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Using Dark Elves in a local campaign

Posted: Thu May 17, 2007 6:11 am
by Professor goodvibes
Hello fellow gaming enthusiasts, a local mordheim campaign is coming up this summer, and I am gonna need some strong arguments as to why the dark elves on this site are better compared to the one GW created. The only one I can come up with is, "Well, its just mo' betta." I understand the druchii.net's version is more balanced but beyond that, my position is just too weak. Help!

Posted: Thu May 17, 2007 6:50 am
by Loflar
This will be difficult ;-)

The revision was done with the aim of making Druchii warband more balanced, as there were complains that Lustrian warband is overpowered. (Actually, we might have gone a bit too far here, after some playing with them I think that they need some more adjustments which would make them stronger.) The second requirement was to make it playable using models from current warhammer range.

D.net Druchii have Long-Lived rule, aimed at slowing their growth. (My opinion is that this rule is too strong and should be replaced with Frail but Fey, but I am waiting with proposing of further changes for publication of Herald.)

D.net Druchii have lowered starting price for RXB, because paying 35 gc just for ability to shoot is insane.

Price of 50 gc for LA for Lustrian Druchii was insane as well.

Price of SDC was lowered from 50 to 35 gc to make it usable. It is still quite expensive, IMHO.

Pricing for Darksteel was reworked. Now, you can have darksteel dagger for 6 gc (instead of 22) or darksteel great weapon for 45 gc (instead of 35, or 15 at the begining).

The skill for access to strength skills was replaced by a combat related skill, because strength skills were considered unfluffy for elves.

A new henchmen choice (Witch Elf) was introduced for greater variability.

Highborn was renamed to more appropriate Noble (imperial warbands are also not led by Elector Count), and for a slight increase in price got bonus to routing.

Fellblades were replaced by Lordlings, who are slightly more expensive but can shoot. Their WS was lowered to 4. So lordlings are slightly weaker, but have more uses.

Sorceress no longer has stats of combat hero and her price was dropped accordingly.

Beastmaster is cheaper and has BS 3. Beastlash rules were brought up to date, i.e. with Whipcrack rule.

Shades were made competent shooters by getting BS 4 for increase of price, while corsairs were made "combat specialists" by lowering their BS to 3. Shades got access to bow, because RXB is too expensive to be the only ranged weapon available.

Cold One Hounds were replaced by slavehounds. They are somewhat weaker, faster, cheaper, don't cause fear and can be modelled with available models.

Master of Poisons skill was made more reliable.

So, in short. D.net Druchii are more balanced, offer greater variability and have clear rules for Hired Swords.

Posted: Fri May 18, 2007 7:54 am
by Malman
One good tip - GW NEVER created any Druchii warband. The Druchii warband published in Lustrian articles was only published but not created by GW. It was created by a group of enthusiastes, just like we are, who wanted to give Mordheim a new dimmension. This setting is not GW and not official and never was. And the setting in not being further developped.

Posted: Sat May 19, 2007 5:31 am
by Professor goodvibes
One good tip - GW NEVER created any Druchii warband. The Druchii warband published in Lustrian articles was only published but not created by GW. It was created by a group of enthusiastes, just like we are, who wanted to give Mordheim a new dimmension. This setting is not GW and not official and never was. And the setting in not being further developped.


Duly noted, credit must be given where due after all.