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Hi all the DE players in this forum,
After have read some a lot of posts and army lists I realize that there are a lot of small things that many people misses or forgets. So I think we need a sticky with tips and tricks from the players in this forum to make these small things more aware to the less experienced players or starting players. I want this thread to help people out and for more experienced players to post advice from their own experience and NOT a discussion or flame thread. I will update the tips and advice in the list below. Remember to be brief and clear.
BRB=Big Red Book aka the main rule book
FC=Full Command aka standard + musician + unit champion
BSB=Battle Standard Bearer
ITP=Immune to Psychology
ASF=Always Strikes First
Download the Dark Elf FAQ!
Onto the list of tips and tricks.
"Good to know" and Rules
- Be aware of the khainites rule when assembling an army
- Read the magic item rules! There can't be duplicate magic items in the same army nor can one character have more than one type of magic item (dark star cloak + tome of furion = illegal, blood armor + enchanted shield = illegal and so on)
- There is no best AS. DE can get 0+ and even -1+ against ranged attacks.
- Listen up DE players this is real psychological warfare! "Place Assassins on the table (but not in the playing area) so that they're visible (be smart when you do this so you don't place 3 assassins on a 1k game for exsample) even if they're not on your list. Your opponent will think twice before he goes to combat with any infantry unit of yours. And maybe constantly asking if the assassin was in the unit he charged or not. At the end of the game just tell your opponent that you don't have any assassins in your list and watch his face when he knows that he has been fooled. Your opponent will then never know if you accually have assassins in your lists the next time you play him." ~sirhuma. Comment by me (zhaf): Excellent! The same tactics I used with my Tyranids in 40k the "lictor on table" strategy ;)
Fluffy Dark Elf Themes
(This suggestions are towards sub 3000 pts and no special characters accounted for)
- Pirates ; Kraken is our ally! The sea will be your grave!: Maybe the most obvious theme. This army will mostly be infantry based and uses Corsairs will be the bulk of the army with some crossbow men and definately some harpies as a solid core. For lord choice use a dread lord on foot (captain of the ship) with sea dragon cloak and ideal with 2 hand weapons but I can see that it'll be pretty weak. For heroes use a BSB and at least one sorceress acting as a sea witch of some kind. For special units go with shades or even Menghil Manhide's Manflayers and for rare use reaper boltthrowers. This army consists mostly of core choices (~50%), Characters as a second and specials and rare for the left over pts.
- Raiders ; The night will strike terror to your heart. We will take what is rightful ours!: Many players think that raiders and pirates are the same but raiders operates on land while pirates operate on the sea. Despite different theme they're quite similar in unit selection. As far as characters goes I only recommend using hero level characters to represent the lack of nobility and leadership among raiders. The most fitting hero would be a mounted either on a pegasus or dark steed and the most suited would be a master (mages doesn't value material things as high as generals). Core would be mostly dark riders with the support of crossbow men and harpies. Special and rare will be exactly the same as for pirates.
- Beasts ; SCREAM! SHOW ME YOUR FEAR!: This theme is obviously based upon the many choices for monsters the DE army have. The general is none other than a dragon mounted lord. You can either pick the dread lord suggesting he beat it in combat and forced it to become his mount or use a supreme sorceress and say that she tamed it with magic, either way the fluff is great. Same goes with hero choices, Manticore mounts and it doesn't really matter if it's master or sorceress. But masters are cheaper making you being able to take much more monsters! core would consist of crossbow men spears and harpies. Both war hydra and bolt throwers are valid rares. War hydra being a monster and bolt throwers as a monster hunters weapon. Sadly no special choices are recommended but after that many monsters you hardly have pts left for special choices, but maybe scouts if you really want to.
- Khainite ; Your blood is our vitae, your flesh belongs to Khaine!: Lord choice would be a no lord or a supreme sorceress of any setup except on a monster. Heroes should be mostly death hags with cauldron and BSB. Core would be Spear/crossbow warriors and dark riders as support. For special use witch elves and executioners and a unit of shades. No rare choices but use any remaining pts to get an assassin or two but any more than two is just overkill.
- City Guard ; Attack us? in our homeland!? They have a death wish?: For lord chose you should have a dread lord on foot acting as the commander of the guards. A master with a BSB should always be present and sorceresses for magic defense. Core should consist of several blocks spear elves and crossbowmen. Specials should consist of solid blocks of black guard units and chariots. For rare bolt throwers.
- Watch tower ; pft Daemons. They bleed and they die: For characters both mounted sorceresses on dark steeds/pegasuses or dread lord/masters on coldones fit this theme quite well. Core troopss should consist of dark crossbow men, riders and harpies. Cold one knights and shades for special choices and a mix of hydras and bolt throwers for rare.
- Slavers ; Laugh with me and you shall not die painfully!: The Dreadlord should be as a slave master, BSB and other masters as slave keepers. Core choices will be spears and corsairs/dark riders. For special choice a unit of shades maybe. The thing with this stheme is to have at least 50% dark elves in pts and mostly just core and some characters. The rest of the army should consist of dogs of war such as slave giant, maneaters, orcs etc etc.
Building Competitive armylists
(2250-2500 lists with composition in mind)
- No more than 3 of the same type of core, 2 of the same type of special and no duplicate units of rare choices in the same army lists. More than that will be considered cheesy by many tournament organizers.
- Focus in and take advantage of every phase of the game will take you far.
- Don't even think about special characters. No tournament (besides GT) allows them.
- Don't be afraid to use non GW models. No tournament (again besides GT) are going to ban them.
- GTs aren't good tournaments. You'll get much better experience form indie tournaments.
- If anything is unclear about a rule . Don't hesitate to ask the tournament organizers.
- Use as few units that involves "risk" as possible (such as frenzy...)
Onto characters and units:
- Lord Choice, Dread Lord vs Supreme Sorceress: So both characters are fantastic in friendly games. But in competitive games where you just can't afford to fail any panic or break tests you'll need the extra Ld that the dread lord offers. If you want a good magic phase you can do it with several sorceresses, but it's only one way to get Ld10. Start out by kiting him with a defensive combo with the pendant and armour of darkness on foot or pendant and vanilla armour plus enchanted shield, you can continue to give him other magic items for the rest of the pts. If you insist on using a supreme sorceress you can use pendant, black staff, dark pegasus.
- The Sorceress: Sorceresses is a must for every army simply because of Magic defense. A good competitive army should always have some Magic. At 2250-2500 pts two lvl2 sorceresses with PD boosting items (sacrificial dagger, darkstar cloak) should make a powerful magic phase. If you had a supreme sorceress as lord you can use one sorceress with the spell familiar to get extra range on your spells of you second sorceress. If you don't want to be magic heavy you can use a lvl1 sorceress with 2 dispel scrolls. You shouldn't use more than 2 sorceresses/supreme sorceresses per army as it is considered quite cheesy and may not be accepted as a valid list.
Verdict: 10/10 You must have at least one.
- The Master: The best thing about the master is that they can become a BSB. Dark elves that have lots of rank and file troops will be greatly helped by the BSB. Masters often won't make that good of a combat character by themselves so they'll usually work best them pairing them up with a unit so they can remove one of the weaknesses for them. For example a Master with high S weapon in a warrior or corsair unit and the unit is suddenly not helpless against armour anymore. With the kills from the master and the CR bonus from the unit they can win combat against high armoured foes. Or in case facing lots of fear causing creatures, throw in a master with Pearl of Infinite Bleakness in a utnit and make them ItP. IMO Masters is a must in every army, at least a BSB. Pairing right unit with right master, even the cheapest unit can become good.
Verdict: 10/10 You can't get wrong with a BSB.
- The Death Hag: She is like the khainite version of a Master. While it start out to sound good it won't last stay this way. She can't have any kind of save except for a expensive 5+ ward and on top of that she is frenzied. This two things alone should make you not to use the death hag in a competitive tounament list. She is simply too risky and unpredictable. Now the only good thing is the Cauldron of Blood. But the cauldron is only good when there are at least 2 or more khainite units on the board. And for that many pts its hard to recommend it over another unit. I can't see the Death Hag being used effectively in tournaments.
Verdict: 1/10 Not in competitive play, frenzy and zero armour is simply too risky.
- The Assassin: The most awesome killing machine ever in the right situations. But that's the catch! You have to predict a great deal of things to make this model work. What you'll be facing, what unit should I place him, where to place that unit and finally engaging tit with the right enemy in combat. That is many hard prediction to make. So even if they dominate if done right, far too many times you've just predicted wrong and the assassin just became a 150+pts of VPs for your enemy. While I think that many are going to try and make a tournament list work with assassins I just can't see it work very well.
Verdict: 5/10 If you really can predict and/or lure your enemy to getting combat with the right hing then go fot it, otherwise leave him at home.
- Mounts: When it comes to mounts the most common mount for Sorceress is dark steed as stupidity from cold ones will result in too many failed test and dark pegasus will be to vulnerable. The most common mount of choice for Masters are cold ones as they have better Ld and can get proper armour for it. Both dark pegasus and manticores are too weak for their point value. The extra movement from dark steed is good but the Master won't contribute anything to a dark rider unit so it is a waste of a good hero slot. Chariots are another rather good option for Masters as they can add the extra punch to the chariot for it to break on the charge and it doesn't use up a special slot, but IMO Masters are better dupport for other units. The supreme sorceress is best on a dark pegasus if she has the pendant or else she is best on foot. Dread lords should be where you have lots of units as if you've followed my advice you've bought him for his Ld. So if you have lots of infantry then have him on foot, if you have a cavalry army then have him join the knights. Having him not joinging an unit is not good as he is vulnerable on his own. dark pegasus, manticore, dark steeds are pretty much the same comment as for the Master. Chariots isn't good because you're not in a unit. Dragons while ok on their own aren't good when paired with any of the lord choices. A supreme sorceress won't be fighting anything in close combat and a dreadlord is ideal among his units which he won't be if he's riding a dragon. So no dragons for dark elves in competive play.
- Warriors: Such cheap and good units are a rarity in WHFB not every army has got such a fine core choice and is cost effective at the same time. Shield is a must for much more survivability. Strangely I recommend using the HW +SH combo more often than spears because IMO they don't kill much at all even if they fight with 2 ranks but the bonus AS the HW + SH gives will save them more times than that extra attack. Warriors wins combat by combat res not by killing stuff so the better AS the more effective. If you throw in a warbanner and an character that can kill a few a break test for your enemy in inevitable.
Verdict: 9/10 You can't get much better core choice.
- Reapeter Crossbowmen: Good and cheap for the amount of shooting you get. There's no need to use them in any size other than the minimum (10 ). Use them in a formation to give you as many shoots and still be maneuverable. Don't give them any other equipment or command as they will almost flee everytime when getting charged and adding more stuff on them won't change a thing. Although cheap and good Dark riders are better (read further down)
Verdict: 6/10 They are good but as Dark Riders also are core and better value for their pts.
- Corsairs: Corsairs is a good flanking unit. Most people seems to forget that and uses them as a defensive CR unit. They are very expensive of that purpose compared to warriors. They have the sea dragon cloak that makes them a good screening unit for your warriors against shooting. The problem with corsairs is their lack of S even with 2 attacks they aren't really doing much. That makes a lot of the special choices better flanking units than corsairs.
Verdict: 5/10 Other than being a screen against shooting for other units I can't really see a use for them as there are so many better flankers in this army.
- Dark Riders: Oh boy, we've come to the best fast cav unit in the game. They've got the deadly repeater crossbows, they are on elven steeds and are fast cav and they're core. For the pts you pay these are of a great value. You can shoot, march block and bait at the same time. Equip them only with the repeater crossbow as giving them shields will make them loose fast cav rule and that is devestating for this unit. The champion is over priced and the standard is easy VP to the enemy so musician is the only command unit you should get. Units of 5-6 is the best.
Verdict: 10/10 This unit is an absolutely must in every DE army.
- Harpies: The only flying unit in DE army, they have some pros and cons so lets cover them. Pros are flying, skirmishers, won't cause panic to other units and a low unit min size. Cons will be no armour and low Ld. They are very good at taking out war machine crews, they'll get there at most in the second turn. 6-8 is a good size and cheap.
Verdict: 8/10 Sure they've got low Ld and vunerable to shooting but if you use the terrain well they can cause havoc in the enemies gun line.
- Witch Elves: Don't get awed by the insane number of attacks and poison on top of that. In fact that they have nil save and are frenzied make them a huge risk factor. You have to constantly block LOS to enemy units to prevent them from just charging toward the nearest enemy. The most disappointing thing is that massed small arms fire does more damage do low T bad save models and executioners do more damage to high T units than witch elves for the same pts. You will rarely see then in tournaments DE have so many more special choices that are better than them.
Verdict: 2/10 Simply too risky when playing competitive games.
- Shades: At first t hey seem expensive compared to other special choices. But being skirmishers, scouts and have the repeater crossbow makes up for that. They're great for march blocking and irritating war machines. Arm them with great weapons and they can become a very good flanking/rearing uinit for your cavalry. Use them in small units of 6-7 that way you can get enough shots to be deadly and they your opponent takes them out then he just gave up movement on a small amount of VPs, making you have the edge in the next movement phase. Don't get the light armour. 6+ vs nothing aren't going to make a difference.
Verdict: 8/10 Great multipurpose units second only to Dark Riders.
- Executioners: Executioners are great flanking units. The extra S in their profile makes them even viable using just hand weapon if you can't afford to strike last (remember that killing blow applies to all their weapons.) The only drawback is the armour save. You can protect them from shooting by using screens of small units of corsairs or warriors. Get the charge helps to make them more survivable in combat. If you don't break on the charge then things usually don't go your way anyway. I'd not use any bigger unit than 12 for a 7x2 formation or 12 for 6x2 formation.
Verdict: 8/10 Use them right and they are the best flankers in the DE army.
- Cold One Knights: Besides characters, the only models that are going to have good saves are going to be Knights. They're very hard hitting but their drawback of stupidity is quite huge too even at Ld9. They're very popular but I don't use more than two unit of those simply because I want to minimize my stupidity rolls.
Verdict: 9/10 They hit very hard and have a good save. Stupidity is bad but you can't ignore this unit as it's too good to be left out.
- Chariots: They hit about as hard as 5 knights for a lower price. But they do lack movement and they are also stupid on top of that they are not 2 for one special anymore. This makes them not as price efficient as the knights. The chariots are still good flankers for infantry units. You can also use this as a character mount, in that case they don't use up special slots. Also if they get hit by an S7+ attack the chariots will be destroyed.
Verdict: 4/10 There are better options out there,
- Black Guard: They have been beefed up by quite a lot this edition. Cheaper price and extra attack on the profile and the ability to take the ASF banner. Combined with stubborn and Ld9 and you'll have a unit that never run away. Like executioners, black guard needs some kind of screening unit to protect them from shooting.
Verdict: 10/10 Probably the best infantry unit in the DE army.
... more to come...
The Dark Elf Magic Phase
- This has been discussed a lot over at Druchii.net but here's my thoughts based on that discussion: First, timing of the PoD is based on how many spells you have that can then use the created dice. Second, you should ALWAYS use up your PoD dice before casting anything else, especially another PoD. You do NOT want a miscast stopping your magic phase and preventing you from casting leftover PoD dice. For a LVL2 this means that a PoD needs to be cast first on 2 dice, making a high probability of success and forcing the opponent to make a decision. If the enemy uses DD to stop it, fine. If not, your gain of 2-4 dice can be used on your remaining spells with no leftover. Now, lets talk Magic Items. By adding a darkstar cloak, you now have a better chance for casting 2 spells after the successful PoD. If you have a tome of furion you can change this up a bit. You can use your casters 2 die to cast one of your spells. Then use your common pool die to cast PoD and spread the resulting die out over your remaining 2 spells. With the sacrificial dagger you can cast PoD first on 2 die and boost if you need to pass. Then you can use your remaining die and PoD die to cast your 2 other spells. ~TyrusCassius
- Dragon mount uses up an additional hero choice.
- Don't use cold one as mount. Stupidity and bad movement (for a mount) isn't worth the +2 AS and S4 attack.
- Can use the lores of shadow, metal, death and fire besides the dark lore.
- Manticore mount uses up an additional hero choice.
- She can be BSB too.
- She uses the Gift of Khain list and NOT the Magic Item list.
- She is a Khainite.
- The only way to get a Cauldron of Blood.
- Don't use cold one as mount. Stupidity and bad movement (for a mount) isn't worth the +2 AS and S4 attack.
- Can use the lores of shadow, metal, death and fire besides the dark lore.
- A successful poison attack (6s to hit) will neglect a further killing blow roll. So I advice on using another poison if you uses the Touch of Death ability.
- Can't deploy as scout by himself. Must hide in a Scout unit.
- Very low point cost and therefore the best unit to place a sorceress with sacrificial dagger.
- Shield is a good ans cheap way to increase their survivability.
- Handbows may sound cool but it's not practical due to lack of range and reduced close combat efficiency.
- Probably the best fast cavalry in the entire game.
- Shields may seem cheap and good bud the removal of the fas cav rule isn't worth it.
- 5 models with repeater crossbow and musician is the ideal unit for cheap shooting, march blocking and baiting.
- 8 models with repeater crossbow and musician is a very good size for an effective flanking unit (plus it can do the same things as the 5 man team). ~timk1111
- These do not count towards the minimum amount of core unit you have to take.
- Won't cause panic to other dark elf units.
- Out of the options, great weapon is probably the best pick due to the S boost. More S3 attacks or 6+ AS won't do much impact.
- Is Khainite.
- Have 3 attacks (additional handweapon and frienzy)
Cold One Chariot
- Got Ld9 now.
- Not 2 for 1 special choice anymore.
- Chariots cannot march! so they are actually a very slow unit.
- Taking too many stupidity rolls each round is fatal to any dark elf list.
Cold One Knights
- Unit Champion can take magic item.
- Pearl of Infinite Bleakness does not cancel out stupidity. Read the Psychology rules in BRB.
- 5-6 models are usually enough. Any extra rank is a waste of points.
- Taking too many stupidity rolls each round is fatal to any dark elf list.
- Give them the Banner of Hag Grief to make them one of the best units in the DE range. Comment: sirhuma reminded me on why the Dread Banner isn't very good on Black Guard.
- Unit Champion can take magic item.
- Even very few of them can hold and won't break against most enemies. So their units won't necessarily be big.
- They have 4 baste strength. That means S6 with GWs that's better than KB against T3 characters.
- Tey are Khainites.
- Their Killing Blow special rule is not limited to their great weapons. They have KB special rule even if they're using hand weapons.
Menghil Manhide's Manflayers
- You can find their rules here.
- Don't have eternal hatred
- Very good alternative to powerful shades with a hero level character included.
- Their fire breathes S is equal to their remaining wounds.
- Regenerate and A7 makes them better than bolt throwers if you have to chose between one of them.
Reaper Bolt thrower
- They are still 2 for 1 rare choice.
- Will tear through armour like a hot knife on butter.
Dogs of War
- There are a lot common magic items that are cheap and good. So don't overlook them.
- Enchanted shield is a winner when mounted on a cold one. You can get up to 0+ CC AS and -1+ ranged AS.
- Crimson Death is a cheap way to have the S boost like a great weapon but still strike in I order.
- Armour of Eternal Servitude is a cheap way to get regenerate (the cheap mans 4+ ward)
- Armour of Darkness is the best way to get 1+ Sv for a character on foot.
- Blood Armour is another cheap way to get 1+ save.
- Potion of Strength is probably the most overlooked magic item as it can become a nasty surprise for anyone that just throws a character or monster to kill your character.
- Pendant of Khaeleth is probably the best defensive magic item as it provides a ward save for very low point cost. But don't get over confident with it.
- Ring of Hotek is a great defensive anti magic item as it protects every unit within 12" of it. ~sirhuma
- The Sacrificial Dagger will grant you with additional power dice with the sacrifice of some cheap spear warriors.
- The Familiar will in short grant and additional 6" of range to your spells.
- Dark Star Cloak is not really necessary when DE can generate that many PDs. In other words there are often better arcane items that you can take.
- Black Staff for the Supreme Sorceress. First off in casting you would use the Black Staff Bound Spell. If not dispelled, you can then use the 2-4 dice for 1 2PD spell, 1 3PD spell, or 2 2PD spells. Then cast PoD on 2 dice. If dispelled, you then still have 2 PD for spell casting. If not, you now have 4-6 PD to cast 2-3 spells. This is absolutely brutal. By focusing on 2-3 dice casts, chance of miscast is very low. ~TyrusCassius
- Warbanner is the cheapest way to gain static CR.
- Banner of Murder is good for any unit as most DE units have low S.
- Pendant of Khaeleth + Black Staff, mounted on dark pegasus. You'll be producing PD faster than McDonalds can produce burgers! You can use PoD twice (once from the staff and once from the sorceress). The pendant will keep you from harms way. And the dark pegasus will provide sufficient range to your spells and as well avoid combat. Be aware of low S magic missiles and massed small arms fire and as well as enemy flying units.
- naked + Cauldron of Blood ~Dire
- BSB + Standard of Hag Graef + Manbane + Rune of Khaine ~Dire. Comment by me (zhaf): This build is tailored for the executioners if a black guard unit isn't present at the same time with the hag banner.
- Additional Hand Weapon + Cry of War + Manbane + Rune of Khaine ~Dire. Comment by me (zhaf): It's good for killing monsters and enemies with T higher than 3. I'd either remove Cry of War entirely or replace it with Cloak of Twilight, 20" M FTW!
- Additional Hand Weapon + Hand of Khaine + Touch of Death ~Dire. Comment by me (zhaf): Character and heavy armored "killer". It counteracts what I said about poison and KB so I still advice on taking Black Lotus for maximum chance of KB.
- Additional Hand Weapon + Rending Stars + Manbane ~Dire. Comment by me (zhaf): I've never thought of that combo. Hard vs chariots (it can even one shot T6 chariots! And they thought that the higher T the more survivability) and anything that is charging you. Cloak of Twilight is good here as well, high M is always needed on an assassin.
There is a thread in the Dark Elf Army List section of this forum where Shadowblademafia and other experienced DE players helps other out to build Army Lists. Please be patient and have respect for them and what they do. Here's a link to the thread: DE Army Builder.
more to come...
So what's the plan here? You add more, or others add more?
Anyway, one thing I'll mention is the Dark Riders. You say 5 is the 'ideal' unit. It's good, but to me, the ideal size is actually 8 with full command. Lots of shootnig abillity, unit doesn't become useless when a couple of them die, and they are fantasic at charging into the flank of unit, and that was before they got hatred, and before the champ got a bonus attack. Now, they would be even better.
There are but a few Best Assasin Configurations, as
Additional Hand Weapon; Cry of War; Manbane; Rune of Khaine
Additional Hand Weapon; Hand of Khaine; Touch of Death
Rending Stars, Manbane (almost always wounding on 2+ and 3x multiple shot hitting on 2+. Ever forever).
Of course cloack is always nice addition...
The best Death Hag configuration was is and shall remain Cauldron of Blood or BSB with
Standard of Hag Graef, Manbane and Rune of Khaine, sticking to executoniers. And these configurations are quite popular too I think.
@timk1111: Both! If it is good advice I'll add them here. Onto you dark riders comment. Do you use them in 8x1 formation?
@Dire: Not that I doubt you but can you do a short elaboration on the different builds? On the touch of death build see what I wrote about poisoned attacks and touch of death. And throwing stars. I fail to see it's usefulness as you must reveal your assassin to be able to use it. So it destroys the "hidden" purpose.
This reminds me of the WE Tactica (and the BoC, OK, and Lizzies ones).
Good luck with it, and I'm afraid I can't really help, so I'll just sit here on the sidelines and yell encouragement.
Zhaf, the thing about the Dark Rider formation, is you run them how ever you need them. Probably 4x2 to start, but depending on what you're shooting, what you're charging, how much room you have, etc, so 8x1 when shooting, if charging, whatever you need, 8x1 is nice to shoot at them first, but if you were charging something like a WarMachine in a small gap, you just do what ever you have to. You addopt any formatin you need. That's really the beauty if Fast Cav in large numbers - Wild Riders are used in the same way, though they are all about combat...
The point of Rending Stars and Manbane is to shoot at large monsters and other tough opponents. He comes basic with ASF, so hidden isn't as big of a deal anymore, esp an Assassin geared for shooting.
Dire, I don't think all of your builds are all that optimal. So:
1) Why Cry of War? He's hidden most of the time anyway...
2) An Assassin going for Killing Blows should go with: Addit HW, Rune of Khaine, Touch of Death then either Black Lotus or Dark Venom, either is fine. So, we have a ton of attacks with hatred, that can't score poison and ruin our chance of a KB, and therefore lots of chances to score a KB.
3) He's Fine, more for shooting support. But really, you may as well give him an addit HW for the small amount of points. He's still pretty good in combat with 4 attacks and Manbane.
Last edited by timk1111; August 24th, 2008 at 13:40.
Talismans -The ring of Hotek is a great magic defense item not just is a spell cast with in 12 but also targeted.
The black gaurd- The hag banner is the way to go but if you are going to run 2 units with banners the banner of murder would be second. The Dread banner makes them cause fear. The unit can only go up to 20 in unit size so you are not going to out number alot of combat res units any way. The smaller units that you will have trouble with breaking (undead , deamons) are also immune to psychology. You are immune to psychology anyway. Plus give the champs magic weapons to compliment the banner you pick.( Hag-ASF- take the great weapon with armour piercing, murder-give him the crimson death weapon now at -4 to save)
Last edited by sirhuma; August 24th, 2008 at 14:45. Reason: adding to reply
Rending Stars + Manbane? It simply does not use Hidden. You reveal him as quick as possible. And uses? Imagine Chariot for example, or packed unit of Chaos Knights... Surprise guaranteed.
-Tips for magic casting-
This has been discussed alot over at Druchii.net but heres my thoughts based on that discussion: First, timing of the PoD is based on how many spells you have that can then use the created dice. Second, you should ALWAYS use up your PoD dice before casting anything else, especially another PoD. You do NOT want a miscast stopping your magic phase and preventing you from casting leftover PoD dice. For a LVL2 this means that a PoD needs to be cast first on 2 dice, making a high probability of success and forcing the opponent to make a decision. If the enemy uses DD to stop it, fine. If not, your gain of 2-4 dice can be used on your remaining spells with no leftover. Now, lets talk Magic Items. By adding a darkstar cloak, you now have a better chance for casting 2 spells after the successful PoD. If you have a tome of furion you can change this up a bit. You can use your casters 2 die to cast one of your spells. Then use your common pool die to cast PoD and spread the resulting die out over your remaining 2 spells. With the sacrificial dagger you can cast PoD first on 2 die and boost if you need to pass. Then you can use your remaining die and PoD die to cast your 2 other spells.
I have seen alot of people shying away from the Black Staff for a Supreme Sorceress and I'm not sure why. First off in casting you would use the Black Staff Bound Spell. If not dispelled, you can then use the 2-4 dice for 1 2PD spell, 1 3PD spell, or 2 2PD spells. Then cast PoD on 2 dice. If dispelled, you then still have 2 PD for spell casting. If not, you now have 4-6 PD to cast 2-3 spells. This is absolutely brutal. By focusing on 2-3 dice casts, chance of miscast is very low.
Anyway, just some musings.....