Dark Elf Army According to Me
Posted: Wed May 02, 2007 7:06 pm
So, I've been toying around with a full DE list for a while now as to what I'd like to see when the thing comes out in what is rumoured to be about a year (I'd be a bit longer myself mind you as I think HE and VC have to come out first for WFB and there are 2 40K books and a couple supplemental books coming out first). Still, I thought I'd share it with everyone anyways.
The preface things though, I took a very systematic and formulaic approach to thing so in my mind anyways, there's justification for everything I'd done. Also, I really haven't changed much from the current book (as I don't see major changes as realistic or even merited) but rather made a few small adjustments here and there, some tweaks, fixed some pet peeves, and above all tried to include more overall flavour to the list as a whole which is what I think is really lacking with DE (we created a whole pile of it here to make up for that deficiency). So, before you jump on things you might consider outlandish, please also read the comments at the end of it all as well as the formulae I used to obtain the points cost per model for many units. Keep in mind, once again, that this is far from complete and really, only changes are listed (and even then, not all of them) and for obviously reasons most stat lines are removed. I've also taken the time to combine all the magic items from the various extra sources we have and none of them appear here.
Also keep in mind that this is totally unformatted and doesn't really include everything (pretty much only the changes), so if you want the much easier to read version of things and the much more complete version, please PM me and I'll send it to you via email (so give me an email address too).
Dark Elf Army List Concept
Universal Special Rules:
All Dark Elves hate High Elves.
Characters (Lords):
0-1 Dark Elf Lord 125 Points
• May be promoted to Higher Lordship
Higher Lordship
High Lord: High Lords are those few whole have shown promise enough to be given the opportunity to lead the Witch King’s greatest hosts.
The inclusion of a High Lord in your army means the 0-1 restriction on Dark Elf Lords is lifted and you can now have as many in your army as the game size permits. These extra lords may not be upgraded to Higher Lordship and the High Lord will always be the army general. In addition, the command range of the general is increased to 18” from 12”. The High Lord is worth an additional 100 Victory Points if he is killed, fleeing, or fled off the table at the end of the game.
Beast Lord: The Lords of Karond Kar are known for their ability to tame the great beasts of the world.
A Beast Lord must be given a mount from the options list. In addition, Beast Packs now count towards the minimum core unit restrictions and 2 Cold One Chariots can be taken for one Special slot. Also, no Corsairs or Executioners may be taken in the army as the Beast Lord has no need for pirates and prefers the teeth of his minions to the Draichs of Har Ganeth.
Pirate Prince: The great Druchii raiders are famous for their raids along the coasts of primitive civilization which supply valuable slaves to their homes in Naggaroth.
The Pirate Prince and any Nobles in the army are automatically equipped with Sea Dragon cloaks at no additional cost. The following units are not allowed to be used under the command of a Pirate Prince: Cold One chariots, City Guard, War Hydra and the Cauldron of Blood (as they are too difficult to transport effectively during a raid) In addition, Cold One Knights become a 0-1 Special choice. However, a new unit, Black Ark Raiders, becomes available:
A unit of Black Ark Raiders can be taken as a special choice in any army led by a Pirate Prince.
Black Ark Raiders 13 pts/model
M WS BS S T W I A Ld
Raider 6 4 4 3 3 1 5 1 8
Bosun 6 4 4 3 3 1 5 2 8
Weapons and Armour: Two hand weapons, Sea Dragon cloak, and repeater crossbow.
Options:
• Upgrade one Raider to a Musician for +6 pts.
• Upgrade one Raider to a Standard Bearer for +12 pts.
• Promote one Raider to a Bosun for +12 pts.
Special Rules: Raiders.
Raiders: Black Ark Raiders move in a skirmish formation. In combat, they arrange themselves as a regular skirmishing unit would but may claim a rank bonus for up to two ranks after the first.
As the Pirate Prince is most keen on taking slaves, any models which are killed (including those which have fled of the table, are run down, or are fleeing at the end of the game) are worth 1 extra Victory Point.
Hag Queen: The great ladies of Khaine are not to be forgotten from the list of High Lords, for they command legions of followers both the brides of Khaine and the common people.
With a Hag Queen commanding the army, Witch Elves now become a Core unit and Harpies become a 0-2 Special choice. There can, however, be no Corsairs in the army and the Hag Queen cannot use any mundane armour (or magic armour). She does, however, have access to Temple of Khaine upgrades in addition to magic items.
High Sorceress 200 Points
Characters (Heroes)
Dark Elf Noble 70 Points
Sorceress 85 Points
Beastmaster 35 Points
• May choose an additional hand weapon (+4 points) or if mounted, a lance (+4 points).
• May wear light armour (+2 points) and be given a Sea Dragon cloak (+6 points).
• May ride either a Cold One (+24 points), a Dark Steed (+12 points), a Dark Pegasus (+55 points), or a Manticore (+190 points).
• May choose magic items from the Common or Dark Elf magic items lists with a maximum total value of 50 points.
Assassin 125 points
Weapons: Hand Weapon
Options:
• May choose an additional hand weapon (+4 points).
• May also be armed with a repeater crossbow pistol (+8 points).
• May choose magic items from the Common or Dark Elf magic items lists and upgrades from the Temple of Khaine list with a maximum total value of 50 points.
Special Rules: Scout, Killing Blow, Poisoned Attacks, Hidden, Focus.
Focus: An Assassin can never issue or accept challenges as he is too disciplined and focused on his goal to be bothered with pride. As such, Assassins are not great leaders though they are still highly skilled and ruthless warriors. Units in the Dark Elf army can never use the Assassin’s leadership value and an Assassin can never be the army General.
Repeater Crossbow Pistol:
Maximum Range: 10”; Strength: 3
Rules: 2 x Multiple Shots
Shoot in Hand-to-Hand Combat: A model armed with a repeater crossbow pistol may shoot it in the first round of a hand-to-hand combat and this shot is always resolved first, before any blows are struck. This shot has an extra -2 penalty to hit (-1 move and -1 for shooting while charging). This bonus attack is in addition to close combat weapon attacks and cannot be directed at a single model. Any wounds caused count towards combat resolution.
Core Units
Dark Elf Warriors 8 Points/model
Unit Size: 10+
Weapons and Armour: Hand weapon, spear, light armour.
Options:
• Any unit may be equipped with shields for +1 pt/model.
• Any unit may replace spears with repeater crossbows for +3 pts/model.
City Guard 8 Points/model
Unit Size: 15+
Weapons and Armour: Hand weapon, spear, light armour.
Options:
• Any unit may be equipped with shields for +1 pt/model.
• Any number of models in the unit may replace spears with repeater crossbows for +3 pts/model.
Corsairs 10 Points/model
Unit Size: 10+
Weapons and Armour: Two hand weapons, light armour and Sea Dragon cloak.
Dark Riders 18 Points/model
Unit Size: 5+
Weapons and Armour: Hand weapon, light armour, spear.
Mounts: Dark Steeds.
Options:
• Any unit may have repeater crossbows for +4 pts/model.
Special Rules: Fast Cavalry.
Beast Pack 15 pts + various/model
M WS BS S T W I A Ld
War Hound 6 4 0 3 3 1 3 1 6 (6 pts)
Giant Spider 7 3 0 3 3 1 3 1 3 (8 pts)
Cold One 7 3 0 4 4 1 3 1 3 (12pts)
Pack Master 6 4 4 3 3 1 5 1 8
* A Beast Pack does not count towards the minimum core choice requirement.
Unit Size: 5-20 Beasts and 2 Pack Masters.
Weapons: The Pack Masters are armed with 2 hand weapons.
Special Rules: Beast Pack, Cold Ones are Stupid, have a 5+ scaly skin save and cause Fear, Giant Spiders have Poisoned Attacks.
Beast Pack: All Beasts in the pack must be of the same type and all packs are trained to make use of their numbers and as such can count a rank bonus. The Pack Masters are always placed at the rear of the unit and will never move to the front rank until all the beasts have been eliminated.
Special Units
Shades 12 Points/model
Unit Size: 5+
Weapons and Armour: Hand weapon and repeater crossbow.
Options:
• Any unit may have light armour for 1 pt/model.
• Any unit may have an additional hand weapon for +2 pts/model.
• Promote one Shade to Bloodshade for +6 pts.
Witch Elves 11 Points/model
Unit Size: 5+
Weapons: Two hand weapons.
Special Rules: Poisoned attacks, Devotees of Khaine, Frenzy.
Executioners 11 Points/model
Unit Size: 5+
Weapons and Armour: Draich (great weapons) and heavy armour.
Special Rules: Killing Blow.
Cold One Knights 29 Points/model
Unit Size: 5+
Weapons and Armour: Lance, hand weapon, heavy armour and shield.
Special Rules: Stupidity, Fear, Thick Skinned.
Cold One Chariot 95 Points/model
Unit Size: Each Cold One Chariot is a separate unit, with two crew pulled by two Cold Ones.
Weapons: Crew carry hand weapons. The chariot has scythed wheels.
• The crew may have repeater crossbows for +8 pts and/or spears for +2 pts.
• Certain characters may ride in a chariot. They replace one of the crew and the points value of the crew member is lost.
Special Rules: Stupidity, Fear, Chariot.
Note that they are 1 per special choice here.
0-1 Harpies 13 Points/model
Black Drake Riders 40 Points/model
M WS BS S T W I A Ld
Drake Rider 5 4 4 3 3 2 5 1 8
Harbinger 5 4 4 3 3 2 5 2 8
Black Drake 3 3 0 4 3 1 3 2 5
Unit Size: 3-10
Weapons and Armour: Spears, hand weapon, shields and light armour.
Mounts: Black Drakes.
Options:
• Any unit may trade their spears and shields for repeater crossbows.
• Promote one Drake Rider to a Harbinger for +20 pts.
Special Rules: Hit and Run, Flying Cavalry.
Rare Units
War Hydra 220 Points/model
Unit Size: One War Hydra, driven into battle by Beastmaster Apprentices.
Weapons: Apprentices have two hand weapons.
Special Rules: Breathe Fire, Terror, Controlled, Large Target, Scaly Skin, Impact Hits.
Impact Hits: When the War Hydra charges into a unit, it does D6 impact hits (resolved at Strength 5) just like a chariot.
0-1 Black Guard 15 Points/model
Unit Size: 5+
Weapons and Armour: Halgaith (mixed weapon), heavy armour
• The Master may have up to 25 points of magic items.
Special Rules: Eternal Hatred, Stubborn, Halgaith.
Halgaith: The main weapon of the black guard is a mixed weapon that can be used as both a halberd and as a spear. The manner in which the unit chooses to fight must be decided upon before a combat begins.
0-1 Cauldron of Blood 200 Points/model
Unit Size: One Cauldron of Blood, two Witch Elves, led by a Hag
Weapons: The Witch Elves and Hag have two hand weapons.
Special Rules: Poisoned Attacks, Frenzy, Red Fury, Terror.
Reaper Bolt Thrower 100 Points/model
Beasts of Karond Kar
Manticore
M WS BS S T W I A Ld
6 5 0 5 5 4 5 4 6
Black Dragon
Noxious Breath: This is a breath weapon. Hits are resolved with a Strength of 4 and any unit that suffers casualties must take an immediate panic test
Temple of Khaine
Poisons
Lifebane 25 Points
For every unsaved wound caused, the wounded model must make a toughness test. If this test is failed, the enemy succumbs to the poison and loses an extra wound with no saves of any kind (even regeneration) allowed. In addition, the model counts as having Poisoned Attacks.
Skills
Blessed of Khaine 50 Points
Only one model in the army may be given this Blessing. The character is given Magic Resistance (2) and any unit within 6” of the character also receives Magic Resistance (1).
Dance of the Mist 25 Points
Enemies are at -1 to hit the model in close combat. Models on foot only.
Mortal Fury 25 Points
The model has the Eternal Hatred special rule.
Potion of Strength 15 Points
Declare at the beginning of any close combat phase (right after an assassin is revealed if you wish). For the remainder of that phase the character has +2 Strength. One use only.
Druchii Magic Items
Executioner’s Axe 70 Points
The wielder counts as having Strength 10. However, the Executioner’s Axe is two handed and the wielder always strikes last except in the turn he charges.
Venom Sword 70 Points
Armour of Eternal Servitude 50 Points
This heavy armour gives a basic 5+ armour save, which can be combined with other armour as normal. In addition, the wearer can regenerate.
Armour of Meteoric Iron 30 Points
This armour gives a save of 1+ which cannot be improved in any way.
This thing replaces the armour of darkness - its not like Kouran is going to be using it anyways now.
Black Amulet
Changed to give the 5+ save all the time.
Points/model formulae:
Warriors: Elf (6 pts) + light armour (1 pt) + spear (1 pt) = 8. Repeater crossbow is 4 pts from 6.
Corsairs: Elf (6 pts) + light armour (1 pt) + 2nd weapon (1 pt) + Sea Dragon cloak (2) = 10.
Black Ark Raiders: Elf (6 pts) + Sea Dragon cloak (2 pts) + 2nd weapon (1 pt) + repeater crossbow (4 pts) = 13.
Raider rule assumed to be a bonus compensating for lack of unit choices.
Dark Riders: Elf (6 pts) + light armour (1 pt) + spear (2 pt) + dark steed(6)*1.5 = 18. Repeater crossbow is 4 pts from 6. Notes – special rule for fast cavalry comes free.
Shades: Elf (6 pts) + repeater crossbow (4) + skirmishers (1) + scouts (1) = 12.
Witch Elves: Elf (6 pts) + stat upgrades (1) + 2 poisoned weapons (3) + frenzy (1) = 11.
Black Guard: Elf (6 pts) + halgaith (2) + stat increases (1) + eternal hatred (2) + stubborn (2) + heavy armour (2) = 15.
Comments: The purpose of this writing is basically to keep most of what is in the current list while adding some things I think should be added for the sake of flavour more than anything else while making an attempt to “fix” current issues with the list while using precedent and very few if any new special rules or special rules relating to any particular unit. There was also a strong effort made to be methodical about costing units, so while it looks like a number of units have gone down in cost, do keep in mind that it is fairly minimal overall and has a formulaic background. There were changes to a few of the characters in terms of cost, however. The changes in cost to the sorceresses reflects how little the soft stats matter to a model that’s going to be surrounded in most cases by models of the same stat line and therefore adds very little to the unit as a character beyond the basic magic effects. As such, a human wizard, an elven wizard, and a goblin wizard should all have about the same cost in principle owing to the fact that overall they accomplish the same thing. If any elven player could use a goblin shaman instead of a sorceress, chances are they’d go for it for the reason that it costs less and does the same thing.
The Beastmaster price changed because of how I perceived the formula to be – 6 x base cost for the extra wound and “hero” status – not that I really think that has any value. In my mind it is really a fairly meaningless change in the end though. More meaningful are the extra mount options the Beastmaster has.
I figure I owe an explanation to how the assassin was given so much more for no increase in cost. First, the repeater crossbow pistol is not a new concept really as it is borrowed from the Mordheim crossbow pistol and was priced the same as a repeater crossbow. In terms of the overall cost, I figure that in the end, based on the stat line, he should be priced the same as a noble for the reason that the increases the assassin has over the noble as mostly soft stats and are compensated by the lack of any armour options, plain and simple. As for the leadership differences, I figure that Ld 9 which can be shared is more valuable than Ld 10 which cannot be shared (and he’ll run with the unit anyways if it fails a test at Ld 8 ). From there (at 70 points) I include 30 points for Killing Blow and then another 10 points for poison (as taken from precedent in the current Temple of Khaine items list). I then figure that the hidden rule is worth approximately 15 points as upgrades to always strike first tend to cost about 25 points for most other armies that have them (and this includes vampires which benefit from that sort rule a lot more) and this is a one time deal if you even use it in the first place.
One the subject of City Guard, while I acknowledge that they do in fact seem to make regular warriors obsolete, I say, so what? When I think of Druchii I tend to think of them marching into combat all the while firing off repeater crossbow bolts (lots of shots, and no chance to hit). It is very much like the older style of Dark Elves which pretty much could all have repeater crossbows (and they were better weapons). Also note that for the sake of simplicity that they’d lose their ability to get a 4+ save in the front rank and that their formation is, as always, very restrictive. Their minimum unit size is also larger and their upgrades also cost more.
On the subject of unit sizes, it should be noticed that most of the elite units have a minimum unit size of 5+ to reflect the trend in this edition of that minimum size for elite units.
The War Hydra is now very similar in rules to the Stegadon in that I’ve included impact hits with it. I feel that any animal driven into combat is going to cause some sort of impact – in fact, I think of the hydra as I would an elephant in ancient warfare (which is how the Stegadon is portrayed). The leadership aspect is still kept low and like all Dark Elf units, if you hit it, its likely going to fold up, but now, like other Dark Elf units, it has a bit more punch, though if you don’t plan right or get a bit unlucky and don’t get the punch you want (rolling low for impact hits) you’re going to be in trouble for sure. It’s a small tweak that I think really lends itself to the idea behind the hydra while not overpowering it.
A similar effort was made to help the Black Guard while not giving them any extra special rules (as they have too many already I think) to give them that edge. Instead, they are given a different weapon which can help them defensively if they need it. In theme it might be said that its not like the Black Guard not to want to try chopping people up, but I think its still in theme for the ones behind the first rank to want to get a piece of the action and get some attacks in as well. It should be noted though that I think all halberds should work in the same way (as they do for Warhammer Quest in fact). I still think that they’d be better off with heavy armour and shields rather than halberds which would keep them cheaper and give them a much better armour save, but that a rules based idea rather than a feel and fluff based one.
The preface things though, I took a very systematic and formulaic approach to thing so in my mind anyways, there's justification for everything I'd done. Also, I really haven't changed much from the current book (as I don't see major changes as realistic or even merited) but rather made a few small adjustments here and there, some tweaks, fixed some pet peeves, and above all tried to include more overall flavour to the list as a whole which is what I think is really lacking with DE (we created a whole pile of it here to make up for that deficiency). So, before you jump on things you might consider outlandish, please also read the comments at the end of it all as well as the formulae I used to obtain the points cost per model for many units. Keep in mind, once again, that this is far from complete and really, only changes are listed (and even then, not all of them) and for obviously reasons most stat lines are removed. I've also taken the time to combine all the magic items from the various extra sources we have and none of them appear here.
Also keep in mind that this is totally unformatted and doesn't really include everything (pretty much only the changes), so if you want the much easier to read version of things and the much more complete version, please PM me and I'll send it to you via email (so give me an email address too).
Dark Elf Army List Concept
Universal Special Rules:
All Dark Elves hate High Elves.
Characters (Lords):
0-1 Dark Elf Lord 125 Points
• May be promoted to Higher Lordship
Higher Lordship
High Lord: High Lords are those few whole have shown promise enough to be given the opportunity to lead the Witch King’s greatest hosts.
The inclusion of a High Lord in your army means the 0-1 restriction on Dark Elf Lords is lifted and you can now have as many in your army as the game size permits. These extra lords may not be upgraded to Higher Lordship and the High Lord will always be the army general. In addition, the command range of the general is increased to 18” from 12”. The High Lord is worth an additional 100 Victory Points if he is killed, fleeing, or fled off the table at the end of the game.
Beast Lord: The Lords of Karond Kar are known for their ability to tame the great beasts of the world.
A Beast Lord must be given a mount from the options list. In addition, Beast Packs now count towards the minimum core unit restrictions and 2 Cold One Chariots can be taken for one Special slot. Also, no Corsairs or Executioners may be taken in the army as the Beast Lord has no need for pirates and prefers the teeth of his minions to the Draichs of Har Ganeth.
Pirate Prince: The great Druchii raiders are famous for their raids along the coasts of primitive civilization which supply valuable slaves to their homes in Naggaroth.
The Pirate Prince and any Nobles in the army are automatically equipped with Sea Dragon cloaks at no additional cost. The following units are not allowed to be used under the command of a Pirate Prince: Cold One chariots, City Guard, War Hydra and the Cauldron of Blood (as they are too difficult to transport effectively during a raid) In addition, Cold One Knights become a 0-1 Special choice. However, a new unit, Black Ark Raiders, becomes available:
A unit of Black Ark Raiders can be taken as a special choice in any army led by a Pirate Prince.
Black Ark Raiders 13 pts/model
M WS BS S T W I A Ld
Raider 6 4 4 3 3 1 5 1 8
Bosun 6 4 4 3 3 1 5 2 8
Weapons and Armour: Two hand weapons, Sea Dragon cloak, and repeater crossbow.
Options:
• Upgrade one Raider to a Musician for +6 pts.
• Upgrade one Raider to a Standard Bearer for +12 pts.
• Promote one Raider to a Bosun for +12 pts.
Special Rules: Raiders.
Raiders: Black Ark Raiders move in a skirmish formation. In combat, they arrange themselves as a regular skirmishing unit would but may claim a rank bonus for up to two ranks after the first.
As the Pirate Prince is most keen on taking slaves, any models which are killed (including those which have fled of the table, are run down, or are fleeing at the end of the game) are worth 1 extra Victory Point.
Hag Queen: The great ladies of Khaine are not to be forgotten from the list of High Lords, for they command legions of followers both the brides of Khaine and the common people.
With a Hag Queen commanding the army, Witch Elves now become a Core unit and Harpies become a 0-2 Special choice. There can, however, be no Corsairs in the army and the Hag Queen cannot use any mundane armour (or magic armour). She does, however, have access to Temple of Khaine upgrades in addition to magic items.
High Sorceress 200 Points
Characters (Heroes)
Dark Elf Noble 70 Points
Sorceress 85 Points
Beastmaster 35 Points
• May choose an additional hand weapon (+4 points) or if mounted, a lance (+4 points).
• May wear light armour (+2 points) and be given a Sea Dragon cloak (+6 points).
• May ride either a Cold One (+24 points), a Dark Steed (+12 points), a Dark Pegasus (+55 points), or a Manticore (+190 points).
• May choose magic items from the Common or Dark Elf magic items lists with a maximum total value of 50 points.
Assassin 125 points
Weapons: Hand Weapon
Options:
• May choose an additional hand weapon (+4 points).
• May also be armed with a repeater crossbow pistol (+8 points).
• May choose magic items from the Common or Dark Elf magic items lists and upgrades from the Temple of Khaine list with a maximum total value of 50 points.
Special Rules: Scout, Killing Blow, Poisoned Attacks, Hidden, Focus.
Focus: An Assassin can never issue or accept challenges as he is too disciplined and focused on his goal to be bothered with pride. As such, Assassins are not great leaders though they are still highly skilled and ruthless warriors. Units in the Dark Elf army can never use the Assassin’s leadership value and an Assassin can never be the army General.
Repeater Crossbow Pistol:
Maximum Range: 10”; Strength: 3
Rules: 2 x Multiple Shots
Shoot in Hand-to-Hand Combat: A model armed with a repeater crossbow pistol may shoot it in the first round of a hand-to-hand combat and this shot is always resolved first, before any blows are struck. This shot has an extra -2 penalty to hit (-1 move and -1 for shooting while charging). This bonus attack is in addition to close combat weapon attacks and cannot be directed at a single model. Any wounds caused count towards combat resolution.
Core Units
Dark Elf Warriors 8 Points/model
Unit Size: 10+
Weapons and Armour: Hand weapon, spear, light armour.
Options:
• Any unit may be equipped with shields for +1 pt/model.
• Any unit may replace spears with repeater crossbows for +3 pts/model.
City Guard 8 Points/model
Unit Size: 15+
Weapons and Armour: Hand weapon, spear, light armour.
Options:
• Any unit may be equipped with shields for +1 pt/model.
• Any number of models in the unit may replace spears with repeater crossbows for +3 pts/model.
Corsairs 10 Points/model
Unit Size: 10+
Weapons and Armour: Two hand weapons, light armour and Sea Dragon cloak.
Dark Riders 18 Points/model
Unit Size: 5+
Weapons and Armour: Hand weapon, light armour, spear.
Mounts: Dark Steeds.
Options:
• Any unit may have repeater crossbows for +4 pts/model.
Special Rules: Fast Cavalry.
Beast Pack 15 pts + various/model
M WS BS S T W I A Ld
War Hound 6 4 0 3 3 1 3 1 6 (6 pts)
Giant Spider 7 3 0 3 3 1 3 1 3 (8 pts)
Cold One 7 3 0 4 4 1 3 1 3 (12pts)
Pack Master 6 4 4 3 3 1 5 1 8
* A Beast Pack does not count towards the minimum core choice requirement.
Unit Size: 5-20 Beasts and 2 Pack Masters.
Weapons: The Pack Masters are armed with 2 hand weapons.
Special Rules: Beast Pack, Cold Ones are Stupid, have a 5+ scaly skin save and cause Fear, Giant Spiders have Poisoned Attacks.
Beast Pack: All Beasts in the pack must be of the same type and all packs are trained to make use of their numbers and as such can count a rank bonus. The Pack Masters are always placed at the rear of the unit and will never move to the front rank until all the beasts have been eliminated.
Special Units
Shades 12 Points/model
Unit Size: 5+
Weapons and Armour: Hand weapon and repeater crossbow.
Options:
• Any unit may have light armour for 1 pt/model.
• Any unit may have an additional hand weapon for +2 pts/model.
• Promote one Shade to Bloodshade for +6 pts.
Witch Elves 11 Points/model
Unit Size: 5+
Weapons: Two hand weapons.
Special Rules: Poisoned attacks, Devotees of Khaine, Frenzy.
Executioners 11 Points/model
Unit Size: 5+
Weapons and Armour: Draich (great weapons) and heavy armour.
Special Rules: Killing Blow.
Cold One Knights 29 Points/model
Unit Size: 5+
Weapons and Armour: Lance, hand weapon, heavy armour and shield.
Special Rules: Stupidity, Fear, Thick Skinned.
Cold One Chariot 95 Points/model
Unit Size: Each Cold One Chariot is a separate unit, with two crew pulled by two Cold Ones.
Weapons: Crew carry hand weapons. The chariot has scythed wheels.
• The crew may have repeater crossbows for +8 pts and/or spears for +2 pts.
• Certain characters may ride in a chariot. They replace one of the crew and the points value of the crew member is lost.
Special Rules: Stupidity, Fear, Chariot.
Note that they are 1 per special choice here.
0-1 Harpies 13 Points/model
Black Drake Riders 40 Points/model
M WS BS S T W I A Ld
Drake Rider 5 4 4 3 3 2 5 1 8
Harbinger 5 4 4 3 3 2 5 2 8
Black Drake 3 3 0 4 3 1 3 2 5
Unit Size: 3-10
Weapons and Armour: Spears, hand weapon, shields and light armour.
Mounts: Black Drakes.
Options:
• Any unit may trade their spears and shields for repeater crossbows.
• Promote one Drake Rider to a Harbinger for +20 pts.
Special Rules: Hit and Run, Flying Cavalry.
Rare Units
War Hydra 220 Points/model
Unit Size: One War Hydra, driven into battle by Beastmaster Apprentices.
Weapons: Apprentices have two hand weapons.
Special Rules: Breathe Fire, Terror, Controlled, Large Target, Scaly Skin, Impact Hits.
Impact Hits: When the War Hydra charges into a unit, it does D6 impact hits (resolved at Strength 5) just like a chariot.
0-1 Black Guard 15 Points/model
Unit Size: 5+
Weapons and Armour: Halgaith (mixed weapon), heavy armour
• The Master may have up to 25 points of magic items.
Special Rules: Eternal Hatred, Stubborn, Halgaith.
Halgaith: The main weapon of the black guard is a mixed weapon that can be used as both a halberd and as a spear. The manner in which the unit chooses to fight must be decided upon before a combat begins.
0-1 Cauldron of Blood 200 Points/model
Unit Size: One Cauldron of Blood, two Witch Elves, led by a Hag
Weapons: The Witch Elves and Hag have two hand weapons.
Special Rules: Poisoned Attacks, Frenzy, Red Fury, Terror.
Reaper Bolt Thrower 100 Points/model
Beasts of Karond Kar
Manticore
M WS BS S T W I A Ld
6 5 0 5 5 4 5 4 6
Black Dragon
Noxious Breath: This is a breath weapon. Hits are resolved with a Strength of 4 and any unit that suffers casualties must take an immediate panic test
Temple of Khaine
Poisons
Lifebane 25 Points
For every unsaved wound caused, the wounded model must make a toughness test. If this test is failed, the enemy succumbs to the poison and loses an extra wound with no saves of any kind (even regeneration) allowed. In addition, the model counts as having Poisoned Attacks.
Skills
Blessed of Khaine 50 Points
Only one model in the army may be given this Blessing. The character is given Magic Resistance (2) and any unit within 6” of the character also receives Magic Resistance (1).
Dance of the Mist 25 Points
Enemies are at -1 to hit the model in close combat. Models on foot only.
Mortal Fury 25 Points
The model has the Eternal Hatred special rule.
Potion of Strength 15 Points
Declare at the beginning of any close combat phase (right after an assassin is revealed if you wish). For the remainder of that phase the character has +2 Strength. One use only.
Druchii Magic Items
Executioner’s Axe 70 Points
The wielder counts as having Strength 10. However, the Executioner’s Axe is two handed and the wielder always strikes last except in the turn he charges.
Venom Sword 70 Points
Armour of Eternal Servitude 50 Points
This heavy armour gives a basic 5+ armour save, which can be combined with other armour as normal. In addition, the wearer can regenerate.
Armour of Meteoric Iron 30 Points
This armour gives a save of 1+ which cannot be improved in any way.
This thing replaces the armour of darkness - its not like Kouran is going to be using it anyways now.
Black Amulet
Changed to give the 5+ save all the time.
Points/model formulae:
Warriors: Elf (6 pts) + light armour (1 pt) + spear (1 pt) = 8. Repeater crossbow is 4 pts from 6.
Corsairs: Elf (6 pts) + light armour (1 pt) + 2nd weapon (1 pt) + Sea Dragon cloak (2) = 10.
Black Ark Raiders: Elf (6 pts) + Sea Dragon cloak (2 pts) + 2nd weapon (1 pt) + repeater crossbow (4 pts) = 13.
Raider rule assumed to be a bonus compensating for lack of unit choices.
Dark Riders: Elf (6 pts) + light armour (1 pt) + spear (2 pt) + dark steed(6)*1.5 = 18. Repeater crossbow is 4 pts from 6. Notes – special rule for fast cavalry comes free.
Shades: Elf (6 pts) + repeater crossbow (4) + skirmishers (1) + scouts (1) = 12.
Witch Elves: Elf (6 pts) + stat upgrades (1) + 2 poisoned weapons (3) + frenzy (1) = 11.
Black Guard: Elf (6 pts) + halgaith (2) + stat increases (1) + eternal hatred (2) + stubborn (2) + heavy armour (2) = 15.
Comments: The purpose of this writing is basically to keep most of what is in the current list while adding some things I think should be added for the sake of flavour more than anything else while making an attempt to “fix” current issues with the list while using precedent and very few if any new special rules or special rules relating to any particular unit. There was also a strong effort made to be methodical about costing units, so while it looks like a number of units have gone down in cost, do keep in mind that it is fairly minimal overall and has a formulaic background. There were changes to a few of the characters in terms of cost, however. The changes in cost to the sorceresses reflects how little the soft stats matter to a model that’s going to be surrounded in most cases by models of the same stat line and therefore adds very little to the unit as a character beyond the basic magic effects. As such, a human wizard, an elven wizard, and a goblin wizard should all have about the same cost in principle owing to the fact that overall they accomplish the same thing. If any elven player could use a goblin shaman instead of a sorceress, chances are they’d go for it for the reason that it costs less and does the same thing.
The Beastmaster price changed because of how I perceived the formula to be – 6 x base cost for the extra wound and “hero” status – not that I really think that has any value. In my mind it is really a fairly meaningless change in the end though. More meaningful are the extra mount options the Beastmaster has.
I figure I owe an explanation to how the assassin was given so much more for no increase in cost. First, the repeater crossbow pistol is not a new concept really as it is borrowed from the Mordheim crossbow pistol and was priced the same as a repeater crossbow. In terms of the overall cost, I figure that in the end, based on the stat line, he should be priced the same as a noble for the reason that the increases the assassin has over the noble as mostly soft stats and are compensated by the lack of any armour options, plain and simple. As for the leadership differences, I figure that Ld 9 which can be shared is more valuable than Ld 10 which cannot be shared (and he’ll run with the unit anyways if it fails a test at Ld 8 ). From there (at 70 points) I include 30 points for Killing Blow and then another 10 points for poison (as taken from precedent in the current Temple of Khaine items list). I then figure that the hidden rule is worth approximately 15 points as upgrades to always strike first tend to cost about 25 points for most other armies that have them (and this includes vampires which benefit from that sort rule a lot more) and this is a one time deal if you even use it in the first place.
One the subject of City Guard, while I acknowledge that they do in fact seem to make regular warriors obsolete, I say, so what? When I think of Druchii I tend to think of them marching into combat all the while firing off repeater crossbow bolts (lots of shots, and no chance to hit). It is very much like the older style of Dark Elves which pretty much could all have repeater crossbows (and they were better weapons). Also note that for the sake of simplicity that they’d lose their ability to get a 4+ save in the front rank and that their formation is, as always, very restrictive. Their minimum unit size is also larger and their upgrades also cost more.
On the subject of unit sizes, it should be noticed that most of the elite units have a minimum unit size of 5+ to reflect the trend in this edition of that minimum size for elite units.
The War Hydra is now very similar in rules to the Stegadon in that I’ve included impact hits with it. I feel that any animal driven into combat is going to cause some sort of impact – in fact, I think of the hydra as I would an elephant in ancient warfare (which is how the Stegadon is portrayed). The leadership aspect is still kept low and like all Dark Elf units, if you hit it, its likely going to fold up, but now, like other Dark Elf units, it has a bit more punch, though if you don’t plan right or get a bit unlucky and don’t get the punch you want (rolling low for impact hits) you’re going to be in trouble for sure. It’s a small tweak that I think really lends itself to the idea behind the hydra while not overpowering it.
A similar effort was made to help the Black Guard while not giving them any extra special rules (as they have too many already I think) to give them that edge. Instead, they are given a different weapon which can help them defensively if they need it. In theme it might be said that its not like the Black Guard not to want to try chopping people up, but I think its still in theme for the ones behind the first rank to want to get a piece of the action and get some attacks in as well. It should be noted though that I think all halberds should work in the same way (as they do for Warhammer Quest in fact). I still think that they’d be better off with heavy armour and shields rather than halberds which would keep them cheaper and give them a much better armour save, but that a rules based idea rather than a feel and fluff based one.