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Cheesecon Dark Elves...
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Topic: Cheesecon Dark Elves... (Read 614 times)
Glenn Patel
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Cheesecon Dark Elves...
«
on:
March 23, 2009, 06:20:58 PM »
273 Dreadlord - Black Amulet, Potion of Strength, Dark Steed, Heavy Armour, Sea Dragon Cloak, Shield, Halberd
162 Sorceress, Dispel Scroll x2, Dark Steed
162 Sorceress, Dispel Scroll x2, Dark Steed
200 Death Hag, Cauldron of Blood
96 Assassin, Additional Hand Weapon
117 5 Dark Riders, Repeater Crossbows, Musician
117 5 Dark Riders, Repeater Crossbows, Musician
115 10 Dark Elf Repeater Crossbowmen, Shields, Musician
188 5 Cold One Knights, Musician, Champion, Ring of Hotek
147 5 Cold One Knights, Musician
144 8 Shades, Great Weapons
144 8 Shades, Great Weapons
100 Repeater Bolt Thrower
100 Repeater Bolt Thrower
175 War Hydra
====
2250
It's not really all that bad as cheese goes... it's mostly designed to not lose to OTT magic phases and be able to throw around enough high STR attacks and volleys of missile fire to kill most anything.
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Fujin
Filthy Addict
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Posts: 2,703
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Re: Cheesecon Dark Elves...
«
Reply #1 on:
March 24, 2009, 07:46:28 AM »
These shooty Dark Elf lists make it look like you suspect someone is going to be taking Daemons
I can't believe you (and Ant) arent taking advantage of the ridiculously priced magic items Dark Elves have available (oops... ok. Just spotted the Hotek ring). Good to see the Assassin in there though Glenn for some "FAQ'd and therefore legal" first turn charging fun should you desire it.
Cauldron seems less useful without the ranked unit to use it on. 5+ ward for RXBs? Stubborn is awesome of course but you need to be near the unit to get this effect and I don't see the Knights sticking that close. Where the heck are the casters hiding?!
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Lucky Dave
ADC scalps collected = 2 (does it count as 2 when it's been Philfy both times?)
Glenn Patel
Guest
Re: Cheesecon Dark Elves...
«
Reply #2 on:
March 24, 2009, 08:04:55 AM »
Cauldron does something other than +1 attack?
Huh, who knew?
Seriously, I've never felt Cauldron was at all impressive used on ranked units, whereas on small hard-hitting units it turns them into monsters... Shades, COK's and even Dark Riders with +1 attack are deadly.
Stubborn is worthless, Khainite troops aren't immune to Fear/Terror. Ward Save tends to, at best, redirect missile fire... *shrug*. Killing Blow never seems to come UP... +1 A all the way.
The
caddies
hide wherever, I'll be deciding on a game-by-game basic. If it's safe, they hide in the woods or behind hills or something. If not, they might hide with the RXBowmen, or one of the cav units.
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Fujin
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Re: Cheesecon Dark Elves...
«
Reply #3 on:
March 24, 2009, 09:07:18 AM »
Huh... thought for a second that if a 5+ ward moved redirected shooting from something soft (Witch Elves) onto something more durable (Knights) it would be worth it if it meant keeping a point of rank bonus. Aren't Witch Elves Frenzied and therefore ItP? Hang on... they lose Frenzy if they lose combat, ergo they are longer ItP - that's it isn't it? Dang.
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Lucky Dave
ADC scalps collected = 2 (does it count as 2 when it's been Philfy both times?)
Glenn Patel
Guest
Re: Cheesecon Dark Elves...
«
Reply #4 on:
March 24, 2009, 09:27:14 AM »
Most shooting has a -1 AS modifier or better (Magic Missiles, DE, WE at close range, Empire, Dwarfs, VC*, DoW, OK, Daemons, Skaven - and war machines out of HE, CD's, Brets, Tomb Kings, WoC, O&G). Losing 1 27 point model (Cold One Knight) instead of 3 10 point models (Witch Elf) isn't much of an improvement...
* Banshees count.
If anything, I'd rather redirect missile fire AWAY from COK's.
But mostly, Dark Elves are squishy. *shrug*.
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