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If you're looking for a very effective (and presumably uncomped?) Dark Elf list, there are several things your list is missing.
First up, no Shadow mage. Mindrazor is easily the single most broken spell in the entire game, and when combined with army wide hatred and cheap access to multi-attack infantry and no limit on how many dice you can throw at each spell Dark Elves can abuse it better than any other army in the game.
Neither of the Masters adds anything. To be honest, unless they're on a pegasus this is true of Masters in general.
The Assassin won't do much.
One of those Warrior units should have the Standard of Discipline.
Fitting in a unit of 30 Corsairs with full command, AHWs and the frenzy banner would go a long way towards improving your list.
Once you have filled your minimum core, there is really no reason not to take shades instead of xbows.
Before adding any magic items to Black Guard units, as a general rule get the full 20 with a musician first. Then work out what magic items you want/need- most of the time, BG work just fine with magic and Cauldron back-up and don't need the extra points spent on them.
Executioners need to either be taken in a big unit (40-50) or not at all. 20 will just die to shooting/close combat attacks before ever getting to swing.
That knight unit is far too few models to have so many magic items and upgrades. You should have at least 6-8 with a musician before adding in anything else. I've had good results running a unit of 10 with full command and the ASF banner.
You need to either take a couple of hydras, or not bother- 1 single is too easy to kill even in smaller games, and at this points level it will be free points. To be honest, I don't consider Dark Elf armies to need hydras so I wouldn't bother taking one.
The single Reaper will not really achieve anything.
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