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Discussion Starter #1
Ok so i am starting a DE army. I've read some reviews but want advice on what is actually tournament playable. I hear there's debate about Witches or Corsairs, but personally i prefer the models and the theme of the Corsairs.

So here's the list, please help.

Lord

Supreme Sorceress - 245
Level 4 Wizard
Dispel Scroll

Hero

Sorceress - 140
Level 2 Wizard
Sacrificial Dagger

Master (BSB ) - 107
Additional Hand Weapon
Heavy Armour
Sea Dragon Cloak

Core

25 Corsairs - 250
Full Command

25 Corsairs - 250
Full Command

Special

37 Har Ganeth Executioners - 474
Full Command

Repeater Bolt Thrower

Repeater Bolt Thrower

Repeater Bolt Thrower

Rare

Kharibdys

Kharibdys
 

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Benevolent Dictator
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Going for straight throat-slitting, friend-stabbing, heart-rending tournament effectiveness? I can push the list that way, no problem.

Lord

Supreme Sorceress - 245
Level 4 Wizard
Dispel Scroll
This fine lady wants a wardsave. The Dispel Scroll isn't bad, but you have better uses of your 100pt item limit on your *general*. Even if you just scrimp in the Book of Ashur, or were to swap the Scroll and Dagger (want the help on the main caster, let the secondary carry the goods), that would be better. I'd definitely look into getting her a 4++ as your first order of business, however. Also - what Lore have you got in mind?

Hero

Sorceress - 140
Level 2 Wizard
Sacrificial Dagger
Eeh.... depending on your main Lore, I would possibly consider dropping this chick. It's not worth having an extra Wizard for the Scroll *or* Dagger, and I don't see what she's bringing to the table otherwise. Again - what Lore?

Master (BSB ) - 107
Additional Hand Weapon
Heavy Armour
Sea Dragon Cloak
No wardsave again. Also, AHW just isn't worth it on *anything*. Any additional Strength is better, until you have eclipsed roughly *2x* the number of attacks you would normally get. So if you have 3A as a Noble, you would need to get to ~7A before it was as good as having +1S.
I'd throw this guy the Armor of Destiny, give him a Sea Dragon Cloak, and a Halberd or Greatweapon, and leave it at that.


Core
25 Corsairs - 250
Full Command
25 Corsairs - 250
Full Command
Tiny, first of all - they're going to get ripped up before they even get into the fight. We need units of ~30 for these guys. If you aren't taking your entire Core as Dark Riders, then you need to take a singularly huge block of something (corsairs, witches) and then fill in the edges with Riders carrying RXBs, ro at least with RXBowmen on foot. Chaff is the name of the game - cheap and easy deployment drops who can create blocks and redirects for your army, and/or clear out enemy chaff themselves.
Secondly, you only need Full Command if you are escorting a character who you want in the front rank but *not* in a challenge. Otherwise you can ditch your Champion. Also, remember to drop 1 model for every character who you intend to escort.
Finally, you should go wide, rather than deep, with Corsairs. Elves are rarely ever going to have many ranks against the enemy, so we need to whittle them down as quickly as possible. Yes, Corsairs *can* make a decent anvil with their armor.
It's also worth pointing out that with Corsairs and Witches, a big part of the draw is throwing a Cauldron or at least a Brewed-up Hag into their ranks. It takes them from being "just another Core unit" to actually being a scary "deathstar" of sorts. That frees you up to take other whacky shenanigans in your Special and Rare. Generally, Dark Elf lists tend to favor a beefy central regiment to take the punishment and deal out the damage, and then fill in the rest of the list with avoidance and harassment "hunter" units to rack up points elsewhere on the table.


Special

37 Har Ganeth Executioners - 474
Full Command
That's a lot of Execs. Keep in mind that you lose ASF. If you take Black Guard, give them Frenzy, and stick a Razor Banner on them, they're actually not half bad. The difference in Strength is actually offset by the number of attacks and the fact that they retain their rerolls. It makes them good against a wide range of opponents, because they have sheer weight of attacks against "little stuff" like Gobbos and other Elves, and then they've got the Razor Banner and a (still reasonable) S4 to handle the big guys. Better if they're backed with Magic. Even better with a Cauldron, of course. Again - these guys could replace your Corsairs hands down.
Putting Frenzy into your Execs wouldn't be bad though either. The same is true all across the board, but I consider the BGs to be the stronger unit here.


Repeater Bolt Thrower
Repeater Bolt Thrower
Repeater Bolt Thrower
Lot of RBTs here. Kind of meh - they will *not* kill monsters, if that's your plan. They're better when fired as a volley of 6 shots, but at that point, you can throw the points into Core models equipped with RBTs (again: Dark Riders or RXBowmen).

Rare

Kharibdys
Kharibdys
Probably the worst you could do with your Rare, unfortunately. The model has such whacky rules - ask yourself what the goal of one of these (let alone two) would be on the table. Then ask yourself how reliably they can complete that goal, and if there might not be something else in the book which could do it better.
You can't underestimate the sexiness that are Warlocks. 4+ Ward on Fast Cavalry, with their free spells, makes them pretty solid. Unless you're comped out of using them, they'd be my only investment in Rare. Otherwise, I'd dump the points into Special or Core.
Thoughts in blue.
Obviously, a lot of things are down to personal choice. If you're winning serious games with your list, then it might simply be that you are playing the units in a way that people don't expect. There are lots of people out there who can deviate quite a bit from the "net list" and do very well with the army. Criticism is also colored by the person giving it - obviously, I play Dark Elves myself and think that my list is quite possibly the best (or I would have changed it), and therefore push everyone towards those units. A feel for my typical army would be:

L4 Metal Sorc

Dreadbringer
Witchbrew Hag BSB

12 Dark Riders w/ RXBs
12 Dark Riders w/ RXBs
10 RXBmen

37 BG w/ Full Command, Razor Standard

12 Warlocks
12 Warlocks

The strategy is pretty basic - the 'Locks can hold up whatever the heck they want. The RXBmen stand in front of the BG for most of the game, who are housing all of the characters for "super frenzy" behind them. Meanwhile, the Dark Riders go out there and clear chaff, lightly charge whatever they want, and generally just make a nuisance of themselves. The Warlocks can take down medium threats, but also have the ability to do an excellent job at holding up whatever I don't want to face down with my main block.
The army is a bit of a one-trick, and certain opponents will wreck it. I figure that every army has at least one "hard counter", but depending on the environment, I will crop and swap units in and out of this fairly generic "base army".
 

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Discussion Starter #3 (Edited)
Thought son this...

So after reading your comments (and getting the book) i've had a rethink

Lord

Supreme Sorceress - 265 (Don't know which Lore, please advise)
Level 4 Wizard
Talisman of Preservation


Hero

Tullaris Dreadbringer

Master - 147
Battle Standard Bearer,
Heavy Armour
Sea Dragon Cloak
Shield
Ogre Blade


Core

35 Black Ark Corsairs - 415
Reaver
Musician
Standard Bearer
Additional Hand Weapons

10 Dark Riders - 200
Shields
Repeater Crossbows

10 Dark Riders - 200
Shields
Repeater Crossbows


Special

25 Black Guard of Naggarond - 405 (All Characters in here)
Tower Master
Musician
Standard Bearer

3 Reaper Bolt Throwers
 

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That doesn't look half bad. My two biggest suggestions are to give your BSB a Wardsave rather than a weapon (Armor of Destiny) and then make sure that your Blackguard take the Razor Banner.

Also, you're ~200pts over on your Core. I'd split those DRiders up into 5-mans, toss them each a Musician, and then drop any that put you over your minimum requirement. Invest the points into the Razor Banner first, then into getting a few more Blackguard. Still can't recommend Warlocks highly enough either, but that's just my own personal taste.

Get the army out there and see how it plays a few times before you commit too much money (proxy if you can) and start tweaking the list towards the feedback and the experience that you get at the table. Dark Elves are one of the tougher armies to write lists for, I've found. It's not that they're a bad book or full of terrible choices, but they need to be very focused on what they want to do. There are lots of units that fill the same role, split across Core/Special and even Rare, all at different costs. Once you have your base strategy figured out, you really have to sit down and nip and tuck this army until you are spending just enough on your anvils, getting the right amount of 'hit' out of your hammers, and so on. They're a real head-scratcher.
 

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Personally i think bolt throwers are a waste tbh and corsairs are ok but i prefer darck shardes with shields but thats personal preferance. The black guard do benefit from the cauldren quite nicely might give that a thought.

Cap is right about the dark riders split them. Also if you take a sorc put on a steed and in a unit of warlocks good place to hang and good spells.

I look at your list and see you struggling against heavy armour so suggest metal for your level 4 also the boost your guys armour in close combat.

I see your list working like this:

Sorc level 4 tali of pres steed metal

BSB, gw armour fo destiny sea dragon cloak

hag cualdren fencers blades ruin of khain

27 black guard full command razor standard (bsb and culdren to make horde)

Core however you see fit.

5 doomlocks master
 
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