Showing posts with label dark elves. Show all posts
Showing posts with label dark elves. Show all posts

Wednesday, October 16, 2013

Dark Elves and X-Wing

I guess this is a Sorc?

Yes, you read that correctly.  Last night, I put in a purchase for X-Wing because that's the latest hype in my area I'm dying to play a dogfighting game.  I've decided to go with Empire and I'm pretty excited to put the smack down on some Rebel scum.

Tonight, I played a game vs. VC.  It was not a standard list but it did have a giant horde unit of Ghouls, but lacked the Blenderbus and Terrorgheists.  What it did have was a giant unit of Grave Guard with Barrows and a Blenderlord on foot.

Here was his list in a nutshell:
Lv.4 Blenderlord on foot
Big horde unit of GG with Barrows
Big horde unit of Ghouls
A lot of Wolves chaff, I think 4x5
A unit of Zombies for bunkering
2x Death Wizards in zombine bunker
2x units of Vargheists
2x units of Hexwraiths

The list he fought was my Dark Elves, Hellebron list:

2499
9 drops

LORDS:
Crone Hellebron = 310

Lv.4 Supreme Sorc, Scroll, Gem = 250
Life

HEROES:
Master BSB, 1+ RR, SoMight = 155

CORE:
30x Witch Elves, FC, Razor Standard = 405
5x Black Riders, Shield, RXB, Mus = 110
5x Black Riders, Shield, RXB, Mus = 110

SPECIAL:
24x Executioners, FC, Discipline = 333
28x Executioners, FC = 366
3x RBT = 210

RARE:
5x Warlocks = 125
5x Warlocks = 125

I'll write up a proper BR in Battle Chronicler sometime this week, but for now, know that I'm really excited about playing some X-Wing.  Hmm... I'm also thinking about trying Light Magic for my next list.  Not sure how that's going to play out, but it'll give me some WM protection.  Will it work with Hellebron? Probably not.

Stay tuned to find out what my Empire X-Wing list will look like!

Monday, October 14, 2013

Dark Elves: Taking the Cauldron

At least she's lovin' it..

Sure, why not?  Let's go ahead and make a list with the Cauldron in mind.  I bet it won't be too bad, but it does drop the total number of drops I can put down for more killing power.  Reading from the actual rules of the Cauldron of Blood itself, it seems like the thing allows all units within 6" of it to gain re-roll wounds if they have the MP rule.

Strength of Khaine specifically says: "Friendly models with the MP special rule in UNITS within 6" of the Cauldron of Blood re-roll all failed To Wound rolls."  With that in mind, it's still hard to justify the obscene points of the Death Hag tax on top of this thing.  She's 100 points with Cry of War and honestly, that's about the most expensive thing ever for a 2W T3 model with no saves of any kind.  Sure, she gets 5+ ward on top of the damn thing, but I honestly think her price should be 60 base with the Cauldron itself supplying her with a 4+ Ward.  That's how I would of priced it anyway.

No matter, here's the list I've been brainstorming:

2498
9 drops

LORDS:
Lv.4 Supreme Sorc, Scroll = 245
Life

HEROES:
Master BSB, 1+ RR, SoMight = 155

Death Hag, Cauldron, Cry = 290

CORE:
30x Witch Elves, FC, Razor Standard = 405
5x Black Riders, Shield, RXB, Mus = 110
5x Black Riders, Shield, RXB, Mus = 110

SPECIAL:
26x Executioners, FC, SoDisc = 357
28x Executioners, FC = 366
3x RBT = 210

RARE:
5x Warlocks = 125
5x Warlocks = 125

Everything looks pretty standard here to be honest.  You have the two units of 7x4 Executioners and the unit with less will have the SS and BSB to fill the ranks.  Black Riders and Warlocks will do their usual thing, with the big difference coming from the magic lore that I chose to go with.  I think Life's ability to Lifebloom the Cauldron, add Regen to the unit of Executioners the SS is in, and +T to the Cauldron's unit is pretty huge.  Regrowth can actually heal a few things here and there considering the list is made out of all infantry.  If I get Dwellers Below, that's a pretty nice spell especially since it can work well with the Warlocks' Soulblight.

I will probably play this list at least once so I can get the feel of the Cauldron.  On paper, it looks like a huge points sink, but I got to take the thing at least once just so I can tell you I told you so.  I'll probably start the thing on the board 7x wide in the unit of Witches so I'll have 2 Witches on each side of the Cauldron.  Hopefully with some good spells, I can make the thing work for the better.  Should I run into any trouble, the Cauldron itself will leave the unit and support whatever I need it to while throwing out its Fury of Khaine bound Frenzy spell.

Sunday, October 13, 2013

Dark Elves: Working on a new list

Hmm.. what next?

Let's see what we got here.  Here's the latest workshop of units on the battlefield.

2500
10 drops

LORDS:
Lv.4 Supreme Sorc, Scroll, Gem = 250
Shadow

HEROES:
Master BSB, 1+ RR, SoMight = 155

CORE:
33x Witch Elves, FC, Razor Standard = 438
5x Black Riders, Shield, RXB, Mus = 110
5x Black Riders, Shield, RXB, Mus = 110

SPECIAL:
28x Executioners, FC, SoDisc = 381
28x Executioners, FC = 366
4x RBT = 280

RARE:
5x Warlocks = 125
5x Warlocks = 125
Kharibdyss = 160

Right here is 3x big infantry blocks, something that I'm very used to playing because all my High Elves list look this way.  I took out the Shades, dropped the second Kharibdyss and added a whole unit of Executioners.  What I could do now to further edit the list would be take out the last Kharibdyss and a few Witches for a unit of 10x Shades with GW.

This list now has 89 walking bodies on the battlefield and comes out to 2500 points exactly.  That by itself is something I'm very proud about.  To turn this list into a 2400 list, I would cut 3x Witch Elves and a single RBT for a smooth transition.

While the Kharibdyss were fun for a while, they just ate cannon after cannon or multiple shots from RBTs.  I don't think they did much in close combat either, doing some damage and then eating shit right after.  Speaking of which, I don't think they ever got to stomp anything either because they died after they swung lol.  Yeah... It's time to drop them and give another unit of 7x4 Executioners a go.

Quick blurb:
So I had a short game yesterday where I took Shadow vs. Daemons. Magic for me was 0356.
Against MSU with Plague Drones and Screamers, getting all sorts of skirmisher/hard cover overlay that made shooting against them useless. There were Beasts of Nurgle and Juggers too.

Midway through the game, I thought to myself, man, if I had Dark magic right now, I would be completely screwed. A few instances I threw small Miasma out on Juggers to keep their movement threatened, but didn't draw DD (as expected). Constant attempts at Pit on his unit of Beasts drew the DD I needed to throw Withering and Miasma on a Drone unit so they can get torn up by Shades/Warlocks. Mindrazor on the back of his head made charging Witches with anything a risky proposition, and I didn't even need to Razor at all. Just the thought of it being there made him use a couple more turns maneuvering around the battlefield.

Against an army of MSU Juggers, Drones, Beasts and Screamers in a tournament, I don't think I would of had a chance if I had Dark. Just some addition observations.

Thursday, October 10, 2013

Exploring Dark Elves list building

Damn Morathi, lookin' fine.

After playing a good amount of games now, I think I got a pretty good feel of the new Dark Elves book.  I'm pretty happy my lists have evolved and I think it's time to finalize it here.  Here's what I'm currently building towards and why I feel it's the right direction to go to for Dark Elves in general.  I know, that's a pretty bold claim, but I'm a pretty bold guy and I have no problem telling it like it is.

First, the list without Hellebron.

2500
11 drops

LORDS:
Lv.4 Supreme Sorc, Scroll, DBG = 250
Shadow

HEROES:
Master BSB, 1+ RR, SoMight = 155

CORE:
31x Witch Elves, FC, Razor Standard = 416
5x Black Riders, Shield, RXB, Mus = 110
5x Black Riders, Shield, RXB, Mus = 110

SPECIAL:
32x Executioners, FC, SoDisc = 429
10x Shades, GW = 180
4x RBT = 280

RARE:
5x Warlocks = 125
5x Warlocks = 125
Kharibdyss = 160
Kharibdyss = 160

For me, this list is exactly what I would field if the Blood Queen is out of the picture.  It's an extremely balanced list with a good amount of magic, shooting, chaff, monsters, and melee prowess.  Although the Witch Elves are not hitting as hard without Hellebrone, their power is still nothing to scoff at because they single-handily rip through other core-equivalents in the game.  Sure, Saurus and Nurgle Warriors will give them trouble, but if you roll into Mindrazor, watch out.  Everyone starts fearing a high volume of attacks a lot more than durability, especially when you have I6 ASF and solid WS.

Let's face it:  Crone Hellebron is expensive.  What she offers is very unique in the fact that she can single handily plow through knights, monsters, lords and armor, but she's pretty expensive for what she brings to the battlefield.  Some tournaments out there don't allow SCs and others penalize comp because they fear the illusion that she's too powerful.  Offensively, yes, she's a god damn beast.  When you have 10 possible S10 attacks at WS7 I9 ASF Poison Re-roll 1s to wound, things get really really real.  What keeps her in check is your utter tunnel vision at keeping her alive so she can apply the killing blow.  After all, she's completely naked in terms of protection with T3 3W and no saves of any kind.  This kinda means you have to commit to Lore of Life, keep moving her around constantly in a unit, or relocate into a house if you need to keep her alive.  In short, the girl's a lot of work, just like any classy broad.

Alright, let's say you don't want to play SCs and would rather roll with a straight up DE list.  I think the list that I've experimented with over the last week has reached the pinnacle of optimization for my playstyle.  It's very balanced and effective in all stages of the game.  The only real weakness that stands out to me is that it doesn't have staying power, but that's something unique about Dark Elves a whole.  Maybe with DE entering the tournament scene, more HE players will take High Magic?  That waits to be seen.  Whatever the case, I'll tell you one thing:  DE absolutely needs shooting to be effective.  You need to be able to deal with enemy chaff because a lot of your power units have Frenzy, and cannot be misdirected because you're too fragile to drag ass around the battlefield.  If you don't have enough shooting, you will lose the movement war, and if you lose the movement war with Dark Elves, you lose, period.

I have a ton of accurate and powerful shooting:  Plowing through the air with 4x RBTs (24x S4 AP rounds or 4x S6 no AS D3 wounds shots), 2x Black Riders packing Repeaters, and 10x Shades Scouting in with BS5 Repeaters.  My magic is solid because I have Warlocks to channel and support with Soulblight, as well as hunt down flanking chaff with Doombolt.  Shadow is a super strong lore to have on a Lv.4, and she only really needs a scroll if you think about it.  Tome is useless outside of Dark Magic, Sac Dagger is too chancy for my tastes and other options are fairly cost ineffective.  At this point, you might as well go with something that's tested and true, and can potentially save your otherwise vulnerable units from a kill spell that's just outside average dispel range.

In terms of melee, I have 2 units that I'm very happy with:  One can deliver an enormous amount of Poisoned attacks and the other one just chops heads.  If the need calls for it and I have Mindrazor, guess where that spell is getting thrown?  Not just that, I have two K-Beasts hanging out on the sides of my Executioner's unit to counter-charge anyone wanting to get in on the action.  With their leadership debuff and 5 S7 Poisoned attacks, I can deal out some serious damage to high-armored targets that would otherwise tank the Witches with good rolls.  For me, the K-Beasts are my guard dogs.  Not in the fact that they lunge forward and kill whatever I need, but as reserve units that will bail my units out of trouble.  As you've probably seen in my battle reports, never send these guys out of general range.  Their low leadership just can't handle the volatile nature of the battlefield.  In the case of armored targets, not so much for Executioners because no one in the right mind would want to charge into Executioners that's S6 re-roll 1s to wound.  I don't care if I lose a couple, just as long as the target unit is dead or broken.  This is where I think Stubborn can cause some problems for either of these units as you're then forced into a game of attrition.  In case anyone failed to notice, Dark Elves suck at attrition.

Well, there you have it.  The only thing that I would change is probably drop 4x Executioners for a Ring of Hotek on the SS.  It doubles a player's chance to miscast if they throw big dice, and gives your Executioners' unit a decent 4+ ward vs. magical.  Overall, I'm pretty happy overall how the list have progressed over the last couple of days.

Deployment looks something like this..

Shades are hiding somewhere..

Tuesday, October 8, 2013

BR: 2500 DE vs. HE


Killin' er'body.

The list I used was:
2496
10 drops

LORDS:
Crone Hellebron = 310

Lv.4 Supreme Sorc, Scroll = 245
Life

HEROES:
Master BSB, 1+ RR, SoMight = 155

CORE:
30x Witch Elves, FC, Razor Standard = 405
5x Black Riders, Shield, RXB, Mus = 110
5x Black Riders, Shield, RXB, Mus = 110

SPECIAL:
28x Executioners, FC, SoDisc = 381
3x RBT = 210

RARE:
5x Warlocks = 125
5x Warlocks = 125
K-Beast = 160
K-Beast = 160

Opponent was HE:
2x units of Silver Helms core
shooty BSB
Light Wizard
3x units of 21+ White Lions, FC
3x RBT
2x units of Reavers
1x Eagle
1x unit of Archers
1x unit of Shadow Warriors

I got some pictures of the game, but they're not very detailed as to what happened.

Moving all over the place.
  • The Witches were deployed in the beginning with their backs turned, so they don't need to Frenzy check.  After the first turn, they SR'd to turn around and move into the forest after the Warlocks.
  • Flanks went hard on the sides with Dark Riders and a unit of Warlocks.  They shot at stuff, only managing to kill a few Reavers on the right.  Combined fire from the RBTs dropped the Reavers on the left.
  • My magic was absolute ass, rolling 1345 with Life, and defaulting to 0 for the Regen.  With that in mind, everyone got into the Executioners unit and went for the house ASAP.  Kharis went around the house to stay within range and hopefully dodge some bolts.  I ended magic by throwing Throne on myself with IF and stopping the miscast.

His army advances, I pick off what I can.
  • Magic is weak for me but for him, I let him have Speed of Light on the Silver Helms.  Nothing else happens as my opponent fails to get Timewarp.
  • Riders moved up on the left side to shoot at the Eagle, but only managed to put a wound on it.  Combined fire from 2x RBTs at short range didn't kill a single Silver Helm and he charged it into my Warlocks in the trees.  Combat saw the Warlocks lose and flee 1" away from the board edge.  He fails to restrain and this Silver Helms goes diving into my Witches.
  • His entire army center moved up.  I managed to clean up his far right RBT with good charge rolls, but next round he shoots and kills my loan Dark Rider and panics the Warlocks off the board lol.
  • His remaining Reavers that were on the right moved up to threaten my RBT, but one of my Kharis jumped on him and that was the end of it.  Both beasts are now hanging out on the right side of the house.
  • On his turn, his Eagle runs into my Riders but dies to ASF and good rolls.  I jump onto his RBT from there.

Combat is joined and the Blood Queen feasts.
  • I get my Executioners out of the house on my turn and got off Regen after he stopped Shield of Thorns.  My Kharis move into flanking locations to anticipate the charge and that's it for my movement.
  • The Silver Helms lose big on my turn and he flees like a coward.  His next unit of Silver Helms charge into the flank of my Witches while I rally my Warlocks.  Combat doesn't do anything as both units stay.
  • His shooting drops to rest of my Riders while my RBT shoots down a few White Lions after some sad rolls.
  • Magic has him throw a bunch of dice without IF at big Pha's, but I scroll that in a heartbeat.
  • On his turn, his charges come in hard with a flank on my Executioners unit, and another charge from the front with two units of White Lions.  He fails Fear on his flanking unit of White Lions at -3 from Cry of War, even with the BSB re-roll.  Hellebron lays into the unit in the front and kills 7 White Lions.  Attacks go off everywhere but Frenzied Executioners dominate the opposition.  I think it was something like 26 White Lions dead from both units and a Champion slain by the BSB in a challenge.  Hellebron takes a wound from the attacks back and after good Regen rolls, my Sorc also takes one.  He rolls his break, the left unit breaks, the right unit decides to stay.

Chasing down the cowards.
  • On this turn, the game pretty much ends.  White Lions get shot some more, Hellebron kills the rest of the unit of White Lions by herself, the Khari beasts charged in with nothing to eat because the Blood Queen's a psycho.
  • Combat runs down the Silver Helms on the flank of the Witches thanks to the Warlocks charging, and I'm hot on his heels with what seems like an unstoppable army.  I threw dice and got Regen on them again with IF, and dispelled the miscast via throne.  He calls the game here.

Post-Game Thoughts:
  • It's always a risky game to play with Hellebron, especially since I have everything in that unit of Executioners.  What if he had rolled a crazy kill spell or Fiery and lit my dudes on fire?  I hate putting everything in one unit, but with my spell selection being balls, I had no other choice.  I needed the Regen to keep Hellebrone alive and the only way I was going to do that is stay in the same unit.
  • I think I could of kept the Witches a little closer frankly, they were in a great position by the trees and getting hard and then soft cover, but what if they lost combat?  I guess I looked across the battlefield and didn't think I was going to lose combat to White Lions.  I had high hopes that Hatred and Murderous Prowess would rip through a unit by themselves.
  • Silencing those Warmachines and keeping my own up was pretty well-done by me.  I killed his chaff and reduced his units down to something I can coordinate attacks at more readily.  It sucks that one of my Warlock units paniced off the board, but what can you do.

Monday, October 7, 2013

Blood Queen Hellebron

I am Death Incarnate.

It was only a matter of time before I let her loose.

2496
10 drops

LORDS:
Crone Hellebron = 310

Lv.4 Supreme Sorc, Scroll = 245
Life

HEROES:
Master BSB, 1+ RR, SoMight = 155

CORE:
30x Witch Elves, FC, Razor Standard = 405
5x Black Riders, Shield, RXB, Mus = 110
5x Black Riders, Shield, RXB, Mus = 110

SPECIAL:
28x Executioners, FC, SoDisc = 381
3x RBT = 210

RARE:
5x Warlocks = 125
5x Warlocks = 125
K-Beast = 160
K-Beast = 160

Everything pretty much looks the same here except for 1 less RBT and a few less Executioners.  The idea here is that Hellebron hangs out with the Witch Elves and I shoot enough targets/win the chaff war that she can just go forward and kill what she wants.  Ideally, she starts on the board with her unit deployed backwards so she doesn't need to break formation from Frenzy.  After all, even with Ld.10, her unit now tests at -3 Ld. because of the Witchbrew.  I'm thinking with the Supreme Sorc hiding in the Executioners' unit, I'll keep throwing stuff like Regen on her unit and +T on the crazy girls' unit.

Warlocks and Black Riders will be Fast Cav harasser units, as well as inflicting Soulblight onto a unit so I can Dwellers them for greater effect.  Life is chosen primarily because I wanted to keep Hellebron alive and maybe heal a few K-Beasts while I'm at it.  I don't like having only 3x RBT, but that's the price you pay when you take someone as killy as the Blood Queen herself.  With 7 attacks base + D3 more, WS7 I9 ASF S10 Poison with re-roll 1s to wound, she's pretty much death incarnate.  I'm not really counting on her Cry of War to happen every game, but sometimes it turns out pretty good.

Story time:
I played a game earlier where my opponent charged me with his unit of Prince, BSB, and 3 Helms into my Witches unit in the flank due to a lucky overrun roll. I then threw 4+ Regen on my Witches unit and the Blood Queen Hellebron makes way to the flank to intercept the Prince's attack. They fail their Fear check from Cry of War even with the re-roll, and then Hellebron threw out her attacks. 5 on the Prince, 3 on the BSB and 1 into the Silverhelm Champ (rolled a 4 for +D3 attacks). ASF cancels by and with Hatred, S10 and re-roll 1s, I kill all of the High Elf royalty. Attacks back resulted in 1 wound done to Hellebron, which I heal back next turn from my Life mage. Then I proceeded to 6-dice Dwellers and kill 19/24 White Lions.  Khaine was pleased.

I do think this list has potential.  This list is just pure death for an armored list and no one wants to charge into KB central or Hellebron's unit.  Especially when you have 2 K-Beasts hanging out in tow.  The trick in using Hellebron I think, is how to keep her alive the entire game.  Having +8 to dispel on the Witches is nice and it'll pretty much stop any attempt to nuke them aside from IF, but Hellebron herself is quite vulnerable.  At T3, 3W with no saves of any kind, making this list work will be a challenge.  I'm definitely up for it.

Sunday, October 6, 2013

Dark Elves: Unit Review

What did the horse say?

Competitive unit review of the new Dark Elves book.  This review will focus on how Dark Elves will preform from an external balance point of view.

LORDS and HEROES

Malekith - 2/5
Just way too expensive for what he does.  The guy is 510 points and is basically a lesser version of Teclis and a lesser version of Tyrion mixed into one character.  This lack of focus and the fact his primary abilities are kind of gimmicky makes him a poor choice overall.  Oh, you can also take him on a his dragon for an absurd amount of points if you really want to.

Mortahi - 3/5
Not the greatest character, but for her points, she's not bad at all.  She's basically a Supreme Sorc that has more lore flexibility and can fight on her Dark Peggy.  The fact she's packing some powerful weaponry, an innate 4+ ward and MR2 (2++ vs. magic missiles), and she has everything built in nicely for her cost, I say she's a solid choice.  If you want to go the flying route, I know I would rather have Mortahi over a standard Supreme Sorc because of her extra special rules.  At 375, if you're going for the peggy spellcaster, there's no better option.

Hellebron - 4/5
The reason why I don't rank her higher is because she has absolutely nothing defensive about her anymore.  She lost Parrying Blade and gained some useless S4 backlash in return, but the damage and toolbox has increased dramatically.  Coming in at 310 points, she packs 5 base + Super Frenzy + D3 attacks for a total of 10 possible attacks at WS7 I9 ASF Poison S10 with re-roll 1s to wound.  If that's not crazy, I don't know what is.  She comes with Warcry which is super Fear on -3 Ld., Witchbrew which makes her and unit of Witches get super Frenzy (+2 attacks), and Rune of Khaine which is what gives her +D3 extra attacks.  Hellebron also gives magic protection in her unit in an rather unique way:  All magic spells targeting her unit gets +4 to dispel, so if you have a Supreme Sorc in your army you get +8 to dispel on the unit.  Not bad per se, but I would rather see MR3 personally.

Malus Darkblade - 2.5/5
Not really that great, especially for his points cost.  The reason why is simply because more competitive options exist via the Dreadlord and their damn Sea Dragon Cloaks.  I mean, he has one, but his points cost vs. a regular Dreadlord is a little shoddy, and you know for sure the dude you build isn't going to go berserk and cut down your own guys.  Plus, aside from the 1+ AS, he doesn't have much protection.

Dreadlord/Master - 4.5/5
These guys are basically better versions of the High Elf equivs in every way.  You have ASF, the same stats, but now you have re-roll 1s to wound in CC and have the Sea Dragon Cloak.  In case you guys don't know yet, SDC gives the bearer 5+ Scaly Skin which can be stacked with armor as usual.  This means you have 1+ AS for Heavy Armor, Shield and just being mounted, otherwise you're running 2+ AS for being on foot.  This makes the Dreadlord a much better fighter than their HE counterparts in almost every combat scenario and magic item combination.  For example, you can easily run a 1+ AS with re-roll, Giant Blade and OTS on the same guy, which is not possible for a HE Prince.

Supreme Sorc/Sorceress - 4.5/5
In terms of sheer flexibility, the Dark Elves are incredibly strong now.  All of their mages can take all the book lores as well as having their own Dark Magic.  This itself unlocks a huge array of tactics and strategies that otherwise wouldn't exist.  Where the arcane item selection doesn't stand out like the Book of Hoeth, a few pieces here and there are still pretty noteworthy.  That, and the fact that Dark Magic packs its own test-or-die spell makes DE mages some of the best in the game.

High Beastmaster - 2/5
This guy is pretty much the Anointed of the DE book.  He's very gimmicky in the fact that he can ride a Manticore for free, but his points is already very expensive for someone with Light Armor and Sea Dragon Cloak.  The only way someone is going to run something that costs 300 points before upgrades is if he really likes the fluff or model.  Having +2D3 extra attacks on the Manticore sounds like a lot of fun, but it's a Manticore and it's going to die just like Griffons do to cannons and other dangerous artillery pieces on the battlefield.

Black Ark Fleetmaster - 1/5
He's basically a 3-wound master with a huge gimmick:  Kill someone or stay alive in a challenge and your unit gets Unbreakable for the rest of the turn.  OK sure, I refuse the challenge.  Now you're left out to dry (lol get it?!) with 50 points of magic items that you can spend trying to get a weapon you'll never use or a AS that doesn't matter.  Garbage.

Shadowblade - 2/5
This guy is a shadow (LOL, lovin' it) of his former self.  He can hide from unit to unit and on the turn he comes out, he's falling on you with 4 S8 attacks with +1 to wound and KB.  Too bad he's expensive, is a one-pump chump, and is sure to die after he makes his attacks.  Honestly, you're much better taking a cheaper Assassin.

Lokir Fellheart - 3/5
Not too bad actually, and the funny part is, Lokir has a better chance killing a mage in a bunker than Shadowblade is.  Lokir has something called Daring Leap that allows him to swing at any enemy character model in the same combat.  Since he's a piratelord, he also has Show No Weakness which then allows him to give the unit Unbreakable if he kills them.  With 4 attacks, S4 and re-roll wounds, he can easily kill an unarmored mage just by being in combat with them.  The 2+ AS that he sports ontop of Regen and Terror gives him quite a bit of durability as well.  A better assassin than the greatest assassin for cheaper, that's just sad.

Kouran Darkhand - 2/5
Great stats, ItP, Stubborn, Eternal Hatred, ASF, S6 alway, man, he seems great right?  No.  Not for the points, not even close.  You want fighters to stay alive so they can actually do the fighting.  In an edition where Stepping Up is an actual thing, you don't want to be a fighting character character with little to no armor.  Unless you're bringing the pain like Hellebron, you're going to be overshadowed and frankly, quite useless.

Tullaris Dreadbringer - 2.5/5
Same deal for this dude, except the fact he gets to give Executioners Frenzy.  He's still paper thin, is pretty expensive and doesn't bring anything to the table but killing a few models and dying in return.  Keep in mind that this is a game about points.  You want to maintain a good KDR where you can say with confidence:  This model killed X amount of points back and that's why he's great.  This isn't going to happen if you get hit back and you die horribly, especially when he's not packing ASF to go with that lovely 5+ KB.  The only thing I like about him is that he gives Executioners' Frenzy, which can be good and bad depending on situation.

Death Hag/Cauldron - 3/5
This is going to be a slightly longer one because it has to do with two separate entities.  For the Death Hag herself, I see her simply as a tax so you can access the Cauldron.  She's actually quite terrible herself, having no save of any kind but allowing you to give any unit you want Frenzy or activate Cry of War.  Even though she can take magic weapons, I would just keep her as cheap as possible while getting some utility out of her.  She's going to die, even if the Cauldron is there so why even bother.

The main thing about the Cauldron is that while it is decent, it's really expensive. If it was a stand alone choice, I would definitely consider taking it, but as of right now, you're subject to the Death Hag tax. If you're going to take a Death Hag, you're essentially 85+ points to something that's going to be drastically expanding your unit of Witches. From my experience, this leads down a very slippery slope. If you take the Cauldron, you want your unit of Witches to be big. You also want to give the Death Hag the BSB because you don't want to pay extra for a Master, and some gear/tools to prolong her existence. Before you know it, you're spending a crazy amount of points to get things going.  If the Cauldron gave the girl on top a 4+ Ward, some form of strong MR, or abilities like last edition, I would strongly consider it.  Even if you were allowed to re-roll wounds for all units with MP and NOT models within 6", I would strongly consider it.  At its current, the Cauldron is simply another player option, but not a must-have like other people are calling it.

Also, I'm currently playing the thing with re-roll all wounds in CC only.  Despite my powergaming roots wanting me to take it with 4x RBTs, I just can't do it anymore.

Assassin - 2.5/5
Just give the guy a Potion of Strength and extra hand weapon and call it a day.  He's not going to survive prolonged combat, and S7 should be enough to make a dent on anything.  Too bad most of his targets are going to be 300+ tooled up lords that's going to smack him in the face and end it all right there.  While the stats are insanely impressive, he's not exactly in the throw-away zone with all things considered.  If ASF canceled with ASF and then followed Initiative order, the Assassin would be stronger.  Unfortunately, going at the same time with a Chaos Lord is not going to do anything but get yourself killed with very little chance of actually killing him.  Frankly, I wish there was a backstab option that'll allow these guys to swing with no fear of retaliation for one round.  Maybe then they'll be worth something.

CORE UNITS

Dreadspears/Bleakswords/Darkshards - 2.5/5
These are your standardized Elven core infantry units.  They can either use their Spears, hack at things with swords, or shoot at things with RXBs.  The Darkshards' Repeater Crossbows now cost 12ppm so the price is a little up there.  I don't expect to see many big units of these anymore, but a few MSU units of 10 might still see use, especially when they can take the Flaming Banner.  As for the Dreadspears, I expect to see them more over the Bleakswords simply because they get more attacks that can re-roll those 1s due to Murderous Prowess.

Corsairs - 3/5
I would take these guys over the above options any day in the week.  They can sport 4+ AS due to their Sea Dragon Cloaks and you can give them 2x hand weapons so they have more attacks.  The 4+ AS is the best armor any field infantry has seen so far and that's one of the reasons why these guys are good.  At 11ppm with AHW, they will fight with Witches over who's the better core unit.  More on that later.

Dark Riders - 4.5/5
The best Fast Cav in the game currently with the option for 4+ AS without movement penalty, RXB, M9 and ASF Spears.  These guys can be anywhere they want, threaten a large array of enemies with good rolling, and are downright the most cost-effective Fast Cav Core to be seen.  The fact that they cost nothing due to Core allowance makes them absolutely superb:  More drops, provides shooting and Fast Cav status on Dark Steeds means DE heroes will be able to travel with them.

Witch Elves - 4/5
Amazing statline for Core with the exception of being Frenzy.  Frenzy can be a good thing and a bad thing, but in the case of Witches I think this is more good.  Having 3 attacks a piece with I6 ASF Poison is kind of ridiculous, especially when you can take a Razor Standard in the unit and getting that nice Armor Piercing damage.  Having innate ITP also makes these guys great monster killers, and as long as you win the chaff war vs. good opponents, you will not be led astray too much.  This is why it's absolutely pivotal Dark Elves have a strong shooting phase.  You want you units to be able to charge the units that they want and not have to worry about damage in return.  One of the best choices for Core in the meta, as the sheer number of wounds you inflict will make them dangerous to everything in the game.

SPECIAL UNITS

Cold One Knights - 3/5
At 30ppm and S6 on the charge, these guys got better I think.  The ASF really helps guarantee those S6 hits and the fact that Cold Ones now have 2A a piece makes this unit very good.  While not as precise and brutal vs. standard line infantry as Dragon Princes, COKs' access to S6 makes them more effective against a broader spectrum of enemies on the battlefield.  Fear is still there as is Stupidity, but having a unit of 5 on the flank is never a bad idea.

Black Guard - 3/5
In another time period, these guys were the king of the battlefield.  Now at 15ppm and S4 with virtually no protection, these guys can't stand toe to toe with anyone.  Remember, this game is all about points in relation to KDR to how units preform on the battlefield.  Being ItP and Stubborn is a great thing, as is re-rolling to hit with ASF and S4 re-roll 1s, but the fact that a Skaven Slave can run up and chop your ass down and remain Steadfast means that fodder will be grinding it out with DE elites.  These guys basically dropped into Sword Master status in terms of cost-effectiveness.

Shades - 4/5
Probably one of the best things to transition over from the previous book.  S5 GWs as I5 is a very welcome addition to Shades considering they've lost nothing in terms of shooting.  BS5, great coverage vs. any unit, Skirmishers who can scout and harass the enemy for days.  If they ever get in a house, these guys will make your life a living hell as no one wants to take a hail of accurate RXB shots to the face.

Cold One Chariot - 3/5
A good priced S5 T5 chariot with 3+ AS and 4W is very welcome for this army book.  Simply put, these guys make Lion Chariots look like dog crap, especially when you factor in the fact they have Scythes and RXBs as extra bonuses.  A very solid pick for cheap.

Executioners - 4.5/5
The best special unit for Dark Elves right here.  High WS, Ld.9, threatens everything in the game with Killing Blow and re-roll 1s to wound with S6 striking at I5.  At 12ppm, these guys don't get any better than this.  Sure, they fall over to a slight breeze, but their kill potential and range of damage is what keeps these guys in the game.  Smack a SoDiscipline on them and they'll hang tight by matching kills with the opponent's best units and remain equal on KDR.  The fact that DE can now take any lore in the game makes these guys even stronger, since you can buff them to godly levels via magic.

Repeater Bolt Thrower - 4/5
You need these to be a competitive army, simple as that.  I can't say the same for High Elves due to their enormous threat coverage from the Frostheart, but these are an absolute necessity for any competitive DE player.  With so many good units running around with Frenzy, or wants to be Frenzy, picking your charges and negotiating the battlefield via movement is king.  Repeater Bolt Throwers help clear the field of chaff, thus allowing you to move around freely so you can pick your combats.  Having S6 no AS D3 wounds at BS4 also puts the fear of death into popular flying Daemon Princes, who would otherwise be a nightmare to face otherwise.

Harpies - 1/5
Invalidated due to Dark Riders being so amazing.  I guess you can keep a few of these guys around to fly around and be annoying, but there's much cheaper chaff out there so you might as well take the superior Dark Riders.  Plus, you're Dark Elves and you should be shooting in every phase.

Scourgerunner Chariot - 1/5
At 150 points, I don't think so.  Good movement with Elven BS is nice, but suffering the move to hit with long-range penalties is pretty garbage.  Sure, S7 is great, but it needs to hit first and if you're not moving, you're no getting into a good position to make it happen.  I know I'm probably going to regret the day I ignore one of these and eat a bolt to the face, but I'll take my chances and so will other players.  Whenever I see one of these on the battlefield, I know my opponent could of spent points elsewhere that'll be more useful, and guaranteed to do stuff.

War Hydra - 3/5
Alright, I'm going to put these guys as a 3 for right now.  I'm particularly hard on these guys because they're in a very tricky place balance design wise.  Last edition, these guys were the most underpriced monsters in the game, packing a S5 breath for every S and ripping it up with 4+ Regen on top of it.  Now, you got to be very careful how you use Hydras on the battlefield because their play mechanics have been completely redesigned.  Since you can apply a cannonball to a Hydra and have him die instantly, you know for sure he'll be drawing warmachine fire that's otherwise meant for more.. dangerous targets.  Don't get me wrong, the Hydra can still be dangerous because he'll have a buttload of attacks, a S4 breath you can buy, and a potentially annoying regeneration ability (end of your turn, restores a wound for however many wounds lost on a 4+), but Ld. 6 and less protection will see him killed a lot sooner.  This could be a good thing in some cases, but it often results in 160+ points lost with no accomplishment.

RARE UNITS

Doomfire Warlocks - 4.5/5
One of the best things in the army book right here.  These guys have a ridiculous statline and even more ridiculous abilities.  Fast Cav M9 with WS4, ASF, 2 attacks Poison, and comes stock with a 4+ ward (except for Slaanesh).  No Mus or Standard for these guys, but who cares when you count as a Lv.2 Wizard (+1 level for each additional rank) and come with Doombolt and Soulblight.  Being a wizard means you can channel, throw big versions of the spell you're using, but being unique in the fact that when you miscast, you take D3 wounds that can be negated with your ward save.  Their speed, power and potential makes them excellent toolbox units that will see play in every DE army.  Essentially, two in every army will give you more magic missile utility, Soulblight as a toolbox spell, and more channels than you deserve.  At 125 for 5, every competitive player will have two.  And every cheese player will have a big unit with them with a Dreadlord and BSB in tow (until they get 6-dice Choir'd in a tournament and never play again).

Bloodwrack Medusa - 1/5
I'm giving these a pitiful score because they're in a very odd place in the book.  You want them because they do solid damage to low-I, armored units like Mournfangs or the Frostheart Phoenix, but their pitiful range makes them exceptionally bad for that.  Because their ability is only useful against low-I units, this makes them very specialized in their role as well.  With only T4, 3W and no saves of any kind, you can't exactly go about throwing 90 points away for little gain.  I can see what the author was going for, but the points cost is way too steep for what this Ld.2 creature brings to the battlefield.

Kharibdyss - 3.5/5
I mean, why have the Medusa when you can rock the K-Beast.  I've pretty much given up trying to spell and say the name, so I'm defaulting to K-something in all my articles going forward.  Regardless of how you say the name, 5 WS5 attacks at I4 S7 Poison is pretty good.  If you hit a single model with all of your attacks, you get a free D6 extra hits at S7.  All in all, this guy is what you want when you want to punch through heavy armor.  If your Witches or Executioners can't kill their given target and need a little more oomph, you send this dude in to scream slimy death into their face.  Abyssal Howl makes it so you have to re-roll successful leadership tests on any unit engaged touching the K-Beast.  This can be pretty good when taking the Terror test and especially helpful if your opponent is forced to break.  In that case, if either test succeeds, Howl will force a re-roll and your opponent won't be able to use his BSB.  At T5, 5W and 4+ AS for only 160 points, I think he's very worth it.  Just gotta be careful about his Ld.6.

Bloodwrack Shrine - 1/5
This is an overpriced piece of garbage with very little battlefield application.  You would think that giant mirror behind the Medusa will amplify her abilities in a BIG way, but no, the rules have to suck.  The only thing this 175 point unit does is give DE MODELS within 6" of it +1 to their leadership and -1 to enemy MODELS within 6" -1.  Sorry, but that's trash beyond belief, even if you're going for some super gimmicky fear-bomb with Cry of War.  I've never been more disappointed in such a beautiful model going to waste, oh wait, there was the Mutalith Vortex Beast.

Sisters of Slaughter - 3/5
Pretty good unit that has to be used like a swift scalpel.  This is one of those units that are very hit or miss depending on matchup.  Vs. armies that have a lot of shooting, these girls are going to die pretty horribly and not be worth the 15ppm you're spending on them.  Against armies with very little, limited or no shooting, these guys can be fantastic.  Whenever they get in combat with someone, they lose their ability to parry and rank bonuses for the purposes of combat resolution.  In addition, if they have higher WS or S than you, you automatically gain +1 to hit and wound.  I would of like this much more if they had higher S than 3, but a good sized unit of these guys can actually grind it out with Nurgle Halberds due to their 4+ Ward in close combat.  Not as reliable as Sisters of Averlorn because they're running around naked and their save only works in CC, but they can be extremely powerful on a flank since all it takes is one sister to negate all ranks.

Dark Elves, First Impressions

First impressions mean everything!

Notes from my first game vs. High Elves with DE.

  • I made a couple of mistakes this game, mainly from rules and some from just being dumb.
  • 3 turns into the game and I remember to channel with my warlocks
  • First 3 rounds of combat I forgot about murderous prowess, although not too much combat happened
  • First round of the game I took 2 wounds on my SS because of miscast and power from darkness rolling a 3 on d3. Also, it effects only the sorcs unit hmm... that limits its use quite a bit I think
  • I think a big unit of witches isn't good, too many points that can be redirected and forced to overrun is not ideal
  • Executioners rock, keep them, but I need to remove the banner of eternal flame from them
  • 4x RBT rocks, keep it, maybe even drop it to 3 to free up points to take more units
  • Warlocks are fine, I just need to remember how to play them correctly, lost a unit early due to turn1 charge from Frostheart. It was a misplay on my behalf.
  • Monsters having to be within so close of the general because of leadership is a bit of a letdown, really limits their mobility since they're just monsters with no Swiftstride
  • Didn't get to experience Dark Magic as much as I wanted. Tome of Furion is decent, but I think it's unneeded. Will be replacing with a scroll.
  • As predicted, Frosthearts just kill everything I have. They out-range and out-fight everything that I have except for Executioners, and even so they do massive damage to them.
  • My Hydra died instantly to a Giant Blade Prince with Star Lance Noble. He made a long charge I wasn't prepared for and before you know it, he overruns into my back lines.
  • Leadership 6 on monsters is just pretty terrible. Even with good play via hammer and anvil, I can't risk losing combat at all with them.
  • Need more playtime for Dark Magic, but I was surprised that Black Horror didn't do more damage on his Silver Helms. First round I threw it at the bus and I hit the entire unit, with Prince and Archmage failing their LoS. Unfortunately, they passed both of their saves and it was a good time while only losing 4 SH. Grrrr.
  • Monsters do NOT hate High Elves. Speaking of which, do Hatred: High Elves affect the Frostheart? I'm sure it does because I'm assuming High Elves means Army Book: High Elves.
  • Frankly, I just played poorly this game in addition to it being my first game with the new book.

I ran with the following list:

2499
11 drops

LORDS:
Lv.4 Supreme Sorc, Tome = 245
Dark Magic

HEROES:
Master BSB, 1+ RR, SoMight = 155

CORE:
34x Witch Elves, FC, Razor Standard = 449
5x Black Riders, Shield, RXB, Mus = 110
5x Black Riders, Shield, RXB, Mus = 110

SPECIAL:
30x Executioners, FC, Eternal Flame = 400
4x RBT = 280
Hydra, Breath = 180

RARE:
5x Warlocks = 125
5x Warlocks = 125
K-Beast = 160
K-Beast = 160

Some tweaks after the game:

I decided to drop the Hydra, the I2, the price and attacks just aren't worth it imo. I added Shades with GW as a super scout, distraction, damage unit and upped the Executioners a little while dropping the Flaming Banner. My core is now normalized with 3x Dark Riders with a 6x4 unit of Witches. If they die, I know their points went to good use. Kept everything else the same while dropping the Tome on the Supreme Sorc for a Scroll. I'm going to mess around with Dark Magic a little bit more, but on first glance it, it seems that I rather have Shadow (same as High Magic).

Saturday, October 5, 2013

Dark Elves: Brainstorm #2

Calm down pirate guy, no one will take you.

The big question for today would be:  To Cauldron or not to Cauldron?  There are some plus and minuses for both and frankly, I'm not sure which is the right route to take.  Shall we examine this a little bit closely?

Cauldron with a naked Hag is 275, so if you buy this thing you might as well make it 300 with the BSB.  If you want to take Warcry on her (which you prob should), it'll cost more, and if you want WS10 with Fencer's Blades, it'll cost even more.  The layout I had yesterday only had Fencers with the BSB for a total of 335 points.

Here's what the Cauldron does:
+Allows all MODELS with the Murderous Prowess rule to re-roll ALL to wound rolls within 6"
+Gives Witches 5+ ward as well as having 4+ ward on itself
+Drastically increases the damage Witches because it'll be re-rolling wounds
+Comes with a bound level Frenzy spell

-Really expensive if you think about it
-All your RBTs will be in the same location if you're looking for the re-roll wounds bonus
-If you put it in the Witch unit, it'll make the unit very large and unwieldy
-Pretty much naked BSB in the form of the Death Hag that you can challenge out
-The Cauldron itself has 2 Witches and a Death Hag, so you get less attacks overall

Alright, there it is.  Just to put into perspective on the price of the Cauldron, I'll throw out another list that you guys can see.

2499
11 drops

LORDS:
Lv.4 Supreme Sorc, Tome = 245
Dark Magic

HEROES:
Master BSB, 1+ RR, SoMight = 155

CORE:
34x Witch Elves, FC, Razor Standard = 449
5x Black Riders, Shield, RXB, Mus = 110
5x Black Riders, Shield, RXB, Mus = 110

SPECIAL:
30x Executioners, FC, Eternal Flame = 400
4x RBT = 280
Hydra, Breath = 180

RARE:
5x Warlocks = 125
5x Warlocks = 125
K-Beast = 160
K-Beast = 160

By dropping the Cauldron entirely, I am able to take a 1+ re-rollable BSB and a Hydra with the S4 breath attack.  That increases the durability on my army flag, gives me another monster, and gives me another drop. Even with the Hydra gone, I get pretty much any unit in the book because you've hit that sweet spot for extra points.

What do you guys think?  Cauldron or no Cauldron?

Friday, October 4, 2013

Dark Elves: Brainstorm #1

Now it's time for Dark Elves..
Drawings by Aicanor

Let me breakdown and analyze what we have here in front of us:

2499
10 drops

LORDS:
Lv.4 Supreme Sorc, Tome = 245
Dark Magic

HEROES:
Hag BSB, Fencers, Cauldron = 335

CORE:
34x Witch Elves, FC, Razor Standard = 449
5x Black Riders, Shield, RXB, Mus = 110
5x Black Riders, Shield, RXB, Mus = 110

SPECIAL:
30x Executioners, FC, Eternal Flame = 400
4x RBT = 280

RARE:
5x Warlocks = 125
5x Warlocks = 125
K-dyss = 160
K-dyss = 160

Running as light as I can on lords and heroes so I can squeeze in the good stuff into the list while giving us enough shooting and chaff clearing so we can negotiate the board better. In this list, you will see Warlocks, RBTs and Black Riders as key units to kill, harass and destroy enemy chaff and warmachines. I haven't decided exactly what I want my Supreme Sorc to hold, but for the first couple of games, I'm going to take Dark Magic. It's one of the most exciting things about the book and I want to truly give it a few games before I rule it out for another lore. Since Dark Elves already have Dark, Shadow and Light in their arsenal, it's only a matter of time before I default back to trusty ol' Shadow lore.

Regardless, I'm packing a lot of points in the BSB section through the Hag BSB. She's chilling with Fencer's right now because WS10 will give her a little bit of protection while keeping her hitting hard with +1 attack. The Cauldron itself is pretty nasty since the current wording of the thing allows all models with Murderous Prowess within 6" of the damn thing to re-roll ALL wounds. That means those lovely 4x RBTs will be chilling hard next to my Witch Elves looking for targets prowling around the map. Once I'm happy that the board is mine and I control the movement phase of the game, I'll launch my army forward with Executioners, K-Beasts and Witch Elves. Constant harassment with Warlocks and Black Riders should buy me good time and help me win fights vs. other chaff. Warlocks are especially dangerous because they both come with Soul Blight and Doombolt, and because they're treated as Lv.2 Wizards, they can help channel and shoot off boosted versions of the spell. With a 4+ ward and not too shabby in combat, I think they're going to be popular choice vs. a lot of armies out there.

To key to this list is: Control the movement phase, win the chaff war, and crush everything with your main killing blocks + K-Beasts in support.  The biggest question would be:  What is the best lore to use in all-comers Dark Elves?  I always default to Shadow but I'm all ears!

Thursday, October 3, 2013

More Dark Elves stuff from the book

Interesting stuff..

Copy and pasted from Druchi:

I was wondering about the following:
- Can DH provide witchbrew to any unit?
Yup, witchbrew affects her and the unit she is in.

- Do execs suffer from same "madness of khaine" as WE?
No.

- Sorceresses can ride DS/CO/pegasus, and, for Lvl3/4, manti & dragons?
Supreme S - DS/CO/DP/Manti/Black D | Sorceresses - DS/CO/DP.

- is there any such generic character as Corsair character, Executioner character, Black Guard character?
The only one is a Black Ark Fleetmaster. Only Kouran and Tullaris for the others.

- Who can be BSB? Master, DH? Even DH riding a COB, or master on COC? Cost of DH?
Both Masters and DH can be BSB and I don't see anything saying they can't take a COC or COB if they are the BSB. Base cost for the DH is 85 pts.

- COC still a mount? What cost? Is Scrunner a mount too, besides for the Beastmaster?
Yes it is and it costs 120 for mount. The scourgerunner is only available has a mount for the High Beastmaster.

- Shadowblade special rules? pts? (see GW: Able to hide within regiments on the battle field, and even move between them, no opponent can predict when or where he will strike.)
Shadowblade costs 245 pts and for is special rules:
- Dance of Doom: 5+ ward save
- Master of Disguise: can deploy using the Hidden special rule. He can change which unit he is
hiding in at the start of any movement or close combat phase. If an opponent has an ability that
forces you state that there are hidden models within a unit, you only need to say that Shadowblade
is hiding within a unit, but not which unit he is currently within.
- Has the 3 poisons
- Heart of Woe: Enchanted item. if he is slain, centre the small template over him before taking the model.
Every model touched by the template takes a S3 hit.
- Potion of Diabolic Strength: Enchanted item. One use only. At the start of any player's close combat phase,
after revealing the assassins, he gets +4 strength until the end of the turn.

- Manticore rules / upgrades?
It has fly, killing blow, large target and terror. Also, uncontrollable: at the start of each friendly turn, take a Ld test. If failed, it gets frenzy ate the start of the next turn.
upgrades - blind rage: +D3 attacks but enemies attacking her receive a +1 to hit.
iron hard skin: scaly skin 4+

- COB movement?
M5

- I understand that one of each of the following can take a 25pts magic banner: swords, spears, corsairs, RXBmen, WE. Correct?
All of them can take a 25 pts magic banner besides the WE that can take a 50 pts banner.

- What about magic banner for DR?
No magic banner for them.

- BG can take a magic banner up to 25 or 50 pts?
Both BG and the sisters can take a 50 pts magic banner.

- Minimum size of DR, COK, shades, harpies is 5?
Yes.

- All command groups are 10/10/10pts? Which ranked units cannot take part of the command group? (harpies = none, shades = only chap?).
Yes and shades can have musician and standard bearer.

- Is there any change for COC besides 2 attacks per CO? pts?
The same, only 1 attack more per CO and it costs 115 pts.

- Scrunner has D6 impact, or D6+1? What is the crewmen's BS?
impact hits from the scourge are D6. The BS is 4.

- Scrunner dragging a monster, does it make the monster face the scrunner, or does it leave the monster parallel to previous position?
It says: " it is immediatly dragged D6" towards the firer..."

- Did stats & rules of RBT remain same as before, except pts?
Same has before, but are now special and cost 70 pts.

- Can warlock channel PD? Is it the champion who is a Lvl2 caster?
Nothing says they can't, they point out that they work like pink horrors. All unit is considered. When you do the spells you nominate which one
is doing it because of line of sight and all that.

- K-yss confirmed NOT to be a sea creature?
Yes

- Are the models of handlers on K-yss and hydra only for presentation, but having no effect in the game whatsoever?
Only for presentation.

- Medusa's srhine pts? Range of its ranged attack? Impact hits 1D6? Movement?
Costs 175. 12" range. Movement 5. D6 impact hits.

- Do sisters have a shield? What is their armour save?
Yes they have and it's all they have. They do get a 4+ ward but only in close combat.

Hellebron, 310 points
5,7,7,4,3,3,9,4,10
ASF, Frenzy, Hatred (HE), MP, Poisoned Attacks
Gifts of Khaine:
Cry of War - Fear, all fear tests are taken @ -3 in base contact with her unit
Rune of Khaine - + D3 attacks
Witchbrew - Hellebron and her unit gets frenzy. If they already have it, they get +2 attacks
Magic items:
Deathsword & the Cursed blade - Paired weapons. Hits are @ S10, If a model rolls a 1 when rolling to hit you in CC, they get a S4 hit
Amulet of Dark Fire - +4 to dispel spells targeting Hellebron or her unit

Edit:
- What are the effects (and range) of the Cauldron?
- What is the cheapest load out for a DH and cauldron?
- What wardsave will be granted to Assassins in the same unit?
- what wardsave will other characters in a unit of Witch Elves?


Fury of Khaine, bound spell 3+
Frenzy special rule to one unit within 12" (grants +1A to alread frenzied units, not cumulative with witchbrew)

Strength of Khaine
Grants re-roll to wound to all friendly models with MP within 6" (yes models not units)

Naked DH + Cauldron 275p

6++ to assassins and non Dh characters

K-Beasts Feast of Bones is only against the MODEL, meaning all attacks have to go against a particular model, and if they all hit, he then gets D6 S7 auto-hits.

Aka, it's ass.

Edit:
A naked death hag costs 85 pts. and she's a hero. 
Witchbrew is 30 pts.
She may take a single magic weapon worth up 50 pts. and that's it.

Witchbrew - quote: "This model, and all models in the same unit, have the frenzy special rule. If they already have frenzy, that frenzy grants +2 attacks
instead of just +1, but the unit suffers a -3 penalty ti Ld when testing not to declare a charge."

Fury of Khaine does the same but in the end of its description it says that it is not cumulative with witchbrew.

Edit:
How about the Blood Wrack and the Medusa?

We know a bit about it, that it gives a unit in 6" a leadership bounus and takes away a leadership to enemy units in 6", but does it do anything else? Like does it amplify the Medussa's power at all? Also does it also have to be brought in with a hero (like the medussa) or can it be brought in as a rare or special choice?


You can take the Medusa alone but if you take a bloodwrack she's coming along with it
It has scythes (has does the COB) ASF, MR (1) terror. Aura of Agony: gives +1 Ld to all DE in 6" and -1 to the other armies at 6"
Avert Your Gaze!: start of close combat, before challenges, models in base contact must pass a I test or take a S4 hit with KB and no
armour saves, it counts as a magical attack. Blooswrack stare: range 12", S4, KB and multiple shots (4). When rolling to wound, substitute
the target's T with it's I value. No armour saves allowed.

Sunday, September 29, 2013

NEW Dark Elves stuff from the book!


RIDICULOUS INFO INC!













RULES, UPDATED 8:29am PST

For assasins and Death Hags:
Are gifts of khaine supressed or is there a list in the book (and of course can you write/picture it?)?
looks like i shall write here rather than post pics, maybe its safer for me :P
now assasin and hag use different things, former is 3 kinds of poison, latter is 3 kinds of gift. and remember hag can only take 50pts magic weapon, while assasin have access to 50pts magic items. for normal characters, they can only take one from the three. shadowblades and hellebron have all 3 kinds at the same time.
poison:
black lotus: for each unsaved wounds suffered by the character, he got a cumulative -1LD
dark venom: KB
manbane: +1 bonus to wound rolls

gift:
cry of war: fear, and all fear test made by the enemy unit in base contact with the hag suffer -3LD
rune of khaine: this model gain +D3 attacks
witchbrew: she and her unit get frenzy. if they already have frenzy, they become super-frenzy with +2A. but the unit suffer -3LD when testing not to charge.

Can I ask a background question please? What's the relationship between DEs and Slaanesh now? Does the cult of Slaanesh exist in fluff? It looks like the warlocks have something to do with Slaanesh from the captions in the pics, but I can't make it out.
sry i havent read the background. but one thing for sure is the warlocks have been cursed by malekith, if they dont find and kill the innocence, their souls will be taken by slaanesh. so they have to kill and satisfy the dark prince all the time for survival.

hydra regen works on wounds lost that turn or all she lost erlier and havent regenerated yet? And it works only in our turn or enemys too? Could You please rewrite wording of this rule?
Whats the cost of harpies, do they ve any special rules like no panic ti other DE?
Still 2 RBT per slot?
All lores for small sorcerress (2lvl) too? Is she 80pts?
for hydra, it's regaining wounds happens at the end of your turn only. RBT is one per slot, but it's special and you can take four. it's strange but certain. small sorcerer can also take 8 lores. and she's 80pts. for harpy, they're special, 15pts and do not have any special rule except for fly.

Whats about the rules of the Black Guard? Do they have changed? Does a Assassin gets mundane armor? Whats about the stats and rules of the cauldron. Does it have a 4+ Ward Save and does the hag get it aswell? Thanks!
the bg have eternal hatred to all enemies, that means reroll all failed rolls to hit every round. they keep other rules in 7E.(warrior elite took place by eternal hatred) assasin do not have access to armour, and cob has a 4+ ward save itself; it can give the hag and witch it joins 5+ ward save, other units a 6+ ward save.

Four more questions. Does the missing of an armour-option mean, that an assassin cannot get a magic armor aswell? Do Assassins count against the heroslotlimit? Is the Sea Drake Cloak avaibel for all characters- or just for corsairs? Are the Hydra and the Karbdyss watercreaturs?
no he cant; yes he does; yes the cloak is available to dreadlord and master; no they dont have sea creature rule.

That's a potentially solid debuff. What's the Ld of the beasts?
hydra is 6445552(3+remaining wounds)6, 160pts, 4+AS, 20pts for flame breath and 20pts for a 8'' shooting with multiple shots=remaining wounds, s=remaining wounds. kharibdyss is 650755456, 160pts, 4+AS, poison attack, abyssal howl(reroll successful ld test), feast of bones(if all attack hits, auto hit D6 S7 hits afterwards.)

Thank you for your enthusiasm Zhangyi. Do you mind if I ask you about how sea dragon cloak changed in this edition?
well it's now a 5+ scaly skin.

Just guessing now that zhangyi has left, but given that the scroungerunner's cost includes the bolt thrower, I'm quite sure the High Beastmaster can man the bolt thrower.
yes, he takes place of one crew. he get bs7.

Thanks....what are the rules for the Fleet Admiral and the Beastmaster characters?
they're both lord choice. fleetmaster is 155pts with 566433739. he has two hand weapons, light armour and sea dragon cloak. can take 50pts magic items. have a special rule called show no weakness that if he's fighting in a challenge or killed a character and still alive, the unit he joins become unbreakable till the end of that turn. high beastmaster is 300pts which must take a manticore or scourgerunner chariot by free. his 577433839 with spear, light armour and see dragon cloak. can take 100pts magic items. have a special rule called beastslaver that at the start of each of your turns, choose a friendly monster within 3''. that monster get +D3 A till the start of your next turn.

Hydra and Kharibdyss
and one more thing... hydra and the kharibdyss both are monsters now, without handlers. though u can see two on their base, they're nothing about them in the rules.

Magic items aren't that great but everything else seems awesome. Is malus the exact same? What's the pricing on sorcereress and lords?
he's been changed slightly, now the daemon gives him +1 to WS,S,T,I and frenzy. any to hit roll of 1 hit a friendly model in base contact. supreme sorcerer is 185pts with lvl3, dreadlord is 140pts. sorcerer is 80pts with lvl1.

Rules for kuran and tullaris?
kouran 596432739 join bg and make them unbreakable. have a +2s crimson death, and a 5+AS with armour of grief which make a S5 hit every time an opponent hit him. tullaris 566432739 join ex and make them frenzy. have a magic great weapon which called the first draich that gives him 5+KB

Are they champions or moved to hero slots?
moved to hero slot, u see they have w2 both.

Hydra Regen how specifically does it work ? Thank for answering all my questions by the way!
at the end of your phase if it still alive, u roll the number of dice equals the lost wounds. every 4+ it regain a wound.

This is nuts! If I don't go WE I may go with these girls and march and charge them up the field before they can get shot to pieces. Are they khanites and do they get the same bonuses from CoB as WE's?
no they're not brides of khaine, they're arena fighters. COB can give them 6+ ward save if join them... but still if they're 6'' within COB they can reroll all the failed rolls to wound. and COB have a bound spell can make them frenzy.

Which special characters are in, which are out?
they stay the same. no new special characters.

What does the magic item section look like, Do I still have access to the Hydra Banner (fingers crossed)
from my first glance they're not as good as HE. only 10 items, including one 100pts nearly useless sword(hydra blade, +D6 A, every close combat phase u must make a -2LD test or suffer -5WS, but gain HKB.) and one 100pts useless banner(banner of nagarythe, the unit take it will unbreakable). hydra banner is not there any longer, so does the banner make cosair frenzy.

Does Malekith get cheaper? Don't need points just wondering.
yes, he's only 510pts on foot. didnt change much of his rules, now the circlet grants him an bonus dice if failed his casting/dispelling attempts once per magic phase.

points and options for black guard and cold ones pls. Also what does the medusa chariot thing do?
BG=15pts, EX=12pts, cold one knight=30pts. the chariot make units from this book in 6'' +1LD, and all others -1LD, called aura of agony.

Witch Elves keep poison? How does Power of Darkness work? Available lores?
yes they keep poison. power of darkness is one of the two signature spell, which cast on 8+, target the caster's unit. all models in unit get +1S until the caster's next magic phase, and recover D3 casting dice, if you rolled 3 dice, the caster suffer a wound that cant be saved by armour. dark elf have access to all eight lores this time, cheers.

can you list the magic items and new spell lore. Do executioners still have Killing blow or are they now D3 wounds
still KB, not D3 wounds.

rbt and handbow rules? what about the bleakswords? any rules for them? What about shades? do they still have options for great weapons?
rbt is now special and 70pts, u can take four.(yes four) handbow become 12'', the rest stay the same. bleakswords have no other rules have to be metioned, 9pts. shades is 16pts, hand weapon and repeater crossbow, no armour. u can take great weapon or two hand weapons by 2pts/per model.

hows the assassin looking ? Manbane ? Repeater Bows armor piercing ?
90pts with poison attack. can get two hand weapon or a handbow. access to 50pts magic items and one of three poison. one is to wound roll+1, one is KB, the other is if u wound a model, his LD-1 for the rest of the game.

Is there a sac dagger and pendent?
yes the dagger is there. no pendent.

sac dagger
everytime when u cast a spell but before dispelling, u can use the dagger. remove a man from the unit, and roll a D6, 4+ u get an extra dice and must be rolled and add to the result, then opponent try to dispell. if u roll 1-3 then u can try the dagger again and again until you get a dice, or you can simply give up.

WE Initiative?
they're I6

what's the chariot with RBT do ? is it special or core ? thx for the pictures and information!
it's my pleasure:P it's special, cost 150pts, profile is S4 T4 W4 with 5+AS, M9, two crew with spear and repeater crossbow. it has a harpoon launcher, like a bolt thrower but far more powerful. it's S7, 24'' range, and cause D3 wounds. if a monster suffer any wounds from it, the monster will be dragged D6'' directly towards it. if D6>3, the monster suffer another wound with no AS.

What would you say is the best magic item the DE's got? The dagger sounds pretty nice, how much does it cost?
25pts. DE have some "OK" items IMO, but i cant tell which is the best. wait for me to post them.

it looks like the Dark Riders now have shields? Is this a default now, or still an option which causes loss of Fast cav?
it's an upgrade with 1pts/per model. DR can have both light armour and shield without losting fast cavalry.

DE sorcerer cast dark magic gain +1 bouns in casting value. it's called HEKARTIS BLESSING

Warlocks:
they're fast cavalry in rare with state 544431528, and M9 on horse. 25pts/per model. they only have hand weapon, but have 4+ward save except for wounds caused by model with mark of slaanesh or daemon of slaanesh. they're considered to be level2 wizard which is used like pink horrors. +1 for casting value for each extra rank except the first, to a max of +3. they know 2 spells, one is doombolt from DE army book(see #2221), the other is soulblight from lore of death. great unit.

I'm afraid to ask but... how much for a Dark Rider?
16pts per model with light armour. 1pts for shield, 3pts for crossbow.

what's the basic warrior cost ?(without spear , shield , RXB ..)
shield is auto. spear is another auto. 9PTS for spearmen and swordsmen.RXB is 12pts without shield upgrade(+1PTS)

Last masochistic question: Sisters of Slaughters?
they're rare choice with very impressive state 564331629. 15pts/model, with shield and hand weapon. can have a magic banner up to 50pts. 4+ward save in close combat, and every close combat phase it can choose an enemy unit in base contact. they lose parry and rank bonus in combat result.(still can steadfast). if any enemy model in base contact with them have highter WS or S(before weapon matters), they get +1 to hit and wound rolls.

Friday, September 27, 2013

New Dark Elves cover and rules

Look at this badass.

Looks pretty epic to me!

Got some infos on the new stuff today:

  • Kharybdis is WS 5, 5A, S7, T5, 4+AS. If all attacks hit, it deals an aditional d6 s7 attacks
  • Warhydra is s5, 5wounds. A is equal to number of remaining wounds +3. its a special choice
  • RBB (?) is switched to special
  • Crossbowmen retain the option for shields
  • Bloodwrack shrine and cob are a chariot, which may narch and join units. Cob has a bound spell for frenzy and grants the unit he joins a 6+ ws (5+ in case of witchelves)
  • Bloodwrack medusa has a 4 shot s4 shooting attack wirh killing blow, and is monstrous infantey (s and t 4)
  • Models in b2b suffer a s4 hit with killing blow if they fail an i test
  • Sisters of slaughter gain a bonus to hit and to wound if their opponent has a higher ws ir strength. Their 4+ ward save only applies in close combat. They negate enemues ranks for combat resolution. 
  • It was hinted that black guard and executioners will be more expensive.

NEW PIC INC:


New Sisters of Slaughter art?

UPDATE:
Pre-orders are up!
http://www.games-workshop.com/gws/catalog/armySubUnitCatsLarge.jsp?catId=cat440004a&rootCatGameStyle=wh