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D.R.A.I.C.H. - The Units 
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Angel of Darkness
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D.R.A.I.C.H - The Units


Please note that this page is currently under construction, help will be needed to gather information on all the Warhammer armies. There are still gaps to fill, please help out if you can.
This is part of the Druchii Rules Analysis, Innovative Counselling & Help (or in short D.R.A.I.C.H) and as such it is living, growing, and changing based on YOUR input. This first post, and others, will change over time, thought and suggestions.


In this part are detailed each unit's Strengths and Weaknesses, how to tune-up and play it.

We shall be covering...

1. Mass units
2. Cheap slow units
3. Agile units
4. Hammer units
5. Über units
6. Long range missile units

_________________
Saldrimek Xenan - WS6 / S4 / T3 / D5 / I3

Equipment: Executioners Axe (Rune of Beastslaying - Heroic Killing Blow), 2 Scimitars (Rune of Speed - Always Strike First), Dagger, Rune Branded Leather Armour, Executioner Helm, Fine Set of Throwing Knives (x4)
Inventory: Amulet of Darkness, Poison Vials x7, Deadly Poison Vials x8
Mount: Dark Steed
Gold: 163
Skills: Ambidexterity, Frenzy, Two Weapon Fighting, Ride
Class: Khainite


Last edited by Khel on Mon Jul 21, 2008 6:21 am, edited 4 times in total.



Sat Jul 19, 2008 12:14 am
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Angel of Darkness
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D.R.A.I.C.H - The Units

Mass units
Spears in massive blocks
Corsairs in massive blocks
Witch Elves in massive blocks
Execs in massive blocks
BG in massive blocks
Best mass units (cost & resistance)

Cheap slow units
Spears in small units
Corsairs in HtH small units
Corsairs with R-handbow
Witch Elves in small units
Execs in small units
Best small hitting units (cost and killing efficiency)
Best small escorting units (cost)

Agile units
Dark Riders without crossbows
Dark Riders with crossbows
Dark Riders with shields
Harpies
Shades
War Hydra
Best fast escorts (cost)

Hammer units
Shades with additional HtH weapons
Witch Elves
Executioners & Tullaris
Black Guard & Kouran
Cold One Knights
Cold One Chariot as unit
War Hydra
Giant
Best hammer units (linear killing efficiency and cost)

Über units with 50pts MB and 25pts MO
Black Guard
Cold One Knights
Best über units with/without BSB and character (power, resistance, cost)

Long range missile units
Multi-crossbowmen
Reaper Bolt Thrower
Best shooting units, including shades, DR, Corsairs, assassins, lifetaker… (killing efficiency, cost).

_________________
Saldrimek Xenan - WS6 / S4 / T3 / D5 / I3

Equipment: Executioners Axe (Rune of Beastslaying - Heroic Killing Blow), 2 Scimitars (Rune of Speed - Always Strike First), Dagger, Rune Branded Leather Armour, Executioner Helm, Fine Set of Throwing Knives (x4)
Inventory: Amulet of Darkness, Poison Vials x7, Deadly Poison Vials x8
Mount: Dark Steed
Gold: 163
Skills: Ambidexterity, Frenzy, Two Weapon Fighting, Ride
Class: Khainite


Last edited by Khel on Mon Jul 21, 2008 5:56 am, edited 1 time in total.



Sat Jul 19, 2008 12:20 am
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D.R.A.I.C.H - The Units - Mass units

Spears in massive blocks

Our Dark Elf Warriors come in at 6 points each. They are equipped with a hand weapon, spear and light armour. Shields are 1pt per model extra. Let’s get down to the basics. We are looking at massive blocks of spear elves so we should be looking at around a 20-30 size unit, fully equipped (this is without any command upgrades at the moment). So we are looking at a relatively cheap unit of spear elves (140-210pts) which haven’t be command upgraded. Let’s look into what they can do.

You’d want about a 5 wide, 4-6 deep formation so you can get rank bonus, combat resolution and outnumbering bonus (if lucky). They can hold units up, they are expendable (but you should be careful because 140-210pts isn’t anything just to expend) and they are an excellent bait unit. Try to keep a decent unit nearby so you can counter charge once your opponents have taken the bait or who have left themselves out in the open by changing their minds of taking the bait and so leaving themselves open for a possible flanking.

What happens if my spear elves flee, break or panic?

All is not lost. First, let’s look at fleeing. Fleeing is an excellent option for your spear elves if you don’t think you can take the charge, drawing the enemy in closer, or just running because you are being pursued. Remember the tactic of keeping a decent unit close by? Well this works wonder if done correctly. As your spear elves should be up the front, baiting those hard hitting units and luring them in with the temptation of easy victory points should be an easy thing. Remember, counter charge, counter shoot (if you have no better options than this unit and if you have line of sight) or just bait that unit and have it chase you around. If they decide to restrain from pursuit after a turn of so, you also have them in your web as you did when they declared the charge against you. Rally, flank, shoot them, magic them use anything to take down that baited unit, hook line and sinker.

Onto breaking from combat. If your unit loses a combat and breaks, what’s the best thing to do in your situation? A clever general always plans ahead and before. All his units must have a purpose and they all should have a plan B. Units should cover each other. Only have your units break free of the battle line if they are going to wheel about and charge into the rear of the enemy, or if they are pursuing enemy units which may hamper your victory. Try to keep a unit behind or close by so you can get that enemy unit which broke through.

Lastly, we look at panic. While we’re are gazing over panic, let’s also gaze over fear, terror and so on. Panic from shooting. Light armour with shields on our spear warriors is giving us a 5+ armour save from anything S3 or less. S4 and higher is the shooter you are going to want to worry about. A brief spray of black powder, crossbows or war machine ammunition onto your spear elves can render them ineffective as a baiting unit or even a generator of static combat resolution unit because a seasoned enemy general can easily see that your weakened spear elf unit won’t do any damage to them and is not even worth charging. And there goes a 140-210pt to a little sprinkling of shooting. You’ll also have to cope with panicking spear elves spreading panic throughout your ranks as they flee because the S4 and higher shooting caused them to turn tail and run. But remember, this is from a unit without a command upgrade.

Fear and Terror you don’t have to worry about as much as you’d think. Spear elves (without a command group) have a decent leadership of 8 so will pass if called upon to take a test. Watch out for those fear/terror causing units. They’ll auto break your spear elf unit with ease.

Spears with a command

A quick run down on possible uses of a command on a mass spear elf unit.

    More combat resolution from command group.
    Will pass more tests.
    A little bit more hitty power.
    Can take standards such as the Banner of Murder (for armour piercing hits) and Banner of Cold Blood for those risky leadership tests.
    You must declare at the start of any turn that you are going to use the Banner of Cold Blood. You must have keen foresight if you want to use this banner properly. I play tested this against one of my mates armies and I totally misjudged when to use it and it cost me a lot of victory points.
________________________________________________________________________________________________________________

Corsairs in massive blocks

Corsairs come in at 10pts per model. They come with two hand weapons, light armour and Sea Dragon Cloak. You can give your corsairs a repeater handbow by replacing one of their hand weapons. You can also give your Reaver a pair of repeater handbows for 3pts. Warning: This leaves your Reaver with no hand weapons. We’ll use the same principles as we did with spear elves so let’s start with a unit of 20-30 with full command. We shall look into banners later.

Uses of Corsairs in massive blocks/Main purposes

    Relatively cheap
    Can be used as bait
    Can survive mass missile fire thanks to their Sea Dragon Cloaks
    Static combat resolution generators
    Killers of all things with little to no armour ie. Zombies, Skaven Slaves etc.
    Potential to even take down cavalry/knights (not the heavier type of knight however)
    Leadership is good at 8
    Their new rule Slavers makes them excellent at running down those units which have fallen to the mass attacks of the Corsairs
    Can take Lokhir Fellheart is an excellent, versatile and balanced character.

Banners

The best banner for the corsairs is the Sea Serpent Standard. Giving the Corsairs frenzy means that they’ll be throwing out more attacks then before. So you’ll be getting about 2-3 attacks from each Corsair, that’s deadly to the un-armoured. Banner of Murder will give them armour piercing which does help. Banner of Cold Blood is not worth it in my opinion. It could go to another unit which might need it more than our Corsairs.
________________________________________________________________________________________________________________

Witch Elves in massive blocks

Witch Elves come in at 10pts per model and come with two hand weapons. Hags (champion) can take up to 25pts from the Gifts of Khaine section. We’ll start with looking at the strengths, main purposes and weaknesses of our brides of Khaine.

Uses of Witch Elves in massive blocks/weaknesses/strengths

    One of our cheapest special choice units
    Killers of anything with little to no armour
    Die like flies when subject to missile fire
    Witch Elves have poison attacks so knights can die easily to Witch Elves
    Hags with Manbane are can save combats
    My personal experience with the new Witch Elves is that they should bring Witchbrew almost all the time
    Rune of Khaine goes very well with your Hag
    Being a Khainite unit, no non-Khainite character can join a Witch Elf unit
    Make sure your Witch Elves get the charge so your brides don’t get killed before they get a chance to strike back
    The true place for a Witch Elf to be is in battle, make sure you get your Witch Elves there in one piece so provide screens

Banners

The best banner for Witch Elves would be the Banner of Murder (this is without a BSB). It will help them against knights and the more armoured opponent which they may have to face during the battle.
________________________________________________________________________________________________________________
Executioners in Massive Blocks

Executioners are second to are Black Guard. At 12pts each and with the special rules of Eternal Hatred, Khainite and Killing Blow: These bad boys are our can openers. Executioners are made for combat so get them quickly into combat before they get whittled down by missile fire and watch your Executioners slice their way through units such as Blood Knights, Chaos Warriors and even Chaos Knights.

Uses of Executioners in massive blocks/weaknesses/strengths

    A 20 strong unit of Executioners with a Death Hag BSB and a Cauldron of Blood are some of our strongest combination tank units in our army
    Die easily to missile fire due to only having Heavy Armour
    Executioners have a hand weapon, use it if you wish to increase their armour save in close combat - This is risky however, and you should really stick with your Draich’.
    S6 with re-rolls for attack and effects from the cauldron is nothing to be laugh about - Your enemies shall fear this unit and shall go out of their way to destroy it. Use this to your advantage, while your Executioner unit take on the enemies strongest units, have your other units come around and break the enemy army into submission.
    Executioners are a great flanking unit
    Not built for prolonged combat
    Always try to get a Draich Master and/or Musician into this unit
    Tullaris is not worth being put into this unit - Much to expensive and lacks power
    Non-Khainite characters cannot join this unit
    Assassins can be another surprise for your opponent if you hide a well equipped one within your Executioners: Assassins can win combat for Executioners. Remember this.


Banners
Banner of Murder will add an extra punch to your already scary Executioner unit. An enemy unit going up against Executioners with the Banner of Murder will have little to no armour save at all.
For Executioners to be put to full effect, a Death Hag BSB with the Banner of Har Graef will show the Executioners in their true light. Unstoppable killing machines which can only be brought down through prolonged combat. But to go through prolonged combat with Executioners with an ASF banner is definitely something your enemy will want to steer clear of.
________________________________________________________________________________________________________________
Black Guard in Massive Blocks

Black Guard are without a doubt our best infantry in the game (perhaps even our best unit), they can take a tonne of pain without running, while still dishing out enough hurt until your enemy has finally stomped every single last one into the ground. At 13pts per model, these models are a steal and should be put into every DE army.

Black Guard in massive blocks/weaknesses/strengths

    An excellent bodyguard unit for any hero.
    Should always be run at 7 wide to utilise their attack strength/output
    Die easily to missile fire due to only Heavy Armour
    If a champion is taken, you can use the champions spot to set up your magic defence with a Ring of Hotek.
    If you wish to go more offensive than have a magic defence, then the Crimson Death on your champion is the way to go.
    Your Black Guard will not be running away from anything and they’ll always have to pursue so expect to be baited or led around by quick, agile units
    For a more magic defence army, Null Talisman can be put into your Black Guard unit.
    Warrior Elite and Stubborn will let you re-roll missed attacks in combat
    Black Guard can deal out a whole lot of punishment in combat when combined with an assassin/hero/CoB effects
    Try to always take a BG standard bearer and have him/her take the Banner of Har Graef. BG work the best when ASF, being able to spit out their S4, 2x attacks with re-roll.
    Kouran is not worth it - Expensive and hardly enough power to be worth his point sink.
    Best formations for large units of BG are 7-wide by 3 to 4-deep


Banners
Dread Banner, Standard of Slaughter, ASF banner, Banner of Murder are all great choices for your BG. The ASF banner is the best choice while banners such as BoM and the Dread Banner are great additions to your BG. Fear causing BG will auto-break your opponents while Banner of Murder will add an extra punch to already dangerous BG. Standard of Slaughter will improve your BG’s chances of winning the combat while they’re already high. Perhaps take this banner when facing a horde army and expecting to be overrun by units.
________________________________________________________________________________________________________________

_________________
Saldrimek Xenan - WS6 / S4 / T3 / D5 / I3

Equipment: Executioners Axe (Rune of Beastslaying - Heroic Killing Blow), 2 Scimitars (Rune of Speed - Always Strike First), Dagger, Rune Branded Leather Armour, Executioner Helm, Fine Set of Throwing Knives (x4)
Inventory: Amulet of Darkness, Poison Vials x7, Deadly Poison Vials x8
Mount: Dark Steed
Gold: 163
Skills: Ambidexterity, Frenzy, Two Weapon Fighting, Ride
Class: Khainite


Last edited by Khel on Thu Feb 19, 2009 10:00 am, edited 18 times in total.



Sat Jul 19, 2008 12:22 am
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D.R.A.I.C.H - The Units - Cheap slow units

_________________
Saldrimek Xenan - WS6 / S4 / T3 / D5 / I3

Equipment: Executioners Axe (Rune of Beastslaying - Heroic Killing Blow), 2 Scimitars (Rune of Speed - Always Strike First), Dagger, Rune Branded Leather Armour, Executioner Helm, Fine Set of Throwing Knives (x4)
Inventory: Amulet of Darkness, Poison Vials x7, Deadly Poison Vials x8
Mount: Dark Steed
Gold: 163
Skills: Ambidexterity, Frenzy, Two Weapon Fighting, Ride
Class: Khainite


Last edited by Khel on Mon Jul 21, 2008 5:56 am, edited 1 time in total.



Sat Jul 19, 2008 12:23 am
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D.R.A.I.C.H - The Units - Agile units

_________________
Saldrimek Xenan - WS6 / S4 / T3 / D5 / I3

Equipment: Executioners Axe (Rune of Beastslaying - Heroic Killing Blow), 2 Scimitars (Rune of Speed - Always Strike First), Dagger, Rune Branded Leather Armour, Executioner Helm, Fine Set of Throwing Knives (x4)
Inventory: Amulet of Darkness, Poison Vials x7, Deadly Poison Vials x8
Mount: Dark Steed
Gold: 163
Skills: Ambidexterity, Frenzy, Two Weapon Fighting, Ride
Class: Khainite


Last edited by Khel on Mon Jul 21, 2008 5:56 am, edited 2 times in total.



Sat Jul 19, 2008 12:23 am
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Joined: Sun Feb 11, 2007 6:06 am
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D.R.A.I.C.H - The Units - Hammer units

_________________
Saldrimek Xenan - WS6 / S4 / T3 / D5 / I3

Equipment: Executioners Axe (Rune of Beastslaying - Heroic Killing Blow), 2 Scimitars (Rune of Speed - Always Strike First), Dagger, Rune Branded Leather Armour, Executioner Helm, Fine Set of Throwing Knives (x4)
Inventory: Amulet of Darkness, Poison Vials x7, Deadly Poison Vials x8
Mount: Dark Steed
Gold: 163
Skills: Ambidexterity, Frenzy, Two Weapon Fighting, Ride
Class: Khainite


Last edited by Khel on Mon Jul 21, 2008 5:55 am, edited 1 time in total.



Sat Jul 19, 2008 12:24 am
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D.R.A.I.C.H - The Units - Über units

_________________
Saldrimek Xenan - WS6 / S4 / T3 / D5 / I3

Equipment: Executioners Axe (Rune of Beastslaying - Heroic Killing Blow), 2 Scimitars (Rune of Speed - Always Strike First), Dagger, Rune Branded Leather Armour, Executioner Helm, Fine Set of Throwing Knives (x4)
Inventory: Amulet of Darkness, Poison Vials x7, Deadly Poison Vials x8
Mount: Dark Steed
Gold: 163
Skills: Ambidexterity, Frenzy, Two Weapon Fighting, Ride
Class: Khainite


Last edited by Khel on Mon Jul 21, 2008 5:55 am, edited 1 time in total.



Sat Jul 19, 2008 12:26 am
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D.R.A.I.C.H - The Units - Long range missile units

_________________
Saldrimek Xenan - WS6 / S4 / T3 / D5 / I3

Equipment: Executioners Axe (Rune of Beastslaying - Heroic Killing Blow), 2 Scimitars (Rune of Speed - Always Strike First), Dagger, Rune Branded Leather Armour, Executioner Helm, Fine Set of Throwing Knives (x4)
Inventory: Amulet of Darkness, Poison Vials x7, Deadly Poison Vials x8
Mount: Dark Steed
Gold: 163
Skills: Ambidexterity, Frenzy, Two Weapon Fighting, Ride
Class: Khainite


Last edited by Khel on Mon Jul 21, 2008 5:55 am, edited 1 time in total.



Sat Jul 19, 2008 12:27 am
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The Units - What's hot! And what's not!

Core

Spear elves

Pro

The first and most basic core option in the druchii army, the cruel spear elf is a mighty warrior trained all his life for war, he or she marches to war, spear in hand, to face any foe. Thing to remember about the spear elf is that in most situations you are already at an advantage with M5. A lot of long time elf players overlook this, as they are used to it, but it gives you the edge in a lot of charges. Again, one of the things your enemy will overlook is your T3. What they don't tend to realise is that WS5 elves are just as hard to hit as other T4 enemies. It is because of that fact that making use of the hand weapon and shield bonus is not usually necessary. This lets you use your spear, meaning you can fight in 2 ranks. Therefor, to maximise models able to hit i recommend you deploy between 5 and 7 models wide. And just think what a great place this is to hide an assassin.

Con

At 6-7 points per model, they are not going to be doing any wounds and can quite commonly lose combat to less skilled (and cheaper!) core infantry. Spear Elves really come into their own by using them as support for some of our harder hitting units because otherwise, they are just weak infantry and likely to lose combat to a light breeze.


Repeater Crossbowmen

Pro

The second core choice is the repeater crossbow, a warrior who excels at range so has lain down his spear and taken up the deadly repeater crossbow. I think the best unit size for these is around 10, so you can get a cheap and effective unit. Place them on a hill and you have 2 ranks of 5 warriors getting off 20 shots per turn, and they are now armour piercing! What more could you ask for from a 100 pt unit of archers. I would recommend fielding 1 or 2 units at this size in 2000 points, having them target anyone who would dare to attempt to outmanoeuvre you.

Con

Corsairs

Pro

Warriors who have taken to the sea, learning to man the slave ships and pillage and raid the distant shores of the weakling old world, the black arc corsairs are a force to be reckoned with. With two hand weapons they will be fighting with 2 attacks each, and they have the option for an 8" multi shoot weapon too! I would recommend taking handbow units in 10's and 2 hand weapon units in 10-20 man units. Remember, the high M and WS of warriors carries across here, and although they lose the shield and spear of their warrior kin they make up for it with number of attacks, and access to a special character.


Con

To expensive to do their job. Unless running a pure MSU army, Warriors are much better to be used for their SCR. The ACR that Corsairs can usually gain is just not enough. Not to mention that warriors gain more attacks from the CoB, die less in combat and are 3 points cheaper!

Dark Riders

Pro

The light cavalry of the druchii, dark riders are swift and deadly riders who ride dark steeds into battle. They are the perfect baiting, flanking and generally annoying unit for your opponent. You can send them down the flank to get around the back of the enemy to go warmachine hunting, or send them into small enemy units such as scouts. I would never run more than 5 in a single unit, and only ever take a musician and crossbows in options. This makes a cheap unit, and if you have 2 you can send one down each flank. If you leave them bare you can simply race them forward and have them march-block the enemy


Con

The DR is best used offensively, but easily becomes a prime missile target, when unprotected. The unit is almost exclusively used in groups of 5, and therefore panics easily. And at a relatively high points cost, enemy missile units can earn their points quickly, if let to shoot at DRs. Screening with harpies against missile is a great tactic, but does nothing against enemy missile or warmachines fortunate enough to be on high ground.

Harpy

Pro

Harpies are now a core choice but they do not count to your minimum core, which is always something to bear in mind. If you have filled up your minimum core choices, now is the time to consider a unit or two of these flying mistresses as they make a perfect baiting and screening unit. With a 20" flight move they are the perfect war machine hunter, and at 11 pts a piece they are not going to cause too much pain if they get shot down. Remember skirmishers have a 360" charge arc too! I recommend taking 2 units of 5 in 2000 points, and using them to shield your expensive and precious special/rare units.


Con

T3 with no armour, they will sadly die very easily or at the least panic on Ld 6 and run off. However this is generally the point of the Harpies and so is ok.
Not really relevant gamewise but impossible to rank up due to wingspan!

Special

Cold One Knights

Pro

2+ Armour Save, Strength 6 on the charge great in units from 5-10. Great Shock Cavalry, cause fear.

Con

Faster Cavalry Run circles (keep flanks protected) about them and stupidity which is pain in the rear...


Executioners

Pro

Finally hitting at S 6 with their great weapons and with killing blow they can kill things pretty well. They can make good units as flankers or as a brick

Con

They only have a 5+ armour save and strike last if charged. Also, people tend to know the kind of damage they cause so if they can they'll get rid of em before they can make up their points. Also, the fact that they can only take 25 pts in magical banners can hurt sometimes. They could really benefit from the ASF banner.

Witch Elves

Pro

Lots of Poison attacks, now with Hatred as well meaning they can easily rack up kills against low armoured opponents. e.g. Zombies, Goblins, Men at Arms, Skinks, Empire Halberdiers etc.
- Hag can take Manbane to help tackle those tougher opponents such as Trolls, Minotaurs, ogres
-Frenzy makes the unit effectively immune to casualties from shooting or Magic which is very good as Witches easily suffer a lot of casualties and frenzy means that even if just the Hag survives she will always keep marching forwards looking for more enemies
-Quick, with M5 and I6 Witches are one of the quickest infantry units both in moving and fighting. This helps them to pick and choose their fights and subsequently always attack first which is vital for unarmoured T3 models
Actually with banner of murder, and a cauldron nearby to give them +1A and stubborn, they should be ok vs. phoenix guard.

Con

Un-armoured and T3 Witches will die like flies if just about anything attacks them, at 10 points a model this is not a good thing. It is vital to make sure they are always hidden from enemy missile fire to reduce casualties. A flock of Harpies can be a good screen however Harpies are still expensive and you don't want to lose them either.
-Frenzy, This makes witches somewhat uncontrollable however I have found it is better for them to be in combat in just about any situation. If worried about flanking give them Witchbrew and they will effectively ignore all circumstances
-Hatred, Similar to Frenzy this is also a double edge sword but once again overrunning gives you a good chance of finding new enemies and this is vital to shielding your witches from shooting.
-S3, Witches will have great trouble killing anything with armour so these units should best be avoided- Chaos warriors, Dwarf Warriors, Grave Guard, Knights, Phoenix Guard etc.

Summary
When witches work well they can be a real pain ripping the enemy to shreds uncaring of their own casualties, however often they get bogged down and broken by enemies with higher toughness or armour save. They can also be easily wiped out by shooting and magic.
watch out for spells that affect all models in the unit such as Flames of the Phoenix or Soul Stealer as the entire unit can easily vanish in one go.

Good Against- Vampire Counts, Skaven, Orcs + Goblins, Empire, Tomb Kings
Bad Against- Bretonnians, Chaos Mortals, Dwarves, High Elves



Black Guard

Pro

Make an excellent body guard unit for any hero. Do good in medium to brick sized units thanks to their stubborn rule, elite warriors, and two attacks a piece. One of the best combos for them is the ASF banner and the Crimson Death for the champion. I found that they make great units for Sorceresses. Also, with a magic heavy army or an army with plenty of magical defence the only thing they have issues surviving is a lot of focused shooting fire.
if the unit have ASF banner, then the soulrender may be a better option as its cheaper, null talisman might be good if the character joining it has 1 too, the +1 AS(armour of darkness) may be good too even though the champ only has 1 wound

Con

Only a 5+ armour save... can't think of much to go here to be honest.
This unit is great. No one is arguing that but to be used to its full effect you must be aware that A) Black Guard cannot flee as a charge reaction (not that it comes into play very often but nevertheless it is a con) and B) With 2 A's each, are going to be forced pursuing A LOT.


Cold One Chariot

Pro

LD9, come standard w RXB at slight cheaper price, S4 charioteers w spear making them S5 on charge.

Con

No longer 2 for 1 special slot, our special slots are valuable consider COC are more effective in pairs or more. Though you could solve such problem having a drealord or master on a chariot.

Shades

Pro

BS5 and always being able to shoot with all your guys.
able to have assassin, the extra hand weapon I think is the most improved asset for them. 10 hatred attacks rather than 5 from previous.

Con

Expensive as hell, in 6th they were 70pts for a naked 5 man team, now they are 90pts for a 5 man GW team. Bloodshade is still expensive though less useless now as he has 2 attacks.



Rare

War Hydra

Pro

They eat things... hardcore. With 7 S 5 attacks they pack a lot of punch plus with their breath weapon they don't have to charge to do damage. Plus they have terror which is nice. Regeneration and a 4+ scaly skin save makes them pretty survivable. Plus, it may just be me but i think its pretty cool that the beastmasters have AP

Con

They make a pretty big target. People will want to shoot it and kill at as fast as possible. I know some will claim that that means they aren't shooting at other things but still; if this thing dies you're losing a pretty useful tool
HUGE TARGET. Going to be the target of every war machine and massed shooting that has any chance to kill it. That is why I believe it is utterly important to pair it up with either a black dragon OR another hydra. That way the enemy cannot saturate all his fire on a single target. Also, beware of the Lore of Metal OR Lore of Fire. Metal will really hurt as you lose your Regeneration save which is truly the bread and butter of the Hydra.



Reaper Bolt Throwers

Pros

What's not to like about 6 S4 AP bolts flying towards your enemy with a range of 48"? Bolt Throwers are perfect for so many situations from thinning enemy ranks, wiping out fast cavalry, gunning down luightly armoured elites, wiping out enemy archers from long range, killing lone mages, skewering Dragons. there are few things a bolt thrower can't handle!
-Versatility of shooting styles allowing you to choose between one big shot or lots of small ones. This means that just about everything is a viable target for your bolt throwers.
-Small and Compact with 360" Los and 48" range makes targetting a lot easier. Bolt Throwers can even be set up between your combat units to rain death upon your enemies while within the safety of your battle lines

Cons

Very Low Defence, If charged they will die so often other units should hang around as bodyguards, the best of course are RXB elves who have a lot better chance in combat than the fragile bolt throwers
they have hatred, they are forced to pursue if they aren't dead already.

Other

Assassins

Pro

Great unit for multi-purposes like hiding in a unit of warriors to give them a bit of a punch. With ASF they're sure to get some kills in before the enemy has a chance to strike back. With the right build the assassin can get a lot of attacks at a pretty good strength. Also can be tailored for specific purposes like popping chariots or killing characters.
Great assassin combos- extra hand weapon, black lotus, Rune of Khaine, KB; hiding in a frenzy corsair unit, he would get 6-8 ASF attacks with re-rolls and KB, mathematically he will get a KB on his target, plus the unit is frenzy so you can't lose him from panic tests(shooting and magic).

Con

Squishy if hit. With no armour save and T3 they can die if they don't kill what they're attacking ASAP, so make sure you pick the right fight and come out on top before your opponent can strike back. There is nothing more satisfying then having your assassin slay its foe and watching the look on your opponents face as they figure out that they had no chance in the first place.

_________________
Saldrimek Xenan - WS6 / S4 / T3 / D5 / I3

Equipment: Executioners Axe (Rune of Beastslaying - Heroic Killing Blow), 2 Scimitars (Rune of Speed - Always Strike First), Dagger, Rune Branded Leather Armour, Executioner Helm, Fine Set of Throwing Knives (x4)
Inventory: Amulet of Darkness, Poison Vials x7, Deadly Poison Vials x8
Mount: Dark Steed
Gold: 163
Skills: Ambidexterity, Frenzy, Two Weapon Fighting, Ride
Class: Khainite


Last edited by Khel on Thu Aug 07, 2008 7:06 am, edited 4 times in total.



Sat Jul 19, 2008 12:28 am
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- Spare -

_________________
Saldrimek Xenan - WS6 / S4 / T3 / D5 / I3

Equipment: Executioners Axe (Rune of Beastslaying - Heroic Killing Blow), 2 Scimitars (Rune of Speed - Always Strike First), Dagger, Rune Branded Leather Armour, Executioner Helm, Fine Set of Throwing Knives (x4)
Inventory: Amulet of Darkness, Poison Vials x7, Deadly Poison Vials x8
Mount: Dark Steed
Gold: 163
Skills: Ambidexterity, Frenzy, Two Weapon Fighting, Ride
Class: Khainite


Sat Jul 19, 2008 12:28 am
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This thread is now open for your input. Your comments are welcome and much appreciated as they will help this thread, and the entire community of D.net.

_________________
Saldrimek Xenan - WS6 / S4 / T3 / D5 / I3

Equipment: Executioners Axe (Rune of Beastslaying - Heroic Killing Blow), 2 Scimitars (Rune of Speed - Always Strike First), Dagger, Rune Branded Leather Armour, Executioner Helm, Fine Set of Throwing Knives (x4)
Inventory: Amulet of Darkness, Poison Vials x7, Deadly Poison Vials x8
Mount: Dark Steed
Gold: 163
Skills: Ambidexterity, Frenzy, Two Weapon Fighting, Ride
Class: Khainite


Sat Jul 19, 2008 12:30 am
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Cold One Knight

Joined: Mon Apr 16, 2007 6:17 pm
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Executioners as a small slow cheap unit. Escort.

With a strength of 6, and the killing blow special rule, the Executioners are the best equipped at taking on high toughness, good armour save units. Examples of these units are: Dwarves of almost any nature, Chaos Warriors, Ogres etc. etc. I would suggest taking a unit of 10-12, unit upgrades being optional, not essential.

Their hatred allows them to re-roll that precious, but small single attack meaning that, with a Weapon Skill of 5, they will be hitting more often than not. Wounding even the units outlined above will require only a 2+ on the dice giving a high rate of wounding success. With a -3 to armour saves and the possibility of an outright killing blow, the executioners will really hit hard against anything.

To use them most effectively I would suggest pairing them up with a mass unit of Spearmen, or even Black Guard. These units are perfect, if given a little tweaking, for holding up enemy units. The spearmen are especially good value for this due to their very cheap points cost. By holding up an enemy unit, this allows the Executioners the chance to counter assault in the flank of the enemy. The spearmen simply absorb the charge, the executioners add the killing power.

Pairing them up with these defensive high static combat resolution units will allow the executioners to strike at weakened flanks and avoid frontal charges where they are not so strong, it also guarantees Executioners the charge, negating the "strikes last" rule they suffer from. As a small unit it could also be the case that the enemy would not see them as big a threat as the mass unit they are working with. This may also protect them from missile fire.

By working in unison with a mass unit the executioners are able to play to their strengths and virtually negate their weaknesses. Their hitting power, combined with the static combat resolution of the Spearmen should generally be enough to win most combats. They should not be relied upon to win combats on their own, nor should any Dark Elf unit, but they should be relied upon to turn combats in your favour.

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Ok, I agree with Lord_Jimmy here.


Sat Jul 19, 2008 12:51 am
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Hi Khel!
When you start filling in your thread, have a look to the original ToC
where I inserted a few interesting links to threads where discussions were of interest to your thread.

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Winds never stop blowing, Oceans are borderless. Get a ship and a crew, so the World will be ours! Today the World, tomorrow Nagg! {--|oBrotherhood of the Coast!o|--}


Last edited by Calisson on Fri Aug 01, 2008 11:13 pm, edited 2 times in total.



Sun Jul 20, 2008 7:29 pm
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Spears in small units(10-man units).

Missile screens.
Stagger them in front of your elite infantry or chariots all in one rank. The turn before you charge, if they're still there, reform them into columns. They don't need shields or command unless you can spare 3pts for musicians.

Flank support.
Give them shields and rank them five wide for a sacrificial baiting/flanking unit to support your elite infantry or chariots against core ranked units. Or march them up to cavalry to bait and possibly restrict their wheel so they can't get at your more important units. If they survive they can threaten scouts or warmachines later.

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Mon Jul 21, 2008 7:11 am
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Agile units: Harpies

This is going to be so much fun! At 55pts for 5, they are a staple core for the Elfos Negros Flying Circus. HarpieSpam madness at ~330pts.

Five of these Bad Bat Babes make a 9" screen for our fragile hammers.

20" range and 360 degree charge arc. Very useful againts a lot of small nasties such as chameleons, skinks, gutter runners and the such. Yes, they S&S but as they mostly come in small groups so panic is rarely caused.

Their very low points cost means that any resources spent to neutralize them is at a gain as it is not used to harm our expensive stuff.

Bait which do not cause panic in the rest of the army. Yay!

Ability to use generals ld. Ok, 12" range is not much but it is way better that nothing.

Ability to combo charge with flying characters. Have them Jezzails blast away at 6+ on harpies so that the frail Peggy gets there. Horray!



I could go on for hours... I love these guys (mine are guys... 5th ed).

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Tue Jul 22, 2008 10:11 am
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Seeing as we are running this page of the D.R.A.I.C.H. together and i am up late with nothing else to do, heres a quick start on some of the key points i can think of on the units in our army:


Last edited by Kinslayer on Sun Aug 03, 2008 10:13 pm, edited 2 times in total.



Sat Aug 02, 2008 2:57 am
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Bugger. My book still hasn't come in yet. :evil:

EDIT: In a day or so (when my army book arrives), I shall fix up yours and my own information and add it to the appropriate categories.

_________________
Saldrimek Xenan - WS6 / S4 / T3 / D5 / I3

Equipment: Executioners Axe (Rune of Beastslaying - Heroic Killing Blow), 2 Scimitars (Rune of Speed - Always Strike First), Dagger, Rune Branded Leather Armour, Executioner Helm, Fine Set of Throwing Knives (x4)
Inventory: Amulet of Darkness, Poison Vials x7, Deadly Poison Vials x8
Mount: Dark Steed
Gold: 163
Skills: Ambidexterity, Frenzy, Two Weapon Fighting, Ride
Class: Khainite


Sat Aug 02, 2008 10:42 am
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@Khel - same, and no post tomrrow means i have to wait til monday :evil:


Sat Aug 02, 2008 12:00 pm
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Ive just updated the whats hot and whats not units bit i am writing up with the names of everything, please fill me in if i have missed something.

If i take my own and your ideas and put them under the titles here, it gives Khel something easier to work with.


Sun Aug 03, 2008 2:55 am
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Still no book. Ringing up tomorrow to find out where in the hell my book is.

_________________
Saldrimek Xenan - WS6 / S4 / T3 / D5 / I3

Equipment: Executioners Axe (Rune of Beastslaying - Heroic Killing Blow), 2 Scimitars (Rune of Speed - Always Strike First), Dagger, Rune Branded Leather Armour, Executioner Helm, Fine Set of Throwing Knives (x4)
Inventory: Amulet of Darkness, Poison Vials x7, Deadly Poison Vials x8
Mount: Dark Steed
Gold: 163
Skills: Ambidexterity, Frenzy, Two Weapon Fighting, Ride
Class: Khainite


Sun Aug 03, 2008 8:39 am
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PLEASE VIEW HERE AND POST YOUR COMMENTS ON OUR UNITS

http://www.druchii.net/viewtopic.php?t=56271&highlight=

THIS INFORMATION WILL THEN BE FED BACK HERE IN THE POSTS ABOVE


Sun Aug 03, 2008 10:14 pm
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Just updated mass units. Not finished, but it's a start. What do you think? Anything more I should add?

Also, I'll be adding more and more as I read further into the book (I've read the whole book already now but I'm now going over the rules of each unit and model very carefully, one by one).

_________________
Saldrimek Xenan - WS6 / S4 / T3 / D5 / I3

Equipment: Executioners Axe (Rune of Beastslaying - Heroic Killing Blow), 2 Scimitars (Rune of Speed - Always Strike First), Dagger, Rune Branded Leather Armour, Executioner Helm, Fine Set of Throwing Knives (x4)
Inventory: Amulet of Darkness, Poison Vials x7, Deadly Poison Vials x8
Mount: Dark Steed
Gold: 163
Skills: Ambidexterity, Frenzy, Two Weapon Fighting, Ride
Class: Khainite


Wed Aug 06, 2008 12:42 pm
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Finished "What's hot! And what's not!" tactica section. Great job everyone, this is really coming along well and a big thanks to Heartrender who is doing a tremendous job.

EDIT: Even though we've finished "What's hot etc." tactica, feel free to add anymore information to the thread which Heartrender provided two posts up. :)

_________________
Saldrimek Xenan - WS6 / S4 / T3 / D5 / I3

Equipment: Executioners Axe (Rune of Beastslaying - Heroic Killing Blow), 2 Scimitars (Rune of Speed - Always Strike First), Dagger, Rune Branded Leather Armour, Executioner Helm, Fine Set of Throwing Knives (x4)
Inventory: Amulet of Darkness, Poison Vials x7, Deadly Poison Vials x8
Mount: Dark Steed
Gold: 163
Skills: Ambidexterity, Frenzy, Two Weapon Fighting, Ride
Class: Khainite


Thu Aug 07, 2008 7:09 am
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Corsair
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Location: Hag Graef
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Your thread is going to be HUUUUUGE!

I would recommend you to keep each of the topics as concise as possible.

Regrouping similar units in the same post is a way to achieve that.

For example:

Mass units.You start with what all mass units have in common.

The goal of a mass unit:
- win combat with Static Combat Resolution (SCR) (you need ranks, big numbers, musician, standard bearer, war standard)
- resist attrition war (you need big numbers; shield is nice)
- shelter characters (a champ is nice to have)
- make a strong center for your battle line
...

The risks faced by a mass unit:
- rank bonus nullified by lateral or rear attack
- massive killing with template weapons (breath, mortar...)
- terror
...

Ideal size, command and width:
- Width 5 brings more ranks.
- Size 20 for +3SCR, a few more to compensate for early killed.
- full command is expansive; however, standard and muso is a must.
...

How to use a mass unit?
- characters: assassin? pro/cons
- combo with other units: protect your flanks & rear. When charged, have a hammer unit to side-charge the opponent.
- deployment and maneuver: such a big unit is bulky to maneuver. Let it in the center of your lines and move forward.
- use of terrain: best distance from woods? from hills? the unit can enter a building if no more than 30 models on foot, it is an excellent hide against shooting.
- foes to fear: cheaper mass units...
...

Spears in massive blocks
There you mention in a few, short paragraphs, the specificity of each mass unit we can have - my bet would be that spears (having a shield or not?) are the best in this role.
Don't forget that WE get core with Hellebron and can be considered as a mass unit on their own (maybe your conclusion will be that it is not a good idea).

At the end of the post, you will compare the merit of all potential mass units.


Now the content is for you to adopt and modify.
I count on better players than myself to fill in the spaces between the titles I suggest.
I will be highly interested in the result and count on it to improve my playing.

_________________
Winds never stop blowing, Oceans are borderless. Get a ship and a crew, so the World will be ours! Today the World, tomorrow Nagg! {--|oBrotherhood of the Coast!o|--}


Thu Aug 07, 2008 9:52 am
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Alright, I'll narrow my findings down and chisel it into the real important stuff while keeping it as concise as possible.

I'm working on Corsairs at the moment and I may get Witch Elves done tonight if I work hard.

_________________
Saldrimek Xenan - WS6 / S4 / T3 / D5 / I3

Equipment: Executioners Axe (Rune of Beastslaying - Heroic Killing Blow), 2 Scimitars (Rune of Speed - Always Strike First), Dagger, Rune Branded Leather Armour, Executioner Helm, Fine Set of Throwing Knives (x4)
Inventory: Amulet of Darkness, Poison Vials x7, Deadly Poison Vials x8
Mount: Dark Steed
Gold: 163
Skills: Ambidexterity, Frenzy, Two Weapon Fighting, Ride
Class: Khainite


Thu Aug 07, 2008 10:18 am
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