Shockwave wrote:I also think if the above is true then it's bad marketing by GW to relie on poeple buying a second army to sell Delfs.
Especially since their game costs so much (not as much as some other hobbies, but still quite a bit).
Moderators: Layne, The Dread Knights
Shockwave wrote:I also think if the above is true then it's bad marketing by GW to relie on poeple buying a second army to sell Delfs.
Daal_UrnXukuth wrote: But...DE do have a niche: Stupidity. We have the greatest possible number of units/army (since our list is so small) that can be affected by stupidity: Highborn on CO, High Sorceress on CO, Noble on CO, Sorceress on CO, Beastmaster on CO, CO Knights, and CO Chariot! A quick calculation shows that, with a little effort, 7 of our 19 possible units (including characters) can have to make that simple little check every turn! I challenge any other army list to be that stupid!!!
KnightSaber wrote:--Not to parrot FallenAngel's response, but I also feel that you have slightly overstated the Druchii strengths.
Core: Warriors. Diciplined, skilled but fragile and weak. However, they add the ranks needed to win combats and are most commonly used as a part of an attack, not a unit that is designed to take the enemy down by itself. When equipped with RXB`s their killability increase considerably, making them one of the best missile troops in the game. They are characterfull because the druchii use tactics to overcome lack of brute force, and the warriors need to be a part of a good plan.
-- I disagree. Our overcosted spearmen are not a strength of the army. They will usually draw or lose combat to just about any other ranked infanty and still warriors cost more pts. Try running 20 warriors against 30 common goblins or clanrats. It's rather depressing. Also, rxb warriors while cool and unique rarely pay thier pts back (see the thread on this board). They are outshot 1 for 1 by almost every nonelf shooting unit out there, even the ones that cost less! Their versatility is unique and cool, just not terribly effective most times.
Just tried to make the Dark Elf list look brighter (as bizarre as it may sound) by pointing out their strenghts. All the disadvantages you describe are overcomeable with a bit of good ol` cunning. We have all gone statblinded and said that yes, point by point and statline by statline the Dark Elves are underpowered , but I think it is time to move on now, at least until the promised fix-up comes along. Instead of seeing the limitations of a unit, try to see its potential.
All the disadvantages you describe are overcomeable with a bit of good ol` cunning.
Of course spearelves are expensive for their stats, but you have got to look beyond that! If dark elves had too powerfull infantry in addition to the exellent fast cavalry, it would be rather unbalanced./quote]
My point exactly. Dark elf core infantry is NOT a strength of the list. They often necessary to win but they are nothing special. Furthermore, fairly costed does not equate to "too powerful". I would also argue that there are at least a couple armies out there with good (cost effective) infantry and great fast cav, take a look at empire (swordsmen and pistoliers) or DoW ( basic pike and the dirt cheap "light cavalry").As for the Cold One knights and their stupidity, its rather hard to fail a Ld 9 or 10 test, but I agree its rather silly to have your elite cavalry mounts stopping to sniff each others rear instead of what should be a terrifying charge.
Yup, my point was in relation to your comment that the are "tricky to use".Until relief arrives, all I can say is that although unreliable, its the most hard-hitting cavalry (better than Chosens of Chaos due to the Cold One mounts!!!) in the game if equipped properly. But they WILL die and won`t kill much more if forced to fight extended combats.
Actually, Chosen Knights of Chaos have str4 mounts too and with the mark of nurgle can even cause fear. CoK certainly can be nasty on the charge but you are mistaken if you think that they hit harder than Chosen.The "flaws" of harpies (low leadership, I assume) is not that hard to come by. Just make sure they won`t have to test before they have killed their target(s).
Yup, harpies are very handy. They can be a great asset in a dark elf army. I was pointing out (unnecessarily) that they do suffer from a disadvantage not shared by say, chaos furies. In my own defense, it is much easier said than done to "Just make sure they won`t have to test before they have killed their target(s)". Sometimes there are flying terror causers, sometimes your opponent has modile missile troops, sometimes there just isn't enough terrain to avoid fire. I am not saying that Harpies are bad, just not quite as good as you seem to be making them out to be.As for the shades bite, their RXB`s can ruin someones day at short range, and if there are alot of terrain (say a steep hill or building) that will enable you to shoot freely without being charged immediatly.
langmann wrote:Yeah I did some quick goat thinking in my head later because I didn't feel that the dwarf thing was right and realized that I forgot to add the bonus for hand weapon with shield. It changes it, your statistics are what I got. And they are cheaper, I wonder if dwarves aren't underpriced a tad, like by 1 point? I admit I am wrong there, sorry.
Its a good thing I never charge anything head on and hope to win without our core units backed up eh?
Daal_UrnXukuth wrote: But...DE do have a niche: Stupidity. We have the greatest possible number of units/army (since our list is so small) that can be affected by stupidity: Highborn on CO, High Sorceress on CO, Noble on CO, Sorceress on CO, Beastmaster on CO, CO Knights, and CO Chariot! A quick calculation shows that, with a little effort, 7 of our 19 possible units (including characters) can have to make that simple little check every turn! I challenge any other army list to be that stupid!!!
KnightSaber wrote:Langman, consider this example:
20 corsairs (5x4) charge 30 goblins (5x6). Both units have full command.
Turn 1: Corsairs attack first with 11 attacks.
2/3 hit, so 7 hits.
1/2 wound, so 3.5 wound.
Gobos save 1/2 (hw+sheild), so 1.75 dead.
Goblins strike back with 4 attacks.
1/2 hit, so 2 hits.
1/2 wound, so 1 wound.
1/3 saves, so .66 die.
Turn 1 Combat Resolution:
Corsairs: 3 ranks + Standard + 1.75 kills = about 5.75
Goblins: 3 ranks + Standard + .66 kills +outnumber = about 5.66
So... 5.75 to 5.66 looks like a draw to me, and as you point out in a couple rounds the goblins will still have full rank bonus but the corsairs won't...
In my mind, this is simply unacceptable since the corsairs cost over twice what the goblins do! Certainly, the corsairs have better movement and leadership, but if you did the exact same combat against clan rats the result would be the same! And in that case both units would have the same ld, the same mv, and the rats still cost less.
KnightSaber wrote:Anyway, thanks for the insights. It's nice to see that not everyone has become cynical about the uses and power of the dark elf army. And, for the record, I do agree that there are many underrated units in the list and that the army is not completely beyond hope!
Linda wrote:also comparing 2 regiments from different armies has been stated time and time again that that means nothing. by doing that you ignore several stats (movement anyone?) as well as army tactics. do the same with witch elves vs night gobbos and you see that witch elves should cost more, compare witch elves against chaos knights and they should cost less!
KnightSaber wrote:Linda-
You are correct about the fear test. However, the same example is possible using Hobgoblins, Clanrats, Ork boys, and any number of other cheap units. Also, it is quite possible that the gobbos would even pass the check (with a general nearby)!
Also, my point was not to compare the two units but to point out that at 10pts per model corsairs should massacre 3-5pt models in hth, but they don't! I truly believe that elf infantry in general is overcosted and perhaps that the hw/shield rule makes certain models undercosted.
"Unfortunately, I'm one of the poor souls who became disillusioned and cynical 5 minutes after picking up the DE list. I can still remember it quite vividly really - there I was standing in the GW shop and looking through the list - when I saw that Executioners had lost Heavy Armour and S4, and COK's lost a point of M and 1 attack my heart really sank And where was the City Guard
Linda wrote:[quote="CrimsonDeathWS and I are pretty soft stats really.
Our M rate is now looking decidedly average! (cf Skaven, Beasts of Chaos)
And our LD is _good_, but hardly anything special (better than most O&G, some empire, effectively equivalent to Skaven, less than Dwarfs, Lizardmen & VC, and about the same as Chaos)[/color]
Turn 1: Corsairs attack first with 11 attacks.
2/3 hit, so 7 hits.
1/2 wound, so 3.5 wound.
Gobos save 1/2 (hw+sheild), so 1.75 dead.
Goblins strike back with 4 attacks.
1/2 hit, so 2 hits.
1/2 wound, so 1 wound.
1/3 saves, so .66 die.
Turn 1 Combat Resolution:
Corsairs: 3 ranks + Standard + 1.75 kills = about 5.75
Goblins: 3 ranks + Standard + .66 kills +outnumber = about 5.66
So... 5.75 to 5.66 looks like a draw to me, and as you point out in a couple rounds the goblins will still have full rank bonus but the corsairs won't...