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This seems a very generic army. If you field this you will get slaughtered by stuff like mono dinos or maybe even Skaven.
Especially your frontline of Spearmen and Bleakswords is very weak. No way you play that army on a difficulty higher than Normal.
Opinion on Shades vs. Darkshards? I find Darkshards to be a little lacking in range (considering their reload time is also extremely slow). Shades can flank a little and be nasty but most of the time I found myself still having them in my backline (because the enemy has an Eagle, or Cavalry, or Chariots, or High Elf Archers...).
Obviously Shades have better speed and Ranged Damage, but somehow they fail to be the flanking unit I remember them to be in Tabletop.
1x Morathi/Lord
1x Sorceress (arcane conduit)
1x Death Hag
6x Black Guard of Naggarond
2x Har Ganeth Executioners ( witch elves in mid-game)
5x Darkshards (shields) or Shades (great weapons)
1x Cold One Dread Knights
3x War Hydras (sometimes 1-2 dragons)
While Malekith can inflict himself huge casualties, Morathi is more about synergy, in particular thanks to a wide range of hexes/support abilities. By far, I prefer her Pit of Shades spell to the uncertain Bladewind.
I really like the War Hydra as well. Thanks to its regeneration ability, it's an ideal candidate for the Power of Darkness spell. Once placed on the side of the battle front, I feel its fire breath attack is also more reliable than those used by dragons.
Also the rite explosion is insane. The black arc spells suck so far but I haven't tested their upgraded versions. It would be nice to be able to breach a wall or knock down a tower like the vault spell HE get.
-Morathi
-"Tanky" DeathHag
-15 Shades Great Weapon
-3 black dragons.
It was unfair. Great Weapon shades are the best unit in the game in my opinion
I'll also point out that simply comparing units in a 1-1 basis with high elves isn't entirely fair, you need to look at how they function as part of the whole. High elf ranged, while good vs squishy targets, is pretty abysmal vs anything with decent armor, and unlike skaven, they lack access to massive amounts of debuffs outside of spells(queeks warpstone armor and weeping blade on death runners make slingers stupidly good). Darkshards pulp basically everything you face in seconds, and have shields to boot. Shades annihilate enemies even faster. Dark elf infantry is basically just there to hold the line, and for that, dreadspears+witches are adequate(witches rampage effect is amazing). Not saying they cant go melee heavy/be powerful in melee, but it's not mandatory. In comparison, once you start dealing with more elite armies, high elves are much more reliant on their melee infantry to deal with enemy armor.
Shades are the best Ranged Unit this game has. because they dont only have a good range and AP dmg, they can also deal with close combat situations. If you are out of ammo or get charged.
And Dark Paladins are very good Cav. Yeah they can get enraged but they still do alot dmg and have alot armor.
If you want one of the best Melee Infantry dont take Black Guards. Take Executeners. They kill Chosen Warriors in 1vs1 and still got 50% life left. They are some of the most Brutal Anti Infantry Units in the Game. If they get assisted by Hydra, Dragon or Witchelves with Hag on Cauldron they are unstopable. Witchelves can kill all the low Armor stuff very fast and get a "ok" Wardsave in lategame.
I use Blackguards really rare. maybe 2 of them in an army.
I dont use and Bleakswords, Darkshards, Dreadspears after turn 30 around anymore.
Morathi's Damage Debuff is an "area of effect" spell, so its pretty good stuff considering it hits a large area and lasts like 44 seconds. It works really well on that initial front line engagement...
Now uh the amount of damage is like debuff like 30% but thats not really the 30% of the other units damage its 30 points, its fairly severe....Its also not just damage its also something else if you've stacked enough points in the skill.
But I cant really say I've had to deal with 12 dino's all at once cringe ><
I dont know how you built Morathi but I ussually build mine for spell casting and its been entertaining.
Myself I've been playing around with the army composition so Im also interested in how people reply to your inquiry.
Best of luck.
If you're going heavy on the archery (which you should - every other faction in the vortex has you beat on infantry but NOBODY can beat your archery, why would you fight battles on someone else's terms?) then shades are garbage.
The fanbois need to take a seat and accept that they're just not worth the extra cost for such a marginal improvement in the one thing they should be doing - shooting. From start to end, if they draw their swords you screwed up.
Eight darkshards turn four units of anything trash and gold alike to mulch in about 30s flat. If it needs to die faster than that, reduce the number of units you're shooting - go 4 on 1 and watch it die in 15s. Dragons melt under that kind of firepower.
"But shades can do that tooooo!" yes at a MUCH higher cost, with greatly reduced resisilence to taking fire (levelling the playing field against high elves, whose archers are MILES cheaer than shades - again, why would you do this?) meaning you've got less stacks and less shooting over the course of the battle because your shades keep getting slaughtered by counter-archery.
Cold Ones exist to be an expensive but low-maintainence counter to cavalry - throw them at the flanking force. They'll at very least keep them occupied and out of your back line even if they lose because rampage means they just don't quit. Use them to free yourself up to micro other bits of the battle. If you'd rather focus your attention there then play footsie with the blackguard while the darkshards shoot them dead and forgo the cav.
Corsairs are a good unit for pinning low tier infantry. That's their thing. They've got very good armor for such a low tier unit. If the enemy doesn't have access to AP or very high damage attacks yet then they're superb and well worth their cost. If the enemy DOES have AP or very high damage attacks then they're contributing nothing spearmen wouldn't for less and if you've got the money to burn, get Blackguard who do a better job of avoiding the damage in the first place.
The only archers Blackguard need to fear are AP as these can do a lot of damage to them in a very short space of time. As a dark elf you ought to know this very well. They will suffer under sustained non-AP fire just like anyone else but they're always better off than other unit in your roster in the same scenario - once the AP stuff is dead, turn your massed crossbows onto the archers and stop the rain.
You dont need lots of Shades. You need only 5-6. Thats what i got in every army.
They can vanguard, hide and hit when and where they want. They do lots more dmg then Darkshards against anything that wears an armor.. thats almost everything in late game.
And they fight alot close combat in my games. Because they are a Hybrid Unit they can do it and its useful.
Sometimes its better to charge an enemy in his back then stand there and shoot.
They also can climb up a City wall, kill the denenfing archers up there and shoot from the walls inside the City. Thats something no other Archer could do in an efffective way except for Seaguard since they are hybrid uunits too. But they have a short range so standing up the Wall and shoot down isnt thier thing.
Their per shot damage is exactly the same. So your calculation is wrong and everything you're concluding from it is also wrong.
The correct calculation is shots fired x number of shooters x damage per bolt.
And that's where the fallacy of 'omg shaaaades' falls down.
It only gets worse when you start including techs - Darkshards benefit from a cumulative 20% bonus to missile damage from tech. Shades only get it to their melee damage and a 10% improvement to reload speed.
Hi, I wrote the literal book on Dark Elf strategy. And while there're many that work the foundational assumption that shades are omfgamazing is just...wrong.
Every second doing anything that is not shooting makes Shades reload speed less and less important. Because that's all it does. Reduce the interval between shots.
If they're skirmishing about, they're not shooting.
If they're playing hide and seek with cav, they're not shooting.
If they're dead because they were shot to pieces by high elf archers that outnumbered them 3:1 for the same cost, they're not shooting.
And the idea that you'd ever throw shades into a rear charge if you have ammunition left to spend just highlights your failure to grasp the engine. Why introduce up to an 80% miss chance (Shade melee attack being less than stellar compared with the defense of these elite high tier units you insist they can fight in melee with) when you could shoot them dead much more quickly and suffer no casualties in return?
And blackguard can climb walls just fine.