Saturday, October 5, 2013

New Dark Elf Book- Initial review

So, after a month or two break from blogging due to nothing to really write about, discuss, or just plain didn't feel like it. I figure I would start a series on my review of the new dark elves. I plan on going into more detail at a later date (probably after the redstone rumble) as well as more detailed synergies and tips and tricks.


Without further adieu!


DARK ELVES:THE NEXT GENERATION

I guess when starting a general overview I should list what all has changed.

GONE:
Pendant (sad face)
Lots of other stuff like Cheap AP banner, ASF banner, Lifetaker, etc.
UNIVERSAL HATRED
Magic Lore Restrictions
Free Power of darkness spell.
UNLIMITED CASTING DICE!
Slaver rule on corsairs
Khainite unit restrictions

Gained:
Always strike first
+1 to cast dark magic
Hatred (high elves)
Access to ALL 8 lores of magic
Murderous prowess- Re-roll all failed to wound rolls in close combat of 1. 
Fast Calv Characters (thanks to the dark steed giving it to the character)

Items
Repeaters are still in there (same str 3 ap multishot2)
handbows gained 4 inches (12 instead of 8 now)
Brace of handbows are basically 2 handbows so multi shot 4 instead of 2, quick to fire of course.
Sea Dragon Cloak is now a 5+ scaly skin.
Harpoon launcher -Scroungrunner 24" str 7 bolt thrower that does d3 wounds, and pulls the model towards it by d6. if over 3" then it takes another wound no armor save.

Hydra blade-100 points, gain random attacks d6+(starting attacks) but must take a leadership test at -2, if failed all attacks are at -5 ws but gain HKB
Banner of Naggyroth -100 points of utter shit. gives the unit unbreakable and also gives shadow warriors unbreakable as well.
Black Amulet-60 points. Gains a 4+ ward that bounces back successful saves in challenges with no armor save allowed
Black Dragon egg-50 points. eat it and get str and t 6 for a turn, as well as a str 2 breath weapon ignoring armor.
Cloak of twilight-50 points, 3+ ward vs shooting and magic, first round of combat all attacks have KB and Multiple wounds d3 special rule)
Chillblade-50 points, auto wounds and if they suffer an unsaved wound model takes a toughness test if failed they lose -3 attacks for the rest of the turn.
Ring of hotek-50 points. Unit gains MR3, Any enemy wizard that targets the bearers unit, or a unit within 6 inches of the bearer miscast on double 1's as well as double 6s
Gem of spite-35 points. Utter shit. str 6 to every enemy wizard within 12" every time  you miscast, but they can negate the hit by throwing out a dispel dice..
Sac Dagger-25 points. Same as before, cept now you roll a dice and get it on a 4+, you can keep stabbing dudes til you get it tho.
Tome of furion-25 points. Auto choose a spell from a lore of dark magic when generating from it.. *MONEY!*

Gifts and posions
Assassin only
Black lotus- each unsaved wound suffered from a model with this posion has -1 leadership for the rest of the game.
Dark Venom-Killing blow
Manbane- +1 to wound (rolls of 1 still fail_

Death Hag only
Cry of war- Model gains fear, in addition fear check made in btb is at -3
Rune of khaine-d3 attacks
Witchbrew- Grants frenzy to hag and unit, if already frenzied gains super frenzy but suffer -3 to their test to restrain


Magic:
Dark magic lore- Keep in mind all sorceresses receive +1 to cast from this lore so subtract 1 from the listed values.
When casting a non Augment, or vortex spell, check the dice, if it contains any doubles the unit takes 2d6 str 1 AP hits, any triples 3d6 str 1 ap hits.. THIS STACKS WITH EACH OTHER.. meaning if you roll 5 dice and have 3,3,4,4,4, that unit takes 5d6 str 1 AP hits! (til FAQ)

Signatures:
Power of darkness 8+-+1 str to the unit she's in and gain d3 dice, on a 3 take a wound no armor save(ward and regen are allowed tho, hint hint)
Doombolt 12+/24+- 18' 2d6 str 5 or 4d6 str 5 hits boosted
Chillwind 5+- utter shit. 2d6 str 2 hits and any unit that takes an unsaved wound has -1 to their BS..
Word of pain 9+/ 12+ - 24" hex ws/bs by -d3, boosted includes str and initiative-- BOSS!
Bladewind 9+- every model in the unit must pass a WS test or suffer a str 4 AP hit.. HORDE KILLER
Shroud of despair 10+ - All enemy units within 12" can not use General or bsb, in addition, each time they fail any type of psychology test their leadership is -1 (stacks) Both effects last til the start of the casters next magic phase. Pimp walk spell
Soul stealer  10+ /14+ - Direct damage range 18"/36" put the small template and scatter d6, every model touched by the template take a str 2 no armor save hit, every failed wound on a 4+ the caster gains a wound up to a maximum of 10 wounds!    Talk about survivability on your sorceress!!!
Black horror 15/ 25+ - Vortex,  Range artillery X casters level every model touched must take a str test or Die no armor saves (one ward save can be taken)

Over all, the money spells are shroud of despair, soul stealer, and word of pain, and with the tome of furion you can guarentee one of these spells a game!!

Special characters are the same, with Kouran and Tullaris being promoted to hero's All characters went down in points save for the dreadlord who remained at 140 points.
Lords
Dreadlord
Supreme sorc
Master Beastlord- Must take either a manticore or Scourgerunner
Fleetmaster

Heros
Death hag (can still ride a cauldron and be the bsb, cauldron is more expensive)
Master
sorceress
Assassins (yes officially taking up hero allotment)
Note: All command is now 10 points a model.

Core:
Warriors of any type can take a 25 point magic banner Limit one per type IE 1 spearmen, 1 swordsmen, 1 repeater

Spearmen
Swordsmen
Repeaters
Dark riders
Corsars (must buy AHW or Handbows)
Witch Elves (can stab anyone that's not a death hag, or assassin on a 4+ so don't put your characters here!)

Special
Hydra-Lost Regen, gets wounds back on a 4+ at the end of the turn if still alive, LOST BEASTMASTERS!
Bolt throwers -limit 4 per non grand army 8 in grand
Shades
Harpies- Real losers in this book, more expensive and can cause panic now
Chariot
scourgerunner 
Note: these following units can take 50 point banners
Black Guard- can also take a 25 point weapon on champ
Executioners
Knights-25 point weapon on champ

Rares:
Khari (kharibdyss)
Bloodwracked shrine
Sisters of slaughter
Medusa
Doomfire warlocks --The money unit! 25 point per model, level 2 casters, knows soulblight and doombolt and a 4+ ward vs anything not slaanesh and fast calv

Overall Impressions:

The book itself is nasty, yet still retains a balance. The army has even more of a learning curve to it, and has a lot of flexability. There are some nasty combos I'm seeing right now that I will go over when I decide to do a more in depth and section by section review, and there's one down right Needs to be faq otherwise it's just nasty.   *Cauldron of blood allowing all models within 6" of it with the muderous Prowess rule to reroll all to wounds, All, Including Shooting and magic!!*

Real winners in this book are the warlocks, the khari, Executioners, Black guard, Shades, Bolt throwers, Hydra(I prefer regrowing wounds to regen that can just easily get turned off) and all the core.

The real losers of this book, are sadly the harpies. 5 of them are 75 points now, and cause panic in other units. They have the same stats as the previous book.. I might try and fit them into lists in the future, but they will be the first to shave when I need points.

The lore of dark magic is quite powerful. I love it and plan on trying out a level 4 with tome, black ammy in lists in the future. I LOVE the fact that we have access to all 8 lores of magic now and just opens up many options. IE Lore of life + sac dagger.

It's defiantly a Matt ward book. In my opinion, this is the book that the meta needs right now. It's not a Throw demon prince and drink beer type of army. Not to mention it's quite funny how the additional playtesters names are so small in comparison to the  "Produced by GW Design studio"Warlocks, WHAT THE FUCK?! "hey fast calv that's str 4 2 attacks, has a 4+ ward cause no one plays slaanesh and casts the best spell from the lore of death next to doom and darkness, oh and can channel"

There are soo many options now with the book that I'm impressed. Overall the core, and specials went up in points, but the characters and rares all are cheap. Theme lists are prevalent, the special characters are not at all overpowered and the line on shadowblade's ability is funny as hell  "he's not leaping around the battlefield, his disguise was so good he was always there!"

Builds I see as "top tier tournament"

 Monster mash with life
"Dart and Dash" with lots of dark riders, characters on mounts, and warlocks
Executioner/WE spam
MSU
Mixture (similar to the army I'm taking to the rumble, units fighting together to work as one)




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