Table of Contents
- 1. What is a Shade-Star?
- 2. Shade-Star Unit Choices
- 2.1 Shades
- 2.2 Characters
- 2.3 Magic Items
- 2.4 Assassins
- 2.5 Support Units
- 3. Shade-Star Tactics
- 3.1 Deployment
- 3.2 Movement
- 3.3 Magic
- 3.4 Shooting
- 3.5 Combat
- 3.6 Points Denial
- 3.7 Weaknesses
- 4. Alternative Shade Armies
- 4.1 MSU Shades
- 4.2 Magical Shade-Stars
- 4.3 Assassin-Heavy Shade-Stars
- 5. Example Army Lists
- 5.1 Sylvan Stalkers 2250
- 1. What is a Shade-Star?
A Shade-Star is an over-sized unit of Shades with multiple Characters and/or Assassins whose abilities and magic items provide a unit that is more powerful than the sum of its parts would imply. Shade-Stars usually have at least 20+ Shades and 3 Characters/Assassins, though alternative builds might break this up into multiple units of 8-10 Shades with only Assassins leading them. The purpose of a Shade-Star is to bring as much strength to bear on a single point each turn by having a massive skirmishing unit capable of deadly long-ranged firepower and close combat destruction! Usually the unit will have a combination of "Psychology Protection, ASF, Unbreakable, High Strength Attacks, Anti-Magic, Offensive Magic, Fear-causing, High Strength Missiles, Dangerous Combat Heroes, and much more."
*** WARNING ***
The Shade-Star in all it's forms is generally considered cheesy and unsportsmanlike. This is of course in the eye of the beholder, but many people hate armies that do not conform to the Dark elves MSU style that they've grown accustom to. In particular long-ranged massed missile fire is frowned upon by most gamers as being a gun-line even if that gun-line has more points in combat abilities than missile abilities! This is a competitive list that does not conform to the typical standards of army building that most players accept and might cause some hurt feelings in non-competitive gaming groups. Please use this list in a responsible way by keeping it to the tournament scene only!
2. Shade-Star Unit Choices
The Shade-Star Army is made up of primarily Shades, but these warriors alone cannot provide a significant threat to most armies. To make the Shades into a deadly fighting force one must adopt an army build and combat style that enhances the Shades natural strengths and reduces their weaknesses.
- 2.1 Shades
Shades are usually reduced to support roles on the battlefield, however with the addition of strong characters and supporting units of Fast Cavalry and Fliers Shades can dominate the field.
- Unit size
Typically the Shades need to be 10-Strong if using MSU Mini-Shade-Stars or 30-40 strong is using a single massive Shade-Star! I typically suggest a large unit for maximum Stand-&-Shoot abilities, so at least 30 or more is a good idea.
Champion
These units should be upgraded with a champion in order to help protect the character(s) in the unit and to bring extra attacks against the enemy in combat. The champion will be a valuable asset even at its high cost. His benefits far out-weigh an additional rank-&-file Shade's addition to the unit.
Great Weapons
The unit should typically be upgraded further with Great Weapons (GW). The strength 5 attacks made by a unit of charging Shades will hit with power greater than most heavy cavalry units! Since there is no option for shields, it is rarely beneficial to not upgrade to Great Weapons. If you are using ASF then GW's will strike in Initiative order rather than going last. ASF+GW would typically be the ideal setup to gain the best advantages in combat since the Shades have a superior Initiative and will typically strike before their enemies. The GW upgrade is a must for making the Shades valuable in multiple phases of the battle.
Additional Hand Weapons
Additional Hand Weapons are an option, but at strength 3 they rarely provide enough additional attacks to offset their limited ability to wound. Only use this option if you only want the shades to be limited to shooting and fighting light infantry. Adding in ASF will typically give you infinite hatred due to the high Initiative, but even that might not be enough to make up for the loss of strength compared to Great Weapons.
Light Armor
A 6+ armor save is rarely useful to the Shade, but if the enemy has several strength 3 attacks from bows or light infantry the high points cost per Shade can make a few successful saving throws worthwhile. This is a personal choice, however the points spent of armored Shades will usually be better spent on an additional unit of Harpies that will cost nearly the same points!
Characters are the only reason a Shade-Star works, so choose them wisely and choose several for the best combination of effects. You will typically want a mix of (missile defense, magic defense, psychology defense, and aggressive combat abilities like ASF). Individual choices are needed as you can't have everything in large amounts, but you can have most of these in reasonable amounts and just minimize the effects of the weak points through individual army tactics and support units.
- Combat Dreadlord
The Combat Dreadlord's primary function is to fight powerful monsters and characters. He will be equipped with the Pendant of Kaeleth, Magical Armor (Blood Armor, Armor of Eternal Servitude, or Armor of Darkness), a Magical Weapon (Soulrender, Crimson Death), and possibly a support Item (Potion of Strength, Black Dragon Egg). This is a standard character setup in dark Elves armies, so he should be very well known for his combat prowess.
Support Dreadlord
A support Dreadlord will carry unit benefiting items such (Ring of Darkness, Pearl of Bleakness, Gem of Nightmares, The Guiding Eye, Deathmask, Ring of Hotek & Null Talismans). The Dreadlord will typically be able to have additional magical armor and/or a magic weapon to increase his combat abilities. A Dreadlord is also the perfect character to carry the Crown of command to give the Shade-Star Stubborn.
Support Noble
A Support Noble will be very common in a Shade-Star. He carries magic items that the Support Dreadlord can carry, but usually can only take one item and has little room for magic weapons or armor. He'll have to rely on other characters to protect him from dangerous enemy characters and monsters while he performs a specialized task. He will however be able to carry a mundane Great Weapon and suit of armor that should be enough to protect him from moderate amounts of damage and still give him the option to kill with relative ease.
ASF Noble - BSB
This Noble has a single purpose and it is to provide all the characters and Shades within the Shade-Star with the Always Strikes First special rule. The Noble must carry a Battle Standard and the magic Standard of Hag Graef plus mundane armor and weapons. It might be more beneficial to give him a shield and Beastmaster's Scourge for the extra armor and ward save, rather than going for a Great Weapon. ASF is to valuable to lose to a few pesky strength 3 attacks pointed at him. In addition the BSB will give you re-rolls on any Leadership Tests required making fear, Terror & Panic very low on your list of concerns.
Lokhir Fellheart
This special character is a great way to maximize effectiveness of the Shade-Star through combat. The enemy will likely try to fight you early on before realizing it is a bad idea. Because of this try to fight a mid-level unit with a few hundred points 200-300 by destroying this you'll double your points with Lokhir's special rule and gain a decisive advantage. He also causes Terror so psychology will be on little concern unless you worry about Panic Tests.
Supreme Sorceress
A Supreme Sorceress can add a potent magical attack as well as good magic defense to the Shade-Star. She will however reduce its combat effectiveness with only one attack at WS 4. Her multiple dangerous spells can reach out and touch several units where the shades can only target a single unit at a time. This grants the army a little more flexibility and that is never a bad idea! She can still carry the Pendant of Kaeleth and be all but immune to enemy attacks if you are worried about the enemy sending assassins her way.
Sorceress
The Sorceress is a good support character in that she will provide some additional magic protection in the form of Dispel Scroll. She will die easily if targeted by the enemy, so if you are able, keep her out of the Shade-Star when combat is likely to occur.
Death Hag Cauldron of Blood
While it will reduce the number of support characters in the Shade-Star this is a great option for building a versatile army. Giving Shades extra attacks or killing blow or 5+ ward saves will greatly improve their ability to fight. Heck if supported properly, a Shade-Star can use the Banner of Nagarythe and a Cauldron to become Unbreakable and have a 5+ ward save giving excellent staying power and protection. Or with Standard of Hag Gaef the Shades will have ASF and can double their attacks making them very powerful!
2.3 Magic Items
The magic items are what make a Shade-Star so dangerous, so here are the common items that support the Shade-Star's mission.
- Standard of Hag Gaef
ASF allows for all characters and shades to strike before their opponents. the characters with their high initiative will strike before most other units with ASF making this a formidable opponent to any enemy regiment!
Banner of Nagarythe
Unbreakable and +1 CR is amazing, however not having ASF can be a major drawback as the unit will suffer high casualties and requires multiple Assassins to have a chance at hitting the enemy with high strength before they can kill shades!
Crown of command
Easy access to Stubborn will keep the Shade-Star functioning for several rounds of combat against very large or very tough units. Many enemies will be able to swing back with deadly force (even a dozen Strength 3 attacks will drop a few unarmored Shades each round of combat). So keep this item at the top of your list.
Soulrender
Cheap, Strength 6, Armor Piercing; the perfect weapon for a Dreadlord that has to carry lots of support items.
Crimson Death
Strength 6 is nice and at a good price, but is more useful if the unit doesn't have ASF as a Soulrender is more effective for fewer points in most cases.
Whip of Agony
Strength 5 and Armor Piercing plus it follows the rules for Beastmaster's Scourge which has the special rule Hand Weapon; meaning it can gain the +1 armor save from Hand Weapon and Shield!
Blood Armor
Cheap heavy armor that improves with each addition wound caused. ASF will mean the first round of combat will provide a 1+ armor save on average for only 15 points!
Armor of Darkness
1+ armor is excellent protection, little more is required of the average Dreadlord unless he plans to fight really nasty characters.
Armor of Eternal Servitude
Regeneration is great, but watch out for flaming attacks!
Null Talisman
3 Null Talismans will make the Shade-Star nearly invulnerable to low-level magic attacks!
Pearl of Infinite Bleakness
Immune to Psychology will prevent random panic checks from becoming a serious problem. There is no need to risk a failed panic check and lose 1000's or points!
Ring of Hotek
Causing Miscasts on high level spells will cause many opponents to avoid heavy magic meaning you are fee to purchase combat heroes instead of scroll caddies!
Pendant of Kaeleth
The best ward save in the game; the only ward save worth taking if you want a Combat Dreadlord.
Ring of Darkness
Forcing enemy missile units to fire at 1/2 BS in addition to the -1 for Skirmish and possibly long-range, this item will make enemy missiles to be worthless against the Shade-Star. It also helps protect the bearer from close combat attacks!
Gem of Nightmares
A One Use Only item that makes a large unit of dangerous high strength combatants cause Fear... YES PLEASE!
The Guiding Eye
When firing 80-100 Repeater Crossbow Bolts a turn, being able to re-roll misses is amazingly useful. The best use for this item is when a 4+ or 5+ is required to hit as it will yield the best results for the points.
Potion of Strength
Strength 7-9 on a Dreadlord will cripple big-nasties in a single round of combat, not a bad choice if you worry about Steam Tanks and high armor enemies.
Deathmask
If you'd like to remove some of the tedious nature of cutting up lots of trash troops the Deathmask might help you by forcing a few enemies to flee, with a failed Terror check, before combat even starts.
Assassins come in a variety of builds and each one cane of use in the Shade-Star. Each variation has it's own use, personally I like a mixed use Assassin with (Manbane, 2nd hand Weapon, Handbow & Rune of Khaine) to give a powerful character in both shooting and combat, but if you feel you need more combat or more shooting, then there are more options below. Of course you could go with several Assassins of various types and get every advantage possible! Remember that Assassins will receive some attacks in return if the enemy has any troops remaining in contact, so don't go revealing them until they are absolutely needed.
- Manbane, Rending Stars, 2nd Hand Weapon
A Monster killer. The role of this Assassin is limited to sending accurate missile attacks against high toughness targets, but it does this well! The Manbane is still useful in combat, but he will only have 4 attacks, so must roll well to avoid being hit back.
Manbane, Rune of Khaine, Handbow, 2nd Hand Weapon
the Handbow has a short range, but gains bonus strength from the Manbane can take down high toughness targets. The Assassin also has D3 extra attacks, so will likely kill tough targets with relative ease!
Touch of Death, Rune of Khaine, Black Lotus, 2nd Hand Weapon
This Assassin is pure combat-oriented with several attacks using Killing Blow and the ability to re-roll 1's to wound will make short work of many armored foes!
While the Shades can destroy some armies with no help at all, usually support units are required to take out small targets like war machines, missile units, and light cavalry.
- Dark Riders
These are the best core unit available for the Shade-Star. With their high mobility, decent combat and shooting the Dark Riders should be in every army! they can divert the enemy away from the Shade-Star preventing duel charges that might severely harm the Shades and can also take out light targets that aren't worth the Shade-Star's effort.
Harpies
Harpies are the best war machine hunters available to the Dark Elves and at least one or two units should be in every Shade-Star force!
Shades
Yes small units of Shades can support a Shade-Star. They are great at killing small targets and making dangerous support charges. If there is room, extra units of 8 Shades can be very helpful.
Hydra
It's big, mean, and fast! Hydras are strong enough to fight just about anything the enemy can throw at it and win combat! the enemy will likely know this meaning they will likely give extra attention to the Hydra instead of the game-winners, the Shade-Star!
Warriors
Crossbows and spearmen can add inexpensive support units to capture table quarters and to house Assassins. You can purchase multiple small units of Warriors with an Assassin in each one and then jump them all out to join the Shade-Star and add to its power!
Cold Ones Knights
Having decent speed and hitting power, the Cold Ones Knights will provide additional combat support for the Shade-Star by clearing out medium and light units that might harass the Shades.
The Shade-star requires unique tactics to make it work, so here are a few of the important points. This is a finesse army, it will not play itself like Daemons or Vampires can. To make the Shade-Star fight effectively, you must be aware of your surroundings and destroy or divert potential threats before the enemy has time to setup counters to your army build. Most people won't know what to expect initially, but be confident that they will figure it out eventually. Use the first turns of shock to your advantage and keep them from being able to mount a successful counter-offensive.
- 3.1 Deployment
The Shades must deploy after all other units as per the Scouts special rule. this means you must know where the Shades will be as you place support units and characters that need to be joined to or nearby the unit. Usually I'll keep all my support units, especially the characters, behind woods or LOS blocking terrain. Then on turn 1 I'll jump all characters into the Shade-Star and begin my attack. Usually the Shades will be in center field so as to provide as large an area as possible for them to cover with shooting or charges based upon where the enemy chooses to deploy. Be aware of the enemy's first turn long range capabilities and be sure that your Shades are not placed in a location where they can be panicked or hit with magic before the characters can join.
3.2 Movement
Usually I'll begin the battle with turns 1-3 moving 5" forward firing bolts at any enemy in range. Then turns 4+ I expect to be close enough to begin combat and will move within 5-6" of enemy infantry regiments to encourage them to charge. If they charge I get a free turn of shooting with stand and shooting, so I usually don't bother getting too close and don't like to charge unless I absolutely need to. If required the shades can march 10" so as to redeploy in a new position for better missile fire or combat opportunities.
3.3 Magic
Shade-Stars usually don't have much offensive magic, but those that do should begin by targeting support units. The Shades' crossbows will make short work of primary units, but are wasted if they overkill a small 10-man unit with 80 shots! Magic missiles are perfect targets for enemy light cavalry and missile units. Be sure that if you are playing defensive magic that your Ring of Hotek is casting a large bubble around multiple units, not just the Shade-Star. If the enemy is using indirect spells at long range, then close with them quickly to encourage them to reduce their casting or to increase their Miscasts! Also remember that as long as a single model has Magic Resistance the whole unit has it too. Some people are confused thinking only if a spell targets the specific character or will affect him in some way does this MR help him, no a spell need only target the unit even if the character is completely safe from the effects.
3.4 Shooting
The Shade-Star is a concentrated volley of Repeater Crossbow shots and the law of large numbers means that it is much more likely that averages will be rolled making their shooting attacks very reliable. Always pick the most immediate threat that is worth a decent number of points, then attempt to completely annihilate it! Light cavalry can either support the Shade-Star's shots with their own or they can pick light support units or they can remove screening units so the Shade-Star has a worthy target for its own missile fire. The most important thing to remember is that if a turn of shooting is wasted for the Shade-Star then it was wasted for the whole army! Make every shot count! Because of the large size the unit will need to be deployed in only 2 ranks for the first 1-3 turns of the game in order to maximize shooting. Be sure to reduce frontage to prevent flanking units from receiving a healthy dose of ass-whoop'n.
3.5 Combat
Deploying the Shades in long lines to be able to shoot will give you max missile power, but will reduce your combat ability if flanked. I suggest going 10-wide when combat is likely to occur against a significant foe. Fortunately characters will be able to jump to the front lines even if flanked, but need to have room to fit, so have a few ranks to get your dangerous combat characters on the edges and able to fight. Don't forget to reform to maximize attacks if the combat is going to last more than 1 round. And be sure to keep the BSB on a far edge where the attacks will be at their fewest so he's not getting unnecessary attention.
3.6 Points Denial
When using a unit with tons of soldiers in it and most of your characters, it'll be quite expensive. This means that with a couple decisive rounds of shooting or combat you should be able to earn enough points to retreat to safe positions and prevent the enemy from gaining additional VP's from your support units. Don't be reckless with the lightly protected units like Dark riders or Harpies, while they are relatively inexpensive, they still can result in a significant points loss when you only have a single combat/shooting unit available to make VP's.
3.7 Weaknesses
Indirect magic that bypasses the Magic Resistance and is out of range of Ring of Hotek can be very dangerous. Support spells such as Invocation of Nehek can go off easily and with no recourse for the Shade-Star, so be prepared for the dangers these pose by having plans to minimize the effects through concentrated efforts of the entire army or through mage-hunting! Duel and triple charges are very devastating and bypass much of the Shade-Star's strengths, so don’t allow yourself to be surrounded; backup if required and hide in forests or rough terrain to prevent excessive numbers of charges at once.
While the original Shade-Star build uses large numbers of Shades and all combat characters, there are other options. Rather than using the characters slots all for roles within the Shade-Star you could make use of more wizards, Assassins, & Cauldrons to gain additional advantages.
- 4.1 MSU Shades
Groups of 8-10 shades with an Assassin can be very deadly. The units are cheap enough that losing one is not a big deal, but their combined effect is powerful enough that they can perform nearly as well as a single Shade-Star. All the Assassins can join a single unit and gain additional advantages from several ASF characters in a single unit making it very dangerous to fight. They can also flee freely from charges to setup flanking charges by other Shade units using their Great Weapons. This is a much more standard use of the Dark Elves and frees up characters for other uses than protecting Shades. This style can be a mid-way point with 2 units of 20 Shades each one joined by exclusively Assassins and the other regular heroes with the ASF banner.
4.2 Magical Shade-Stars
Multiple Sorceresses can join a single shade unit to gain much of the same advantages but rather than having combat be such a large part they use the Shades as a mobile bunker with 360 degree LOS to cast spells. Dark Magic is very destructive and combined with the vicious Repeater Crossbows of the Shades few enemies will find safety on the battlefield.
4.3 Assassin-Cauldron Shade-Stars
There is an option to take a modest number of Shades joined by a few support character such as the Banner of Nagarythe and then have 3-4 10-man Spearmen units to house Assassins. These Assassins pop out turn 1 and join the shades to create an Unbreakable bunker for the Assassins to fight from. Add a Cauldron to gain a 5+ ward save or killing blow and you've got a very deadly unit. This list is the style that has the potential to be the most brutal. With Cauldron support, Assassins leading shades will crush most opposition!
5. Example Army Lists
The following lists are examples, but are in no way the only ways to build Shade-Stars. Take these suggested lists and add your own preferences to create a cohesive force that fits within your own style of play.
- 5.1 Sylvan Stalkers 2500
Code: Select all
Sylvan Stalkers
A Dark Elves Army By Aaron Chapman
Dreadlord
General; Repeater Crossbow; Heavy Armour; Sea Dragon cloak
Pendant of Khaeleth, Crown of Command, Crimson Death
257 Pts
Dreadlord
General; Repeater Crossbow; Sea Dragon cloak
Ring of Darkness, Armour of Fate (4+ Ward)
252 Pts
Master
Beastmaster's Scourge; Repeater Crossbow; Heavy Armour; Sea Dragon Cloak; Shield
Battle Standard; Banner of Hag Graef
166 Pts
Master
Great Weapon; Repeater Crossbow; Heavy Armour; Sea Dragon Cloak
Null Talismans (x3)
147 Pts
Master
Great Weapon; Repeater Crossbow
Armour of Darkness; Ring of Hotek
150 Pts
Sorceress
Level 1
Dispel Scroll, Guiding eye
150 Pts
40x Shades
Great Weapon; Repeater Crossbow; Champion
738 Pts
5x Dark Riders
Spear; Repeater Crossbow; Light Armour; Musician; Champion
131 Pts
5x Dark Riders
Spear; Repeater Crossbow; Light Armour; Musician; Champion
131 Pts
5x Dark Riders
Spear; Repeater Crossbow; Light Armour; Musician; Champion
131 Pts
5x Dark Riders
Spear; Repeater Crossbow; Light Armour; Musician; Champion
131 Pts
6x Harpies
66 Pts
5x Harpies
55 Pts
Lords: 20% || Hero: 24% || Core: 25% || Special: 29% || Rare: 0%