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witch elves are glass cannons and are very fragile they are a support unit used to pin stuff in place with there madness of khaine atribute so they are not a frontline unit
Witch Elves are used for flanking, wiping out weak archer units in the rare occasions they can get close enough to do so, killing weak units very quickly, killing other units listed as "damage dealers", and sometimes wiping out certain large units if they are able to avoid being charged into.
Witch Elves are a lot less useful on higher difficulties without some type of unit buff so I rarely used them in campaign. Helps that I almost never play Dark Elves which means I rarely use them by default.
Witch Elves... you only recruit those when nothing else is available.
If you want you could try SoS/witch Elves + Corsairs as a frontline(could be strong also with certain LL's) then swap the corsairs for Executioners that would be a solid but I would pay attention to how SoS.WE perform vs T4/T5 units as they could end up being a detriment, sometimes higher tier units can carry lower tier units in the late game but it depends on the faction but you need to be more aware of it on higher difficulties because of the AI buffs.
You can never go wrong with Shades and Darkshards.
In TT they're absolute terrors against anything that lacks high armor and one of the strongest core units in the entire setting in melee. In Total War they're just kinda terrible for their cost. They can be alright when buffed up a lot by Hellebron, but sisters also get buffed and tend to be more reliable at their role compared to WE.
as corsairs sisters and executioners perform better for the cost
but the reason you use witch elves is for the madness of khaine ability and thats why witch elves have been nerfed as DE dont gain acess to any "Net" ability to pin units in place witch elves are there version of net of amyntok
so yes all there melee nerfs turned them in to a support unit that pins large units in place with madness of khaine thats how you get value of em
1. By themselves, they are outperformed by all the other choices.
They're too squishy and expensive. They're about equal with Dual Sword Shades *in melee*. While their killing capacity is good, it can't keep up with the rate others kill them- anything but meat fodder kills them faster. As another stated, Witch Elves are support melee troops, which means 1-3 per army.
2. ! They are exceptional flanking infantry !
Madness of Khaine is a very interesting mechanic- it has the effect of making the target focus on its current target. This requires explaining! Most of the attention of the attacked unit remains on the opponent it was previously engaged with. This matters- if you closely watch combat, the unit will push its soldiers to engage its target, while fighting back against any enemy that engages them. So all that squishyness of the Witch Elves is suddenly not so big a deal. Now, here is truly where the Witch Elves shine.
*The Madness makes the target easier to hit, so whatever was front engaged with the enemy will have an easier time winning in their own capacity.
*Murderous Mastery is an upgrade to Murderous Prowess that most Dark Elves get. It grants the Witch Elves the power of Fear. Since the target is already flanked by a high offense unit, Fear will frequently push them to breaking.
*If the enemy does break, the Witch Elves will make quick work of the routing unit as effectively as cavalry if they aren't tied up in melee with something else. Few can kill as many routing models as quickly as Witch Elves.
Note, to effectively use Witch Elves as flanking infantry, you don't have to use intensive micro. Simply stick them on one end of your line with a bit of space (charging distance), form them up in a group in a locked formation, and click attack the enemy. They will flank on their own. All you have to do is protect them from getting sandwiched, no pun intended.
Like most things, you can multiply their effectiveness with micro. For example, a straight fighting line limits them to 2 optimal engagement targets. Stagger the line and try to spread the engagement to individual units in separated melee and bounce around a bit to get the most of the debuff. Beat down enemy leadership with Death Magic (Aspect of the Dread Knight/Doom & Darkness). Scatter the enemy clump with spells like Chillwind- Witch Elves take advantage of that better than most thanks to their high offense, speed, and Madness of Khaine.
While Witch Elves don't match up against anything, they have some flexibility- it doesn't matter what they're flanking, they are really good at it, so long as they're working with an effective unit. In other words, if you had Executioners against some Dwarf Hammerers, flanking with more Executioners would be less effective than flanking with Witch Elves- but if you had Dreadspears against Hammerers, it would be better to bring in Executioners than to flank with Witch Elves.
3. Madness of Khaine madness
Already stated by another, the Madness of Khaine can pin down enemies like a raging saurian. This is great against shock cavalry and mounted heroes/generals that dive into your lines. Put Madness of Khaine on them, no more charge cycling.
Alternatively can be used on individual elites with a spaced out front. Make your Witches a juicy target for the elites, let them engage, withdraw to a more vulnerable position, and slaughter them with Shades/Darkshards or overwhelm them with infantry/cavalry. This requires all of six simple interactions (clicks/hotkeys) to do, just don't forget them.
4. They're bad at everything else
Dark Riders are better at hitting enemy archers. And Dark Riders are bad.
Their leadership is high, which means if you make a mistake but pull them out in time, they'll forgive you... but that also means they're quite willing to work themselves to uselessness with that high leadership.
You might think that physical resistance makes them good against armor piercing! Well, no, actually. That just means everything kills them with equally good effectiveness.
The relative lack of armor-piercing means they'll always be support infantry. As said in 1, they're not a good match up against anything by themselves. They're kind of like archers. They'll kill things but they need the enemy focused on someone else. And that's a bit of a challenge since they need to be in melee to work.
-summary-
Witch Elves are superb at flanking, which means you need to at least match the enemy in infantry in number and quality. Thus they're bad in Shard armies, which is why they have a bad rep with players. They're certainly worth using, because they'll flank more efficiently than just about anything else...
Here's the end deal, though. Shades, Cold Ones and Handbow Corsairs are also good at flanking, but for different reasons. Witch Elves warrant their price tag like expensive underwear. When you see them perform, you'll be glad you got them.
So what you're saying is most of us will never see them.