Post by The Supreme Emissary on Aug 27, 2015 4:56:24 GMT -5
The Dark Elf roster is a mix of old and new models. It has lost some of its tactical flavor but retains its speed and lethality.
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Malekith, The Witch King (on Seraphon) 14~6" 14 9 4+ Flying Monster, Wizard 2
Riding the biggest baddest black dragon, Malekith is a force to recon with! He lacks his End Times upgrades but remains the most powerful model in the army. One of only two Lv2 wizards and possessing the ability to heal with an attack spell makes him really hard to slow down when added to halved damage.
Seraphon has the same stats as other black dragons except for one detail, its Jaws hit on a 5+ instead of a 4+. However The Destroyer is one of if not the most lethal weapon in the Exile armory, so no big loss.
Armor of Midnight: Halves any wounds inflicted on Malekith from any one source
Spell 'Soul Stealer': CV6 14" one unit suffers D3 mortal wounds, Malekith is healed that many wounds
CA: Inspiring Presence 20"
Black Guard of Naggarond 5+ 6" 1 7 4+ Infantry, Command Squad
Guard are simple melee killers that gain benefits for being near Malekith.
Retinue: Don't take BS tests if within 28" of Malekith
Eternal Hatred: re-roll failed hits of 1
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Dreadlord on Black Dragon 14~6" 14 8 4+ Flying Monster
A- Exile Blade and Tyrant Shield
B- Lance of Spite and Tyrant Shield
C- Exile Blade and Repeater Crossbow
D- Lance of Spite and Repeater Crossbow
E- 2 Exile Blades
Exile Blades offer bulk attacks, but if you take one you might as well take two to re-roll hits of 1
Lance has reach and rend and deals bonus damage on the charge. blends better with the dragons attacks
Crossbow adds the solid ranged attack the dragon's noxious breath fails to provide. this Repeater is much better than the ones used by Darkshards.
Tyrant Shields let the model re-roll its armor saves. With a 4+ that's not bad!
You can bet that if F- Crossbow & Shield was on the list, no one would take any other option!
CA: A unit of exiles in 12" can re-roll hit 1s for a round. Also, that unit ignores BS tests on a 4D6 result that is greater than the distance between this model and the target unit. A lackluster command ability in itself, even worse compared to just taking Malekith.
Sorceress on Black Dragon 14~6" 14 7 5+ Flying Monster, Wizard 1
Of the 3 Dragon riders she is the worst. Among the 3 Sorceresses her spell has a long reach and moderate to no damage potential. Why bring her instead of A Dreadlord? And why take a Dreadlord instead of Malekith?
A- Witch Rod (optional Witch Lash) 1A with R-1 and +1 better to wound, causes D3 damage, blends with claws
B- Sword of Ghrond (optional Witch Lash) 3A. The Lash adds reach and a better hit but so does the dragon
Spell 'Bladewind': CV6 18" roll 6D6 against a target's best melee To Hit stat. each roll under that stat causes a mortal wound
Blood Sacrifice: Sorceresses can slay a nearby exile model to add 2 to their casting rolls for the round (only level 1 so only one roll)
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Malus Darkblade (on Spite) 10" 6 8 4+ Cavalry
THe king of Cold Ones wishes he was Malekith. He can double his sword attacks but at the risk of killing himself with bad rolls. Spite's Jaw attack is better than the average dino, striking 1 more time.
CA: Exiles in 14" can re-roll BS tests. Why use a re-roll when you can negate it outright?
Dreadlord on Cold One 10" 6 8 4+ Cavalry
The hydra blade is like a better Exile Blade with +1 to wound and -1 rend. The tyrant shield helps keep the model alive. This Cold One has a bonus of -1 Rend. The Bladed Barding hands out mortals on a charge, meaning you want to missile this guy in pronto. This guy is a better choice than Malus in that he can dish more damage without hurting himself and brings synergy with the rest of your dino riders.
CA: A unit of Cold One Knights/Chariots in 14" can re-roll charge dice. And add 1 to wound rolls for Jaw attacks (4+ to 3+). Better volume with a unit of knights.
Sorceress on Cold One 10" 6 7 5+ Cavalry, Wizard 1
The Witchstaff is a slightly better Witch Rod. She can sacrifice an exile model to add 2 to casting. She is the worst lizard rider and the worst sorceress in the army.
Spell 'Chillwind': Can only affect models when in melee, has the highest potential damage of sorceresses but is the hardest to get.
Cold One Knights 5+ 10" 2 7 4+ Cavalry, Command Squad
Wound rolls (4+ to 3+) and Damage +1 (1 to 2) to lance and blade on the charge. Darkshields are not as shiny as tyrant shields but they still help. Cold Ones are slower but tougher than Dark Steeds.
Cold One Chariot 1+ 10" 6 7 4+ Chariot
Double the dines, double the riders. Its runners do the same thing as a Dreadlord's barding on the charge, just on a 6 instead of a 4.
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Morathi (on Sulephet) 16" 6 8 4+ Flying Cavalry, Wizard 2
Heartrender is a good weapon. Her -1 to get hit by enemy melee and casting +1 are even better. One of the fastest models in the army and the other Lv2 wizard. Why take a sorceress when you can bring hot mama Morathi?
Spell 'Black Horror': CV7 (6) 18" causes 1/D3/D6 mortal wounds. guaranteed one and better potential for multiple wounds than the Sorcerecess.
Master with Battle Standard (optional Dark Steed) 6/14" 5 8 4+ Totem, Cavalry
On Foot- Barbed Blade and Battle Standard
Mounted - Dark Steed speed and Bite, 2 Barbed Blades with re-rolling hit 1s, Battle Standard
One of two Totems you have, he lets all exiles in 8-18" re-roll wound 1s. He can attempt to slay your general to take their command ability. This is an odd ability but has the potential to keep their CA in play just a little bit longer.
Dark Riders 5+ 14" 2 6 5+ Cavalry, Command Squad
Compared to Cold Ones, these guys are faster and better still, have 3 shot crossbows. This makes them a better flanking unit. They offer a chance to increase enemy BS rolls in the area. This gives them better synergy with the Corsairs.
Scourgerunner Chariot 1+ 12" 6 6 5+ Chariot, Commander
This unit is your monster hunter. It's got enough ranged attacks and mobility to keep out of reach, but the key is the Harpoon. A crit wound against a monster turns damage from D3 to D6. BUT then again, if you really want to kill monsters, you have some extra killy beasties of your own.
Doomfire Warlocks 5-10+ 14" 2 6 5+ Cavalry, Wizard 1, Commander
Ignore the melee, that's not why you shelled out for 10 of these guys. If you let them get into close combat, punch yourself. These guys are the most damaging and reliable spell casters you have. There is no reason not to run these in units of 10.
Spell 'Doombolt': CV5 18" deals D3/D6/6 mortal wounds to a unit if you have 1-4/5-9/10+ warlocks.
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Dreadlord 6" 5 8 4+ Infantry
Your basic general choice. He'll kill an exile that flees in close combat range to keep others from fleeing. Making him your general negates that worry in the first place. If he's not your general, then why are you bringing him?
A- Exile Blade & Tyrant Shield, defense opion
B- 2 Exile Blades, most hits
C- Chillblade, most damaging
CA: an Exile unit in 14" can re-roll wounds. A unique ability in your army that keeps this guy in contention for General.
Sorceress 6" 5 7 6+ Wizard 1
She's not for melee. She can sacrifice her allies too. Her spell is weak but it's fixed, guaranteed to work every time.
Spell 'Word of Pain': CV7 16" deals 1 mortal wound to a unit. that unit loses -1 to hit for a round.
Bleakswords 10-20+ 6" 1 6 5+ Infantry, Command Squad
Your most basic infantry. Hit 6 gets another attack. If you have 20 you get it on 5s instead. They carry Darkshields too, making them slightly more resilient.
Dreadspears 10-20+ 6" 1 6 5+ Infantry, Command Squad
Your mid line defenders. They get +1 to hit for being in a group of 20+. They also get +1 to hit if they don't move. That's a potential 2+ to hit making them more effective than bleakswords. They also carry Darkshields.
Darkshards 1-20+ 6" 1 6 5+ Infantry, Command Squad
Back line shooters. Each model shoots twice at 16", favoring volume over power. They get +1 to hit for having 20+ if they're not in melee, raising it to 4+. They also carry darkshields which is great when you put them in cover where they belong.
Shades 5+ 6" 1 6 6+ Infantry
They carry repeater crossbows like Darkshards. But they're real trick is their infiltration like ability. Place them ahead of your lines and in cover and they become -1 harder for the enemy to hit from shooting attacks. This makes them decent flankers or ambushers but they're main job is going to be to buy time and draw attention.
Reaper Bolt Thrower 4~0" 4 - 5+ Warmachine and Crew 2
This is your most powerful ranged unit. Shooting 12 shots at 36" is bad enough, but if you wound on a 6, each shot deals more damage. The unit is modestly tough in its own right but its best defense is staying out of reach of everything else on the board.
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Hellebron 6" 5 7 5+
Her Deathsword isn't bad and her Cursed blade isn't great. she's not a wizard but she can attempt to unbind 1 spell. She can try to pray, risking a wound, to either scare enemies in close combat or boost her save to 3+ for a round. You lose these prayers if she's on a cauldron, so she doesn't need them anyway. You really want her on the Cauldron where she belongs.
CA: this one is a kicker, making her top pick for general. An exile unit in 14" gets a second attack phase, doubling their potential lethality!
Death Hag 7" 5 7 6+
A Hellebron wannabe. She can pray to either increase the potential damage of her weapon, making those 4 attacks just a little bit scarier. Or she can try to deal D3 mortal wounds to a unit in close combat. She carries Witchbrew, just like the Cauldron, letting her or a unit of witches in 3" re-roll wound 1s and makes them immune to BS tests for a round.
The only reason you bring one of these is for extra coverage if you need it to give your witch units their bonus attack.
Cauldron of Blood (option for Hellebron or a Death Hag) 6`2" 13 7 5+ Warmachine with Crew 2 and Hero, Totem
It has 10 modest attacks of its own and a deep health pool. This will always be surrounded by witches. The Bloodshield is a handy ability as it can negate wounds and mortal wounds. Its easier for the extra flimsy witches to use but its good for everybody. And it stacks with tyrant and darshields re-rolls. The Death Hag/Hellebron replace their prayer for a better, and less risky, one. An exile unit in 14" adds 1 to their wound rolls in melee, very useful.
Witch Elves 5-20+ 7" 1 7 - Infantry, Command Squad
These bodacious blender bitches are your best mob missiles. They Synergize best with a Cauldron, adding another attack per model when within 14" of a Death Hag (Hellebron counts). They get the dual wielding re-roll hit 1s, but bring 20+ and they re-roll all misses.
Sisters of Slaughter 5+ 6" 1 7 6+ Infantry, command Squad
Masked witches with a counter attack. They read as slightly more survivable than witches. Their shields give them +2 to their saves in melee (6+ to 4+) and a save roll of 6 it has a chance to deal a mortal wound at the end of combat. An interesting gimmick, but why take these instead of more witches?
Har Ganeth Executioners 5+ 6" 1 7 4+ Infantry, Command Squad
They are just as deadly as the name implies. A no strings melee kill unit that causes 2 mortal wounds for each hit of 6. At 2 attacks per model that's potentially 4 mortal wounds each. This makes them either average or awesome.
Shadowblade 8" 5 8 4+
The master assassin is loaded with tricks. His poison makes 1 damage turn into D3 damage against heroes and with 6 attacks and re-rolling misses against heroes, that's a decent chance at a dead hero. His suicide gem makes sure he gets the last word on the way out, just keep him away from your other units. His master of disguise ability is his key maneuver. Place him within 1" of any of your models, preferably already in close combat range, on your opponents turn. He then makes a pile in move that will hopefully get you into range of a hero and out of blast range of your exile unit. Then attack, stealing the first strike for that phase from your opponent.
Assassins 6" 5 7 5+
Unlike shadow blade these guys are attached to a specific unit and have ranged attacks. They have the same poison. You use them in the same way, except you don't have to worry about the explosion and try not to put one in a unit that can be eliminated in one combat phase.
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Lokhir Fellheart 6" 5 7 4+
A decent melee killer who re-rolls his misses and auto heals 1 wound each round. He can pile in 6" ignoring other models to get at a hero. If only Shadowblade could do that!
CA: Needs a Fleetmaster and/or corsairs. Has a chance to cause more enemy models to flee if they flee near these units. He's the Captain of the slavers, which would be more frightening if no for an abundance of BS immunity.
Black Ark Fleetmaster 6" 5 7 4+
His Cutlass can re-roll misses, 3 out of his 5 attacks. The only reason for the hook man here is if you bring a pirate theme list.
CA: an exiles unit in 14" can re-roll hit 1s. Corsairs can re-roll hit 2s.
Black Ark Corsairs 10-20+ 6" 1 6 5+ Infantry, Command Squad
A- Repeater Handbow & Vicious Blade
B- Wicked Cutlass & Vicious Blade
These guys are versatile skirmishers. Their trademark cloaks help with running through shooters. Bringing units in 20 adds 1 to all hits (5-4+, 4-3+). If a nearby enemy model flees they have a chance to make another one flee.
Put your fighters up front with shooters supporting from behind and march them forward as fast as you can.
Harpies 5+ 16" 1 3 6+ fly
They have a chance to make more models flee like the corsairs, but at a longer range. Their attacks are average but they are very fast flyers. Only bring these to double up the corsairs flee ability.
Beast Master on Manticore 12~4" 10 7 5+ Monster
He throws out a lot of average attacks and as a monster isn't as good as a Dragon rider. What he can do is pick an ally monster in 10" and allow it to re-roll hit 1s.
War Hydra 8~4" 12 6 4+ monster
This is a scary critter! He has a good 5 shot short range breath weapon and 10 decent melee attacks. But what makes him really scary is his auto healing 3 wounds every round! Its minders can try to whip it to boost the charge distance. Generally, this should not be necessary. Just walk this beast forward and watch your opponent grit their teeth in frustration.
Kharibdyss 7~4" 12 6 4+ monster
Has more melee attacks than his hydra brother. It can reduce a units bravery by 1, which can help your pirates a bit. If it kills a model it has a chance to heal a wound. The whips act the same as the Hydra. The synergy factor is so minor its not something to count on. Really, why this instead of a Hydra?
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Bloodwrack Shrine 6~2" 13 7 5+ War Machine
The Medusae mobile is a different animal to the cauldron. The Medusae is better protected but otherwise works the same. Instead of an aura of protection the shrine has an offensive aura, potentially mortally wounding any enemies in range. This makes the shrine an offensive vehicle to scare off or shove enemy blobs.
Bloodwrack Medusae 1+ 8" 5 6 5+
in melee it reads as slightly above average, but its real gimmick is in its stare. She hits every model in a unit and on a 5/6 the unit takes a mortal wound. This makes her best against large blobs, potentially crippling even the largest units with one attack.
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Battalions
There are currently 2 force lists for Dark Elves.
Exiled Warhost
1 Dreadlord (any)
3 units of Darkshards, bleak swords, Dreadspears in any combination
1 unit of Dark Riders
1 unit of Cold One Knights/Chariot
- re-roll wound 1s, just like a master with battle standard
- add 1 to hit roles when a unit charges
The best synergy comes with a Dreadlord on Cold One and Cold One Knights. Flank with the riders as your basic infantry marches and covers from behind.
Exiled Blood Cult
1 Death Hag/Cauldron of Blood (Just bring Hellebron on a Cauldron)
1 unit of Har Ganeth Executioners
3 units of witches
- Wound 6s inflict mortal wounds instead of normal damage
- If a unit is completely killed by a cult unit, the rest of the cult units get +1A for all their melee weapons for the rest of that phase.
Executioners get a second chance at dealing mortal wounds, which is great. The second bonus is situational, but if you can get your witches in place to use it, they'll be murdering at full throttle. Bring a lot of one or the other, this battalion is probably the foundation of your best synergy and a creates a rolling meat grinder for a relatively low cost.
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Malekith, The Witch King (on Seraphon) 14~6" 14 9 4+ Flying Monster, Wizard 2
Riding the biggest baddest black dragon, Malekith is a force to recon with! He lacks his End Times upgrades but remains the most powerful model in the army. One of only two Lv2 wizards and possessing the ability to heal with an attack spell makes him really hard to slow down when added to halved damage.
Seraphon has the same stats as other black dragons except for one detail, its Jaws hit on a 5+ instead of a 4+. However The Destroyer is one of if not the most lethal weapon in the Exile armory, so no big loss.
Armor of Midnight: Halves any wounds inflicted on Malekith from any one source
Spell 'Soul Stealer': CV6 14" one unit suffers D3 mortal wounds, Malekith is healed that many wounds
CA: Inspiring Presence 20"
Black Guard of Naggarond 5+ 6" 1 7 4+ Infantry, Command Squad
Guard are simple melee killers that gain benefits for being near Malekith.
Retinue: Don't take BS tests if within 28" of Malekith
Eternal Hatred: re-roll failed hits of 1
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Dreadlord on Black Dragon 14~6" 14 8 4+ Flying Monster
A- Exile Blade and Tyrant Shield
B- Lance of Spite and Tyrant Shield
C- Exile Blade and Repeater Crossbow
D- Lance of Spite and Repeater Crossbow
E- 2 Exile Blades
Exile Blades offer bulk attacks, but if you take one you might as well take two to re-roll hits of 1
Lance has reach and rend and deals bonus damage on the charge. blends better with the dragons attacks
Crossbow adds the solid ranged attack the dragon's noxious breath fails to provide. this Repeater is much better than the ones used by Darkshards.
Tyrant Shields let the model re-roll its armor saves. With a 4+ that's not bad!
You can bet that if F- Crossbow & Shield was on the list, no one would take any other option!
CA: A unit of exiles in 12" can re-roll hit 1s for a round. Also, that unit ignores BS tests on a 4D6 result that is greater than the distance between this model and the target unit. A lackluster command ability in itself, even worse compared to just taking Malekith.
Sorceress on Black Dragon 14~6" 14 7 5+ Flying Monster, Wizard 1
Of the 3 Dragon riders she is the worst. Among the 3 Sorceresses her spell has a long reach and moderate to no damage potential. Why bring her instead of A Dreadlord? And why take a Dreadlord instead of Malekith?
A- Witch Rod (optional Witch Lash) 1A with R-1 and +1 better to wound, causes D3 damage, blends with claws
B- Sword of Ghrond (optional Witch Lash) 3A. The Lash adds reach and a better hit but so does the dragon
Spell 'Bladewind': CV6 18" roll 6D6 against a target's best melee To Hit stat. each roll under that stat causes a mortal wound
Blood Sacrifice: Sorceresses can slay a nearby exile model to add 2 to their casting rolls for the round (only level 1 so only one roll)
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Malus Darkblade (on Spite) 10" 6 8 4+ Cavalry
THe king of Cold Ones wishes he was Malekith. He can double his sword attacks but at the risk of killing himself with bad rolls. Spite's Jaw attack is better than the average dino, striking 1 more time.
CA: Exiles in 14" can re-roll BS tests. Why use a re-roll when you can negate it outright?
Dreadlord on Cold One 10" 6 8 4+ Cavalry
The hydra blade is like a better Exile Blade with +1 to wound and -1 rend. The tyrant shield helps keep the model alive. This Cold One has a bonus of -1 Rend. The Bladed Barding hands out mortals on a charge, meaning you want to missile this guy in pronto. This guy is a better choice than Malus in that he can dish more damage without hurting himself and brings synergy with the rest of your dino riders.
CA: A unit of Cold One Knights/Chariots in 14" can re-roll charge dice. And add 1 to wound rolls for Jaw attacks (4+ to 3+). Better volume with a unit of knights.
Sorceress on Cold One 10" 6 7 5+ Cavalry, Wizard 1
The Witchstaff is a slightly better Witch Rod. She can sacrifice an exile model to add 2 to casting. She is the worst lizard rider and the worst sorceress in the army.
Spell 'Chillwind': Can only affect models when in melee, has the highest potential damage of sorceresses but is the hardest to get.
Cold One Knights 5+ 10" 2 7 4+ Cavalry, Command Squad
Wound rolls (4+ to 3+) and Damage +1 (1 to 2) to lance and blade on the charge. Darkshields are not as shiny as tyrant shields but they still help. Cold Ones are slower but tougher than Dark Steeds.
Cold One Chariot 1+ 10" 6 7 4+ Chariot
Double the dines, double the riders. Its runners do the same thing as a Dreadlord's barding on the charge, just on a 6 instead of a 4.
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Morathi (on Sulephet) 16" 6 8 4+ Flying Cavalry, Wizard 2
Heartrender is a good weapon. Her -1 to get hit by enemy melee and casting +1 are even better. One of the fastest models in the army and the other Lv2 wizard. Why take a sorceress when you can bring hot mama Morathi?
Spell 'Black Horror': CV7 (6) 18" causes 1/D3/D6 mortal wounds. guaranteed one and better potential for multiple wounds than the Sorcerecess.
Master with Battle Standard (optional Dark Steed) 6/14" 5 8 4+ Totem, Cavalry
On Foot- Barbed Blade and Battle Standard
Mounted - Dark Steed speed and Bite, 2 Barbed Blades with re-rolling hit 1s, Battle Standard
One of two Totems you have, he lets all exiles in 8-18" re-roll wound 1s. He can attempt to slay your general to take their command ability. This is an odd ability but has the potential to keep their CA in play just a little bit longer.
Dark Riders 5+ 14" 2 6 5+ Cavalry, Command Squad
Compared to Cold Ones, these guys are faster and better still, have 3 shot crossbows. This makes them a better flanking unit. They offer a chance to increase enemy BS rolls in the area. This gives them better synergy with the Corsairs.
Scourgerunner Chariot 1+ 12" 6 6 5+ Chariot, Commander
This unit is your monster hunter. It's got enough ranged attacks and mobility to keep out of reach, but the key is the Harpoon. A crit wound against a monster turns damage from D3 to D6. BUT then again, if you really want to kill monsters, you have some extra killy beasties of your own.
Doomfire Warlocks 5-10+ 14" 2 6 5+ Cavalry, Wizard 1, Commander
Ignore the melee, that's not why you shelled out for 10 of these guys. If you let them get into close combat, punch yourself. These guys are the most damaging and reliable spell casters you have. There is no reason not to run these in units of 10.
Spell 'Doombolt': CV5 18" deals D3/D6/6 mortal wounds to a unit if you have 1-4/5-9/10+ warlocks.
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Dreadlord 6" 5 8 4+ Infantry
Your basic general choice. He'll kill an exile that flees in close combat range to keep others from fleeing. Making him your general negates that worry in the first place. If he's not your general, then why are you bringing him?
A- Exile Blade & Tyrant Shield, defense opion
B- 2 Exile Blades, most hits
C- Chillblade, most damaging
CA: an Exile unit in 14" can re-roll wounds. A unique ability in your army that keeps this guy in contention for General.
Sorceress 6" 5 7 6+ Wizard 1
She's not for melee. She can sacrifice her allies too. Her spell is weak but it's fixed, guaranteed to work every time.
Spell 'Word of Pain': CV7 16" deals 1 mortal wound to a unit. that unit loses -1 to hit for a round.
Bleakswords 10-20+ 6" 1 6 5+ Infantry, Command Squad
Your most basic infantry. Hit 6 gets another attack. If you have 20 you get it on 5s instead. They carry Darkshields too, making them slightly more resilient.
Dreadspears 10-20+ 6" 1 6 5+ Infantry, Command Squad
Your mid line defenders. They get +1 to hit for being in a group of 20+. They also get +1 to hit if they don't move. That's a potential 2+ to hit making them more effective than bleakswords. They also carry Darkshields.
Darkshards 1-20+ 6" 1 6 5+ Infantry, Command Squad
Back line shooters. Each model shoots twice at 16", favoring volume over power. They get +1 to hit for having 20+ if they're not in melee, raising it to 4+. They also carry darkshields which is great when you put them in cover where they belong.
Shades 5+ 6" 1 6 6+ Infantry
They carry repeater crossbows like Darkshards. But they're real trick is their infiltration like ability. Place them ahead of your lines and in cover and they become -1 harder for the enemy to hit from shooting attacks. This makes them decent flankers or ambushers but they're main job is going to be to buy time and draw attention.
Reaper Bolt Thrower 4~0" 4 - 5+ Warmachine and Crew 2
This is your most powerful ranged unit. Shooting 12 shots at 36" is bad enough, but if you wound on a 6, each shot deals more damage. The unit is modestly tough in its own right but its best defense is staying out of reach of everything else on the board.
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Hellebron 6" 5 7 5+
Her Deathsword isn't bad and her Cursed blade isn't great. she's not a wizard but she can attempt to unbind 1 spell. She can try to pray, risking a wound, to either scare enemies in close combat or boost her save to 3+ for a round. You lose these prayers if she's on a cauldron, so she doesn't need them anyway. You really want her on the Cauldron where she belongs.
CA: this one is a kicker, making her top pick for general. An exile unit in 14" gets a second attack phase, doubling their potential lethality!
Death Hag 7" 5 7 6+
A Hellebron wannabe. She can pray to either increase the potential damage of her weapon, making those 4 attacks just a little bit scarier. Or she can try to deal D3 mortal wounds to a unit in close combat. She carries Witchbrew, just like the Cauldron, letting her or a unit of witches in 3" re-roll wound 1s and makes them immune to BS tests for a round.
The only reason you bring one of these is for extra coverage if you need it to give your witch units their bonus attack.
Cauldron of Blood (option for Hellebron or a Death Hag) 6`2" 13 7 5+ Warmachine with Crew 2 and Hero, Totem
It has 10 modest attacks of its own and a deep health pool. This will always be surrounded by witches. The Bloodshield is a handy ability as it can negate wounds and mortal wounds. Its easier for the extra flimsy witches to use but its good for everybody. And it stacks with tyrant and darshields re-rolls. The Death Hag/Hellebron replace their prayer for a better, and less risky, one. An exile unit in 14" adds 1 to their wound rolls in melee, very useful.
Witch Elves 5-20+ 7" 1 7 - Infantry, Command Squad
These bodacious blender bitches are your best mob missiles. They Synergize best with a Cauldron, adding another attack per model when within 14" of a Death Hag (Hellebron counts). They get the dual wielding re-roll hit 1s, but bring 20+ and they re-roll all misses.
Sisters of Slaughter 5+ 6" 1 7 6+ Infantry, command Squad
Masked witches with a counter attack. They read as slightly more survivable than witches. Their shields give them +2 to their saves in melee (6+ to 4+) and a save roll of 6 it has a chance to deal a mortal wound at the end of combat. An interesting gimmick, but why take these instead of more witches?
Har Ganeth Executioners 5+ 6" 1 7 4+ Infantry, Command Squad
They are just as deadly as the name implies. A no strings melee kill unit that causes 2 mortal wounds for each hit of 6. At 2 attacks per model that's potentially 4 mortal wounds each. This makes them either average or awesome.
Shadowblade 8" 5 8 4+
The master assassin is loaded with tricks. His poison makes 1 damage turn into D3 damage against heroes and with 6 attacks and re-rolling misses against heroes, that's a decent chance at a dead hero. His suicide gem makes sure he gets the last word on the way out, just keep him away from your other units. His master of disguise ability is his key maneuver. Place him within 1" of any of your models, preferably already in close combat range, on your opponents turn. He then makes a pile in move that will hopefully get you into range of a hero and out of blast range of your exile unit. Then attack, stealing the first strike for that phase from your opponent.
Assassins 6" 5 7 5+
Unlike shadow blade these guys are attached to a specific unit and have ranged attacks. They have the same poison. You use them in the same way, except you don't have to worry about the explosion and try not to put one in a unit that can be eliminated in one combat phase.
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Lokhir Fellheart 6" 5 7 4+
A decent melee killer who re-rolls his misses and auto heals 1 wound each round. He can pile in 6" ignoring other models to get at a hero. If only Shadowblade could do that!
CA: Needs a Fleetmaster and/or corsairs. Has a chance to cause more enemy models to flee if they flee near these units. He's the Captain of the slavers, which would be more frightening if no for an abundance of BS immunity.
Black Ark Fleetmaster 6" 5 7 4+
His Cutlass can re-roll misses, 3 out of his 5 attacks. The only reason for the hook man here is if you bring a pirate theme list.
CA: an exiles unit in 14" can re-roll hit 1s. Corsairs can re-roll hit 2s.
Black Ark Corsairs 10-20+ 6" 1 6 5+ Infantry, Command Squad
A- Repeater Handbow & Vicious Blade
B- Wicked Cutlass & Vicious Blade
These guys are versatile skirmishers. Their trademark cloaks help with running through shooters. Bringing units in 20 adds 1 to all hits (5-4+, 4-3+). If a nearby enemy model flees they have a chance to make another one flee.
Put your fighters up front with shooters supporting from behind and march them forward as fast as you can.
Harpies 5+ 16" 1 3 6+ fly
They have a chance to make more models flee like the corsairs, but at a longer range. Their attacks are average but they are very fast flyers. Only bring these to double up the corsairs flee ability.
Beast Master on Manticore 12~4" 10 7 5+ Monster
He throws out a lot of average attacks and as a monster isn't as good as a Dragon rider. What he can do is pick an ally monster in 10" and allow it to re-roll hit 1s.
War Hydra 8~4" 12 6 4+ monster
This is a scary critter! He has a good 5 shot short range breath weapon and 10 decent melee attacks. But what makes him really scary is his auto healing 3 wounds every round! Its minders can try to whip it to boost the charge distance. Generally, this should not be necessary. Just walk this beast forward and watch your opponent grit their teeth in frustration.
Kharibdyss 7~4" 12 6 4+ monster
Has more melee attacks than his hydra brother. It can reduce a units bravery by 1, which can help your pirates a bit. If it kills a model it has a chance to heal a wound. The whips act the same as the Hydra. The synergy factor is so minor its not something to count on. Really, why this instead of a Hydra?
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Bloodwrack Shrine 6~2" 13 7 5+ War Machine
The Medusae mobile is a different animal to the cauldron. The Medusae is better protected but otherwise works the same. Instead of an aura of protection the shrine has an offensive aura, potentially mortally wounding any enemies in range. This makes the shrine an offensive vehicle to scare off or shove enemy blobs.
Bloodwrack Medusae 1+ 8" 5 6 5+
in melee it reads as slightly above average, but its real gimmick is in its stare. She hits every model in a unit and on a 5/6 the unit takes a mortal wound. This makes her best against large blobs, potentially crippling even the largest units with one attack.
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Battalions
There are currently 2 force lists for Dark Elves.
Exiled Warhost
1 Dreadlord (any)
3 units of Darkshards, bleak swords, Dreadspears in any combination
1 unit of Dark Riders
1 unit of Cold One Knights/Chariot
- re-roll wound 1s, just like a master with battle standard
- add 1 to hit roles when a unit charges
The best synergy comes with a Dreadlord on Cold One and Cold One Knights. Flank with the riders as your basic infantry marches and covers from behind.
Exiled Blood Cult
1 Death Hag/Cauldron of Blood (Just bring Hellebron on a Cauldron)
1 unit of Har Ganeth Executioners
3 units of witches
- Wound 6s inflict mortal wounds instead of normal damage
- If a unit is completely killed by a cult unit, the rest of the cult units get +1A for all their melee weapons for the rest of that phase.
Executioners get a second chance at dealing mortal wounds, which is great. The second bonus is situational, but if you can get your witches in place to use it, they'll be murdering at full throttle. Bring a lot of one or the other, this battalion is probably the foundation of your best synergy and a creates a rolling meat grinder for a relatively low cost.