First Dark Elf Army - 1000pts - Warhammer 40K Fantasy
 

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  1. #1
    Member muppetconstrictor's Avatar
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    First Dark Elf Army - 1000pts

    Hail fellow Librariumist's!!

    I have just this week returned to Warhammer after a long two-year break.

    I have played Dwarfs, Tomb Kings, Empire and Beasts of Chaos in the past but fancied trying the new and improved Dark Elf list!!

    I have written a 1000pts army for use against any opponent in friendly games.

    I would love if some of you more experienced heads could take a look and redirect if you believe the list can be improved!!

    Characters;

    1 Master - Heavy armor, shield, dragon cloak, sword of might & null talisman

    1 Sorcerer (Level 2)

    1 Assassin - Rending stars, manbane

    Core;

    19 Warriors - musician, champion, standard, shields

    10 RXB's - shields

    5 Dark riders - RXB's, musician

    Special;

    5 Shades - Great weapons

    5 Cold ones

    Total 1000pts

    Assassin to be deployed in shades and revealed turn 1 for shooting phase

    Master to lead the warrior unit conferring higher leadership and 1MR

    Sorcerer was mainly to get dispell dice up, but could be useful with the power of darkness

    Shades and Dark riders for march blocking and ranged support

    RXB's to sofen up enemy numbers

    Cold ones as flamk support for warriors

    The main decison i had was Lvl 2 sorcerer Vs Lvl 1 sorcerer and ASF banner for the warrior unit.

    Any suggestions would be most welcome!!

    The Herts & Essex Blood Bowl League - 30 active members and still looking to expand!

    Check out our website at http://www.hebbl.co.uk

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  3. #2
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    I wouldn't bother with magic at all at 1k. Magic is a go big or don't bring it, and at 1k you can't afford to go big. You also don't really even need magic protections until you get to 1500, so I wouldn't even bother with a lvl 1, or null talismans.

    ASF banner in the warrior unit? You have to take a master to do that, and that would require some list adjustment. The payoff isn't really worth it either, with only S3 attacks. Ask High elves how much ASF spears kill.... (you don't see very many taken in serious lists)

    Shields on RxBs don't make much sense, since even if they get in combat they are going to lose. I would just keep them cheap and simple.

    I would go with this, even though it is a bit mean at the point level:

    Master: full mundane armor, general ~ 90

    5 dark riders: rxb ~ 110
    10 rxb ~ 100
    20 warriors: FC ~ 155

    5 CoKs ~ 135
    5 shades: GW ~ 90
    Assassin: manbane rending stars ~ 145

    War hydra ~ 175

    Cut out upgrades for the hydra and a extra body in the warrior block.

  4. #3
    Member muppetconstrictor's Avatar
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    Hi notabot

    Thanks for the advice!!

    I think the reason I gave the RXBs shields was for some survivability against enemy shooting, but i guess if they get close enough to trouble them I am doing something wrong

    I did consider the Hydra, maybe now I will take it and have some fun!!

    So are you confident that two dispel dice will stand up to vampire magic at 1000pts?
    Last edited by muppetconstrictor; March 31st, 2010 at 15:57. Reason: text formatting
    The Herts & Essex Blood Bowl League - 30 active members and still looking to expand!

    Check out our website at http://www.hebbl.co.uk

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    vampires can't really bring much magic at 1k, their hero level characters aren't all that capable of casters. At low level they lean on their bound spells usually, if you really want extra magic defense, give your master seal of ghrond.

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