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Dark elves 2400pts
+black dragon egg
+armour of darkness
+talisman of endurance
+sea dargon cloak
+cauldron of blood =210pts
+tome of furion =150pts
Dark riders X5 =110pts
Dark riders X5 =110pts
Warriors X29 =180pts
black guard X14 =210pts
+champion and standard 28pts
black guard X14 =210pts
+champion and standard
I'm fairly new to dark elves so take what I say with a pinch of salt.
I rarely find that I have enough power dice to be able to ever use three sorceresses. I stuggle to get the full potential out of two at times. So my suggestion would be to drop the lvl1 and either take two lvl2s or a lvl4 and lvl1/ 2. I also find having shadow on the lvl4 works best. With being such a weak strengthed army on the whole having a caster who can support you and weaken your oppenent is a great boon and as she's a lvl4 there's a greater chance you'll get the spells you want and cast them with greater ease.
Next I would suggest making your cauldron your bsb. At thoughness 10 from range with MR 1 or 2 (?) she's one tough cookie. I don't think I've played a game yet that she's been killed. Could have just been lucky thus far! Just got to be wary of those initiative tests!! So this would save you in addition to dropping your lvl 1 about 215 points.
Your dread could do with that pendant really. He's going to be taking cannonballs to the face and the 5+ ward (I think. No books to hand, sorry!) won't serve you well enough. I would question if the supreme really needs any sort of ward save but that's up to you. Swapping them round might serve you better. Also, I would drop the armour of darkness, give him full mundane armour and the dragonhelm. Same armour save overall with the benifit of a 2+ vrs flaming plus enough space to maybe fit a magic weapon on him.
With the points saved I would stick a standard and musician in your warrior block and increase the size of your black guard block/s. They're brilliant, especially with the banner of murder but die so quickly you really need more bodies in the units.
Hope that helps!!
Just to add to what's been said before.
For the Lvl 4, Shadow is the better option for her if she's on foot. If you really want to run her with Death, stick her one a Dark Pegasus/Dark Steed and give her the Focus Familiar. This gives you a) a highly mobile platform for your magic, b) an extra 6" of range on all your spells and c) a caster who can cast spells from behind a piece of terrain.
For the Dreadlord, a hilarious item combination for a Pegasus-mounted Dreadlord is full-mundane, a lance, full mundane armour, the Cloak of Hag Graef and either a Ward Save (ie Black Amulet), the Dawnstone or the Ring of Darkness. The Cloak of Hag Graef reduces the strength of ALL shooting by half (meaning those S10 cannons become S5...and they don't ignore saves), to which you either have a 3+ re-rollable armour, a 3+ armour with a 4+/5+ ward save or just a 3+. The Ring of Darkness screws over shooting even more and screws over his combat opponents. The (nearly) perfect warmachine killer. Oh, and there's usually enough for a Magic Weapon (I'd recommend Caledor's Bane or the Whip of Agony).
I agree with flabbyboob (nice name btw) about the Cauldron, if you're running one you may as well make it your BSB to save points.
As for running 3 Sorceresses, it is true you may only get enough Power Dice for one or two of them, but having a third gives you versatility and a back-up in case one of your other Wizards miscasts/fails to cast.
For saved points, I'd suggest adding Musicians to the Dark Riders and the Black Guard, not for the +1 CR in a drawn combat, but for rallying (fleeing troops gain a +1Ld bonus to rally if they have a Musician). It may not seem like much, but trust me, it's damned useful.
I'd also recommend bumping the Spearmen up to 35 if you have the models, 7 ranks of 5 models are hard to shift, even if you sacrifice a fair few of them.
You can also use the level 1 as a torpedo. When you absolutely, positively have to whack those Chaos Knights, move her out front, roll six PD and watch the explosion!As for running 3 Sorceresses, it is true you may only get enough Power Dice for one or two of them, but having a third gives you versatility and a back-up in case one of your other Wizards miscasts/fails to cast.
Making the CoB your BSB also allows the Master to have a magical weapon, for troubleshooting special enemies.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
The torpedo idea is not a very good one. It's a 50/50 chance (maybe just less than 50/50) of getting a template on the Miscast table, and even then it's 50/50 between that of getting a large one that will hit 3+ Knights or a small one that will hit 2 if your lucky, not including the fact you actually have to roll a Miscast first (harder than you'd think....if I had a penny for every time I've rolled 6-12 dice and not got a double 6). The only way to better the odds of a Miscast is to give her the Ring of Hotek, but even then the odds still aren't in your favour.
Better solutions include Bolt Throwers, actual spells, massed crossbow bolts, Black Guard, Executioners, Hydras, Witch Elves, Corsairs....in fact, everything else within the book has better chances of killing more Chaos Knights than a mage-torpedo.