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Made in us
Terrifying Wraith




Houston

This is what I am building:
Succulant (sorc) - 140 points
20 warriors (shield/command)
10 warriors (rxb)
5 knights (command)
15 blackguard (command)
chariot
bolt thrower

what is the most effective sorc build with 140 points? Should I lose command members for more magic? Thanks in advance!

Fantasy: 4000 - WoC, 1500 - VC, 1500 - Beastmen
40k: 2000 - White Scars
Hordes: 5/100 - Circle of Orboros
 
   
Made in cz
Storm Trooper with Maglight






Magic at 1000 pts doesnt do anything useful. I would use a hero on dark steed with sword of might and pedant of khaeleth and some armour. He costs 152 or 154 i think.

Warriors with spears are not much good IMO. I would drop them for another rxb unit. I would include one unit of harpies for march blocking too.

Knights dont need command at 1000 pts. Black guard need ASF banner. Dont use chariots they are better ways to use the points in DE list. For example the second bolt thrower.

Mud company 2000 pts.
Colonel Hermann Winter's Armoured fist 1500 pts.
Armored battlegroup 1750 pts.
Death korps of Krieg 4000 pts.
FoW germans 5000 pts.
BFG Imperial fleet 2500 pts.
Necromunda gang 2500 credits
Easterlings and Harad LotR 1300 pts.


 
   
Made in us
Wraith





Raleigh, North Carolina

By "This is what I'm building", does that mean this is what you have bought already and don't intend to purchase anything else, or this is just what you're planning? If you have not made these purchases, you may consider altering a few things.

Dark Elf Warriors are a relatively cheap way to get a decent block of SCR in your army. This is especially helpful at low point games, but I use a block of 20 in my 2250 list as well as my secondary anchor. In larger armies, a nearby BSB can really keep these guys around even in situations they normally couldn't hold. I had a block hold off a Beastmen Chariot and Bestigor with character combo charge for three turns thanks to a nearby BSB.

As w0chtulka said, magic at 1k isn't terribly useful because it's often too points-intensive to overwhelm your opponent's dispel dice. A standard army gets 2 for existing and often can get one DD as a talisman or enchanted item. You would start out with four, could get five with the Darkstar Cloak or start stabbing your Warriors for a few more. The problem with that is you are spending a great deal of points for what often is not worth the effort. Further, any suicide unit can take her out pretty easily.

Further agreeing with w0chtukla, Cold One Knights don't need command. Even in higher point lists you're better off keeping them naked because they are very effective for 135pts and command is very expensive.

Black Guard are extremely expensive for what they do in a 1000pt list. I'd hold off on these guys until at least 1500 when you have the points to spare. Yes, they are great. No, they aren't as great as some people make them out to be unless you buff them up with Cauldron support or a character.

Chariots are relatively cheap and effective, but are best run in pairs. A double charge from them is much scarier than a single. You may have a hard time coming up with a Chariot you like, though. Your current options are to convert someone else's, which doesn't save you any money, buying an OOP from eBay or something, which those are pretty ugly, or purchasing from an alternate source like Gamezone Miniatures. I don't really like their Cold One variants, but you may. They do look very out of place compared to GW ones, though.

Bolt Throwers also work best in pairs. Either pick up a pair, or hold off until you're at higher points. They can be good, but typically only when there are enough to make up for one or two not doing anything that turn. At long range you hit 50% of the time and often wound only 50% of the time against monsters (usually T6). Any ward saves or regeneration saves cut down this number even further.

 
   
Made in cz
Storm Trooper with Maglight






I think rare choice is total basic of any DE force. I think pair of bolt throwers or hydra are must in any list.

Stupid chariots.... not a good idea i think.

Mud company 2000 pts.
Colonel Hermann Winter's Armoured fist 1500 pts.
Armored battlegroup 1750 pts.
Death korps of Krieg 4000 pts.
FoW germans 5000 pts.
BFG Imperial fleet 2500 pts.
Necromunda gang 2500 credits
Easterlings and Harad LotR 1300 pts.


 
   
Made in us
Fixture of Dakka





As far as converting chariots...

I picked the new ones for cheap somewhere, and replaced the horses with cold ones. When I get around to painting them, I'm going to use High Elf colors... then beat the heck out of them and spatter them with reddish-brown to demonstrate the 'change of ownership'...

If you are going to go magic-heavy, you might need to go all-out and get two sorceresses to do the job at this point level. But that will likely leave you very vulnerable becuase you're not going to have a lot of troops to back them up. Even the Ring of Hotek isn't much use at 1000 points because most spells being cast only use one or two dice anyway, the odds of doubles coming up is slim to none. Seal Of Ghrond on a Master would be your best, cheapest bet... assuming you even want to bother.

In general, command groups are optional for Dark Elves. They are almost always too expensive for what they provide in benefit. Exceptions include Spearmen (standard provides +1 SCR, always useful for them, take the Warbanner for another +1 whenever possible!), Witches (when you have points to spare, Standard with Banner of Murder and/or Hag with +d3 attacks is mean!), and Black Guard (Standard w/Banner of Hag Graef is very nice, Champ with Crimson Death can take many heroes, or in higher point games give him the Ring of Hotek to free up points on characters), and musicians when you have points left over (Dark Riders get first crack, then whatever else you think might need the CR tiebreaker and/or need to rally).

Try and get a second RBT if you can. Two RBTs do much better than a single one.

CHAOS! PANIC! DISORDER!
My job here is done. 
   
 
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