Always a good a time to get back into 8th edition
8th edition changed the combat system, making it more deadly than ever. This has a big impact on unit sizes.
* The second rank always gets to make 1 attack per model
* If the unit is 10 models wide, the third rank also gets to make 1 attack per model
* If the unit that lost combat has more ranks left than its opponent (including 1st rank), then it is steadfast (stubborn)
This gives units playing for defensive in 5 wide, or offensive in 10-12 wide. Occasionally units come 7x2, but this is usually a more specialized or supportive role.
-What dark elf units got stronger and weaker with the 8th edition rules?Dreadspears got a tad stronger in combat, but relatively more expensive. This makes them a mediocre choice, but they can serve well in smaller games or as a bunker for characters on foot.
Bleakswords lose a rank of combat compared to dreadspears, but the hand weapon shield gives thema 6+ ward save against normal attacks, making them the preferred devensive bunker.
Darkshards have become better in combat thanks to ASF and the shield+hand weapon rule. Unfortunately, this improved combat potential is rarely utilized and so the steep point increase made them a tougher choice. I've seen units of 10-14 pop up occasionally though. Their combat resilience makes them annoying for light units and who wants to waste a big unit on a support unit?
Dark Riders now have a 4+ armour save while retaining fast cavalry rules, and are more popular than ever. Units of 5 with crossbows are commonplace, but we also see units of 10 now, as bunker for characters. Characters now also get fast cavalry rules when riding a dark steed, hence the fast cavalry combat units.
Corsairs are a mixed bag. On one hand they have a 4+ save now, and their ASF makes them a tad better. They lost the banner that gave them Frenzy. This can be replaced with a Hag that gives frenzy to the unit, but then the unit is no longer as cheap and self sufficient as it was in 7th. On paper they look great, balancing offense and defense, but in practice they seem to be traded for either a cheaper defensive unit, like Bleakswords or a more offensive unit like Witch Elves.
Witch Elves are now core, and all the more popular for it. Having such a hammer unit from core troops is effective. They have all sizes and shapes... the units I mean. They come in 5x2, 7x2 or bigger blocks of 21+ models, sometimes up to 35.
The Cauldron of Blood is practically designed to be fielded with them, in the same unit. The cauldron is 3 infantry models wide and 5 deep, but the space it takes still counts for ranks and horde formation. As a result, a unit of 28 witch elves with a cauldron of blood has its points split over core and heroes, while giving an incredible hammer unit of 10 infantry models wide, 4 ranks. The Cauldron also grants them some protection, making it a textbook deathstar and something that requires the enemy to deal with. (which they can.. but still)
Executioners are equally blessed, in the special section. Always strike first cancels their Always strike last, letting them hit at S6 with killing blow on initiative. At their cheap cost, a large unit is still affordable. You can throw in a Death Hag with frenzy, to give them an extra attack and you have a large unit with up to 40-ish S6 Killing Blow attacks. Yikes.
Black Guard suffered with the update to 8th edition. Their high initiative and built-in re-rolls wastes most of the benefits from ASF yet they paid the steepest price for it. Their stubborn rule has many cheap alternatives due to Steadfast. Their S4 attacks can easily be beaten by the Executioner S6 roll. Never the less they are good, even more so on paper. A unit with the armour piercing banner will wreck almost anything in their path, but they are expensive and still only 5+ armour save.
Cold One Chariots are good value. That's about it. Chariots only seem popular in lists that focus on chariots, one hit wonders and monsters. Because of steadfast, it's unlikely they'll break a unit on the charge. As a support unit in a combined charge with infantry, they do OK-ish, but the damage can also be attained by beefing up the infantry unit itself.
Stupidity is less of an issue thanks to higher leadership and re-rolls from the BSB.
Cold One Knights are still great. They have one of the best attacks in the game... the downside being that it's only 1 attack
I have had mixed results with units of 5, and dearly recommend taking 6 models at the least. Every attack counts.
They also work admirably in 2 ranks of 5 or 6 models.
A popular strategy is to fit a Master or Dreadlord in them with a re-rollable 1+ armour save and a 4+ ward save. For weapon a great weapon is enough (they still strike on initiative!). I don't think I've seen such a Lord die once... or maybe just once. Suffice to say, they are durable and can tie up a unit of a long time.
Scourgerunner chariots are a bit meh. I haven't actually fielded them myself, but I've yet to see them impress anyone.
The Hydra is a bit like the chariot: good value, nice, but restricted to support role. The low initiative and steady wound regeneration forces you to limit the incoming damage before and during combat to keep the monster effective. So essentially it's an aggressive support unit that you need to use with point precision or use defensively.
Shades are slightly stronger and more expensive. A small unit normally fares better with 2 hand weapons, which is the most efficient choice to dispatch smaller units like warmachine crew. Larger units (10-ish) bring enough attacks in to make Great Weapons interesting, and with it a larger selection of opponents.
Their shooting is impressive as always.
Reaper Bolt Throwers are still very good. 2 is nice, 3 is great, 4 is an investment but a good one.
Harpies are very unpopular now. They can now panic your own troops. A small unit still has its uses, but there are other, more effective choices for each use they have.
The Sisters of Slaughter are a very technical unit. They are very expensive, can be shot with too much ease but then they can dismantle an elite unit in close combat with surprising efficiency. I've never fielded them myself though.
Bloodwrack Medusa have only seen a few appearances. They appear to be fielded in units of 1, used as the cheapest redirector while harassing the enemy.
Bloodwrack Shrines on the other hand, are an effective unit support. They beef up the ranks and bring enough damage to compensate for the loss of attacks on their footprint. I've fielded a unit of dreadspears/bleakswords with such a shrine a few times with mixed results. The executioner unit boosted by a Bloodwrack Shrine did a whole lot better, but is also quite expensive.
Kharibdys are more fragile than hydras and... more of a hit or miss as a result. I like their theme better than their rules and playstyle to be honest. I have yet to be impressed once, but then they are a fun unit to put down
Warlocks are the bees' knees, the new cheese and the one unit that makes people hate you. I've seen a single unit of 5 turn the tide of battles up to 1.5K single handedly. Fast cavalry makes them evasive. Their 2 poisoned attacks per model makes them effective against any chaff. Their 4+ ward save makes them durable. Their magic is good, but mostly they keep their 4++ against miscasts, which only gives D3 wounds, and so they can 6-dice their spells with little to no penalty. I've had them run to the middle of the table and soulblight the entire enemy army in a single cast, with irresistible force and no penalty.
This unit can ruin armies and friendships with equal ease. Better yet, take a unit of 10, put all your characters in them and you have a fast cavalry deathstar that will blast anything to bits in combat and magic and sportsman score.
-Is it still good to play with two hydra's, chariots and bolt throwers?You can still play that, but it will take something more to deal with death stars. To evade enemies until you are ready, you will probably need fast cavalry as well.
-Do you still play with stuff like 14 Black Guards or Corsairs in two ranks? Or rather with 20 units in 4 ranks?
5x4 is reserved to bunker units and not a popular formation. 7x2 is still used, but only for support or technical units. I can see black guards do well with that, or corsairs with handbows.
-Do you guys play your cold-ones in multiple ranks?
Yes. Up to 2 ranks is efficient.
-Are executioners and Black guards any good in the new rules?
Executioners very much so. Black Guard are good, but a bit expensive. Other units can do the same or better for a cheaper cost.
-Do you guys play assassins?They are a bit tricky to use. A lot of characters are invulnerable or too easy to protect, meaning you have to kill them in a single shot and usually that's quite difficult to achieve. They don't have their overpowered poisons and shooting anymore, which makes them a rare sight now.
-I read in some summary of the 8th edition: "Models can take armour and invulnerable or regeneration saves. You can not have a ward and regeneration. Bad times for Dark Elf characters and plaguebearers! This also applies in combat." Can anyone explain this?As explained above: after armour saves, you get either a ward save or a regeneration save, never both. The regeneration save can be nullified by fire attacks.
If you have any army lists you did well with on tournaments or local games, it would be great if you could send me some.A competitive list, no. I play too casual a level... But in my local meta, this 1.5K list has proven stronger than I expected it would:
280 - Sorceress, Lvl 4, Black Amulet - Random lore
146 - Master on Cold One, HA, SDC, Dawnstone, Great Weapon, BSB
300 - 30 Dreadspears, FC, Std of Discipline
192 - 14 RXBs, Shields, Mus
110 - 5 DRs, Shields, RXB, Mus
200 - 6 COKs, Champ, Mus
125 - 5 Warlocks
140 - 2 RBTs
It has 6 magic levels, quite some speed, firepower, staying power and the 30 dreadspears become quite good with magic support. I mostly use the dreadspears as a mid-field blocker: something you can't ignore but don't want to get stuck. With some magical help (ie: Soulblight from those pesky warlocks), they have beaten elite infantry using ranks to break them and wreck the enemy battle line.
The choice of magic lore should be part of your army list, but most opponents agreed to my offer to roll it randomly. I can't say any lore proved disappointing so far.