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I am playing in a 750 pt round-robin style tournament, and one of my opponents will have a Dark Elf army. I haven't fought a Dark elf army in over 10 years, so given I have no access to the Army Book, I was wondering if there was any tips you guys could give me regarding their special abilities.
I am playing the following, but have access to every Empire model apart from Outriders.
Warrior Priest (HW, HA, S, Icon of Magnus)
Swordsmen x 18 - Full Command)
Crossbowmen x 10 - Musician only)
Crossbowmen x 10 - Musician only)
Knights x 6 (Vanilla - Musician Only)
Mortar x 1
Cannon x 1
Any suggestions. I should probably mention that the game is in 7 hours....
The only experience I have facing DEs is with my WEs, those times were the previous incarnation.
But your list looks pretty good. It's a very balanced one. Personally, I'd drop the knights for a helblaster and a detachment for the swordsmen. You'll need all the extra CRes you can get. Which cc detachment you take is up to you. Free company for tons of early attacks (extra effective against lightly armoured, T3 elves) or halberdiers (for wounding on 3s) tend to do very well as detachments.
Tactically, the druchii will be a lot faster than you. Try not to get any units isolated, as it will lead to them getting chopped apart mercilessly.
One thing that surprised me was the high armour saves their characters and knights can get. Use the helblaster to gun down any units you don't think you can beat in cc (there are some real elite units in the DE book), the cannon should have at least one shot at the inevitable RBT (or two), though keep your eyes open for better targets (lone characters spring to mind, and your opponent may bring a monster or two to the table), and the mortar should be shooting at big, squishy, R&F units. If you face any Repeater XBowmen, you should be able to beat them in a ranged duel with your own XBowmen, otherwise, use them to support your swordsmen.
Hope that helps.
I know it's too late, but I probably would have dropped the musicians and the mortar and gone for a unit of pistoliers. I love fast cav. Fascav with brace of pistols rock. They can sit back and decimate a unit if needed by running circles around them and shooting or they can break down small units that go after your cannon.
Thank you for all your advice - much appreciated. Unfortunately, I got a Solid Loss - but not through the list, or tactics. Just horrendously bad luck on the artillery dice. Quite frankly, given the excellent luck I have been having lately (helblaster survived 2 games firing every turn), it was bound to turn eventually.
As suggested, I dropped the Knights for a Helblaster, and the Swordsmen detachment. My opponent had 2 bolt thowers, a unit of repeater X-bowmen and a huge unit of 30 spearmen.
In the second turn, the Helblaster misfired and jammed, rendering it useless, until the repears terminated the crew int he 5th turn. Two turns in a row, my Cannon ranges were guessed 2 inches short of the bolt throwers before the bounce roll, and failed to bounce at all. I couldn't hit anything with the Mortar due to scatter. However, my units of Crossbowmen annihilated his Repeater Xbowmen long before they got in range of anything important.
Regardless, the battle came down to the swordsmen vs the spearmen. I managed to hit him in the flank with my main swordsmen unit, after fleeing the detachment, and causing him to have a failed charge. After all the wounds and such were counted, he revealed a 125pt banner on his battle standard bearer which allowed him to win combat by 1 - I fled and he chased me down, killing my General and capturing my standard.
It was a good game, and my opponent was a fun guy. We both enjoyed the game, and have agreed to escalate to a higher points value next time we play.