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Made in us
Wraith





Raleigh, North Carolina

Haven't played a game bigger than 500, only bought a Battalion box thus far since I know I'll be using the models in it, considering picking up the Spearhead at some point for all the heroes and other goodies in it.

I love all the magic the Dark Elves can bring to the table while still being able to fill out the other phases. I want this list to be fairly magic heavy, but still have assault and shooting power.

High Sorceress- General, Lv.4, Sacrificial Dagger, Pendant of Khaeleth - 320
Sorceress- Lv.2, Darkstar Cloak, Dispel Scroll - 185
Noble- BSB, Hydra Banner, Cold One, Lance, Heavy Armor, Sea Dragon Cloak, Shield - 214
Assassin- Extra Hand Weapon, Manbane, Rune of Khaine - 146

15x Warriors- Spear, Shield, Musician - 108
10x Repeater Crossbowmen- Shields, Musician - 115
15x Corsairs- Extra Hand Weapon, Sea Serpent Standard, Musician, Standard Bearer - 190
5x Dark Riders- Repeater Crossbows, Musician - 117
5x Dark Riders- Repeater Crossbows, Musician - 117
5x Harpies - 55

7x Shades- Light Armor, Great Weapons - 133
5x Cold One Knights- Dread Knight, Musician, Standard Bearer - 200
-Dread Knight- Lance, Shield, Ring of Hotek

War Hydra- 175
War Hydra- 175

Total: 2250

So far the plan is to have the High Sorceress with the Spearmen, using them as fodder for the dagger. Should I up these guys to 20? Do they need a Standard Bearer?

I'm at a loss as to where to put the other Sorceress and what magical items (if any) to give them. I figured a Dispel Scroll would be good to have against those magic-heavy lists, but do I really need the scroll with two Sorceresses on the field?

The Hydra Banner with the Cold One Knights just looked like a great combination to me: +1 attack for the Knights AND their mounts. Obviously this guy will be running with them.

Crossbowmen are there to harass units with volleys of firepower, I can't imagine 20 shots per turn being something to shrug off, especially if they march first turn and have a juicy target turn 2. I gave them shields for a little added protection and a musician in case they get shot apart or need to flee from an incoming assault. Good idea or not? Do I need more of these?

Corsairs with a frenzy banner looks like it can dish out a fair amount of attacks so long as I restrain them with Harpies or Riders. Thought about sticking the Assassin with them or in with the Shades.

Dark Riders are there for more harassment, attacking flanks and shooting, bait and flee, and march blocking.

Harpies for much the same as Dark Riders, but can get to war machine crew easier.

Everyone says Shades are great, they certainly seem so on paper. I do wonder if 7 is just way too few, though.

The Cold One Knights are there to put a hurt on things, especially if I can manage to flank them. Stuck the Ring of Hotek in here to help force more miscasts, and will have the Hydra Banner with them.

Hydras are both mean and awesome, and only 175 points. I've thought about doing dual Reaper Bolt Throwers alongside a single Hydra, but that's more points overall. Probably a little more balanced, though, and better to deal with various threats that may arise.

As I said, still haven't played a proper game yet so not really sure if I'm reading into the capabilities or tactics of this army correctly. Feel free to suggest additions, removals, etc. of units you think I have too many or not enough of. Looking at it on paper, it feels like I'm lacking a proper focus, like the list is kind of all over the place with things I think are cool.

 
   
Made in us
Fresh-Faced New User




I run a unit of Cold One Knights with the Hydra banner, and it is indeed as badass as you think. If you've got a Master in there as the battle standard bearer, you're talking about a unit that does 13 strength 6 and 12 strength 4 attacks on the charge, has +2 victory points (battle standard + unit standard) and causes Fear. You charge, you win the combat, the unit automatically breaks, you get three dice to try and destroy them, and then if you're lucky you get to overrun into another unit and start all over again.

This message was edited 1 time. Last update was at 2008/11/23 06:10:28


 
   
Made in us
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Barpharanges






Limbo

Chitin wrote:I run a unit of Cold One Knights with the Hydra banner, and it is indeed as badass as you think. If you've got a Master in there as the battle standard bearer, you're talking about a unit that does 13 strength 6 and 12 strength 4 attacks on the charge, has +2 victory points (battle standard + unit standard) and causes Fear. You charge, you win the combat, the unit automatically breaks, you get three dice to try and destroy them, and then if you're lucky you get to overrun into another unit and start all over again.


This has happened to me. It hurts something fierce, especially considering that you get to re-roll all misses from those attacks.

My friend runs a fairly similar list at 1250 pts. I feel that, against most balanced armies, this should be pretty fast and brutal, and you certainly have enough "high priority" targets to keep your opponent occupied. I'd worry about gun-line lists, but you should be able to dish out plenty of damage and hit their lines with enough strength. Just make sure to not let the Cold One Knights get shot up.

DS:80S+GM--B++I+Pwhfb/re#+D++A++/fWD-R+++T(O)DM+++

Madness and genius are separated by degrees of success.

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