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Lore of Nehekhara (juicy healing)
You will want some fast units in case of shades like the Sepulchre Stalkers or chariots
Against Black Guard/Executioners you can keep them in place with Tomb Guard, but they'll lose against them in the long run so you want to have something that can crash into their rear.
Casket of Souls
Warsphinx, preferably with your lord on it
Ushabti bow to deal with large units
Tomb Prince to deal with their agents
Main issue against Dark Elves is their ranged power, corsairs are trash but their Darkshards (shields) will win pretty much every skimish against your skele archers and the Shades can basically rek any form of cavalry that you send to it. Given that all your constructs are reliant on lots of armour and all DE ranged option aside from corsairs is armour piercing, you dont want them to fire on them.
Black Guard are fairly easy to deal with: just shoot them. Bone Giants, Casket of Souls, even Screaming Skull Catapults make blasting them easy.
The hard bit for me are the Darkshards and their construct-annhilating volleys: Caskets deal with them nicely via range and Tomb Scorpions are hard to shoot and can really murder them in melee.
Also, don't underestimate their Cold One Riders, but they're pretty easily dealt with by Tomb Guard w/ Halberds.
I disagree, Death is far better for Dark Elves:
- it has -armor on Soulblight, great for skelly vs Bleakswords fights
- Purple Sun is expensive but very good at murdering otherwise nasty targets (Black Guard, Har Ganeth Executioners), and also very good on throwing on top of a construct in a blob
- can't complain about Spirit Leech spam
I may need to try Death with another lord though; I just gripe that soulblight only covers one target if I'm not mistaken (may be thinking of another spell in that line) which doesn't seem like a enough. I'm in the same boat with Light, I'm just not sure which is more beneficial on VH difficulty, buffing your troops or debuffing the enemies.
Get their melee to blob something, drop a shadow pit, and let it dissolve them. Magical anti-armor stationary vortex ahoy!
more or less well>necro>war/giant>hiero>halberds/scorpion/ushtabi bow>ushtabi>tomb guard>chariots
and yes if you can only outfit 1 army w high tier you defo need to move faster. use chariots early and a lot, trash infantry as little as you can get away with (altho spears are better vs brettonia cavalry)
Keep popping 5k on the rite to make caskets of souls, and get the TK from...1st dynasty I think? Gives 20% more ammo to his army I believe. Pile in the caskets and a bunch of trash skeletons to keep things off the caskets long enough for them to blow everything to smithereens. Which they'll do because they're insane.
Being able to heal your entire army for 5 WoM is far more useful than dealing damage with an 18 WoM non-overcast spell that goes in random directions every time you cast it.
Next to that, Lore of Nehekhara is more supportive than destructive and is thus more helpful when your constructs are targetted by their AP ranged. Cuz with a 44% damage resistance + healing + additional healing, not much will damage you.