Charing Cold One Knight
Lafayette, IN
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The one thing to keep in mind about DE, is they have bad armor and low toughness. This means they MUST clear the kill zone when they are in combat. If you can't get rid of most the attacks back, or don't go first, you shouldn't be in combat. The good news is their is plenty of options to avoid combat, or kill everything a unit touches. They also have a fast cav as a core unit. No need to form a battle line. If you do form a battle line, keep in mind much of the DE combat power comes from very specific item/unit combinations. This means you can't run 2 units of ASF black guard, no matter how good it would be.
They have great shooting/magic, and can actually kill most of an army at range. What is left can usually be ran down.
Here is my comments for each non character units, and how they probably should be run:
Corsairs: They are probably too expensive compared to what else you could spend your points on. The bows don't come in handy very often, you have to get really close, and shooting with it 1-2 times won't do enough to break a unit. The CC option is tempting, 2 attacks with a nasty rundown ability is almost worth it. If you must run them, 1 ten man unit with CC min sized to flank with. Or a 14 man unit with just banner of frenzy. 3 attacks per model, 7 wide means 21 attacks. They are S3, so they will bounce off of tougher units. If you run the cauldron, they could be a good killing blow ability target.
Warriors: Cheap static resolution. Except in this army they can actually kill things. Just don't expect them to win vs elite units. Take them as dagger fodder, or 3-4 ranks plus banner. I have been running them in a 20 block, 7 wide, with a combat master in it. I then give them the +1 combat res banner, because it is cheaper than adding the extra bodies for an extra rank.
Xbows: At this price they are a bargain. S3 shooting does have its limits, so you can't build a strategy around them. 1-2 units 10-12 strong should be enough. Don't bother with shields. If your enemy shoots at them, great they did their job as a distraction. If you are in combat with them, then you forgot/couldn't flee, and they will lose anyways.
Dark Riders: Some of the best fast cav in the game. Unlike most armies fast cav, they can take bows with decent range. With the large movement allowance, they can quickly flank or shoot exposed units. I like them better than the xbows, even though they cost twice as much per shot. If you run them, 5-6 with or without the musician, w/xbows, is the default configuration.
Witch elves: No armor? check. Frenzy? check. Toughness/Strength 3? check. If you can get past those problems, they can be a nasty unit. Poison, 3 attacks each, and a cost that isn't too out of line, means that they can do some bad things when they get in combat. They do have a problem with armor though. Here is how I have been running them: 12-14, 6-7 wide. Full command, banner of armor piercing, hag with manbane. The armor piercing, and hag, means you can still generate some kills vs more heavily armor opponents. Vs low armor units, they will cut right through like a chainsaw through butter. If you run the cauldron, they are a good target for any of the abilities.
Shades: They can take great weapons, or extra hand weapons. With an assassin with manbane and rending stars, they can cripple an unit turn 1. I run them as a small assassin carrier. For some extra cheese, you can get a first turn charge sometimes per the FAQ.
Executioners: Too many points for too few attacks striking last. If you take a death hag BSB, with the banner of ASF, they can do some damage. They are also a good target of the cauldrons extra attacks ability.
Black guard: ItP, stubborn, hatred every turn, generous magic allotment. What is not to like about them? I run them 12-14, 6-7 wide, full command, banner of ASF. The champ either has ring of hotek, or crimson death. They can get shot up bad, so be careful about what can see them. They only have S4, so knights can be a problem for them.
CoKs: you standard 2+ knight. Except this one causes fear. Balanced by being stupid. LD9 means that really isn't that big a drawback. S6 on the charge is nice. The cost for a full command isn't. Run these either as min flank units, or as a huge death star unit. (there is some nasty combinations available, but they cost many points)
CoK chariot: A great chariot for the price. Hits hard, and has good armor and toughness. Keep in mind when you run chariots, you need to run multiple. Stupid S7 rule.
War hydra: If you think a skirmishing terror causing unit with fire breath is good, wait till you see how many attacks it gets. It has regen?! For 175 points, this thing is stupid good. Personally I think if you run monsters, you need to run multiple. Most people can handle 1. 2 becomes a serious problem.
Reaper bot thrower: My personal default rare. If you run them, run 3-4. 1-2 isn't enough shooting. But 3-4 becomes a major threat. For its cost it is great compared to what other armies pay for a war machine. The only reason you don't see more of these, is they hydra is grossly under costed.
Manticore: A nasty mount for a master/lord. Esp nasty at less than 2000, where most people cant handle flying monsters.
Dragon: The DE dragon is one of the harder hitting ones out there. Its weapon has a nice ability. I would rather it had fire breath to be honest.
Dark Pegasus: Great mount for a Supreme Sorceress. Keep it out of combat though.
Assassin: These are so nasty they really aren't that much a surprise anymore. The configurations I run are: manebane rending stars, and rune of khaine manbane. One goes in a unit of shades, the other in any block troops that might need the extra punch.
Heroes/lords: Personally I don't really see the point of combat characters. The exception is when you are running manticore sor dragons. The hero/lord slots are better spent on buying magic. That being said, there is so many viable options available, I can't cover them all.
Though my post went on a bit long, I hope I was some help.
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