DARK ELF 2,000 POINT GT '99 ARMY
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CHARACTERS Dark Elf General (160) with Armor of Fortune (15), Black
Amulet (50), Flail of Skulls (30), cold one (10), lance (2), repeating crossbow (3) and
shield (1)
269 Points
Witch Elf Champion (62) with Sword of Swift Slaying (25) and add. hand weapon (1)
88 Points
Sorcerer Champion (121) with Skull Staff (35), Rod of Power (25) and repeater crossbow (3)
184 Points
Sorcerer (59) with Dispel Scroll (25), dark steed (3), spear (1) and repeating crossbow
(3)
91 Points
Assassin (56) with Potion of Strength (10), repeating crossbow (3), halberd (2) and heavy
armor (3) (with Corsairs)
74 Points
Dark Rider Champion (48) with Black Gem of Gnar (25), dark steed (3), repeating crossbow
(3), spear (1) and light armor (2)
82 Points
Subtotal: 788 Points
REGIMENTS
5 Cold One Knights (190) with lances (20) and Standard of Shielding (67)
277 Points
4 Dark Riders (100) with repeating crossbows (24) and spears (8)
132 Points
12 Witch Elves (144) with War Banner (37)
181 Points
11 Corsairs (132) with repeating crossbows (33), add. hand weapons (11) and Banner of
Sorcery (41)
217 Points
5 Scouts
65 Points
5 Scouts
65 Points
5 Harpies
75 Points
Subtotal: 1,012 Points
WAR MACHINES
2 Repeating Bolt Throwers
200 Points
TOTAL: 2,000 Points
Notes:
I hope to see more DE armies this year, but they are hard to play in the face of all the
Undead and Daemons out there. They do make a good match against the HE because of their
hatred. They also paint up great. Dark Elves were the army I almost started back in 1989,
before I got bitten by a rat...
Movement: There are three maneuver elements here: The cold ones, the dark riders and the witch elves supported by the corsairs. The harpies form a sort of mobile reserve. I find it's infinitely better to have some crappy flyers than to have no flyers at all. The scouts should be able to deploy forward and deny the march a little, and get a shot or two off on something they can hurt.
Shooting: This army can generate 60 RXB shots, plus 8 RBT shots. That's pretty good, even though it's not that accurate. The RBTs are great against almost everything. Shooting won't win the battle, but it will hurt the enemy just that little bit more. The Dark Elves (and all their kindred elves) are always outnumbered. Missile fire helps trim the odds.
Close Combat: The cold ones with the general, supported by the Dark Riders and harpies will attempt to crush part of the enemy line, while the rest of the army maneuvers for a charge to cover the cav. Again, the theory is to make the margin of 500 points then play conservatively. The Witch Elves are not as dangerous as they might be, but they are three attacks per model, at WS4 and S4. The champion is five attacks at S5! Not too bad. Even the corsairs can get into the swing of things, since they have two hand weapons each.
Magic: Defensive, until the enemy mages are dead. Once that happens, I can count on
Dark Magic to cause some damage to the enemy. Magic won't win me this battle, but it might
sew it up if done correctly.