I disagree that Dark Elves are Mid Tier.
In the last ETC, Dark Elves placed on a solid second place with ETC restrictrictions that some thought were enough back then. Wood Elves got top because it was just one player who did awesome, and even though I don't know how, I reckon he got to pick his matches. I'd say the best army in ETC last year was Dark Elves.
Without the restrictions from different tournaments, the dark elves power through most other armies quite efficiently.
Lord&Heroes:
- We have the invincible lord build, able to take down generals or centerpieces of the opponent army and still hold against masses of units. Good choices of weapons and defences means that even though we only have T3, we easily manage to survive. Having the Dark Pegasus as well, means we get our masters/Lords where we want them.
- We have the sorceress with sacrifical dagger which gives us the ability to get through tons of spells. I think we actually is the only army who can field 2 lvl 4 sorcs and make it work. Try a mix of shadow and dark magic sorceresses with the sacrifical dagger on the latter, and you'll churn through magic defenses like a warm knife through butter. Also, shadow lore fits the dark elves so well that we could just as well make it our own lore.
- Cauldron gives even our trivial troops chances to deal high damage. A small corsair group can run into the BSB/General/Mage with a KB buff, and take out centerpieces. Witch elves can be boosted with attacks, making them kill more opponents than they take casualities in almost all the battles they engage in. And any key pieces to your army can be given ward saves... Put the BSB on this one, and you have everything you need as the backbone of your army.
Core:
- We have one of the best shooters out there: The crossbowmen. Have the flaming sword of rhuin on them or use withering on your enemies and these guys will destroy most things coming at them (or running away).
- Corsairs are a bit under par, but use them as small blockers and redirectors, and you suddenly have something that can do a bit of damage and still not be such a big loss... did I mention that a KB on them and lots of attacks on any characters is kinda neat? :p
- Spear Men: Being able to reroll to hit means that these guys are better than most of the same unit type (Big ranked units). And they cost so little that it's no problem loosing them. Great sacrifice unit in many ways and stand their ground well unless they meet things like... witch elves
Special:
- Witch Elves: I've fielded 21 or 28 of these in the last 9 battles I've had. They've been the unit of the match for 8 of those battles, outperforming my opponent even in the matches I lost. Not everyone can shoot a whole unit of them before they are in close combat, especially if you use miasma, chill wind and/or word of pain on those pesky shooty units. I've lost just a couple of these against a HE player twice, even though he fielded 40 archers. Remember that fielding a Hydra means that these don't get as much attention.
- Blackguard: I don't use them much, because the witch elves have done so much more for me. However, they are still great. I think many a druchii player praise these as our top infantry unit, even though I choose my witches.
- Cold one Knights: Stupidity, yes... but field them close to BSB or have a BSB with them and you're going to be really unlucky if the stupidity kicks in enough to cause a problem. Banner of Discipline and BSB close if it really is such a problem. Strength 4 as base is good enough to deal with several troops, and we can't really complain about the armor for that cost either. Might be improved slightly in the next army book, but still good enough to field, especially with a master in.
- Shades: They die easily in close combat, so why move them into one. The opponent has to use good and important units to kill them, or spells, because any small fast units will most likely end up dead because of their shooting or the shades hitting first in close combat. If your opponent uses heavy cavalry or big flying monsters, he might take care of the shades easily enough, but is suddenly out of position for the real battle. I've never had more fun than running around a swordsman unit with the shades, plucking them down without him having any chance to catch them.
- Executioners: I don't like them. Needs to be fielded so many that they get to strike back, and/or with Hag BSB with ASF banner. Other on this forum love them though.
- Harpies: Machine hunting, light fast unit hunter, blocking redirectors. It's one of the better choices of our armies imo.
Rare:
Hydra - It can die quickly, or kill others quickly. Costing so little and being so destructive, it's a very good choice... also, that this one gets focused down, means that you more voulnerable expensive units gets away with it. It's a reason this one gets comped down in tournaments. I expect to see it without hatred for about 200 pts in the next edition.
Bolt Throwers: Agree... costs too much. Maybe at 75 pts, I'd like them.
The reasons the Dark Elf army is so good are several:
- We have striking capability unlike others... Hatred means that our low cost units, who usually strike first, get to deal ALOT of damage. While the High Elves are better than us with the rerolls because of high initiative and ASF, their units costs alot more, and can't withstand hordes as well as we do.
- We have strong magic casters, able to buff and debuff, and lash out lots of damage. Much more than our enemies can.
- We have high leadership, have immunity to psychology on important striking units and generally is just superbly badass!
My two cents is that the Dark Elves will get weaker in the next army book. Still more solid choices, but less extreme items and abilities. We'll still keep our offense, but also our voulnerability.... just as I like it