6.0 Dark Elf battle tactics

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The eyes of the Witch King Blazed with white hot flames. The Dark Elf Lords that had gathered before him trembled in fear, for they knew their master well. Few survived his displeasure, and none his wrath.

"I have created massive change in the Cosmic Balance." Hissed Malekith the Lord of North. "We are stronger than ever before. And yet you bring me reports of failures! Defeats! Humiliations!"

"This shall be your reward." Snarled the Witch King. Several Assassins leapt from their hiding places, weapons raised.

"I can explain their errors." Said a calm voice. All eyes turned to the great archway which led to the throne room. A lone figure, hooded and robed, stood there, his hand resting on a hilt of an ancient longsword. For a moment there was a silence. Then the Lord of Gallows, Malekith, said" Speak."

6.1 The Evil Ones: Dark Elves in General

Dark Elves are in many aspects the best Elves you can get. They have frenzied troops, (high weapon skill and many attacks is a good combo) excellent special units and good mixture of equipment and steeds. As your general Dark Elf goes: 8 points, hatred against High Elves and an obedience test when there are High Elves on the field. Remember that the Goblins fear your Elves unless they outnumber you 2:1. Useful for Dark Elves, since their infantry regiments tend to be rather large.

6.2 The Lords of Tyranny: Characters

6.2.1 Dark Elf General

Normally the general of the army is amongst the most fearsome hand to hand fighters the list can offer, but with Witch Elf Heroes and few special characters and an exceedingly powerful monsters, Dark Elf Lord is in my eyes a leader. Leadership 10 and 3 magic items chosen carefully, combined with a thoughtful positioning and the 12" range of leadership give the Dark Elf army the backbone and resilience their low toughness otherwise prohibits. A good combination of items for a defensive Dark Elf General might include: the Crown of Command, Sword of Fortitude and the Horn of Urgok. Then again you can do the regular thing: give him a magic weapon, armor and some kind of protection form magic, and a monster. Very original, isn't it?

6.2.2 Dark Elf Battle Standard

I sometimes wonder how any elf will volunteer to carry the Battle Standard. Toughness 3, 1 wound and an unhealthy attention that the enemy show towards this unfortunate individual are a nasty combo. I use him/her to give some unit two magic standards and try to protect him from any missile fire and spells. For inside units only.

6.2.3 Dark Elf Heroes

Standard elven stuff. Leadership 9 is good for leading units, but 3 attacks is not that much in today's average Warhammer field. I use them to carry items that help my units, like the Ruby Chalice. I must say that I greatly prefer the Witch Elf Heroes.

6.2.4 Dark Elf Champion

As with any army, Champions are compulsory characters for each hand to hand unit. The other option is to save few points and use assassins in infantry regiments instead of champions. Free choice of equipment, poisoned weapons, great in hand to hand, and a special method of attacking. And they do cost only 8 points more.

6.2.5 Witch Elf Characters

All the advantages of the regular characters, plus frenzy and poisoned weapons. How can you go wrong here? I see Witch Elf Heroes as your main hand to hand fighters. Remember that all their attacks have +1 on their strength. Imagine a hero with a halberd. Give them something that emphasizes their greatest advantage: multiple attacks. Good choices include the Destroyer, anything that raises strength, Dragon Blade, Strength Potion and a multi-wound causing weapon. For an ultimate infantry killer, mount her on War Hydra and buy an allied regiment on 40 mm bases to give some protection from missiles. Just be sure that somebody else fights the challenges. When a part of a Cold One regiment, consider giving them a Dark Steed instead. Higher speed may give your opponent some nasty surprises if you declare independent charges. Let's you get into frenzy bit earlier, also.

6.2.6 Sorcerers

Expensive elf sorcerers with a special rule for drawing Dark Magic first. As if somebody wanted it anyway. Dark Magic is not the thing that can win this game for you. The spells are expensive to cast, and while destructive, not especially powerful when compared to other spells of similar cost. I urge you to take Book of Ashur. It will allow you to use far better spells. I personally favor Grey, Tzeentch and (believe it or not) High Magic. Crown of Sorcery is also a good buy for some of your characters, as you really need to broaden your choice of spells somehow. Ring of Volans is also good, if somewhat risky. I always take allied wizards if possible. These guys simply cost too much when compared to their effectiveness.

6.2.7 Assassins

My alternative to the regular dark elf champions. Only few points more, free choice of equipment, poisoned weapons, disguise and first strike. And they are compulsory in my eyes for each and every infantry regiment that is going to melee. Give them all kinds of equipment, some suitable magic item (like Strength potion) and couple of different weapons (Halberds against high toughness opponents, additional hand weapons against Skaven and the like.) Their ballistic skill 9 means they will hit almost always, so buy repeater crossbows for them. Black Gem of Gnar is also an excellent choice for them, since they can pretty much choose their opponents.

6.3 The Dark Horde of Naggaroth: Regiments

6.3.1 Cold One Knights

It seems that the Gyms of the Naggarond are closed and thus you have your basic Elven Knights: weapon skill 5 and initiative 7, no more strength 4. Cold Ones, on the other hand, are harder than ever with their increased armor save (No barding to slow these guys down!) Strength 4 and 2 attacks of the Cold Ones put them to the heavy cavalry category in my eyes.

WEAKNESSES:
Relatively high point cost, though every point is usually well used. Toughness 3 and 1 wound mean that if they are not getting their (very respectable) armor save, you are going to see some dead Elves. Stupidity. Spells that ignore armor.
USES:
I use two kinds of Cold One units: support units and chargers. The support units are used in the same way as trolls: they move fast and increase the combat resolution. A small unit (5-7) Cold Ones with a champion and a standard can support your infantry very well, as long as the foot sloggers provide the rank bonus, these guys will inflict the wounds. These units are relatively cheap and will draw much fire from your main units.

Chargers are entirely different affair: 10+ Cold Ones, with Battle Banner/Blood Banner/Banner of Might, accompanied by a champion and a couple of primed Witch Elf Heroines. Any army with basic toughness of 3 is virtually defenseless against them. Expensive. Against Wood Elves without allies, give them the Standard of Shielding, and watch as they happily trample the Wood Elf infantry into oblivion. 1+ save makes them immune to bow fire. Remember that their effective movement 7 means 3D6" when pursuing (or fleeing!)

6.3.2 Dark Riders

The best light cavalry unit by far, Dark Riders can skirmish, get a free march move, are Fast Cavalry, can move and shoot without penalty, and can fire and flee on the top of it!

WEAKNESSES:
Spells, very accurate bow fire and tough hand to hand fighters are their doom. But these can be dealt with. Even though they get all their special rules for just 1 point, they are still expensive troops.
USES:
As missile screen, you could give their champion the Ruby Chalice, making hitting them with bows and bolt throwers almost impossible. Anything advancing behind them is quite safe from any normal missile fire. They can also be bought spears and used as non skirmishing unit to charge enemy archers as soon as possible.

Their free march move allows them to charge enemy on turn 1! Also, small units can be used to race towards enemy lines, harass lightly armored troops with their repeating crossbows and stop any enemy attempts to make march moves. I do not deploy my Dark Riders on the extreme flanks as the Dark Elf army book suggests. It is far too easy to lose them if they are forced to flee. Unit sizes vary from 5 to 12.

6.3.3 Executioners

Weapon Skill 5, strength 4, heavy armor, D3 wounds per hit and 2 handed weapons. They hit very, very hard, but they hit last. A difficult choice. If you take them, include Tullaris also.

WEAKNESSES:
Very expensive. Highly Specialized. Assault troops will cut them down before they can strike back. Low Toughness.
USES:
Almost any other troops with 2 handed weapons are easy prey for them because their high Initiative allows them to strike before other troops with such weapons. Chaos Dwarf armies are usually armed with 2 handed weapons more than anybody else (Chaos Dwarf Axemen and Bull Centaurs) and besides, the Bull Centaurs got 2 wounds, so the Executioners are good troops against them. High strength negates the good toughness and armor saves of the Big Hats. Dragon Ogres with multiple wounds are also a good prey if and only if they have 2 handed weapons.

Heed me well, against troops with fast and good shock troops like the Savage Orc Boar Boyz, they will be cut down before they get a chance to fight back. Think very carefully whatever you really need these very expensive and highly specialized troops. When you take them, give them the Standard of Shielding. This gives them 4+ save (of which 6+ is unmodified). And consider banner of might also. Because their ability to cause multiple wounds monsters and other creatures with multiple wounds should be their opponents. Also, they can be used as guardians for the defended obstacles. Since your enemy can hit you only with 6's, you can strike back with relative impunity.

6.3.4 Black Guard of Naggaroth

The clone-warriors of the Phoenix Guard, troops with heavy armor, halberds and weapon skill 5, Initiative 7.

WEAKNESSES:
They are not actually bad troops, but pay far too many points when compared to their usefulness. Strength 3 even with Halberds just doesn't cut it today on the Warhammer Fantasy Battle field.
USES:
Against foes with weapon skill 2 or lower, as these can hit the Black Guard only with 5+. Against High Elves and medium infantry. I'll be honest with you: I don't use them. You can have Witch Elves for 12 points per model. Why should you buy 15 point Black Guard?

6.3.5 Dark Elf Crossbowmen

Dark Elves with the much-vaunted Repeater Crossbows and light armor.

WEAKNESSES:
The regulations of Naggaroth order every elf with a crossbow to wear light armor. Mighty fine, but that is 2 points wasted for each model. The repeater crossbow has strength of only 3 and range of 24" inches. With their special rules they are not bad weapons, but pure archer units are defensive weapons, and 24" range is not enough for this role. No hand to hand ability. Surprise!
USES:
I must say that I personally never field them: I can get City Guard, Black Ark Corsairs, Scouts and Repeater Bolt Throwers, easily more effective and useful missile troops.

6.3.6 Dark Elf Warriors

Well, every army must have one or two of these regiments. Basic Elves, hand weapons, light armor, option for shields. There is absolutely nothing unique about them.

WEAKNESSES:
Toughness 3, strength 3, low armor save, no real options, high point cost.
USES:
They enable you to field 2 Repeater Bolt Throwers for each regiment over 10 models strong. May be used as a missile screen if you are not allowed to field allies, as they are your cheapest regiment. If you want my advice (if not, why are you reading this?): Leave them home.

6.3.7 Dark Elf City Guard

Mixed ranks, spears, repeater crossbows, option to rise the armor save to 5+. An economical defensive unit: both spears and repeater crossbows (despite their short range) are good when defending against toughness 3 low armor save troops.

WEAKNESSES:
Strength 3, Toughness 3 are not good news, and neither is the high point cost.
USES:
As basic infantry that can both shoot and fight against weaker regiments. I generally field a unit with four ranks, deployed on a hill, with alternating ranks: first ones with crossbows, second with spears, third with spears and fourth with crossbows. Deployed on a hill, they will get a good field of fire, fight rater well in hand-to-hand and get +1 combat resolution for higher ground. If are planning to play defensively, consider them. Good place for your lower level Wizards.

6.3.8 Witch Elves

For 12 points you get frenzied Elves with poisoned weapons, additional hand weapons, and option for magic standards. Compulsory troops.

WEAKNESSES:
Toughness 3 and low armor saves mean that missile fire, spells, war machines and fast moving shock troops will be their bane.
USES:
This is your main infantry assault unit. With Frenzy, poisoned weapons, additional hand weapons and the option for Cauldron of Blood support make them lethal. Skaven, Humans, other Elves, or indeed anybody with toughness 1-4 and armor save under 3+ will fall like a grass under a blooded scythe.

Always, always take a character with the Ruby Chalice if you are expecting any kind of enemy arrow/crossbow fire. It is very common to see 50+ Witch Elves in my armies, either as a one big block (a la Skaven) or two units with at least 20 ladies. Favored Standards include Banner of Might, Banner of Defiance, and the Standard of Shielding (with Cauldron of Blood, you get 2 6+ Unmodified saves for each Witch Elf.) These ladies come with the "Longsword Seal of Approval". Build the units carefully and they will not let you down. And one more thing: I do not buy them light armor (steel bikinis!). 12 points is just right for me.

6.3.9 Dark Elf Scouts

Ballistic Skill 5, infiltration, no penalties for rocky terrain, all for 2 point increase to the basic cost of an elf. How can you go wrong?

WEAKNESSES:
Toughness 3 and missile weapons with strength of only 3. No real hand to hand ability, except against the High Elves.
USES:
Depending on the size of the battle, I field 2-4 units of 5-8 scouts. 1 unit is not enough, and is easily defeated by the enemy flyers and fast cavalry or war machines, while 2 units gives you a chance to deal with the enemy war machines and chariots with a reasonable certainty of success. Remember also that they do not have to skirmish. If you see a big juicy missile unit with only one rank, and you have a reason to believe that you might rout them if you charge. Shoot 2 bolts with their weapons. Their ballistic skill 5 is sufficient.

6.3.10 Black Ark Corsairs

Basic Elves with few evil twists. Option for additional hand weapons, every regiment may carry a magic standard, 5+ Save that is not modified by strength and on the top of it, every 10+ strong regiment allows you to buy 2 Repeater Bolt Throwers.

WEAKNESSES:
Weapons that totally ignore armor saves. Troops with very high armor saves. High toughness troops. Very high point cost. Strength of only 3.
USES:
The unlimited number of regiments allow you to guard flanks, advance and shoot, and besides each and every regiment can carry a magic standard. I always, always give them additional hand weapons, and against anybody with toughness 3 and 1 wound I buy the Repeating Crossbows.

I use the Corsairs very much like the Empire detachments. I generally use two 10 strong regiments that flank my main infantry unit, preferably with my general in it, raining missiles upon my foes, engaging skirmishers and allowing me to take 2 Repeater Bolt Throwers for each regiment.

Such regiments often get the Banner of Wrath which increases their hitting ranged attack power even more. If I field them as a regular multi-rank unit, I use them to stop enemy shock troops and hope that their Dragon Cloaks will hold. You can actually keep the standard on the front rank since there is a good chance that the banner bearer will not be cut down. They have hand to hand ability, they have missile power, they have it all!

6.3.11 Dark Elf Spearmen

Elves, Spears, light armor. No wonder the Elves are a diminished people.

WEAKNESSES:
Elven spearmen are not good troops, regardless of race. Strength 3 and very high point cost are not a useful combination. Compulsory light armor boosts their point value up even more.
USES:
Against low strength, low toughness infantry they will hold their own. Regiments of 10+ models allow you to field Repeater Bolt Throwers. But there are better options on this list, even for defensive armies.

6.3.12 Harpies

"Flying Beastmen" with weapon skill 4, strength 4, toughness 4, and 2 wounds.

WEAKNESSES:
leadership 6 and inability to follow heroes. Taking terror/fear tests. Remember, even if you are allowed only one regiment in your army does not mean that they are a "must take" unit. Dwarf war machine crews for example are quite tough, can be invisible, and besides the Dwarfs often bring the Master Rune of Dismay with them, and with leadership 6 you are bound to lose the check. So consider whatever you really need them.
USES:
Good at harassing war machine crews, skirmishers and missile units. With their toughness 4 and 2 Wounds they can also be used as a missile screen. A long line of harpies can be deployed almost anywhere, and stop that Wood Elf Scout regiment shooting at your Witch Elves.

6.4 The Machineries Of Destruction: War Machines

6.4.1 The Cauldron of Blood

Very cheap war machine (well, a moving altar, really), since it comes with 2 Witch Elves and a Witch Elf Champion, it is actually very cheap. The Cauldron gives any Witch Elves within 18" a unmodified 6+ save against death, and triple attacks for the first combat round. If you can keep it going, virtually nothing can survive an onslaught of a Witch Elf unit with triple attacks. That is 4 attacks for rank and file, 6+ for champions, 9+ for Heroines and 13 for Crone Hellebron!

A word of warning, armies with long ranges attacks will not cease their shooting until your precious Cauldron Guard are history. Cauldron is also very suspectable to attacks of powerful flying creatures and heroes on flying mounts. The guardians have only 3 wounds in total, after all!

It is at it's best against Chaos, Skaven and the Chaos Dwarfs, who often have a hard time eliminating it without suitable long range attacks.

6.4.2 Repeater Bolt Thrower

The actual army you are fielding pretty much dictates how many of these excellent devices you should bring to battle. Against most enemies it is worth to bring all the repeaters you can. Aim them at 1 wounds regiments of any description or armor save (these devices allow none.), and watch how your enemies die in troves. Knights are particularly good targets with their high point cost and useless armor.

Can't recommend them enough, even though there are plenty of ways to deal with them.

6.5 The Beasts of Naggarond: The Monsters

War Hydra is the main attraction of this list. With 5+ save that is not modified by strength, good statistics (weapon skill 4 and leadership 8!), plus the best breath weapon in the game, War Hydra is a sore temptation for every Dark Elf General for 225 points (other races have to pay same points for a far weaker version!). If you are planning to go head to head against another assault army with lots of infantry, this creature will be an excellent tool. It can easily cause 6-10 casualties in one round, as it is allowed to use it's high strength breath even in hand to hand. But remember: War machines and numerous missile troops will cut it down, and it yields 3 victory points for the enemy once it dies.

Dark Pegasus may be puny, but they are also only 50 points each. In large clusters they are a very good buy for routing enemy war machine crews.

Manticores are another admirable choice against war machines that often cause hard headaches to Dark Elf Lords. While expensive (200 points), they are also exceptionally hard, and cause Terror and thus can scare away multiple war machine crews at once.

A Rat Swarm or two might be a good buy slow down and hold enemy regiments, even though it is expensive.

6.6 The Misguided Fools: The Allies

The things that the Dark Elves lack are good wizards, cheap sacrificial troops and war machines with a strong punch. Undead wizards, goblin wolf riders and such fill the last small gaps in the armor of the Dark Elves.

6.7 The High Echelon: Special Characters

While all dark elf special characters refuse to change their beloved equipment, they all can serve as the general of your army! In smaller games the "Hero"-level charcters are good for saving points, though.

6.7.1 The Witch King of Naggaroth

Now let's be fair. Malekith is an Elf with toughness 5, strength 5, 4 attacks, leadership 10, level 4 wizard, immune to psychology and causes fear. But he also has a very poor choice of equipment, he rides a chariot that has nowhere to hide in an average dark elf army, and missile troops, war machines and Greenskins with their `Eadbang banner will cheerfully cut him down. You might buy an allied chariot regiment to follow him, or field him against Chaos that rarely has a lots of missile support, but the are better uses for your points in dark elf army. He is also the only dark elf allowed to ride on a cold one chariot. I can just see him parading the streets of Naggarond. The ego of that Elf.

6.7.2 Beastlord Rakhart

An elven hero with the ability to subdue monsters. He is, however, prone of dying if confronted by such a beast! Also, he rides a dragon. That's 450 points, and it is not easy to cause enough damage to justify that cost. Rakhart must place his faith in his Whip of Agony. For very large battles only.

6.7.3 Morathi, The Hag Sorceress

She would give you some badly needed magical support since she can use Slaaneshi Spells along with the Dark Deck, but it is not a good idea to be prancing around with a Dark Pegasus if you are level 4 sorceress.

Her compulsory items are also very badly chosen. What is this fixation that the elven wizards have with Swords? I might consider her leading a unit of allied ogres or trolls so she could be safe from missile fire, but otherwise, she is too vulnerable.

6.7.4 Kouran, Captain of the Black Guard

There is not much special about Kouran. He can be your general and carries an additional sword with his magic weapon. He and Shadowblade are the cheapest generals you can get. If you want to save points in this aspect, He is the best choice, though you'll have to field a unit of Black Guard to get him.

6.7.5 Crone Hellebron, The Hag Queen

With Deathsword, Frenzy, Parrying Blade, and enough sense to ride a Manticore, she is very, very powerful in hand to hand, at least as long as her enemies die before they can strike back. She attacks with strength 10 along with her manticore, can have up to 13 attacks if the Cauldron of Blood is near. She does not even cost that many points! But, she has only light armor, and thus missile fire, war machines, heroes with Sword of Swift Slaying and strength potion are deadly against her, and so are spells, Amulet of Fire or no. Yes folks, She can give it, but she can't take it. Again, think very hard before you include her in your army.

6.7.6 Tullaris of Har Ganeth

Tullaris is, along with Shadowblade, my favorite dark elf special character. He is strength and toughness 5 Elf with Black Amulet and an Axe that kills opponents outright on a roll of 6! He also causes D3 Wounds per hit, making him a virtual mincing machine. If you are buying a unit of Executioners, buy Tullaris also.

6.7.7 Shadowblade, The Master of Assassins

Against other Elves and Humans I always, always take Shadowblade. He will have an excellent chance to slay somebody important (preferably the highest level mage) with his strength potion and poisoned weapons (that is 4 weapon skill 10 attacks with strength 7 causing D3 wounds!). He may well be killed, but even then he will bring destruction to your foe with his Heart of Woe. He also can slow some important regiment for a turn or two, and with his hatred and admirable fighting skills, High Elves will soon learn to dread him. Cheap, useful, decisive. Join the Temple of Khaine and find the answer!

6.8 Tactics

Dark Elves are a fantasy "Special Operatives" force. They have staggering amounts of troops with unique abilities, and perhaps the best mixture of fast assault, skirmish, and missile forces. On the down side, they are Elves, which means that they are expensive. My solution is to form the backbone of my army from infantry with very strong support of cavalry and special troops. This gives me enough numbers to survive any war machine/missile hits. Having said this, Dark Elves are not Skaven. They can not survive a prolonged war of attrition. Thus I also have Repeater Bolt Throwers, Scouts and Dark Riders to deal with any long range attacks.

This is perhaps the most important thing when playing with the Dark Elves: you must find the right balance: you have the troops for every situation, but they cost so much that you can not afford to miscalculate what troops you need and how many of them are required. Learning this trick is hard, but once mastered, this army is a positive joy to play with.

One way of building the units is "a Shackle". The idea is to support Some big, important unit with a smaller one that serves as a flank guardian/missile screen/missile support. Here are few examples: Cold One Knights and Dark Riders. Against armies with heavy missile support with high armor save modifiers, infantry shielded by the Black Ark Corsairs is an option worth considering. Witch Elves and Harpies. Harpies will act as a moving missile screen with their toughness 4 and 2 wounds.

Here are some overall plans from my twisted mind:

6.8.1 The Poisoned Blade

The Dark Elves are the best army in taking the battle to the enemy. Their Scouts and Dark Riders are a frontline problem right from the beginning of the turn 1. Harpies and Dark Pegasi and other cheap flying monsters are an excellent addition to all this. If facing other Elves or Humans, you can add Shadowblade to all of this, and thus there is a very real chance that you can tie up or destroy a substantial part of the enemy force on turn one. If this succeeds, you can use your own Repeater Bolt Throwers and other such attacks to soften the enemy before engaging them with your Cold Ones and Witch Elves. Having crippled the enemy missile forces and wizards with your lightning attack, the foe is at your mercy. This Works wonderfully against the Empire, Bretonnia, High Elves and the Wood Elves.

6.8.2 The Death Night

An army based on the Witch Elves appeals to me greatly, I very often concentrate some 50% of my points on them. On such armies, I generally field 2 Witch Elf Units, and use all the other troops as support. These two great blooded scythes are a terrible opponents. With front ranks full of Witch Elf Characters and followed closely by the Cauldron of Blood, they can take on any enemy and go head to head with even Chaos and Skaven. But even with this army, you should not forget the support troops, or more numerous opponents will still overwhelm you. So Repeaters, Scouts and such are called to war once again. If I want to really emphasize on attacking I will buy a large regiment of Cold One Knights on the top of it all. If this tactic succeeds, it will cause a crushing victory against your foes.

6.8.3 The Bloodied Bastion

While I do think that a basic offensive strategy with tactical variations is the best choice for Dark Elves, sometimes it pays to defend. On Such armies, my troops include a City Guard Regiment or two, some Black Ark Corsairs, and one good hand-to-hand regiment as the reserve. Also, I have numerous small regiments of Scouts and Dark Riders, along with heavy flying support (Manticore or two, plus Harpy regiment some 16 strong), so I will have the mastery of the skies. Also, I will purchase each and every Repeater Bolt Thrower that my regiments allow. My Scouts and Dark Riders stop enemy from marching, and pour fire upon them. My flying creatures protect the Bolt Throwers from enemy attentions, and they on their turn keep the continuous barrage going. Once the enemy crawls within the range, the Corsairs and the City Guard open fire, and my reserve unit charges in, scattering the pitifully few survivors.

The Witch King rose from his Throne, eyes blazing. "Yes! Now I see it!" He turned his baleful gaze on the assembled Generals. "My armies march within an hour!". Hurriedly the Dark Elf Aristocracy hastened to fulfill his wishes. Accursed Malekith turned again to face the stranger, but he was gone.

"Why did he do it?" Muttered the Dark Lord. But cold silence was the only answer.


Next part: Dwarf Tactics.