Dark Elf Comics: You are in Boot Camp now

Stories, fluff, army fluff, your own fluff ideas, and other creations concerning the Druchii, the End Times Elves or the Exile Aelves go here!

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Dark Elf Comics: You are in Boot Camp now

Post by Calisson »

    WARNING:
    Reading 92 pictures and the explanations takes time. Be sure you are confortably installed.


Dark Elves
"Cold and heartless, the Dark Elves launch terrible raids on the lands of the Warhammer world,
enslaving thousands and burning civilizations to the ground.
Every day the Dark Hosts of Naggaroth sacrifice hundreds of souls on the altars of the Lord of Murder."

    (Games Workshop website).

BC011.jpg

Explanations:
This comic strip was made mostly after the army book “Warhammer: Dark Elves”, which is part of Games Workshop’s game Warhammer, a Fantasy Battles game using tiny lead or plastic models.
This comic strip was published on the fan website Druchii.net, under the thread name: Comics: beware the hydra and other boot camp sayings
Enjoy!
Calisson.druchii@gmail.com


Dark Elf marketing.
The first task is to gather an army. For that purpose, an advertisement campain explains that Naggaroth matches the World’s best attractions. In seven days.

First day.

BC012.jpg

Explanations:
Witch Elves are dressed like Cheerleaders, and sometimes, they use heads as Pom Poms.


Second day.
    Third day.

BC013.jpg

Explanations:
See fluff p. 48.
Shrines were made to jail sorceresses who managed to become more beautiful than Atharti, the Goddess of Love. Too bad, there is no Carnival of Khaine.


Forth day.
    Filth day.
Sixth day.

BC015.jpg

Explanations:
That’s Sisters of Slaughter.
Medusas are described AB. P. 48. They were sorceresses who used magic to become prettier than Godesses. Their gaze is deadly.
Caress of Laniph is a spell from the Lore of Death (Rulebook p.499).
« Laniph was an Arabyan sorceress whose ardent passions were eclipsed only by her capriciousness.
It takes little effort to call her back from the sprit world to caress a new lover of the caster’s choosing… »
The Caress of Laniph is a direct damage spell that targets a single enemy model.


Last day and evaluation.
If you are a Slaaneshi, you have now plenty of reasons to enlist.

BC018.jpg

Explanations:
Morathi, the mother of Malekith, maintains a stunning beauty (AB. p.55). She maintains ambiguous relations with Malekith, the almighty ruler of Dark Elves.
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First volunteers report for duty

Post by Calisson »

Beastmasters.
The new army book blessed us with new characters, amongst which Beastmasters shine.
These incredible hunters live harsh lives, which make them tough.
Although some unexperienced gamer might discard them too quickly,  clever generals apreciate to get them on their side.

BC021.jpg

BC022.jpg

Explanations:
Just an illustration of Beastmaster's fluff, AB p.38.


Fire sorceress.
Newbies are not only rank & files. The most educated start as officers or all kind of heroes.
It is customary that they would be received by the commander of the camp himself.

BC023.jpg

Explanations:
Black Dragon Egg is a magic item which, when eaten, gives a dragon breath.


How to become godlike:
Join up, they said!  We need Witch Elves and Medusas.
Young Druchii are lured to the most prestigious schools.
They aim at becoming like the almighty lords who lead them, with the help of their gods, Khaine or Atharti.
Gorgeous advantages are advertized,  however sometimes hidden drawbacks will be discovered later on.

BC025.jpg

Post scriptum: Druchii don't drink blood - you never know who pees in the pool.
Explanations:
This comics is full of allusions about two units:
- the 6-wheeled Cauldron of Blood is dedicated to the bloody god Khaine, who gets human sacrifices and whose cult is led by Hellebron.
It instills Frenzy to surrounding units.
It is ridden by its Death Hags, who are magically maintained in a beautiful state. Their dress code is extremely light, and they grow incredible hair. 
- the other unit is also 6-wheeled, that is the Bloodwrack Shrine. 
Created by the will of Morathi, dedicated to Beauty, it comes with a giant mirror. It inspires Dark Elf units, increasing their leadership.
Its servant, however, has been turned into a Medusa, a total idiot but with a deadly gaze.
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Drafted infantry

Post by Calisson »

Army list building.
Long before the battle, the general will create an army list.
For that purpose, he will use the models he has, in order to make regiments  which must be not only efficient, but also good looking!

BC31.jpg

Explanations:
This is just to make fun of the new units, which were designed with rigid attitudes and models impressively aligned.
This contrasts with corsairs, previously released, who are notoriously difficult to align in a unit.
You see there that the famous rivalry between Navy and Army has an equivalent among Druchii.
The Crown of Command is a magic item which gives stubborness to its bearer.


Executioner training.
Here is what became of a newbie Executioner.
Executioner’s training starts by making his own weapon;
follows a learning process until the wielder and his weapon become one.
The weapon is always named “draich”, regardless its actual shape... however odd it could be.
In addition to their weapon, Executioners are known for their Strength and their Killing Blow.

BC032.jpg

Explanations: 
Fluff A.B. p.44 tells exactly that.
Just, avoid asking to create a unique weapon to the Dark Elf maddest scientist,
who joins Alchemy with Metal Magic - and a wacky brain.
Of course, all weapons indicated here are fantasy… and beyond.


Darkshard training.
Darkshards are conscripts.
Their excellent accuracy is obtained through regular training, once they are enlisted.
In addition, they can handle well melees, thanks to a polyvalent equipment,
despite close combat not being their prime role.

BC033.jpg

Explanations: 
Fluff A.B. p.39.
Banner of Eternal Flame makes all attacks flaming, missile or melee attacks alike.
"Blue on Blue" is a military term meaning accidental shooting at friendly units.
Darkshards could take shields in case the general wishes to use them more efficiently in melee.


Black Guard training.
Here is what became of the new recruit assigned to Black Guards.
This is an elite unit. Their training is long. Very, very long.

BC034.jpg

Explanations: 
The name of the Tower is inspired from AB p.70. Aenarkynth means "black guard" in Drukh-Eltharin language.
Khalaadh derives from "Khaladh", which means "nobility".


Recruitment: 
Sail the seas on a magnificent Black Ark,  captained by lovely Sorceresses and visiting death upon your foes!
... or so they said.
Reality: 
New recruits are on cleaning out the manticores' pen duty.  Here's your mop, here's your bucket, may Khaine go with you.

BC035.jpg

Explanations:
Dark Elves are really, really naughty. This could never happen in Real Life.


Bleaksword training.
Bleakswords have been newly introduced with the present Army Book.
However, the oldest players remember that they existed a long time ago, in the first version of Dark Elf armies.
This is why they can rely on well established traditions.
Bleaksword have a superior feeling (even more than other DE!) which leads them to like stupid daring bets. They start softly with rookies.

BC036.jpg

Explanations: 
Fluff A.B. p.39.
Of course, we’re talking about bleak-swords, not bleach-swords. And of course, these swords are ambidextrous.
Tartan paint, sky hooks, snew, sea legs, all these are classic rookie jokes.
Cauldron: see picture on GW website, it has now two ladders indeed. Cold one: that's the name of knight’s lizard mount.
Dreadspears’s champion usually gets a sword; it does not mean he is a Bleaksword!
Eltharin is High Elf language. However, Phoenix Guards (High Elves) have a vow to remain mute.
Aenarion (A.B. p.26) is the former love of Morathi. He was a High Elf.
Writs are never made of aluminum, and Black Guards have only 20 Towers.
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Organizing the command

Post by Calisson »

Upgrades from previous Army Book edition.
During the preparation for a major war such as the invasion of Ulthuan,  talented heroes are evaluated, 
and the most capable leaders are promoted to the highest ranks.

BC041.jpg

Explanations:
There were changes made from the previous Dark Elf Army Book to the present one. Malus was upgraded from Hero to Lord. 
Surprisingly, Lokhir remained a hero despite his fluff describing clearly him being a lord, while a new corsair character has been added unexpectedly to the lords.
What is really strange is that the new corsair lord has awful stats, when Lokhir has outstanding ones.
Noting that Lokhir is famous for his Daring Leap, I imagine here that it could be a rationale for not promoting him.
The promotion board is made of Malekith, Dark Elf ruler, assisted by Morathi and Hellebron, who have been at lord level for a long time.


Corsairs at Winter Olympics
Even not promoted as a Lord, with his Red Blades and Daring Leap, Lokhir has all it takes to make a champion.
All he needs is a partner with a long experience at skating.
Music, of course, can only be the famous « Swag Lake ».
Yes, Druchii too, care about disabled sports. ;)

BC042.jpg

Explanations:
Daring leap and Red Blades are two special rules benefitting Lokhir.
The Fleetmaster is famous for his peg-leg. It is always great to find them some use.


The staff of the ost.
The new recruit has to learn quickly who's who in the camp. This diagram is designed to help him. 

BC043.jpg

Explanations (comprehensive!): 
Underlined are Games Workshop named characters, the other names come mostly from GW fluff.
Malekith is Druchii's all-potent ruler.
Morathi is nearly as powerful, but much more subtle. 
Hellebron is the third most powerful, and much less subtle. She leads khainites, who teach a great variety of ways to kill. Her units are either all-male, or all-female.
Malus Darkblade (shown with the demon which haunts him) has traveled a lot abroad in his stories. He is extremely powerful too.
Dranack is a lord in 6th ed AB, p.77.
Venil Chillblade is p.53 of the AB. In the fluff, corsairs bring back riches from abroad.
Nurekh Helbaine is in 7th ed AB, p.6. Living in Clar Karond, it seems natural that he would be a beastmaster, which job is to tame monsters. He rides a flying Manticore.
Draxor Bloodscar is p.31 of the AB, and in his story, he fools the Beastmen. Appropriate for a beastmaster. He rides a chariot, designed to capture monsters.
Drane Blackblood is p.53 of the AB. Using magic is a risky business, of course.
Kouran is famous for his extremely lawful dedication to Malekith.
Tullaris is the leader of Executioners. 
Lokhir, with his mask, is also a corsair. He is famous for his leap.
Shadowblade is the best of the assassins.
Yeurl is in 6th AB, p.64, displayed riding a CO and sacrifying slaves. Here, he bears the army standard.
Korhedron is the name of a painted army found in 6th AB, p.36. 
Hurien Khail is in 7th AB, p.53, a ruthless chariot driving noble.
Khalek is in 6th AB, p.64. In that story, he was a slave trader.
Linda is just a common first name, matching Suzan suggested by a reader. Both are Death Hags.  Linda rides a Cauldron of Blood, which processes blood.
Suzan has a very aggressive attitude, enhanced by the witchbrew she carries.
Belle uses Beasts lore, which improves the performance of models.
Clavisson is a roleplaying character. A Light sorceror, he is a private investigator. 
Ladry is a roleplaying character. The innovation is about her cooking talents.
Furion of Clar Karond is in 6th ed AB, p.58, where he relates the long story of Dark Elves.
Cab'um is a roleplaying character, playing a talented Smith boosted with Arcane Metal magic. A mad scientist.
Urigelle is named after Uri Geller, a real world famous illusionist. Appropriate for a shadows mage which lore is full of tricks.
Caraoc is a roleplaying character, a pilot corsair gifted with Heavens proficiency. Heavens is the Lore of weather but also of predictions. 
Frankenstine comes from Frankenstein, of course (twisted by the funny movie "Frankenstein Junior"). She has the ability to recreate life.
Andromeda was suggested by a reader. She likes to provoke Near Death Experiences.
Tommy Atkins is the nickname for English infantrymen.


Dark Elf Mardi Gras.
It’s Carnival time!
This day of the year, everyone dons a mask and pretends to be who he is not.
Perhaps is it some way to live a hidden dream?
That’s an interesting day for psychologists.

BC044.jpg

Explanations:
Malekith causes fear, but not terror like Lokhir.
The Shrine servants can never get off the steps of her Shrine, when Sisters live down in the arena.
An assassin is no leader, he is the only hero who cannot lead other models. That’s the opposite of Malekith who must be the general when he is present.
Shadowblade can be hidden only inside infantry units.
Tullaris strikes at initiative order, which is slow for an elf; pretty much the opposite of Shadowblade, who strikes first, and with the maximum possible initiative. Most people mention assassins as the worst killers to be weary of.
Throughout most of the year, Hellebron is cursed with the ugliness of old age. Bloodwrack Shrine were made in honour of the Goddess of Beauty.
Sisters of Slaughter are famous arena warriors; but none come any close to Hellebron for the sheer number of attacks. In their philosophy, they don’t care to live long, only to live an exiting life; none expect to live milleniums like Hellebron.
A dark rider has a single attack, barely stronger than his horse’s on the charge. Nothing to compare to Tullaris’ super-killing blow.
Lokhir is the greatest of all slavers. Opposite to Executioners who only care to kill with elegance.
Executioners are often victims of shooting before they have a chance to reach melee. Assassins are pretty much immune to shooting, as they are usually hidden until they reach melee.


Low Leadership exists.
Everyone knows that Elves benefit from the highest leadership in Warhammer.
Well, be cautious, there are exceptions, and we are not talking only about monsters.

BC045.jpg

Explanations:
Sorceress: Ld8
Assassin: Ld8, minus 1 for Black Lotus = 7
DH: Ld9, minus 3 for witchbrew = 6
Death Sorceress: Ld8 minus 3 for D&D = 5
CO (never used): Ld3
Medusa (not eligible to command): Ld2
Hexed magic-user: Ld1, and the frog could be your general!
COB attendants: Ld0, yes, that's right!
-=-=-
EDIT: @ all girls reading my comics (hoping they are many), I apologize for using the old cliché about Blondes.
Please be assured that it is absolutely nothing else than a fun cliché. I have nothing against Blondes, and indeed many friends of mine are Blondes.
Furthermore, if you are a real Blonde, please take note that the blondest of them all became the leader of the day. 
It was odd to notice that despite Elves being amongst the least antifeminist races in WHFB,  the lowest Ld is almost exclusively given by GW to female Elves (a.k.a. Elvins): Death Hags and Witch Elves, Sorceresses and Medusas.
Actually, the reason is that they are almost the only ones able to manipulate effectively other's minds (another cliché about females),  and in that strip, they use it against themselves.
I am convinced that for the COB, it is a typo - but as of today, COB attendants do have zero leadership.

In a reaction against that antifeminism, you will be pleased to learn that the second step of the podium was a male elf (hard to notice, I know).
Indeed, the owner of Sivejir Hex Scroll is nobody else than the male Heavens sorcerer, i.e. Caraoc.
A frog... wouldn't that animal remind another, national cliché? 
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Malekith, Morathi and a Dreadlord. Three styles of command

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Malekith rules.
The ruler of Dark Elves keeps an iron grasp on his people.
Kouran Darkhand, with his Purple Death halberd, is the ever loyal guardian who enforces the rules.

BC051.jpg

Explanations:
Source: http://simple.wikipedia.org/wiki/Ten_Commandments
1. You are to have no other gods but me. (A.B. p. 53).
2. You shall not make for yourself an idol. (A.B. pictures, GW website).
BC052.jpg

3. You shall not make wrongful use of the name of your God. (AB p.34).
4. Remember the Sabbath and keep it holy. (AB p.47 and 36, 44, 46, 55).
5. Honor your Father and Mother. (AB. p. 46, 47, 50, 51, 55, 60).
BC053.jpg

6. You shall not kill. (AB. P.34).
7. You shall not commit adultery. (AB. P. 58) (I changed adultery for slavery rather than incest, but that was an option, too, with previous AB fluff).
8. You shall not steal. (BRB. P. 145 & 149).
9. You shall not bear false witness against your neighbor. (AB. p. 57).
10. You shall not covet your neighbor's house, wife… (AB. p.7).


Malekith saw all that He had made, and it was very evil!

-

Checks & Balances.
The mother of Malekith maintains careful balance between all the gods she worships:
Khaine, Atharti, Hekarti, allegedly Slaanesh, and probably Asuryan, Ereth Khial, Morai-Heg and some others.
She is the one who pull lines behind Malekith and ensures the Druchii society keeps its stability.

BC054.jpg

Explanations:
Asuryan (p.16) is the Father of all Gods, whose flame legitimates the ruler of Elves. 
Khaine (p.35) is usually considered the main God of Druchii. Heartrender (p.54) is a deadly sword owned by Morathi, who benefits from 1001 blessings.  Cauldrons of Blood were given by Morathi to Hellebron (p.55). The use of winds of magic powerdice by Cauldrons (p.47) is a novelty brought by present army book.
Hekarti (p.48), the Goddess of magic, taught Dark Lore to Morathi (p.37). The Darksword is an enchanted sword.
In a complement to a previous edition, Morathi revered Slaanesh more openly than what is still admitted in present army book (p.18). Slaanesh (p.25) gets the souls of warlocks (p.41).
Ereth Khial (p.44) is the Goddess of Death, Morai-Heg (HE AB p.40) is the neutral Goddess of prophecy, balance and betrayal.


Fascinating Morathi.
Morathi is one of the most fascinating Dark Elves, and not only because she is most probably the oldest of all Elves alive, and certainly the most beautiful.
Her very complex personnality is hard to describe in a few words. She never acts brutally. She rather intrigues, and loves to do so.

- She supports her son, of course, but Malekith can’t trust her, for good reasons. They are said to have been incestuous lovers, despite each having had a true love.
- She was the first Death Hag, before Hellebron, and she was the one who introduced Cauldrons of Blood. As such, she maintains direct relations with the god Khaine.
- She was the first one to practice Dark Magic, and created the first school of magic. As such, she maintains direct relations with the goddess Hekarti.
She masters the arcane skills of remote vision and predictions.
- Long ago, the sorceress apprentices used magic to get a godlike beauty – and were turned into Medusas because of the jealousy of a goddess.
They still serve Morathi. Morathi maintains direct relations with the goddess Atharti.

In addition to these four groups inside Druchii society or on its fringes, Morathi has been known for her influential life abroad:
- During a journey, she was introduced to the Gods of Chaos and came back worshipping Chaos god Slaanesh, leading the Cult of Pleasure in the Elves society,
and being jailed for that by her son. There is still an underground Slaaneshi faction within Dark Elves.
- She bribes occasionally the Warriors of Chaos living North of Naggaroth, rather than fight them.

In the present Army Book, she revealed for the first time another aspect of her complex personnality:
she is still in love with the husband she had in her young age, the late Aenarion, father of Malekith. She could betray Malekith for his sake.

In addition to influencing several of the most significant factions struggling within Druchii society, Morathi is herself a formidable fighter,
benefitting from a pair of deadly weapons, an arcane protection and the mobility of the most powerful Dark Pegasus.
Let alone her unmatched abilities in Dark Magic, Death Lore and Shadows Lore.

BC055.jpg

Explanations:
Morathi may ally with Marauder kings (p.26).
Atharti (p.48), the goddess of Beauty, cursed into Medusas all the first sorceresses except Morathi, by jealousy (p.48 & 50).
Har Kaldra (p.13) was a Druchii city but Malekith ordered its destruction. Some of its inhabitants survived (p.28).
Morathi can see magically at distance, and she wishes nothing more than to see her former love, Aenarion (p.26).
Isha is the goddess of love (p.60) and Lileath the goddess of predictions and seers (HE army book p.38).
Aenarion fought his last battle in -4419, and disappeared (p.17). Present era started on 2300 (p.25)and is already 223 years long (p.31).


Battle plans must take into account Frenzy and Stupidity.
Before the battle starts, the good general reviews the battle plan with his staff.
He must carefully balance the consequences of unpredictable movements, such as frenzy and stupidity, not uncommon in a Druchii army.

BC056.jpg

Explanations:
Hellebron, a Manticore, Tullaris, a Death Hag with her witchbrew all give the Frenzy state to their units. Frenzy causes often these troops to decide to charge on their own, despite the will of the general.
On the other hand, cold-one riding units are prone to stupidity, which causes them sometimes to stall rather than obey the orders.


Training.
Dark Elves are among the best fighters if only because they live in the Land of Chill, facing adverse conditions all year round.

BC057.jpg

Explanations:
The hardest the training, the easier the war. So said Sun Tzu, the Chinese writer of The Art of War, 2500 years ago.
Chewing daisies is what Cold Ones do when they fail the stupidity test. Chasing butterflies is what frenzied troops do when they fail their frenzy test.
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Druchii legends: Malus and Hellebron

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Malus Darkblade.
His achievements are legendary. No feat is beyond his reach.
The impossible being done already, he keeps only the inconceivable on his check list. Which is almost completed.
BC061.jpg

Dwarfs have Gotrek.
Humans have Chuck Norris.
Elves have Malus Darkblade.
BC062.jpg

But Malus Darkblade has something special:
He gets angry. And when he does, he becomes really fearsome.

BC063.jpg

Explanations:
When Malus Darkblade triggers his special ability "Tz’arkan" (the name of the Demon which haunts him), he has a chance to hit a friendly model in his anger.


Hiding assassins.
These professional can hide anywhere. That’s beyond imagination.

BC064.jpg

Explanations:
There is no limit in how many assassins can hide in a unit.
The only requirement is that the unit must be infantry, and not harpies.
A single character on foot has the "infantry" type.
At 3000 pts, there can be up to 8 assassins. All of them could legally be hidden with a single character.
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Taming Monsters

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Beastmaster riding Manticore.
Beastmasters tame all kind of beasts.  But before that, they must capture them. Here is revealed how some of them proceed.

BC071.jpg

Explanations:
The Manticore has 4 attacks. Its blind rage adds D3 attacks. The beastmaster adds D3 more attacks.  That makes 6-10 attacks at I5 S5, all of them Killing Blow.
The Beastmaster has 3 attacks. The hydra blade adds D6 attacks (it must be a 6-headed hydra blade).   That makes 4-9 attacks at I8 S4. A failed Ld test (at -2 Ld) grants him Heroic Killing Blow, but decreases the WS to 2.
In addition, the Manticore and its rider could well become Frenzied by failing a Ld test, for one more attack each.
So we're taking about anything between 10 and 21 attacks, from a single model, potentially all KB!  
That should be more than sufficient to get some harpies or even some cold ones. 


Beastmaster on Scourgerunner
Here is displayed another technique for hunting monsters: the Harpoon.
In order to be able to hunt the most dangerous beasts,  the Beastmaster uses all magic trinkets that he deems necessary  for "his" own safety.

BC072.jpg

Explanations:
Shooting at a ridden monster: 1/3 chances to hit the character, 2/3 to hit the monster.
An ambiguity in the rules may lead to conclude that the Harpoon may Stand and Shoot, not being Slow to Fire.
When the harpoon wounds the monster (but only a monster), the monster is dragged closer.
Cloak of Twilight protects bearer against shots & magic; in the first turn of melee, it grants killing blow (but not against monsters) and wounds become multiple.
Ogre Blade is just a sword giving +2 Strength.
Dragonbane Gem gives to bearer a 2++ ward save against flaming attacks. 
Potion of foolhardiness makes Immune to Psychology and gives Devastating Charge.
If either the rider or the chariot is ITP, the whole model becomes ITP.
Anath Raema: Hunteress goddess (p.38) Isha: The Mother goddess (p.60)


Harpoon and RXB.
Despite having the same range, 24", the Harpoon is a much more valuable weapon than a Repeater Crossbow,
because of its high strength and its special ability to drag a monster closer to the chariot.

BC073.jpg

Explanations:
Anath Raema is the Goddess of hunt. Addaioth is the God of anger and poor smithing. Loec is the God of mischief, treachery and dissimulation.


Flying chariot?
Dark Elves do not have a flying chariot like High Elves. Some may regret it.
But the life of an inventor can be harsh.

BC074.jpg

Explanations:
The High Elf Skycutter is a chariot dragged by an Eagle.
There is an option to equip the chariot with an Eagle Eye Bolt Thrower.


Rider and monster.
The rider and his monster mount develop a very strong relationship,
That usually cannot be broken until death.
Of course, when it comes to Dark Elves, relationships are always more complex.

BC075.jpg

Explanations:
Lords and Heroes can often select to ride a monster.
They are tied to each other during the battle,
until either one dies.


Rider and mount.
Regular mounts are smaller than monsters, and cannot be used apart from their rider.
The greatest concern for the modelist is to combine them into a single, harmonic model.

BC076.jpg

Explanations:
Painting & Modelling requires sometimes difficult decisions!
Fluff explanation: Nauglir, that's the Druchii name for Cold One.
The rider has to coat his own skin with the slime coming from the Nauglir, in order to be accepted by the beast.
In the process, the rider loses most of his sense of taste and touch.


Capture of Sea Monsters.
Beastmasters capture the beasts of the Air and of the Land.
For the monsters dwelling in the depths of the Oceans, different techniques are used by the mightiest sailors.
If you wondered why the Fleetmaster kept his peg leg despite having Life sorceresses available, now you know.

BC077.jpg

Explanations:
Chillblade is supposed to chill any target hit.
The Fleetmaster is provided with a strange peg leg, made of a sabre.
The Kharibdyss has a specific yell, the abyssal howl.
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Handling Monsters

Post by Calisson »

Black Arks.
Territories to be invaded are always located across oceans. To get there, Druchii armies use elegant sailing ships.
However, these ships cannot accommodate the most bulky monsters, for which Dark Elves take the formidable Black Arks.
Those floating cities are large enough to handle the largest creatures, and they are sturdy enough to resist forty days and forty nights of bad weather if necessary.
As they are more prestigious and comfortable than ships, Lords usually embark there as well, taking along their mounts.
The problem is to make all these beasts live in harmony, despite promiscuity and boredom.
Kharibdysses are special cases: they need to be lured to remain in vicinity, thanks to powerful spells.

 
BC081.jpg

Explanations:
Nagh stands for Naggaroth, of course.
Those named in the Army Book are underlined. Other names have been chosen for this comics' army display, inspired mostly from "My Little Pony".
Two dragons: Malekith’s Seraphon and Dreadlord Dranack’s Twilight Sparkle.
Two Manticores: Hellebron’s Fluttershy (appropriate for a Manticore with Ironskin!) and Beastmaster Nurekh Hebaine’s Fluffy.
Two Pegasus: Morathi’s Sulephet and let’s take sorceress Andromeda’s Rainbow Dash, she’s not a Lord but it will keep company to Sulephet.
Two Cold Ones: Malus Darkblade’s Spite and Supreme sorceress Drane Blackblood’s Pinkie Pie. 
Two Dark Steeds: Beastmaster Draxor Bloodscar’s two scourgerunner steeds, Princess Celestia and Princess Luna.
Two hydras: Rarity and Snow White.
A single Kharibdyss, Zecora.


Kharibdyss' abyssal howl.
A new monster has been brought up by the Druchii, coming from the oceans.
It is the terror of them all when it cries out its frightening abyssal howl,  something sailors have learnt to fear, for good reasons.

BC082.jpg

Explanations:
The Kharibdyss is a new monster coming from the ocean. One of his characteristics is an "abyssal howl".
The handlers have lost any kind of usefulness, unlike in previous editions.
Lokhir has a mask displaying an octopus. I was just happy to make a relation between them.


Khaterpillaribdyss.
You can do anything with Kharibdysses except sit on them.
Admittedly, they are not very good at handling sand.

BC083.jpg

Explanations:
just for the fun, and because it can!


Hydra breath fire and spit fire.
A rookie in Boot Camp has lots of things to discover before he is ready to raid on Ulthuan. Once, he wandered around the hydra's stalls...

BC084.jpg

Explanations:
Boot Camp: that is the nickname of the training camp for your army recruits.
Ulthuan is the land of the High Elves, the eternal enemies of Dark Elves.
In the Dark Elf Army Book, the hydra comes with two optional improvements: Breath Fire or Spit Fire.
Note that contrary to other pictures in that thread, the warrior displayed here wears the old uniform with its characteristic helmet.


Hydra regrowth.
A strange evolutionary process has been identified by Dark Elf Beastmasters.
Hydras used to be able to regenerate, but some kind of mutation has changed the way it works.
Now, instead of healing wounds at once – or failing definitively to do so -,
hydras heal more slowly, but the process allows them to recover ultimately from all wounds.
This evolution became probably necessary to compensate for hydras entengling in trees
- or even entengling in themselves.

BC086.jpg

Explanations:
With the change of army book came a change of regeneration process, as described.
Note that this incident was witnessed by a lone Chaos Marauder, who later on travelled to Norsca and inspired there a new style of intricate artwork.


Dark Elf monsters.
Druchii beastmasters managed to tame the most dangerous creatures. Amongst them, dragons can best any other monster, including the fierce manticore.

BC087.jpg

Explanations:
In the rulebook p.106, monsters react to their rider being killed. Three reactions exist, with the names "Uh?", "Grrrrr." and "Raaargh!".
However, for some reason, the Manticore is limited to the last one.
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Magic spells: Monsters and Fire

Post by Calisson »

Lore of Beasts.
With the new Army Book, Dark Elf sorceresses benefit from a new access to several Lores of Magic, including the Lore of Beasts. 
They are now able to use Kadon’s spectacular shapechanging spell. Handy in case you run short of Dragons, Manticores or Hydras.

BC091.jpg

Explanations:
Dark Elf sorceresses have now access to the Lore of Beasts, like human spellcasters.
One spell, Transformation of Kadon, allows the caster to be turned into either a dragon, a manticore or a hydra. Those three monsters happen to be part of Dark Elf bestiary.
The monster's names are just fancy, for the fun.
BC092.jpg

The hydra's names, of course, are coming from Walt Disney's Snow White.
BC093.jpg

I added a transformation into a rabbit, which is not in the rules, of course.  It is another allusion about the new Dark Steed's rabbit teeth.
As you'd guess, the guard's reaction comes from Monthy Python and the Holy Grail hilarious episode about the bloody rabbit.
Additionally, the signs on the guard's backs read: "Keep" and "Cool", in Druchii alphabet.


Fire Lore.
The most basic spell in that Lore is a Fireball, which size can be adapted to the need. But beware, Fire calls Fire.

BC094.jpg

Explanations:
BRB p.492. Fireball, the signature spell, can effectiveley vary in size.
In addition, there’s the Fire Lore Attribute, named "Kindleflame", which tells exactly:
"Fire feeds fire, and two blazes together are more dangerous than two apart."


Protection against Fire.
If your work exposes you to the dangers of Fire, you might well apreciate some specific protection which will grant you near total immunity to flaming attacks.

BC095.jpg

Explanations:
BRB p.503. Dragonbane Gem provides 2++ ward save against flaming attacks.


A Heir denied his rightful throne
...by treacherous flames.
Never forget, never forgive.
BC096.jpg

P.S. After discovering that her jokes were not considered as funny as she thought,
Sorceress Ladry decided to quit smoking.


Explanations:
AB. p.18. Malekith has been burned excruciatingly when he claimed the crown of Ulthuan.
This started the everlasting war against High Elves.
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The harsh life of Dreadspearmen

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Spell preparation.
Contrary to shooting, many spells can’t be cast at inanimate targets, this is why live targets are considered for practice.
Fortunately for the "volunteers", most Lores have non-destructive spells that can be practiced at their expenses, leaving their bodies alive… theoretically.
Magic-users may get non-destructive curses for the battle, whether they like it or no. Better practice beforehand.
Here, Druchii’s magic users get some well needed practice, and the reader gets to imagine all the accessories required even before they can cast anything.

BC101.jpg

Explanations:
Plenty of fluff here! More Roleplaying than Gameplaying.
The Goddess Hekarti is described in the Army Book, p.37.
Light’s Net of Amyntok [#4] is rumoured to have been woven to hold the Great Deceiver itself. It hurts badly, but only if the victim moves.
Beasts’ Curse of Anraheir [#4] invokes a nebulous nature spirit, which claws are not nearly as insubstantial as it appears.
Death’s Doom & Darkness [#4] calls the spirits of the departed to assail and sap the resolve.
As Death spells have mostly a short range, Death Sorceresses often mount a Pegasus which allows them to get quicker at appropriate distance.
Dark’s Word of Pain [#2] is a forbidden word which creates an atrocious pain.
The Tome of Furion is an enchanted old book which contains arcane knowledge about Dark Magic.
Morathi has free access to three Lores: Dark, Shadows and Death; even if you restrict to non-destructive curses, that still leaves out a number of spells.
Warlocks have two innate spells, one of them is Death’s Soulblight [#3], which weakens the foes by harnessing the sickly power of Shyish.
As their mount allows them to vanguard, they are most often the first to reach enemy’s lines, where they can cast havoc.
Shadows has three non-destructive curses, including Melkoth’s Mystifying Miasma [#signature], a numbing fog which causes staggering and stumbling.
Heavens has also three non-destructive curses; Iceshard Blizzard [#signature] creates razor-sharp shards of ice hurled from the chill skies to blind and dishearten the foe,
and Wind Blast [#2] violently pushes them away.
In the game, all these spells are compatible with each other, even if it is sometimes hard to conceive.


Sacrificial dagger.
Now an insight from the dreadspear regiment "Scarred To Death“.

BC102.jpg

Explanations:
The new Dark Elf Army Book proposes to the cute sorceresses a new access to the Lore of Life. 
In that Lore, one spell, Regrowth, restores slain models, albeit in a strict order (unit's champion first - see next cartoon).
On the other hand, Druchii sorceresses may get a magic item called "sacrificial dagger".  This item gives them more power, but it necessitates to sacrifice some of the models in the sorceress' unit.
This feared item has been nerfed compared to previous edition, and it requires now, in average, twice as many sacrifices for the same effect.


Command group, Gleaming pennant and Life's Regrowth spell.
The rookie discovers that no matter what, the command group is faithful to the bosses, not to the regiment.

BC103.jpg

Explanations:
- All armies have access to common magic banners. One of them, the Gleaming Pennant, raises the leadership of the unit, lowering the likelihood of a panic reaction due to too much dagger stabbing.
- Stabbing too many members of the unit may trigger a panic test.
- The Gleaming Pennant allows to reroll the first failed Ld test.
- If a unit loses combat, the pennant bearer is captured by the opponent, and can never be "regrown".
- Regrowth begins always by the champion.


Tullaris.
In the training camp preparing for the invasion of Ulthuan,  the rookie has the immense privilege  to meet first hand with living legends.

BC104.jpg

Explanations:
Tullaris Dreadbringer is one of the Dark Elf special characters.  He loves to kill, hence his nickname.


Magic weapons. 
There are three receipes for victory: Training, training, and training. 
The least experienced cannot even guess some of the abilities in the veteran warrior they face.

BC105.jpg

Explanations:
The Rulebook provides many magic weapons. These weapons are not known by the opponent until revealed by their use.
Here, a Sword of Might (+1 Strength) is not as mighty as a Giant Blade (+3).


Shadowblade.
Nobody knows his face, nobody knows where he is. He could be anyone, he could be anywhere. How could you tell before he reveals himself?

BC106.jpg

Explanations:
Shadowblade is the most talented of all Druchii assassins. Illustration from Syjahel’s list.


Assassins.
They could hide anywere, spying and threatening with their deadly, poisonous blow.
That’s why gossips must be kept at minimum. Just in case there was some unwanted ear listening. No wonder why most people hate them.

BC107.jpg

Explanations:
Dark Venom, one of the assassins’ forbidden poisons, deliver a death so instant that the victims do not even notice, except for the sudden pain.


Assassins.
These stealthy investigators can hide anywhere, they are behind you when you expect them least, dissimulated in any infantry unit (except harpies).
Sure, compared to the previous army book, they have lost some specific items and abilities, but they have gained access to any items from the rulebook.
Sky's the Limit! - or is it?

BC108.jpg

Explanations:
The Cloak of Twilight was an item specific to assassins, which allowed them to fly with a bound spell. They no longer have it.
But they gained access to the magic carpet!   Note that in reality, according to the rules, if they do, they cannot join any unit at all, and must be deployed openly.


Justice system - Warlock's frustration.
In time of war, military justice is swift and harsh. The accused has little chance to find himself innocent.
But anyway, is there any such soul as an innocent Dark Elf?

BC109.jpg

Explanations:
The assassin was the witness (see previous strip).
The prosecutor is a Light Sorcerer, seeking the Truth at all costs (especially if costly for the accused).
In their fluff, Warlocks can hope to delay their horrible fate only by sacrificing innocent souls.
Kouran is possibly the only one known to take decisions against <Dark Elf> common sense.
Contrary to Warlocks, followers of Khaine do not care, they are willing to sacrifice anyone.
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In the Navy

Post by Calisson »

Corsair's training.
No raining, no training. Corsairs train at sea, and the best training happens when the weather is roughest.

BC111.jpg

Explanations:
The Lore of Heavens uses many spells about weather, in particular wind and lightning.
Normally, male Druchii don't become spellcasters, as it is forbidden and they risk death.
The song is the Pirate’s song made for Pirates movie.


Encounter at sea.
Why do Corsairs go at sea for training?  Why do they challenge Gods and Elements?
Because those daring seafarers want to find sea monsters.  It requires an experienced pilot to find the best spots for Sea Dragons.

BC112.jpg

Explanations:
Hekarti (A.B. p.37): goddess of magic (incuding winds of magic).
Isha (p.60): the Mother goddess, known to have cried about the mortals.
Addaioth (p.53): god of ire and fire.
Mathlann (p.52): god of oceans.
Corsairs wear a coat made of Sea Dragon pelt. Obviously, someone has to kill the beast.


Why do corsairs go at sea?
There are many, many reasons. And all of them are good!

BC113.jpg

Explanations:
Here are some sailor’s mottos, mostly gathered from the Brotherhood of the Coast – The Druchii Corsair League.
Albion is the Warhammer equivalent of Great Britain.
Mathlann is the God of Sea.


Why do corsairs go at sea?
In fact, corsairs go at sea because they enjoy it!

BC114.jpg

Explanations:
A Hakseer is a naval raid where a young nobleman can prove himself.
Albion => Great Britain. Norska => Norway. Kislev => Russia. Empire => Germany. Bretonnia => France. Estalia => Spain. Tilea => Italy. Araby => Morocco.
Bugman is the Dwarf’s most renown brewery.
I am the walrus – The Beatles - Lyrics - Video
Yellow Submarine – The Beatles - Lyrics - Video
In the Navy – Village People - Lyrics - Video
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Sisters and their friends

Post by Calisson »

Executioners and Sisters of Slaughter.
Dark Elves are feared for their elite warriors, who train for centuries to achieve results that mere humans could not believe.
Executioners are able to slice their draich through anything with incredible precision. They have made an art of bringing death.
Sisters of Slaughter have recently quit their arenas to join the battlefield, where almost nobody can achieve to hit them in close combat.
How these two units could synergize in combat is not yet well understood, though.

BC121.jpg

Explanations:
Executioners now wear a skull mask. They are renown for their skill with their weapon.
There's a new unit with a mask, the Sisters of Slaughter. As it is new with odd characteristics, many wonder how to use them.
Trying to synergize them with older units might be the solution. As Execs are all-males and SoS are all-females, but both wear masks, strange results are bound to happen when mixing them.


Camp daily routine. Morning activity.
Daily routine starts with Reveille. Follows the Morning Call. Then the day can start.
Each unit gets to do its own business, according to its own needs.

BC122.jpg

Explanations:
Eldrazor (A.B. p. 45) is the God of Battle, particularly revered by Sisters of Slaughter.
Nini « Jambes en l’air » (i.e. legs in the sky) was the creator of the first French Can Can school.


Druchii sayings.
Like in other civilizations, popular wisdom has cumulated a wealth of sayings.
But after centuries, some obscure maxims are no longer understood.

BC123.jpg

Explanations:
When an enemy charges her, the Medusa can stand position and shoot, with her sight special weapon.


Sisters of Slaughter and Witch Elves are NOT the same.
With the present army book, Druchii generals received a new all-female unit, the SoS. It shares its dress code with the other all-female unit, the WE.
However, they have very different characteristics  and the general, most often a male, should learn to never, ever mistake one for another.
(I was glad to have a pretext to draw female elves under the shower  :P )

BC125.jpg

Explanations:
There are two units looking similar with their same bodies, different weapons.
The greatest difference is the hair: With Elves have an oversized hair,  Sisters of Slaughter have a shaved hair under their mask.
Of course, their gaming characteristics are very different, too.
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The stables: Chariots and Cold Ones

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Cauldron of Blood or Bloodwrack Shrine?
Many generals wonder which of these massive models would fit best in their army. They have common traits, but many more differences. 
Ultimately, what matters is who needs to drive them.

BC131.jpg

Explanations:
Everything comes from the description of the models, or from their rules. Double-march is indeed unique amongst chariots. And they are manned by females only!
- "Beach Cobby" is the mix of Beach Buggy" and COB. 4++ is a ward save protecting the rider. In a more limited way, it protects the unit surrounding the COB.
The energiser device is of course the COB's spell. It makes surrounding units more accurate.
The auto-ignition is due to the fact that the COB is frenzied and has 0 leadership, so if left unattended, that means autocharging anything.
- BWS 6 series grand coupe is of course an allusion to BMW cars. It may kill models at distance. It improves nearby unit's leadership, and decreases opponent's ld.


Scourgerunner or Cold One Chariot?
It is even more difficult to chose between the two variants of chariots.  One may wonder whether the differences are really significant.

BC132.jpg

Explanations:
The new chariots are effectively modeled with a single wheel, which came to a surprise for everyone.
- One is faster, nicknamed after Ferrari, but instead of "testarossa" (red head), it is called "testataglio" (cutting head, for the rabbit teeth displayed by the horses). It has a harpoon which range is 24". 
- The other one is pulled by two cold ones. Sturdy like a Caterpillar, it looks like a lawnmower. The cold ones being stupid, sometimes, it will stall indeed, which some players call "eating daisies". 
In the fluff, cold ones are supposed to be very smelly - and to inspire fear. 


Old chariot model or new chariot model?
The old chariot, which has been sold out for a long time, and its recently released version are supposed to have exactly the same characteristics. Are they really?
With all the information provided here, there's no excuse for not knowing which unit fits best your style!

BC133.jpg

Explanations:
The previous model was pulled by two cold ones with a different look, nicknamed "battlecows".


Sourgerunner.
Once in the Boot Camp starts the harsh training. It takes weeks before a newbie can barely master the delicate skills required to handle what will be ultimately a complex killing machine.

BC134.jpg

Explanations:
This is a new chariot unit, which was strangely designed with a single wheel. The chariot is provided with a built-in ballista. 
One may wonder how the handlers manage to keep balance on the single wheel, and furthermore how they can shoot accurately.
The rabbit alludes at the horses pulling the chariot. These horses were designed to have a fierce look, unfortunately resulting in rabbitlike teeth. See images on the web.


Cold One stories
A Master can drive a chariot instead of riding directly a cold one. The advantage is that he needs no contact with the beasts, the driver is there for that.
He may therefore avoid the fate of Cold One Knights, who have lost their sense of smell and feeling because of that contact.
You’d expect them no longer to be able to realize that they stink. But isn’t sometimes some people’s soul stinking more than their body?

BC135.jpg

Explanations:
Fluff p.42. « Vanilla » designates a unit kept at minimal size, i.e. 5 knights, with no command group - or possibly the musician only.


Chariot Stories.
Chariots have been improved over time.
Initially, only Malekith could ride one, but models describing His Royal Chariot have been lost.
Then He allowed Chariots to be used by dedicated crews or by Noblemen (using a special slot nevertheless).
Initially, charioteers had lower Leadership, Strength, Initiative and Weapon Skill than nowadays; Cold Ones had only one attack each; Chariots had a lesser armour and would break instantaneously with a high Strength attack (S7).
That last reason caused Chariots pulled by battlecows to be a rare sight, despite twice as many being allowed per special slot, and even after most stats were improved. To the point that the model disappeared for years from selling points.
Then came the new Warhammer edition which cancelled the instant destruction of chariots, and allowed a much easier access to special troops. But chariots were no longer sold and kept being hardly ever seen.
Then came the new army book, with a new chariot.
The look changed dramatically with the single wheel. The stats hardly changed at all, only the Cold Ones got a second attack, and the points cost increased by 15%.
All in all, more chariots should show up – and vintage chariots oculd see battle again.

BC136.jpg

Explanations:
Old chariot or new chariot, that makes no difference as rules are upgraded for all.
Chariot as a mount, that makes a difference, but for the worse, especially for Malekith, who rides alone.


Battle Standard Bearer, Banner of Nagarythe and Cold One Knights.
The BSB is a key character.  He may take a high value magic banner with incredible properties. But his most important role is: to grant Re-ROLLs!
In case of a CO-mounted BSB, though, he may suffer stupidity.  In some cases, it appears that  the BSB was so stupid that even his colleagues Cold One Knights noticed! 

BC137.jpg

Explanations:
Banner of Nagarythe is a Dark Elf banner that gives the special rule "unbreakeable", meaning that the unit refuses to be beaten in combat, whatever the result.
The Battle Standard Bearer has the unique property to allow to re-roll dice rolls linked with the Leadership characteristics.
Cold ones are lizard mounts, which are renown for being stupid. But everyone knows that the mount is usually smarter than its rider!
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In the open: Shades, Warlocks, Dark Riders

Post by Calisson »

Shades.
Raised in the harsh countryside, Shades have become superb warriors,  able to best any kind of non-elite troop in their own specialty.
But Shades do have a specialty themselves: woods.

BC141.jpg

BC142.jpg

BC143.jpg

Explanations:
Shades are the least civilized of the Druchii, but they are the best shooters and the most proficient in small melees.
In addition, they have options allowing them to get two swords or a great weapon.
Finally, they are able to scout in the midst of the enemy area, further than Dark Riders who can only vanguard a little further.
However, they are not able to make rank & file units, they don't go at sea, they don't ride horses, and they don't go on the Cauldron of Blood dedicated to Khaine.
Their love affair with woods comes from a rule that gives skirmishers an advantage there over rank & file troops.
The corsair's handbow has a lesser range than a regular crossbow, but it has indeed the rule "quick to fire", allowing a quick reaction in case of a charge.


Doomfire Warlocks.
These arcane adepts went too far.  They are now cursed, and their soul is progressively attracted to Slaanesh.
They can slow down the process by sacrificing innocent souls,  or with some arcane expedient that they might know.

BC145.jpg

Explanations:
Well, not much to add, it's just fluff illustrated, with only the shamrock invented.
Note that the tatoo is a mark of Slaanesh, and the horse is supposed to be a vicious, degenerate breed.


Fast cavalry.
Thanks to their vanguard move and their impressive velocity, Dark Riders can easily go around the enemy force
and threaten their rear with charges or shots.

BC146.jpg

Explanations:
12 inches as a vanguard move before the game starts (Rulebook p.79), plus a double move of 2 x 9" makes 30" total.
Fast cavalry can also reform freely during its move, as many times as wished (Rulebook p.68).
Fast cavalry can make a double move and shoot, contrary to most troops.
The feign flight is a reaction to a charge, which allows to flee (like anyone) and move again next turn (contrary to most troops).
The distance to flee for cavalry is two best of three dice, which makes an average between 8 and 10".
The flight movement will happen as soon as the enemy declares a charge, i.e. before he actually starts to move.
As Dark Riders may use a repeater crossbow, they can shoot twice per turn, at a maximum distance of 24" plus their 18" movement.
If they stand and shoot, that’s two more shots for a total of 4 shots per model during that full turn, a lot more than most models.
An improvement which came with the present army book, they can get a shield without losing fast cavalry rule.
Don’t ask how they can handle their crossbow, a lance, a shield and the steed’s reins with two hands. It’s legal, that’s all what matters.
A really impressive unit. Which is core troop!


A warmachine hunter and a sacrificial unit.
Jack of all trades, a unit of Dark Riders is cheap enough to be sacrificed with no remorse if necessity arises.
That’s why they often don’t see the end of the game.

BC147.jpg

Explanations:
A 9" movement cavalry will charge usually at a distance of 17" to 19" , and pursue to a distance of 8" to 10".
Charge and pursuit are fast movements which can necessitate dangerous terrain tests.
A unit of 5 Dark Riders is anywhere between 80 pts and 130 pts, depending on the options.
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Shooters

Post by Calisson »

Shooting.
Dark Elves benefit from a wide variety of shooting weapons. Different range, accuracy and strength require different practice targets.

BC151.jpg

Explanations:
Corsair's handbows can be used as a pair, delivering an impressive 4 shots per turn. Quick to fire: special rule allowing to shoot as an immediate reaction.
Hydra and Medusa get very specific weapons, which are missile weapons nevertheless.
Medusa's practice is made with letters from Druchii alphabet. It reads: E - F P - T O Z...
Note: breath weapons are autohit, this is why they need no practice.
If you wonder, why a heart? that's because Cupid has been hired among the Darkshards, of course!  :D


The modest RBT.
Finding a spot.
The Reaper Bolt Thrower used to be a rare sight.
When the new Army Book was released, its special abilities combined with its modest cost made it an instant must-have.
Its position must be carefully chosen, for it will most likely never move until the end of the battle.

BC152.jpg

Explanations:
There are many different woods in Warhammer, which vary by the inconvenience they cause. Let’s read GW’s descriptions.
Venom thickets are full of abundant poisonous creatures.
Fungus forests are infested by a chromatic array of mushrooms. It’s best not to breathe in too deeply.
To walk beneath the twisted boughs of a Wildwood is folly indeed, for the trees are wrathful. Blood forests are no safer.
In abyssal woods, a cloud of malice lies over, provoking irrational fears and dark imaginings in the minds of those that enter.


RBT performances.
The Reaper Bolt Thrower is easily our best shooting weapon.
Incredible range, high accuracy despite a steady fire rate, and the choice between two firing modes.

BC153.jpg

Explanations.
Vaul is the Elven smith god. He is the one who teaches Elves to make fine weaponry.
At short distance, an RBT hits on 3+ (66%) and makes D3 wounds, no save, which has 1/3 chances to kill a 3 wounds beast.


After Death.
The RBT being so dangerous, no wonder that our enemies fear it and dedicate as often as possible one or two units in the early turns of the battle, to get rid of this deadly threat.
Being so cheap, Druchii generals don’t bother to defend it, more often than not. Anyway, after the first few turns, nice targets become a rare sight and RBTs are no longer that useful.
This is why RBT crews don’t expect to live long.

BC154.jpg

Explanations:
Slaanesh is the Daemon which swallows all Elven souls after death.
Ereth Khial is the Elven god of the dead, who tries her best to spare them that fate.
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Recycle and evaluate

Post by Calisson »

Recycle!
In the Land of Chill, resources are scarce.
This is why Dark Elves have soon developed a sense of making good use of waste.

BC161.jpg

Explanations:
Cauldrons of Blood never have too much blood.
Cold Ones are carnivorous beasts. There are many of them in a Dark Elf camp, which need feeding.
Warlocks must provide souls to delay their own horrible fate, and the more innocent the souls, the better.
Kharibdysses are sea monsters who make a feast of bones.


What purpose for recycling?
When the land you live in only produces chill, all the time spent to get after other resources  is wasted for the production of what matters most: hatred.

BC162.jpg

Explanations:
When the author runs short of ideas, he can still recycle the reader's. He hee!


Conclusion: measure the performances.
In order to value the efficiency of Boot Camp training, Malekith ordered an athletic championship.
Here are the results.

The fastest elf with no magic help is now the Medusa!
Strangely, Shadowblade has a higher movement value than any other Elf.

BC163.jpg

Explanations:
Using the magic Arabyan carpet, an assassin can fly faster than anyone can run.
As Monstrous infantry, a Medusa can stomp her opponent.


Performances.
Dark Elves have access to one of the quickest cavalry: Dark Steed. In addition, they can vanguard, even with a character riding them.
All flyers fly at same speed. However, some adverse condition might prevent them to fly. In that case, the Pegasus remains very quick.

BC164.jpg

Explanations:
Spite is the most intelligent Cold One ever. Some say even more intelligent than its master.


Performances.
Two chariots can make a march, i.e. a double-move: the Cauldron and the Shrine.
This allows them to go much faster than ordinary chariots, despite them being pulled by very quick steeds.

BC165.jpg

Explanations:
The scourgerunner is equipped with a Harpoon, which can drag monsters closer. This does not work on chariots, unfortunately.
A Medusa is not a character, and a Shrine is not a mount.


Performances.
Monsters are very strong. Especially the Kharibdyss.
Only the oldest dragons exclusively found in remote Storm of Magic games have access to higher Strength.

BC166.jpg

Explanations:
Storm of Magic extension provides increasing stats for dragon as they age.
An Emperor Dragon is the oldest a dragon can become, with an incredible Strength of 9.


Performances.
The strongest elf with no magic help is Malekith. Proof that aging does not make Elves weaker.

BC167.jpg

Explanations:
Shadowblade had a potion of devillish Strength, +4, and the dreadlord had a regular potion of Strength, +3.
These potions last only one turn, after what the drinkers resume their normal Strength 4, when Malekith is the only Elf ot have Strength 5.


BC168.jpg

    Dear reader,

I just received an e-mail from Games Workshop, ordering me to stop immediately or else...  
It is not a copyright issue, though. It is because I take their fluff too lightly.
They complain that it prevents their employees to work. Because they burst in laughter and cannot resume serious work.

    Nah, just kidding!  
;)
Winds never stop blowing, Oceans are borderless. Get a ship and a crew, so the World will be ours! Today the World, tomorrow Nagg! {--|oBrotherhood of the Coast!o|--}
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Calisson
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Re: Dark Elf Comics: You are in Boot Camp now

Post by Calisson »

Thank you the readers who have supported me throughout these two months when I've been drawing this.
Your comments are here: Comics: beware the hydra and other boot camp sayings
Above is a rearranged version, same pics, just different order.

I hope new readers will enjoy it more, despite the extreme length of this comics.

Calisson

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Winds never stop blowing, Oceans are borderless. Get a ship and a crew, so the World will be ours! Today the World, tomorrow Nagg! {--|oBrotherhood of the Coast!o|--}
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