05 Jun 2014
Enemy of the Month Dark Elves
Last month we covered Warriors of Chaos and they can potentially be one of the toughest match-ups for the Ogres if we dont use our tools correctly. This month were sticking with the forces of destruction and looking towards the vile and twisted lands of Naggaroth to see how we can combat the Dark Elves.

The Dark Elves have a wide variety of troop choices at their disposal from monsters, lots of shooting, strong magic and of course some of the best fast cavalry in the game. At the core of their existence however lies a T3 lightly armoured soldier so focus on that in order to bring down the army.
Advantages:
Always Strikes First
This was the major rules up haul we first witnessed with the High Elves, by the time the Dark Elves were released with ASF it was a sure fire confirmation that this would become standard for Elves of all ethnical regions. Normally weve got a bit of room to wiggle with our Ogres sometimes striking at the same time as opponents however against Dark Elves you can bet your dollars youll be striking last all the time. What does this mean? Basically youve got to pick your combats (usual Warhammer 101) but remember against base statistics (superior WS/Lower strength) theyll be hitting on 3+s (with re-rolls) and wounding on 5+s (with re-roll 1s). Keep in mind a single augment (toothcracker/wildform) means the S3 Dark Elves are wounding on 6s so youll drastically reduce the amount of incoming damage. Also remember however the only S3 Dark Elves youll be facing are Dreadspears/Darkshards as Cold One Knights etc will be hoping to charge us and break in one single charge.
It brings up an interesting conversation on its own however. Whilst we cant defeat ASF there are ways we can mitigate its effects.
- Thundertusk
The most glaringly obvious choice lies in our rare choices. Now keep in mind this only cancels out the ASF ruling and will not effect great weapon wielding troops. So the Dark Elves generally go from hitting on a 3+ to hitting on a 3+ with no re-roll. Not that great is it?
- Magical Augmentation
I personally think this is the best (not the most reliable) way of combat ASF troops. Whilst Lore of the Maw and Beasts offer some fantastic toughness buffs to ensure wounding your army will be a little harder it becomes a case of readily getting hit and preparing for the storm. Like all elves they survive on hitting first and hitting hard, if they get stuck in protracted combats they fall outside of their comfort zones. If you cant make the Dark Elves hit less then make it harder to wound.
- Sword of Swift Slaying/Gold Sigil Sword
With a character tooled up you can negate some of the efficiency of attacks coming your way and prevent re-rolls.
- Impact Hits/Stomps/Thunderstomps
These go before ASF attacks so use that to your advantage. Its always better off to charge and get impact hits rather than be charged and just break. T3 troops plain dont like Stomps/Thunderstomps however that means you need troops left at the end of combat in order to perform these.
Speed
Movement 9 fast cavalry tends to get in and around things rather quickly. Combine it with the fact some of it will be shooting, casting spells and in general leaving you frustrated with their vanguards youll want to counter this threat in the quickest and most lethal fashion available. Left unchecked and a single unit of fast cavalry can easily turn your victory into a defeat because your character delivery system was kept out of a critical combat for a single turn. Granted most of the below tackles the fast cavalry issue however its applicable to other fast moving elements. Other than that theyre typical movement 5 infantry so although theyre slightly slower than the average Ogre theyre are quicker off the mark and human armies.
Countered with:
- Shooting (Leadbelchers/Maneaters/Harpoon Launchers/Thundertusk/Scraplauncher)
There isnt really much here to elaborate on however dont be tempted to switch targets until the threat is neutralised. Especially Doomfire Warlocks which Ill emphasis again below.
- Sabretusks
Whilst theyll struggle to survive a shooting volley from anything they can be positioned in such a way to give your opponent pause for thought. I wouldnt be awfully confident charging one of our tusks in unless it was a flank and there was at least an augment/hex up on the unit however it does tie the unit up hopefully. If youre going to sacrifice one ensure they dont overrun into another unit preventing a charge (into primary target for example) in your following turn.
- Gnoblars
Same deal as above however keep in mind a canny general will ensure you simply cant catch the fast cavalry so keep that in mind. Ensure your windows/lanes that the fast cav can zoom through are covered from mutually supported charge arcs.
- Magic (Flock of Doom/Braingobbler/Amber Spear/Curse/Iceshard/Thunderbolt/Fireball etc)
Any magic missile is great here and an amber spear to the flank has the potential to totally annihilate a unit of fast cavalry so worth keeping in mind. Technically theyll negate 50% of the damage so its just a matter of doubling your attention towards them.
Murderess Prowess
Another blanket rule allowing the Dark Elves to re-roll failed to wound rolls of 1 in combat only. This makes them a little more hitty than usual and their damage output can increase. A common build is Executioners tooled up, with a well timed Soulblight or not onto our poor Ogres chances are theyll be wounding on a 2+ whilst re-rolling 1s. Thats nearly a 100% wound rate. Ouch.
Counter with:
- Magic (Toothcracker, Wildform, Iceshard Blizzard, Curse of the Midnight Wind)
- Stack the Odds (2/3 vs 1 etc)
Shooting
Dark Elves are considered to be one of the premiere shooting armies around and for good reason. With the release of the new Wood Elves I believe this has been contested however for sheer volume of fire the Dark Elves certainly come out on top. Combined with armour piercing and the shots eventually add up however note theyll be stuck with a multiple shot modifier so they generally are hitting on 5s and 6s so its not always scary. Darkshards, Dark Riders and Shades are the common culprits here and you can be sure that the first targets (should!) will be Sabretusks so hide them well or place them in undesirable positions which means the opponent has to commit (lose) a unit to gain the kill. Backed up with a few Repeater Bolt Throwers and youve got a recipe for Come and get me type of play.
Lore Access
A new addition to the army was they now have access to all 8 lores. Obviously this opens the availability of the super mega death spells that weve all come to fear including pit of shades, purple sun, dwellers below etc. Yes Dark Elves with Lore of Life/Light just seems wrong doesnt it??
Disadvantages:
Expensive
Elves for the most part are expensive and elite blocks of infantry/cavalry soon add up so Dark Elves (and Elves in general) tend to follow very specialised builds. Characters unlike other Elven armies can arguably do some heavy lifting with the right builds. Pegasus Riders for instance tying up Ironblasters before supporting other units in combat can be a real nightmare.
Toughness 3
Another typical elf trait. T3 all day, every day. Generally speaking youll always be wounding on a 3+ or better in combat. Of course youre got to hit with our inferior weapon skill/ballistic skill first but of course this leaves magic wide open. The variety of magic missiles we have available is pretty good and of course a well timed comet would completely undo the enemy formation.
Little to no armour
Outside of Cold One Knights/Chariots the typical armour save for a Dark Elf is 5+ (Heavy Armour or Light Armour/Shield). Typically this will be negated or reduced to a 6+ at the best of times for us during impact hits/attacks.
Typical Setups
Doomfire Warlocks
This unit comes in first for attracting the most attention and if youre unfamiliar with them youll soon see why Ive done this.
Imagine Dark Riders on steroids, equipped with Soulblight and Doombolt, Level 2 wizards, ward save, poison, and they cop D3 wounds instead of using the miscast table. Yes thats right, feel free to 6 dice a powered up Soulblight/Doombolt and at most you are guaranteed to cop 3 wounds provided you fail the 4+ ward save. At 125 points for a unit of 5 you can guarantee youll see at least 1-2 units in most armies. Cheesy gits however will probably run a unit of 10 and then slide characters in there for a vanguarding unit.
The usual principles apply for taking on an enemy light cavalry units, take some pot shots at it first with magic missiles/leadbelchers/shooting of choice and fingers crossed you wont be engaging them in combat. Pay attention to them however as a single casting can upset the best plans. Approach them with extreme prejudice.
Summary:
- Magic missiles (Fireball, Flock of Doom, Braingobbler, Amber Spear)
- Shooting (Ironblaster/Pistols/Leadbelchers
Hellebron
I havent faced this monstrosity as yet but Ive heard about it and read about it and although she has no defensive capability whatsoever its her offensive capability that will capture everyones attention. She can dish out a potential 10 attacks with poison/ASF (so a high % strike rate again) and those attacks are at S10 whilst re-rolling 1s to wound. Thats 3 dead Ogres by my count. She also grants some crazy super frenzy to her unit of witch elves and provides a dispel boost to her unit. The downside which can be exploited somewhat is of course frenzy. Park a sabretusk or gnoblar unit in front of them and you suddenly tell them where they have to go. Its a great feeling!
If youre going to engage the unit youll need to throw just about everything at it including MFC, I say this because alongside another unit something should survive in order to hit Hellebron back and hopefully drop her! Its a big risk/reward type of scenario however and Im simply ignore it/shoot it.
If youre intent on dealing with this unit in combat then simply set up dual/triple charges but firstly ensure youve got key components in place. Firstly a Sabretusk to charge directly at Hellebron herself and secondly a unit on the flank to minimise any damage taken. Knock back any challenge issued and watch as Hellebron do a massive 2 wounds onto the Sabretusk. Possibly the unit will be in horde formation with their steadfast broken and they can proceed to get trampled upon. Its wishful thinking and perfect world scenario type of stuff however its something to keep in mind.
Summary:
- Ignore/re-direct
- Shooting to thin the ranks
Dreadlord
The usual Elf Lord character build however they have access to sea dragon cloaks so dont expect ever to see one without a 1+ armour save mounted, or up to a 2+ on foot. They make a Cold One Knight unit or even a Dark Rider bus a lot more hitty. Mount them on either a Dark Pegasus (making him T4) or Black Dragon with Cloak of Twilight/Crown of Command and youve got a tough nut to crack. Great at tying up character/units due to armour save.
Summary:
- Depending on what unit hes with shoot/charge/profit
- Charge to tie up
Surpeme Sorceress + Bunker
Yes shes back and with the dagger so she can power up spells at a cost of dread spears normally. Be careful and choose what spell to stop and dont get tempted into a game of dispelling more than one spell as youll fail and end up copping way more damage. Can also be mounted on a dark steed, put into a unit of fast cavalry, vanguard first turn into an optimal position and throw down purple suns.
The usual counter magic applies:
- Dispel Scroll and/or Hellheart
- Maneaters with Sniper/Poison will keep her honest
Dark Riders
The best fast cavalry in the Warhammer world currently and a 4+ armour save (what?!?!). These need to be handled with extreme prejudice (see a pattern here with the fast cavalry?) as they can seriously ruin a well laid plan. They have the ability to do what out Sabretusks do in terms of re-directing and the annoyance factor (a lot more expensive however) but they can also easily drop said Sabretusks with crossbow fire and annoy the crap out of Ogre blocks by chipping off wounds here and there. Dont fall into the trap of diverting any of your main combat units to deal with these, they can change facing and cause all sorts of headaches all whilst shooting happily away from their steeds.
Summary:
- Magic missiles
- Shooting
- Combat (if close)
Darkshards
Between Dark Riders and these guys that will probably make up the majority of the core allowance. Whilst they arent a huge threat to us the volume of fire they can put out with armour piercing will chip wounds off Ogres as well as hide sorcerers. Mournfang love these guys as they can take a lot of punishment weathering the storm on the way in before decimating the unit.
Summary:
- Normal anti infantry tactics
- Gorgers
Witch Elves
With no armour and on the expensive side Witch Elves are generally taken with an army that revolves around them (Cauldron in the unit etc) however looking beyond that the sheer volume of destruction they can put out is nothing short of amazing. Theyre dangerous to us simply because of the amount of ASF attacks they dish out and poison, because our armour save is relatively nonexistent outside of MFC expect a lot of casualties.
The usual methods of approaching a ranked infantry unit apply, keep in mind theyre frenzied so can be led around the nose a little whilst you pour all sorts of fire power into them to thin their ranks before sending units in for mop up duty.
Summary:
- Normal anti infantry tactics
- Use frenzy to your advantage
Executioners
They come in all sorts of shapes and sizes, Dark Elves (like all Elves) operate very well on an MSU principle and these units are prime candidates. Outside of that large blocks with a shrine can be tough to tackle. At S6 they carve through Ogres and re-roll 1s however like all T3 troops theyre extremely vulnerable to shooting. Engage on a flank in combat only.
Summary:
- Normal anti infantry tactics
- Magic missiles
- Shooting attacks
Cold One Knights/Chariots
Somewhat of a less popular choice now however worth a mention. 2+ saves are annoying to deal with and with S4 they can pump out powerful charges along with the Cold Ones S4 attacks as well. Stupidity of course is a downfall however that rarely comes into play with a BSB re-roll and possibly the general nearby. The Chariot if ignored can prove to be a thorn in the side with T5.
Summary:
- Shooting (poison)
- Magic missiles (braingobbler, amber spear)
- Charge with MFC, Ironguts etc.
Black Guard
Again they dont often come up however with Stubborn and ItP they can prove a real problem for Ogres and pin us in place before sending in the heavy hitters. At S4 theyre underestimated however with Soulblight/Power of Darkness/Mindrazor/Withering effecting them or the unit theyre engaged with they suddenly become very hurtful.
Summary:
- Normal anti infantry tactics
- Magic missiles
- Shooting attacks
Shades
Some of the best Scouts in the game, can have great weapons which make them great at causing some hurt but they can cause some upsets by simply getting in the way and forcing you to deal with them (mosquito effect) and the march blocking effects that they can put into play. Focus with magic missiles to ignore the -1 to hit modifier for being skirmishers.
Summary
- Magic Missile attacks are optimal for taking out skirmishers
Key Units
The following is a quick summary of what youd more than likely come across and a very quick counter to each unit.
Dreadlord (as above)
Supreme Sorceress (as above)
Hellebrone (as above)
Dark Riders (as above)
Doomfire Warlocks (as above)
Darkshards (as above)
Witch Elves (as above)
Executioners (as above)
Reaper Bolt Throwers Good range, dangerous and great at thinning ranks of Ogres. Can single shot. 2 wounds only however.
Shades (as above)
Cold Ones (as above)
Cold One Chariots (as above)
Corsairs T3 Infantry sporting a 4+ AS. High Volume of attacks however low strength.
What to expect:
A basic build will comprise of something like this:
Dreadlord Fast Cav setup with 1+ re-rollable save
Supreme Sorceress ward save
Death Hag/Master - BSB
2-3 x 5 Dark Riders
Corsairs/Witch Elves
Dark Shards
2 x 5 Doomfire Warlocks
2 4 x Reaper Bolt Throwers
Keep in mind there are monster mash lists and two tower lists floating about and the infamous MSU lists.
What to take:
I don't like to customise armies to fight others however below if a list of what I would feel is optimal/possible units to face off against a Dark Elves list:
Slaughtermaster - magic defense/augmentation
BSB - Usual reasons
Firebelly - Chaff Removal
Ironguts - Bunker characters and a hard hitting block to negate/modify armour
Gnoblars - Dangerous Terrain tests hurt their expensive models
Sabretusks Funnel that frenzied units where you want to engage/ignore
Mournfang Cavalry - Fast and hard hitting unit with above average impact hits
Maneaters - Poison/flaming attacks can really help swing the battle
Leadbelchers - Every wound helps from a distance, chaff removal
Ironblasters - Armoured counter, auxiliary chariot.
Thundertusks removes the re-rolls to hit.
Scraplauncher 4+ to wound isnt so bad
Stonehorn Ive included this as against the right target it can truly wreck face
Magic Lores:
Lore of Death Character snipes keep everyone honest however Im not sure its the best approach
Lore of Beasts Increased toughness makes Ogres a bit more resistant to shooting
Lore of Great Maw Lets face it, Trollguts will save a tonne of Ogre lives provided you can get it through
Lore of Heavens as mentioned above I think this has a good disruption utility about it and can force the Dark Elves hand
Seasoning to taste.
The usual 'living' article sense applies here so feel free to comment, add your battle reports and I'll update the opening post.
Battle Reports:
2400 Beastmaster vs Dark Elves
Last month we covered Warriors of Chaos and they can potentially be one of the toughest match-ups for the Ogres if we dont use our tools correctly. This month were sticking with the forces of destruction and looking towards the vile and twisted lands of Naggaroth to see how we can combat the Dark Elves.

The Dark Elves have a wide variety of troop choices at their disposal from monsters, lots of shooting, strong magic and of course some of the best fast cavalry in the game. At the core of their existence however lies a T3 lightly armoured soldier so focus on that in order to bring down the army.
Advantages:
Always Strikes First
This was the major rules up haul we first witnessed with the High Elves, by the time the Dark Elves were released with ASF it was a sure fire confirmation that this would become standard for Elves of all ethnical regions. Normally weve got a bit of room to wiggle with our Ogres sometimes striking at the same time as opponents however against Dark Elves you can bet your dollars youll be striking last all the time. What does this mean? Basically youve got to pick your combats (usual Warhammer 101) but remember against base statistics (superior WS/Lower strength) theyll be hitting on 3+s (with re-rolls) and wounding on 5+s (with re-roll 1s). Keep in mind a single augment (toothcracker/wildform) means the S3 Dark Elves are wounding on 6s so youll drastically reduce the amount of incoming damage. Also remember however the only S3 Dark Elves youll be facing are Dreadspears/Darkshards as Cold One Knights etc will be hoping to charge us and break in one single charge.
It brings up an interesting conversation on its own however. Whilst we cant defeat ASF there are ways we can mitigate its effects.
- Thundertusk
The most glaringly obvious choice lies in our rare choices. Now keep in mind this only cancels out the ASF ruling and will not effect great weapon wielding troops. So the Dark Elves generally go from hitting on a 3+ to hitting on a 3+ with no re-roll. Not that great is it?
- Magical Augmentation
I personally think this is the best (not the most reliable) way of combat ASF troops. Whilst Lore of the Maw and Beasts offer some fantastic toughness buffs to ensure wounding your army will be a little harder it becomes a case of readily getting hit and preparing for the storm. Like all elves they survive on hitting first and hitting hard, if they get stuck in protracted combats they fall outside of their comfort zones. If you cant make the Dark Elves hit less then make it harder to wound.
- Sword of Swift Slaying/Gold Sigil Sword
With a character tooled up you can negate some of the efficiency of attacks coming your way and prevent re-rolls.
- Impact Hits/Stomps/Thunderstomps
These go before ASF attacks so use that to your advantage. Its always better off to charge and get impact hits rather than be charged and just break. T3 troops plain dont like Stomps/Thunderstomps however that means you need troops left at the end of combat in order to perform these.
Speed
Movement 9 fast cavalry tends to get in and around things rather quickly. Combine it with the fact some of it will be shooting, casting spells and in general leaving you frustrated with their vanguards youll want to counter this threat in the quickest and most lethal fashion available. Left unchecked and a single unit of fast cavalry can easily turn your victory into a defeat because your character delivery system was kept out of a critical combat for a single turn. Granted most of the below tackles the fast cavalry issue however its applicable to other fast moving elements. Other than that theyre typical movement 5 infantry so although theyre slightly slower than the average Ogre theyre are quicker off the mark and human armies.
Countered with:
- Shooting (Leadbelchers/Maneaters/Harpoon Launchers/Thundertusk/Scraplauncher)
There isnt really much here to elaborate on however dont be tempted to switch targets until the threat is neutralised. Especially Doomfire Warlocks which Ill emphasis again below.
- Sabretusks
Whilst theyll struggle to survive a shooting volley from anything they can be positioned in such a way to give your opponent pause for thought. I wouldnt be awfully confident charging one of our tusks in unless it was a flank and there was at least an augment/hex up on the unit however it does tie the unit up hopefully. If youre going to sacrifice one ensure they dont overrun into another unit preventing a charge (into primary target for example) in your following turn.
- Gnoblars
Same deal as above however keep in mind a canny general will ensure you simply cant catch the fast cavalry so keep that in mind. Ensure your windows/lanes that the fast cav can zoom through are covered from mutually supported charge arcs.
- Magic (Flock of Doom/Braingobbler/Amber Spear/Curse/Iceshard/Thunderbolt/Fireball etc)
Any magic missile is great here and an amber spear to the flank has the potential to totally annihilate a unit of fast cavalry so worth keeping in mind. Technically theyll negate 50% of the damage so its just a matter of doubling your attention towards them.
Murderess Prowess
Another blanket rule allowing the Dark Elves to re-roll failed to wound rolls of 1 in combat only. This makes them a little more hitty than usual and their damage output can increase. A common build is Executioners tooled up, with a well timed Soulblight or not onto our poor Ogres chances are theyll be wounding on a 2+ whilst re-rolling 1s. Thats nearly a 100% wound rate. Ouch.
Counter with:
- Magic (Toothcracker, Wildform, Iceshard Blizzard, Curse of the Midnight Wind)
- Stack the Odds (2/3 vs 1 etc)
Shooting
Dark Elves are considered to be one of the premiere shooting armies around and for good reason. With the release of the new Wood Elves I believe this has been contested however for sheer volume of fire the Dark Elves certainly come out on top. Combined with armour piercing and the shots eventually add up however note theyll be stuck with a multiple shot modifier so they generally are hitting on 5s and 6s so its not always scary. Darkshards, Dark Riders and Shades are the common culprits here and you can be sure that the first targets (should!) will be Sabretusks so hide them well or place them in undesirable positions which means the opponent has to commit (lose) a unit to gain the kill. Backed up with a few Repeater Bolt Throwers and youve got a recipe for Come and get me type of play.
Lore Access
A new addition to the army was they now have access to all 8 lores. Obviously this opens the availability of the super mega death spells that weve all come to fear including pit of shades, purple sun, dwellers below etc. Yes Dark Elves with Lore of Life/Light just seems wrong doesnt it??
Disadvantages:
Expensive
Elves for the most part are expensive and elite blocks of infantry/cavalry soon add up so Dark Elves (and Elves in general) tend to follow very specialised builds. Characters unlike other Elven armies can arguably do some heavy lifting with the right builds. Pegasus Riders for instance tying up Ironblasters before supporting other units in combat can be a real nightmare.
Toughness 3
Another typical elf trait. T3 all day, every day. Generally speaking youll always be wounding on a 3+ or better in combat. Of course youre got to hit with our inferior weapon skill/ballistic skill first but of course this leaves magic wide open. The variety of magic missiles we have available is pretty good and of course a well timed comet would completely undo the enemy formation.
Little to no armour
Outside of Cold One Knights/Chariots the typical armour save for a Dark Elf is 5+ (Heavy Armour or Light Armour/Shield). Typically this will be negated or reduced to a 6+ at the best of times for us during impact hits/attacks.
Typical Setups
Doomfire Warlocks
This unit comes in first for attracting the most attention and if youre unfamiliar with them youll soon see why Ive done this.
Imagine Dark Riders on steroids, equipped with Soulblight and Doombolt, Level 2 wizards, ward save, poison, and they cop D3 wounds instead of using the miscast table. Yes thats right, feel free to 6 dice a powered up Soulblight/Doombolt and at most you are guaranteed to cop 3 wounds provided you fail the 4+ ward save. At 125 points for a unit of 5 you can guarantee youll see at least 1-2 units in most armies. Cheesy gits however will probably run a unit of 10 and then slide characters in there for a vanguarding unit.
The usual principles apply for taking on an enemy light cavalry units, take some pot shots at it first with magic missiles/leadbelchers/shooting of choice and fingers crossed you wont be engaging them in combat. Pay attention to them however as a single casting can upset the best plans. Approach them with extreme prejudice.
Summary:
- Magic missiles (Fireball, Flock of Doom, Braingobbler, Amber Spear)
- Shooting (Ironblaster/Pistols/Leadbelchers
Hellebron
I havent faced this monstrosity as yet but Ive heard about it and read about it and although she has no defensive capability whatsoever its her offensive capability that will capture everyones attention. She can dish out a potential 10 attacks with poison/ASF (so a high % strike rate again) and those attacks are at S10 whilst re-rolling 1s to wound. Thats 3 dead Ogres by my count. She also grants some crazy super frenzy to her unit of witch elves and provides a dispel boost to her unit. The downside which can be exploited somewhat is of course frenzy. Park a sabretusk or gnoblar unit in front of them and you suddenly tell them where they have to go. Its a great feeling!
If youre going to engage the unit youll need to throw just about everything at it including MFC, I say this because alongside another unit something should survive in order to hit Hellebron back and hopefully drop her! Its a big risk/reward type of scenario however and Im simply ignore it/shoot it.If youre intent on dealing with this unit in combat then simply set up dual/triple charges but firstly ensure youve got key components in place. Firstly a Sabretusk to charge directly at Hellebron herself and secondly a unit on the flank to minimise any damage taken. Knock back any challenge issued and watch as Hellebron do a massive 2 wounds onto the Sabretusk. Possibly the unit will be in horde formation with their steadfast broken and they can proceed to get trampled upon. Its wishful thinking and perfect world scenario type of stuff however its something to keep in mind.
Summary:
- Ignore/re-direct
- Shooting to thin the ranks
Dreadlord
The usual Elf Lord character build however they have access to sea dragon cloaks so dont expect ever to see one without a 1+ armour save mounted, or up to a 2+ on foot. They make a Cold One Knight unit or even a Dark Rider bus a lot more hitty. Mount them on either a Dark Pegasus (making him T4) or Black Dragon with Cloak of Twilight/Crown of Command and youve got a tough nut to crack. Great at tying up character/units due to armour save.
Summary:
- Depending on what unit hes with shoot/charge/profit
- Charge to tie up
Surpeme Sorceress + Bunker
Yes shes back and with the dagger so she can power up spells at a cost of dread spears normally. Be careful and choose what spell to stop and dont get tempted into a game of dispelling more than one spell as youll fail and end up copping way more damage. Can also be mounted on a dark steed, put into a unit of fast cavalry, vanguard first turn into an optimal position and throw down purple suns.
The usual counter magic applies:
- Dispel Scroll and/or Hellheart
- Maneaters with Sniper/Poison will keep her honest
Dark Riders
The best fast cavalry in the Warhammer world currently and a 4+ armour save (what?!?!). These need to be handled with extreme prejudice (see a pattern here with the fast cavalry?) as they can seriously ruin a well laid plan. They have the ability to do what out Sabretusks do in terms of re-directing and the annoyance factor (a lot more expensive however) but they can also easily drop said Sabretusks with crossbow fire and annoy the crap out of Ogre blocks by chipping off wounds here and there. Dont fall into the trap of diverting any of your main combat units to deal with these, they can change facing and cause all sorts of headaches all whilst shooting happily away from their steeds.
Summary:
- Magic missiles
- Shooting
- Combat (if close)
Darkshards
Between Dark Riders and these guys that will probably make up the majority of the core allowance. Whilst they arent a huge threat to us the volume of fire they can put out with armour piercing will chip wounds off Ogres as well as hide sorcerers. Mournfang love these guys as they can take a lot of punishment weathering the storm on the way in before decimating the unit.
Summary:
- Normal anti infantry tactics
- Gorgers
Witch Elves
With no armour and on the expensive side Witch Elves are generally taken with an army that revolves around them (Cauldron in the unit etc) however looking beyond that the sheer volume of destruction they can put out is nothing short of amazing. Theyre dangerous to us simply because of the amount of ASF attacks they dish out and poison, because our armour save is relatively nonexistent outside of MFC expect a lot of casualties.
The usual methods of approaching a ranked infantry unit apply, keep in mind theyre frenzied so can be led around the nose a little whilst you pour all sorts of fire power into them to thin their ranks before sending units in for mop up duty.
Summary:
- Normal anti infantry tactics
- Use frenzy to your advantage
Executioners
They come in all sorts of shapes and sizes, Dark Elves (like all Elves) operate very well on an MSU principle and these units are prime candidates. Outside of that large blocks with a shrine can be tough to tackle. At S6 they carve through Ogres and re-roll 1s however like all T3 troops theyre extremely vulnerable to shooting. Engage on a flank in combat only.
Summary:
- Normal anti infantry tactics
- Magic missiles
- Shooting attacks
Cold One Knights/Chariots
Somewhat of a less popular choice now however worth a mention. 2+ saves are annoying to deal with and with S4 they can pump out powerful charges along with the Cold Ones S4 attacks as well. Stupidity of course is a downfall however that rarely comes into play with a BSB re-roll and possibly the general nearby. The Chariot if ignored can prove to be a thorn in the side with T5.
Summary:
- Shooting (poison)
- Magic missiles (braingobbler, amber spear)
- Charge with MFC, Ironguts etc.
Black Guard
Again they dont often come up however with Stubborn and ItP they can prove a real problem for Ogres and pin us in place before sending in the heavy hitters. At S4 theyre underestimated however with Soulblight/Power of Darkness/Mindrazor/Withering effecting them or the unit theyre engaged with they suddenly become very hurtful.
Summary:
- Normal anti infantry tactics
- Magic missiles
- Shooting attacks
Shades
Some of the best Scouts in the game, can have great weapons which make them great at causing some hurt but they can cause some upsets by simply getting in the way and forcing you to deal with them (mosquito effect) and the march blocking effects that they can put into play. Focus with magic missiles to ignore the -1 to hit modifier for being skirmishers.
Summary
- Magic Missile attacks are optimal for taking out skirmishers
Key Units
The following is a quick summary of what youd more than likely come across and a very quick counter to each unit.
Dreadlord (as above)
Supreme Sorceress (as above)
Hellebrone (as above)
Dark Riders (as above)
Doomfire Warlocks (as above)
Darkshards (as above)
Witch Elves (as above)
Executioners (as above)
Reaper Bolt Throwers Good range, dangerous and great at thinning ranks of Ogres. Can single shot. 2 wounds only however.
Shades (as above)
Cold Ones (as above)
Cold One Chariots (as above)
Corsairs T3 Infantry sporting a 4+ AS. High Volume of attacks however low strength.
What to expect:
A basic build will comprise of something like this:
Dreadlord Fast Cav setup with 1+ re-rollable save
Supreme Sorceress ward save
Death Hag/Master - BSB
2-3 x 5 Dark Riders
Corsairs/Witch Elves
Dark Shards
2 x 5 Doomfire Warlocks
2 4 x Reaper Bolt Throwers
Keep in mind there are monster mash lists and two tower lists floating about and the infamous MSU lists.
What to take:
I don't like to customise armies to fight others however below if a list of what I would feel is optimal/possible units to face off against a Dark Elves list:
Slaughtermaster - magic defense/augmentation
BSB - Usual reasons
Firebelly - Chaff Removal
Ironguts - Bunker characters and a hard hitting block to negate/modify armour
Gnoblars - Dangerous Terrain tests hurt their expensive models
Sabretusks Funnel that frenzied units where you want to engage/ignore
Mournfang Cavalry - Fast and hard hitting unit with above average impact hits
Maneaters - Poison/flaming attacks can really help swing the battle
Leadbelchers - Every wound helps from a distance, chaff removal
Ironblasters - Armoured counter, auxiliary chariot.
Thundertusks removes the re-rolls to hit.
Scraplauncher 4+ to wound isnt so bad
Stonehorn Ive included this as against the right target it can truly wreck face
Magic Lores:
Lore of Death Character snipes keep everyone honest however Im not sure its the best approach
Lore of Beasts Increased toughness makes Ogres a bit more resistant to shooting
Lore of Great Maw Lets face it, Trollguts will save a tonne of Ogre lives provided you can get it through
Lore of Heavens as mentioned above I think this has a good disruption utility about it and can force the Dark Elves hand
Seasoning to taste.
The usual 'living' article sense applies here so feel free to comment, add your battle reports and I'll update the opening post.
Battle Reports:
2400 Beastmaster vs Dark Elves
"Nec sorte nec fato"
Ogre Battles!
Tactica: Sabretusks
Tactica: Gnoblars
Ogre Battles!
Tactica: Sabretusks
Tactica: Gnoblars