Dark Elves Army Book First Look
The new Dark Elves army book has been out now for almost two
weeks and so it’s time to do a brief review (yeah right) of the army book and
what has changed. First and foremost, I think
it is very important to point out that Mat Ward wrote the book. As it is obvious to everyone, whenever Mat
Ward writes a book you can expect the army to be strong.
The book is written very well, the layout flows smoothly and
you really get a concise feel for the Dark Elf race, and I have to hand it to
Mat Ward, I was not expecting such a well written lore section as this. The lore is told from the perspective of the
Dark Elves, which puts an interesting slant on the perception of events. The book also provides a full pantheon of all
the elven deities worshipped by all three “elven races”. Lastly, this could be the most thorough and
complete encapsulation of a race’s lore and background of any of the newer
books to date.
Book Layout:
A.
The Dark Elves – this section describes the Dark
Elf race, the effects of chaos and the goals of the Dark Elves as a whole.
1.
Describes all three elven races: High, Dark and
Wood Elves.
2.
Describes how the Dark Elves few the other two
races.
-
Hate the High Elves for their betrayal
-
Hate the Wood Elves because they seek not to
rule but only endure
3.
Puts an interesting spin on the “touch” of Chaos
on all three races.
-
High Elves it made them more stubborn and
convinced that only they can save the world.
-
Wood Elves it made them more isolationist and
convinced that they are in control of their kingdom as long as they managed
their forest.
-
Dark Elves it brought enlightenment that all
races exist to serve them and to be ruled.
4.
The book strongly emphasizes the Dark Elves
dedication to Khaine and how his influence has affected them as a race.
B.
Naggaroth – this section describes the home of
the Dark Elves and provides background and lore about their cities. It goes into detail providing information
about the major ciies like King Malekith’s city of Naggarond, the Tower of Cold
or his mother Morathi’s home, Ghrond the Tower of Prophecy..
C.
Annals of the Black Tower – this section
outlines the timeline and history of the Dark Elves told from their
perspective. It really is an interesting
take on their history as you see the High Elves and Wood Elves being repeatedly
punished by the Dark Elves for their “weakness”. It’s an interesting read and I recommend not
skipping the fluff!
D.
Army Special Rules – this section I will write
out in a list format to provide a brief description of each unit. I will be doing a Preferred Enemies selection
on some of these units as I have now experience against them. For the sake of brevity however for this
post, I will merely be listing out some of the information on each unit.
The Murderous
Host:
Army Special Rules:
Army Special Rules:
1. Murderous Prowess - re-roll all rolls of 1 to Wound in close combat
2. Hekarti's Blessing - +1 to cast spells from Lore of Dark magic
3. Eternal Hatred - Models have Hatred, and it's hatred applies every
round of close combat.
4. Always Strikes First.
Armory
Changes/Updates:
1. Sea Dragon Cloak - 5+ scaly skin – this is a huge upgrade to the Corsairs
and to any character which will now provide Dreadlords with a pretty easy 2+
armor save.
2. Repeater Crossbows - Str 3 - multishot, armor piercing
3. Repeater Handbows - Str 3 - multishot, quick to fire
Army Lay Out:
* New Unit
Lords:
Dreadlord - same price - still most solid pick of General and is very cost effective choice.
Dreadlord - same price - still most solid pick of General and is very cost effective choice.
Supreme
Sorceress - huge upgrade -dropped 40 pts in price and gained access to all 8
Lores of Magic when previously they had Dark, Fire, Shadow, Metal or Death.
High
Beastmaster* - 300 pt mounted Lord who gets either free manticore or Scourgerunner
chariot. May grant one beast within
3" of him +d3 attacks per round.
Black Ark Fleetmaster*
- Lord with access to 50 pts of magic items, when in challenge and
survives - his unit gains Unbreakable for 1 round. Works well for a Pirate themed army.
Heroes:
Master - went down 10 pts.
Master - went down 10 pts.
Sorceress -
went down 20 pts and gained access to all 8 lores.
Death Hag -
went down 5 pts and gained some upgrade options that affect her units
also may ride the new updated Cauldron of Blood.
1. Cry of War -
unit now causes Fear but has -3 to LD when testing to restrain.
2. Rune of Khaine
- Death Hag has +d3 Attacks per round.
3. Witchbrew -
unit gains frenzy or if already has frenzy +2 attacks rather than 1.
Khainite
Assassin* - moved from Core to Hero slot.
Cauldron of
Blood – this unit received a huge upgrade in this book for now it:
1. May join units
now and is a special chariot that can march - i.e. charges = impact hits
Has the
Bloodshield of Khaine rule that does the following:
a. Cauldron of
Blood = 4+ ward save
b. Witch
elves/Hags and Death Hags in same unit or mounted on it have 5+ ward
c. All other
models in same unit have a 6+ ward.
2. Fury of Khaine
- augment spell (3 casting cost) - target gains frenzy if it already has frenzy
then it gains +2 rather than +1 attack.
3. Strength of
Khaine - models with Murderous Prowess special rule in units within 6" of
the Cauldron reroll all failed to Wound rolls.
Core: - the
units went up in price to make them more in line with the High Elves choices
but their options are still very, very solid in this army.
Dreadspears*
- Dark Elf Warriors with Spears
Bleakswords*
- Dark Elf Warriors with Swords
Darkshards - renamed
Dark Elf Crossbowmen
Black Ark
Corsairs - went down in price but have to take either additional hand weapon
or repeater handbows which makes them 11 pts over their previous 10 pt cost.
Dark Riders
- went down in cost and giving them crossbows got cheaper
Witch
Elves* - moved from Special to Core and went up a point. Perhaps the most effective unit now combined with
a Cauldron of Blood or a properly equipped Death Hag.
Special:
Cold One
Knights - still a solid choice but went up in cost by 3 points.
Black Guard
of Naggarond: - went up to 15 pts but also are no longer limited to a maximum of 20
in unit. Still a very solid choice and with ASF and Halberds they can wreck
some damage.
Shades: no real
changes.
Cold One
Chariot - went up 15 pts in cost, still a solid chariot
Har Ganeth
Executioners - went from being a fluffy choice to one of the
new power hitters of the new book. ASF + Great weapons means Init 6 Great
weapon attacks at WS5. Solid choice now.
Reaper Bolt
Thrower* - moved from Rare to Special, got 30 pts cheaper and is not limited to 3
per army but rather 4.
Harpies* - moved from
Core to Special went up 4 pts.
Scourgerunner
Chariot* - t4 Chariot w/ S7 Bolt thrower for 150 pts.
War Hydra*
- went down 15 pts, moved from Rare to Special, lost regen but new rule
is roll a D6 equal to the difference of the current number of wounds and the
starting wounds, i.e. the Hydra has 2 wounds left you roll 3 dice. On a roll of a 4+ you regain a wound per die
- provided Hydra is alive. Also the
hydra has a number of attacks equal to 3 + its current number of heads and may
buy a breath weapon and ranged shooting attack as upgrades. Cause this model wasn’t a pain in the ass in
it’s previous incarnation.
Rare:
Doomfire
Warlocks* - new unit, 25 pts each. These guys are similar to Blue Scribes where
they start out at L2 wizard as a unit and gain +1 to cast per additional rank
to a max of +3. Unit suffers d3 wounds if they miscast. They know the spells...
Soulblight or Doombolt. Also against
models with Mark of Slaanesh or Daemons of Slaanesh, they lose their 4+ ward
save. Mat Ward did a good job of incorporating
their lore into the unit’s rules. – Bravo Mat, Bravo.
Kharibdyss*
- 160 pt monster with poisoned attacks and makes models in base
contact reroll successful leadership rolls.
Also in combat if all its close combat attacks are directed and hit the
same model (not unit), then target model takes an additional D6 S7 hits. - very powerful character killer or monster
hunter.
Sisters of
Slaughter* - New infantry models that are 15 pts each, have a 4+ ward save against
attacks in close combat. Also units in contact with the Sisters of Slaughter
gain no combat bonus for additional ranks and may not use parry saves. Also if they are in base contact with 1 model
that has a higher strength or weapon skill they gain +1 to hit and wound.
Bloodwrack
Medusa* - 90 pt T4 Monster that has the special rule Avert your Gaze! - models
in base contact must pass an initiative test
or suffer a S4 hit with Killing Blow special rule and no armour save is
allowed. It's a magical attack. Also has Bloodwrack Stare that is a 12"
range Str 4 hit that is a Multiple Shots (4) and Killing Blow attack.
Bloodwrack
Shrine* - same
options as the Bloodwrack Medusa and also like the Cauldron of Blood it may
join units as well (and subsequently cause impact hits and march) . It also has the Aura of Agony rule - Dark
Elves within 6" have +1 to Leadership, non -Dark Elves suffer -1 to LD.
Lore of the
Dark
Lore Attribute:
Spiteful Conjuration: - if the Dark Elf wizard successfully casts a
hex, magic missile or direct damage spell against a unit then the unit suffers
2d6 S1 hits with armor piercing rule. If
the roll contains a triple its then 3d6 S1 hits with armor piercing.
Power of
Darkness: - Sig Spell
Cast on 8+
Augment that targets caster's unit.
The unit gains +1 Str and the wizard gains D3 dice to his pool. If generated 3 dice he takes a wound with no
armor save.
Doombolt -
Sig Spell
Cast on 12+
Magic Missile - 18" range
- 2d6 Str 5 hits. Bigger version requires a 24 and its 4d6 Str 5 hits.
Chillwind -
Cast on 5+, Magic Missile
24" range, 2d6 Str 2 hits.
If target is wounded -1 to BS for a turn.
Word of
Pain - Cast on 9+/12+, Hex
24" range, models in unit suffer -D3 to WS and BS, bigger version
affects Str and Init as well.
Bladewind -
Cast on 9+, Direct Damage
24" range, every model must pass a WS test or suffer Str 4 hit with armor piercing rule.
Shroud of
Despair - Cast on 10+, Hex
12" range, all enemy units do not benefit from Hold Your Ground!
special rule or Inspiring Presence. Also
if target fails a LD test it suffers -1 to LD for a turn.
Soul
Stealer - Cast on 11+/14+, Direct Damage
small round template, 18" range. Place it and scatter D6. All models hit by template suffer S2 hit with
no armor saves. D6 for each wound
caused, on a 4+ caster gains a wound up to 10 wounds. May extend to bigger version which has
36" range.
Arnzipal's
Black Horrow - Cast on 15+/25+, Magical Vortex
small round template, remains in play, models touched by template -
Str test or die, no armor saves but may make ward save - no mention of
regen. Otherwise functions like Purple
Sun.
Magic Items have
undergone a rather big change. Rather
than list them all, I will touch on a few:
- Hydra blade is now 100 pts and has random attacks of A+D6. Also wielder must make LD test at -2 every
round. If he passes nothing happens, if he fails he suffers -5 penalty to WS
and gains Heroic Killing Blow til end of round.
- Ring of Hotek gives MR3 now.
Enemy wizards now suffer miscasts on rolls of double 1's within 6"
- Sacraficial dagger - one per casting attempt may sacrifice 1 model
in unit and roll a D6, on a 4+ they gain another die they must use
immediately. On a 3 or less the dagger
failed and you may sacrifice another model.
Special
characters: I will touch on these
another time perhaps as the topic of a discussion. Mat Ward did a good job on reducing their
power levels while still keeping their fluff in tact.
Overall, the Dark Elves army book provides the player
with several options for multiple builds and all of them are solid. The book is fully of synergistic combos that
provide the player with so many new options and strategies to capitalize on
during gameplay.
Ex: Placing a
Cauldron of Blood in a horde of Witch Elves and charging with Executioners and
Witch Elves into a unit. Cast the big
version of Word of Pain into the unit and have both units hitting on 3’s, and
rerolling their to wound rolls since they are within 6” of Cauldron. Not to mention the Ward save you can provide
your Witches with the Cauldron being in unit (or the impact hits the Cauldron
causes when you charge with it IN the unit it’s in).
As I mentioned before, I will be doing a series of
Preferred Enemies to provide Wood Elf players with some guidelines and
strategies on how to deal with their Dark Kin.
Thanks,
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