit on 5s. Its also a good idea at this point to position them for flank charges. RxBs just stand there.
Another benefit of DR, is you can pick your targets better. RxBs have to take the shots they are given, since they can't move much, and if they do move, can't hit much.
Personally I don't even take RxB warriors anymore. My light shooting is done with shades (BS 5 and can start close or in half range) and dark riders now. My heavy shooting is done with magic, reaper bolt throwers, and assassin with rending stars + manbane (can be S7 against t5, so pops chariots and monsters really well)