Liam
4th June 2009, 00:34
Welcome Loyal Readers, after the major failings of my Orc and Goblins at the South Coast GT, and even then, in more recent weeks I've decided to pick up some Dark Elves. These sit in the power3 of armies and to try and cover that alot of tournament are setting up heavilly comp'd tournament packs. This means that certain power combinations aren't allowed and attempt to stop people taking the cookie culter builds which are so popular. Anyway, I've decided to try and push a tournament known as the Warlord GT which is being held in Warrington in September, so gives me the best part of 4 months to build this army, of which it seems to be going well with the Lv4, some shades and some Xbow Warriors painted already :)
Anyway, the comp can be found in full here http://www.hotlinkfiles.com/files/25553 ... ryPack.pdf (http://www.hotlinkfiles.com/files/2555358_xndcr/WarlordGTEntryPack.pdf) however, the Dark Elf bits and the bits of the general comp rules which will concern me are the following ...
1) 2250points
2) Double Special Selections (so can't take 3 of the same special choice)
3) Single Rare Selections (so can't take 2 of the same rare choice)
4) The Pendant of Khaeleth takes up an extra Hero Choice
5) Maxium of 6 Levels of Magic - Bound items don't count against this
6) Not allowed more than 45 Models in the army with more than a 20" range on their weapons (Inc War Machines)
7) Not allowed the Ring of Hotek, the Pendant of Khaeleth and the Banner of Hag Greif in the Same Army.
Now, I'm allowed to break those rules, but doing so score me 0 on Comp out of a possible 3000, that more or less, puts everyone else 1 game win ahead of me which, in a 5 game tournament isn't acceptable, so I have to try and stick to them where possible. So, on with the list.
Supreme Sorceress - Lv4 Upgrade - Dark Pegasus - Focus Familiar - Seal of Ghrond - Dispel Scroll
Sorceress - Lv1 - Sarcafical Dagger
Sorceress - Lv1 - Dark Steed - Tome of Furion - Lifetaker
Lets go though this, I'm only allowed 6 Levels of Magic, this means I could take a Lv4+Lv2, a Lv3+Lv2+Lv1 and so on, but I've decided that a Lv4, Lv1, Lv1 is the best option. This gives me 8 Basic Power Dice a turn, not that overpowering, however the Lv4 knows Power of Darkness which will give her a couple of extra Dice (hoepfully) and the Lv1's know it as well (even though the one on foot won't be using it). The Lv1 on the Steed knows 2 spells, yet only has 1 Power Dice, this looks pointless, but when combined with Power of Darkness she could have a possible effective 4 Dice, the 2nd spell just gives her a little more choice. Finally the Lv1 on foot, it doesn't matter what spell she rolls as she'll be in a unit of Power Dice anyway :) Finally, this gives me 7 Dispel Dice and a Scroll, concider the setup limiting you to 8 Basic Power Dice I hope that'll be enough to cope with most armies out there.
20 Dark Elf Warriors - Shields - Full Command
10 Dark Elf Crossbowmen - Shields
10 Dark Elf Crossbowmen - Shields
5 Dark Riders - Repeater Crossbows - Muscian
5 Dark Riders - Repeater Crossbows - Muscian
7 Harpies
Ok, Core. The 20 Warriors are Dirt Cheap and give me one half decent combat block, not to mention 20 Extra Power Dice if I so need them (and I will). The Xbows are brilliant, for 110 points I get 10 Dark Elves with a 4+ Save in combat and can shoot 20 fairly accurate shots a turn. The Dark Riders are just fantastic, fast Cav with the abality to shoot 10 shots aturn, again fairly accuratally with a High Ld, wonderful! Finally the Harpies, 7 of them instead of 5/6 as a small points filler, but it's fantastic, 14 attacks on the charge, can even break smaller ranked units, missile troops and defintally War Machines.
6 Shades - Great Weapons
6 Shades - Extra Hand Weapons
Yeah, Shades. Whats not to like? They're highly mobile highly accurate with their Repeater Xbows skirmishers. Not enough points to get even more, and the double special limit does kick in, but who cares, they're awesome. One unit has Gt. Weapons for more heavilly armoured Targets, the other has extra hand weapons for taking out lighter armoured targets, it just means I've hopefully the tools for every occasion.
Assassian - Extra Hand Weapons - Touch of Death - Rune of Khaine
Assassian - Extra Hand Weapons - Touch of Death - Rune of Khaine
Bonus Men! Each one will more than likley hide in the Shades so I can first turn assault if needed. With 5-7 Attacks each, with Hatred, ASF, High Weapon Skill and Killing Blow, they're awesome! Fragile, but bloody awesome.
2 Repeater Bolt Throwers
1 War Hydra
Yeah, basic choices, Bolt Throwers for even more range and a Hydra because who doesn't love them when your on your side. The best way I've ever heard them being talked about is "1-Deploy Hydra, 2-Point at Enemy, 3-Giggle" and it's so true :)
Yeah, need opinions please as while I think I'll have time to paint it all as long as I do a unit every couple of weeks would apprichate some input incase people feel I should change things now :)
Anyway, the comp can be found in full here http://www.hotlinkfiles.com/files/25553 ... ryPack.pdf (http://www.hotlinkfiles.com/files/2555358_xndcr/WarlordGTEntryPack.pdf) however, the Dark Elf bits and the bits of the general comp rules which will concern me are the following ...
1) 2250points
2) Double Special Selections (so can't take 3 of the same special choice)
3) Single Rare Selections (so can't take 2 of the same rare choice)
4) The Pendant of Khaeleth takes up an extra Hero Choice
5) Maxium of 6 Levels of Magic - Bound items don't count against this
6) Not allowed more than 45 Models in the army with more than a 20" range on their weapons (Inc War Machines)
7) Not allowed the Ring of Hotek, the Pendant of Khaeleth and the Banner of Hag Greif in the Same Army.
Now, I'm allowed to break those rules, but doing so score me 0 on Comp out of a possible 3000, that more or less, puts everyone else 1 game win ahead of me which, in a 5 game tournament isn't acceptable, so I have to try and stick to them where possible. So, on with the list.
Supreme Sorceress - Lv4 Upgrade - Dark Pegasus - Focus Familiar - Seal of Ghrond - Dispel Scroll
Sorceress - Lv1 - Sarcafical Dagger
Sorceress - Lv1 - Dark Steed - Tome of Furion - Lifetaker
Lets go though this, I'm only allowed 6 Levels of Magic, this means I could take a Lv4+Lv2, a Lv3+Lv2+Lv1 and so on, but I've decided that a Lv4, Lv1, Lv1 is the best option. This gives me 8 Basic Power Dice a turn, not that overpowering, however the Lv4 knows Power of Darkness which will give her a couple of extra Dice (hoepfully) and the Lv1's know it as well (even though the one on foot won't be using it). The Lv1 on the Steed knows 2 spells, yet only has 1 Power Dice, this looks pointless, but when combined with Power of Darkness she could have a possible effective 4 Dice, the 2nd spell just gives her a little more choice. Finally the Lv1 on foot, it doesn't matter what spell she rolls as she'll be in a unit of Power Dice anyway :) Finally, this gives me 7 Dispel Dice and a Scroll, concider the setup limiting you to 8 Basic Power Dice I hope that'll be enough to cope with most armies out there.
20 Dark Elf Warriors - Shields - Full Command
10 Dark Elf Crossbowmen - Shields
10 Dark Elf Crossbowmen - Shields
5 Dark Riders - Repeater Crossbows - Muscian
5 Dark Riders - Repeater Crossbows - Muscian
7 Harpies
Ok, Core. The 20 Warriors are Dirt Cheap and give me one half decent combat block, not to mention 20 Extra Power Dice if I so need them (and I will). The Xbows are brilliant, for 110 points I get 10 Dark Elves with a 4+ Save in combat and can shoot 20 fairly accurate shots a turn. The Dark Riders are just fantastic, fast Cav with the abality to shoot 10 shots aturn, again fairly accuratally with a High Ld, wonderful! Finally the Harpies, 7 of them instead of 5/6 as a small points filler, but it's fantastic, 14 attacks on the charge, can even break smaller ranked units, missile troops and defintally War Machines.
6 Shades - Great Weapons
6 Shades - Extra Hand Weapons
Yeah, Shades. Whats not to like? They're highly mobile highly accurate with their Repeater Xbows skirmishers. Not enough points to get even more, and the double special limit does kick in, but who cares, they're awesome. One unit has Gt. Weapons for more heavilly armoured Targets, the other has extra hand weapons for taking out lighter armoured targets, it just means I've hopefully the tools for every occasion.
Assassian - Extra Hand Weapons - Touch of Death - Rune of Khaine
Assassian - Extra Hand Weapons - Touch of Death - Rune of Khaine
Bonus Men! Each one will more than likley hide in the Shades so I can first turn assault if needed. With 5-7 Attacks each, with Hatred, ASF, High Weapon Skill and Killing Blow, they're awesome! Fragile, but bloody awesome.
2 Repeater Bolt Throwers
1 War Hydra
Yeah, basic choices, Bolt Throwers for even more range and a Hydra because who doesn't love them when your on your side. The best way I've ever heard them being talked about is "1-Deploy Hydra, 2-Point at Enemy, 3-Giggle" and it's so true :)
Yeah, need opinions please as while I think I'll have time to paint it all as long as I do a unit every couple of weeks would apprichate some input incase people feel I should change things now :)