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The Witch Elves get a few more things -- don't discount the poison. Defensively they're much weaker but they do have physical resistence of 20% so that helps. They have Murderous Mastery, which is better than what most Dark Elves have. They're also much faster so once that kicks in, they'll quickly rout the enemies and then chase them down.
I do agree that because the Witch Elves are 2 turns, I'm not using them at all, and they still don't seem like they're better than Corsairs in most cases.
Or maybe Corsairs are just a bit over-tuned for their cost?
You wouldn't. Bleakswords are quantifiably worse for dark elves than any other options.
You kill things with darkshards. The purpose of your melee line is to allow your darkshards to do that. You've got killing covered. Spears have higher defense, the same armor and charge defense vs large.
Corsairs are better at holding the melee fight (except against large...) but no shield. So OTHER darkshards shred them and thus you don't use corsairs against other dark elves.
And eventually you just swap them all out for black guard because executioners are high-tier bleakswords - redundant because darkshards are you killers. You just need to keep them alive long enough to do it and blackguard are better at that.
Its just that its a lot of work when you could've shot them in the front with MOAR DARKSHARDS.
Yeeeah, but for Role-Play purposes, I would just never feel right fielding a full front line of Black Guard.
Same as in Napoleon Total War, a full army of Imperial Guard just felt silly.
Obviously multiplayer is different, you use what's meta, but the campaign has a definite role play aspect to it, and Black Guard are not front-line regulars, they're elites.
I mean it happens late. You need two high tier buildings, lots of money and two recruitment turns to get them.
You can get by with spears. As mentioned, melee infantry are not the killers of the dark elf army (which is very much in keeping with their fluff. Repeater crossbows are brutally effective.) it just really reduces your margain for error and forces you to use a lot more wizards.
With a Hag on Cauldron with them, some research aso. They got a very good Wardsave and make the enemy insane so they ignore commands.
But as i said.. they miss dmg. Sure im aware they cant one hit almost every other unit they meet on the battlefield in a Total War Game. But still. Its a huge step from "Oh there are some Swordmasters of Hoeth.. lets kill them all with one strike, overrun into Silverhelmets and kill them all too with one attack.." and "we need 3 minutes to kill those clanrats and lose 20% of our Soldiers"
For example keeping 2 units of Witchelves in the back basically means that you can protect your ranged units from pretty much anything that might goes for them and keep whatever it is looked down until it's dealt with. I also often use them to go around and attack enemy ranged units from the side or back. They are fast enough for that and they do not go crazy like the better cav units you have available which makes them more reliable.
HELLO 80 armor 40+ melee armor piercing AND 150 ranged armor piercing shades. Attack and defense are both in the high 40s if not inching into 50s too. give 6 of them armor piercing/frenzy banner and watch them wipe the map....
few units in game have dodge that makes up for low armour, which makes them harder to hit and to kill, also like the trailer you see them running through forests (trees protect elves), not rocket science
Forget? It's like the first thing I mentioned in my comparison...
Their poison effect might be really useful in multiplayer though