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[Army Book] High phichamhokouda.ga Similar magazines. New Books. BOOK REVIEW ESSAYS BOOK rEViEWS. View Sample - Epigram Books. Troy Campus View Book. So a mate told me WHTW is based from 8th Edition army books. I own physically: Dark Elves 7th, Dark Elves 8th, Skaven 6th, Hordes of Chaos .. all their old rulebooks available in a high quality PDF set, and everyone's go to I' ve suggested a few times CA did a new warhammer armies book for this. nov 2 Sep · To download the “warhammer army book dark elves 8th edition pdf” one file you must go to one of the links on file.

Probably going to be one of your mainstay units if you focus on offense and best in units of Bleakswords: Same stats as Spearmen, but swords and shields instead of spears and shields.

Better in smaller units, and not as generally useful as Dreadspears, but still a pretty solid unit. Elites and generally everything S4 and up will crush them provided they're able to strike back. Very good tarpit with Flesh to Stone or Glittering Robe, as it mitigates their shitty toughness and armour respectively. Darkshards: The other mainstay core unit, and again they kick ass.

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Between good range, Armor Piercing and Multiple Shots, these guys shred light to medium armored units like they're not even there.

Have them concentrate fire with Bolt Throwers and Shades if you have them to damage your enemy's important units. You should always give them shields, as they will be absorbing a lot of S3 and S4 return fire. This means you can wound T3 infantry on 3s and Ogres, Saurus etc on 4s. Also, flaming attacks. This doubles the amount of wounds they inflict on flammable units e. Treekin and negates regeneration saves e. Trolls , so if you see Chaos or Greenskins or Wood Elves, this is worth considering, as with the armour piercing and the wounding on 4s with FSoR you can shred through whole units of them.

Black Ark Corsairs: Don't let the 9 point cost fool you: they need to take either an extra hand weapon or a handbow for an extra 2 points. But that's not so bad as they're back to being a reliable Core choice again. The benefit is you can stock up on these lethal ladies and still have points free to allocate to Special choices. They have an absurdly high volume of attacks 30 Poisoned Attacks for 2 ranks of 10, remember supporting attackers only get 1 attack, think about this when using Corsairs, Black Guard, Sisters, etc , high Initiative, ASF and are cheap.

As for upgrades, you can't go wrong with Witchbrew. Be careful with them though, they're about as hard to shoot to death as Goblins more resistant to Panic though, thanks to Frenzy but thanks to 8th ed they're no longer easily led out of position. Use them by all means, but be careful. Also, there's the fact that they are half-nude women sooo These are also counterparts to the Corsairs, the Corsairs not hitting quite as hard but being the most durable of all the Dark Elf Core infantry.

Dark Riders: Actually they are incredible now. And you don't lose Fast Cavalry when you download shields. You can easily get away with taking nothing but these guys for your Core choice as they can outmaneuver damn near everything. Don't take a full army of them against Dwarves or Wood Elves though, you will get shot to pieces. Special Units[ edit ] Shades: Lots of players have mixed opinions about Shades. While they might seem expensive they are really mobile with decent stats and Scout rules they can even march and shoot.

In low point games they will pretty much win your battles for you. Shades should be used as warmachine and lone wizard hunters. They can also be used to harass enemy flanks, but sending them into combat is a dicey proposition since the enemy can split their attacks, but it can help turn important combats around.

Harpies: Harpies got a serious kick in the cooch in this version. Their only real use is if you need maneuverable chaff, otherwise skip them. Executioners: Chaos Warriors getting you down? Bretonnians resisting all your attempts to move them? Need someone with high Strength to knock out a Monster? Then take Executioners. High Strength and Killing Blow make these guys a powerful unit. So yeah, these guys are now some of your best shock troops.

Cold One Knights: A good enough flanking unit when the chips are down and can even charge smaller units head-on in a pinch. Cheap heavy cavalry is always welcome. They're 30 points a model, but the riders gained ASF and Murderous Prowess while the mounts gained an extra Attack so it sort of balances out.

Be careful though, heavy cavalry took the hard end of the Nerfstick in 8th edition, so don't send them straight into a ranked enemy unit. Also, Stupidity makes a unit Immune to Psychology, so don't forget it.

Take in small units for flanking and they'll reward you with your enemies' blood and your opponent's tears. Good with Enchanted Blades of Aiban as it means they hit even elite units on 3s and have -4 rend. This means use against Dwarves and Chaos and drink tears. Cold One Chariots: Quite good as far as Chariots go.

It's highly resistant to damage and while once in a while Stupidity will prevent you from making that charge you need to, its low cost and high Ld keep that from happening too often or hurting too much when it does.

Keep it someplace it can't be charged and use it to flank in a tight moment. Not precisely the Black Coach as far as Chariots go, but can be extremely useful. Black Guard: The only ranked choice that isn't a Core choice.

They're easy to damage unfortunately, but they hit hard 15 always rerollable S4 attacks for 2 ranks of 5 and they. They cost 15 points a model now, but gain ASF and can re-roll failed Wound rolls of 1 with Murderous Prowess, so they hit even harder than before.

They also have no upper limit to unit size to sweeten the pot. For a 15 point magic banner from the main rulebook they can be Ld10 Stubborn or take a Flaming banner on them and they WILL take off an Abomination or a Hydra on the charge.

Buff them if you can. If you can fit them in and already have Executioners, do it. Reaper Bolt Thrower: Often ignored, but a solid choice in its own right. As with all Bolt Throwers, it's good at taking out heavy cavalry and low Wound Monsters. Unlike all other Bolt Throwers except for High Elves, who have the same exact unit it can also be pretty good at taking out infantry.

Stick it next to your Repeater Crossbowmen and help them shred units one at a time.

Almost mandatory to only-refuse-them-if-you-want-to-lose in any Dark Elf army. War Hydra: Any bitch-fest about Dark Elves will bring up these guys. Its Attacks are equal to 3 plus its remaining Wound total. So at full Wounds it's pumping out 8 Attacks and a Thunderstomp after that. This thing EATS. Your ultimate flanking unit that can also double as a frontline unit and you can take 2 in a point game if you want to drink your opponent's tears.

Any unit charged by this should roll for anal circumference. The Dark Elf solution to hordes. Use them against infantry to bring the pain, and take one whenever you can.

I recommend a Life or Beasts caster with them, Flesh to Stone makes them T7, which is fantastic making sure great weapons don't kill them, and the Lore of Beast's signature spell gives them the S and T of a midtier dragon. Birona's Timewarp is also an excellent spell to use on a Hydra, giving it a 12" movement range and ASF, as well as an extra attack.

Scourgerunner Chariot: Lighter Chariot ridden by 2 Beastmasters and pulled by horses. Comes with a Ravager Harpoon: a S7 Bolt Thrower that can be fired on the move, but no Multi-Shot and it doesn't ignore Armor though at S7 it's not likely anyone'll get a Save from it unless you try to Penetrate Ranks with the thing.

If it causes an unsaved Wound on a Monster it gets dragged D6" towards the Chariot. If it goes over 3" it takes a second Wound with no Saves. Note, many of the monsters you want to kill with it are more maneuverable as they can fly. As is, it's overpriced for what it does and competes with other much better choices for one of these you can get two Reapers which can do the same job but better. Leave it out unless it's a fluffy army, and even then its use is only recommended to veteran Dark Elf players who'll use it to get some flank shots.

At only 25 points a model, any army can do with a unit of these unless versing Chaos armies of Slaanesh especially if you want a Dark Steed mounted Sorceress. Units of 5 are ideal. Sisters of Slaughter: They're pretty much Dark Eldar Wyches transplanted into Warhammer Fantasy, without the fancy weapons or combat drugs.

Alright for tarpitting elite units in combat, but not as good on the offensive as Witch Elves. Their Trial of Blades rule has potential but lacks the punch against heavily armored units. They also have the ability to negate the rank bonus for combat results and parry saves, but they're still outshone by Witch Elves. Kharibdyss: The Dark Elves get a deep-sea monster in their army.

It's got a high strength of 7 and if all its attacks hit against a single model it does an additional D6 S7 hits.

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At WS5 this may happen a lot. Alongside I4 and Poisoned Attacks, this makes it a better monster killer than the Hydra.

Also has Abyssal Roar meaning that enemies in base contact re-roll successful Leadership tests, making it a great unit for flank charges as well. Making enemies re-roll successful break tests drools A bargain at points. Worth taking, especially if your opponent has lots of monsters or is playing Ogre Kingdoms. Use Timewarp on it. It will give your rerolls against any monsters or anything, but you should be fighting monsters with this guy , meaning you get an easier Feast of Bones, and you'll anything not an elf first.

Bloodwrack Medusa: A monstrous creature were if you meet its gaze makes you bleed to death from every pore and orifice on your body. This is represented by a shooting attack with Killing Blow. Every enemy model in base contact takes a Killing Blow hit at the same time as Impact Hits.

As awesome as that is, it somehow works on undead despite the facts that they either don't need or have any blood, while some also don't even have eyes or physical bodies How does a skeleton or a ghost bleed to death? Its low, LOW leadership 2! At 90 points with no save, it's not worth the hassle when competing with the amazing Doomfire Warlocks and the impressive Kharibdyss unless you're up against a very low I army like Undead or Dwarfs.

Bloodwrack Shrine: A really weird Chariot that does a lot of different things, some of which are of limited value. It can join units like a Cauldron of Blood but its point cost is very similar to a Kharibdyss or Hydra, so it is best to consider those monsters as its competition for a slot in your army.

It is slightly slower than a Hydra or Kharibdyss but it has Swiftstride. In close combat it gets Impact Hits, but lacks Thunderstomp. It has a solid Toughness of 6 with 5 Wounds making it pretty hard to kill. This is important to note since if an enemy unit extends out of that 6 inch bubble they will not care about the leadership penalty since some models in the unit will be unaffected. It also has the "Avert Your Gaze" special rule like the solo Medusa models.

This ability pairs very well with Miasma from the Lore of Shadow which is a good lore to consider for Dark Elves under any circumstances. A super secret troll technique involving the Shrine is to run one with a unit of Sisters of Slaughter with a standard bearer with a War Banner and a champion.

Run the unit with only 2 Sisters champ and banner and the shrine in the front rank. Your opponent is unlikely to be able to get much combat resolution. You will have 3 ranks, a banner, and a War Banner for 5 static combat resolution in addition to any wounds you do.

You cancel your opponent's Rank Bonus and they also will take their break test, should they lose combat, on a -1 LD from the Shrine. Spearmen and Crossbowmen got dearer, so be careful with core units. Also, Witch Elves, Executioners and Black Guard became WAY overpriced because of the excuse that it's a double kit, since they're plastic models that cost as much as they did when made of metal. Cold One Knights are still fairly reasonably priced, and the Hydra got cheaper while also gaining the option of making the Kharibdyss.

Bolt Throwers are as expensive as they ever were, but still a good unit. To save money with a Dark Elves army, you'll have to get creative. download some basic High Elf models from GW or Mantic--but only if you like owning ugly ass minis , remove their more High Elven bits and replace them with Dark Elf bits or spikes. Corsairs are good for conversions and can be used to make other units.

Warhammer/Tactics/8th Edition/Dark Elves

Take two away and use them to buff an existing Corsair unit. As for the remaining 8, take 5 Corsairs and with some modeling putty and tools convert 5 of them into Shades. Another Corsair can become either a Master on foot, a Dreadlord on foot or a Fleetmaster.

The final Corsair, with the same method, can be converted into an Assassin. NOTE: IF you're already into conversions you won't have to worry about downloading modeling putty or tools, and get them from crafting stores, not GW. Since Warhammer is more expensive with Aus prices, imagine how much cheaper this method would be for gamers in the US or UK prices in other parts of the world vary but fall between these price ranges.

Alternate take, download some dark eldar. They are currently one of the cheapest armies of 40k and they have great kits that you can convert with relative ease. Whenever possible, give your Crossbowmen shields, for that better armor and parry. Black Guard and Warriors make great supporting Ranked units, and Black Guard make good flank protectors being hard to shift. Witch Elves and Executioners are great flanking infantry, to be used against Hordes and armored elites respectively.

Cold One Chariots and Cavalry are good too and are generally cheaper, but they don't generate as much static CR. War Hydras are brutal, under any circumstances but are best charging on the flanks. The Kharibdyss is a good flank charger as well, especially against hordes where it can use its Abyssal Roar to good effect. It also makes a decent monster hunter in a pinch. If you want to take advantage of the fact that Dark elves are a fast and maneuverable army, fill core with dark riders, crossbow men and small units of Witch Elves OR a large unit Witch Elves supported by dark riders always take dark riders.

Don't bother filling up on spearmen and sword men as they are expensive in points and real life money, and are pretty weak compared to the suggested units. Also almost every army will benefit from having between repeater bolt throwers, use these to remove small units that will try and redirect your frenzied units.

Cold one Knights and cold one chariots are a similar unit, good for a flank charge, not fully reliable due to stupidity but that is somewhat mitigated by their high leadership. Hydras are almost an auto-include cheap powerful monster who can grow back its wounds.

Lastly shades with great weapons are excellent war machine and wizard hunters, being able to deliver highly accurate shots on turn 1 before hitting hard with I5 S5 attacks. For your rare choices Doomfire Warlocks we debatably the best fast cav in the game. Stick the Sorcerers on a horse and put her in a unit of fast cav and do the same thing with your BSB in a different unit that is. For your general you can possibly add a Dreadlord always mount him with lance and sea dragon cloak or you can just use the sorceress Lord as your general though given that most of your army's Ld9 she won't add much.

Lastly the Death Hag can be equipped with the cauldron of blood, if you need a Death Star that can chew through almost any unit in the game: mount a Death Hag on cauldron of blood, give her fencers blades for added protection and put her in a unit of 30 Witch Elves in a 30 x 10 formation. This unit can put out a stunning 50 ASF, initiative 6, poisoned attacks 60 if you use the cauldrons bound spell for ultra frenzy combined with the death hags 5 attacks and the 6 attacks from the witchelves on the caouldren AND the D6 impact hits from the cauldron on the charge.

In addition, causes a leadership test with a -2 modifier. If passed nothing happens. If failed, the wielder has -5 to their weapon skill to a minimum of 1 but gains the Heroic Killing Blow rule until the end of the round. At points, it takes your full magic item allowance and isn't worth it.

Mathwise it's only marginally better than the Sword of Bloodshed and it doesn't fix the main problem most Elves have, they don't have too little attacks, they have too little strength not to mention HKB isn't likely to happen even at the Ld8 you'll be testing at, and isn't worth it when it does. Chillblade Now wounds automatically.

Any unsaved wounds cause a toughness check which, if failed, cause -3 to the attacks characteristic of the model. Costs the same. Better against high toughness opponents than the previous version, but worse against low toughness opponents.

It is, in theory, a very versatile weapon and could be incredibly useful because one of your key weaknesses is strength, and if they are a low toughness highly offensive character, then there's a good chance that they will completely lose offensive power, and generally you will be going first so you can just DOMINATE. Talismans: The Black Amulet Same as the previous version, except it only rebounds wounds in a challenge and costs 60 points.

Use only on a character intended for challenges. Ring of Hotek Now costs 50 points. Grants Magic Resistance 3 , makes any enemy wizard casting spells at the wearer or a unit within 6' miscast on a double 1 as well as a double 6 without making the double 1 Irresistible force. Surprisingly not as cheesy or prone to backfiring as the previous version. Worth taking if you can spare the points.

Enchanted Items: Black Dragon Egg Similar to the previous version, except it's 50 points, now grants S6 as well and the breath weapon is S2 with no armor saves. Still good, but pricey. Gives the wearer Killing Blow and Multiple wounds D3 in the first round of any close combat. For 50 points, a good item, but make sure it's used to its fullest potential on a combat character, preferably a Dreadlord or an Assassin. Putting it on a model with the Chillblade is downright cruel, and capable of killing a Dragon in one turn as even though you won't be using Killing Blow, auto-wounding at D3 Wounds is pretty much guaranteed to kill the opponent anyway.

Any wounds can be mitigated but your opponent must sacrifice a dispel dice for each wound. A good item for a close-range Sorceress, especially a Supreme Sorceress. Same points cost and quite a nice boost to help pimpslap the enemy with dark magic not to mention more chance of the dark magic lore attribute kicking in , just be careful you don't go overboard on sacrifices and hamper the unit's effectiveness.

For max use have a sorceress in a large squad - this will provide plenty of corpses and will also help keep her even more safe from harm. For 25 points, a wizard can choose one of their spells instead of rolling for them if they're using the Lore of Dark Magic.

If you're taking a wizard who's using Dark Magic, don't leave Naggaroth without it. Gleaming Pennant: One use, re-roll failed Leadership test. Why are you failing Leadership?

Maybe tailored against an undead army, otherwise no. Scarecrow Banner: Causes Fear on Flying enemies. Book of Ashur: If you were playing a VERY large game and your entire strategy was magic and stalling for magic to work, you might use this. It's decent though overpriced.

Feedback Scroll: Instead of a dispel attempt, you can use this one-use item to roll a dice for each power dice used to cast it. Great for a tailored list, and worth considering otherwise to take out an opponent's only caster and let you work the winds unopposed. Scroll of Leeching: Instead of a dispel use this one-use to add dispel dice equal to the number used to cast the spell.

Not a standard gear choice however. Feedback scroll is more useful in many scenarios. Sivejir's Hex Scroll: One use, replaces dispel. Enemy wizard rolls a d6, must get their level or lower so a level 1 mage needs a 1 to resist, a 3 mage needs a to resist, Teclis only suffers a 6 roll or they turn into a frog. They can't cast spells as a frog, all magic items stop working, all stats except wounds become 1. Each turn roll a d6, roll of a and the mage becomes a biped again.

VERY fun item, and a surprising thing for such a thing is that it's actually pretty good if you save it for when you can kill that mage in close combat. The image of turning a mage into a frog then an Assassin just walking up and literally stomping on them is pretty lulzy. Power Scroll: According to FAQ it now halves the casting value of one spell, no boosting allowed. Could be fun when you two-dice dwellers or purple sun if the winds are low or your opponent didn't think those last two dices were dangerous.

Wand of Jet: One use, increases a casting result by d6 after you're done rolling. This can help cause a IF and miscast too. It's an extra magic dice in the bank for when you need it, and not bad but there's better options for getting more magic juice. Forbidden Rod: One use, add d6 more dice to your magic at the beginning of your magic phase, but the user takes d3 wounds with no armour saves.

It can be useful.

Trickster's Shard: One use, start of magic phase. If an enemy mage tries to dispel a spell, you roll a d6 and on a 5 or 6 they take one wound. Not great really. It can be useful sort of if you're rolling a lot of augments at once. At 25 points though, it's kind of a waste.

Earthing Rod: One use, reroll the result on the miscast table once. Not bad if you're gonna be blasting away with your Supreme Sorceress. Dispel Scroll: Always welcome.

Power Stone: One use. Used prior to casting a spell, adds two more bonus dice out of thin air to the attempt. Redundant if any wizards in the army are using Dark Magic.

Sceptre of Stability: One use item to increase a dispel result by d6 after you've rolled. Pretty neat for 15 points against another big magic army.

Channeling Staff: Can net you more power dice, but not a big use item, especially if the Dark Magic lore is being used.

Still, 15 points isn't much to spend for that kind of thing. Scroll of Shielding: Great for protecting something high priority like a Supreme Sorceress or a Dreadlord on a Dragon.

Wizarding Hat: Wearer becomes a level 2 Wizard who can use a random spell lore. They also have stupidity. Fozzrik's Fold Fortress: After deployment zones are agreed but before armies are deployed you can put a Watchtower or similar building agreed upon by both players as appropriate, but must be the same basic size as the Watchtower in your deployment zone.

Not great but in games with objectives, you might be able to argue your opponent into letting you count this as an objective from turn one. Take it if you base your strategy around it.

Arabyan Carpet: Infantry or monstrous infantry no you can't let your horse ride. Has the Fly rule, cannot join units. At 50 points you may as well just mount up on a Dark Pegasus or Manticore. Crown of Command: Not bad and very good on a Dreadlord general. Healing Potion: One use to drink at the start of your turn, recover d6 wounds. Since you have very few characters with enough wounds to make it useful, you should rely on the Lore of Life attribute to heal instead.

Featherfoe Torc: Flying creatures and riders must reroll to hit you and your unit in close combat. Ruby Ring of Ruin: Bound spell with Fireball. Terrifying Mask of EEE!: Wearer causes Terror, but nobody can use their leadership. Since most Dark Elves have almost max LD and some characters have the same, there's no downside. Not worth it at 25 points though unless you want the unit the character's in immune to Fear.

Potion of Strength: One use, used at the start of any players turn. Take on a Dreadlord or Master. Potion of Toughness: This is more for an Supreme Sorceress or Sorceress stuck in close combat, or a Dreadlord who's going into a suicide charge. The Other Trickster's Shard: All successful Ward Saves by models in base contact have to be re-rolled, that means both friend and foe.

Since Ward Saves are common to us, it can be a detriment. Still good if you don't have one. Combines well with a character on a Manticore, as now enemies have to re-roll Ward Saves against its Killing Blow attacks.

Ironcurse Icon: Not great, but it's only 5 points so there's no real threat to taking it and it CAN come in handy.


Potion of Foolhardiness: One use, start of turn. Gets Immune to Psychology and Devastating Charge for a turn. Potion of Speed: While every lore has its use, some are particularly good. These are;. Dark Magic remains a popular choice, due to its technique of blasting the crap out of things. Fire is less popular, but its low casting values means that it works well on a Level Sorceress don't bother putting it on a Level 4 though.

Death is a solid lore, with a lot of damaging spells and ways of slicing heroes of out units. Shadow is a powerhouse lore under a lot of circumstances, but it has very little synergy with the other Lores and unlike Death, Fire or Dark Magic requires you to devote a Level 4 to it to operate at peak efficiency as most of it's powerful spells would require silly numbers of dice for a Level 2 to cast reliably.

But if you've only got 1 Level 4 Wizard, it can work well on it's own. Metal is only useful against a handful of enemies and is not even exceptionally useful against them. It's your Lore and by no means a bad one. It's the dark cousin of the High Elf pussy Lore, but meaner and more direct in blasting the crap out of anything. It's sometimes difficult to cast but some really good spells are affordable with a 12 or less, so even a lvl 2 sorceress can get a lot out of it. Still though the Lore is not easy to use, since many spells have a small range or rely on buffing the unit the sorceress is in, so it would e best if the sorceress would be near the frontlines, even if that is not generally advised.

But give The Black Amulet to a lvl 4 and take a few challenges with a bit of luck it can be great, and remember if you did right you will only have one round of combat anyway.

Upload, share, search and download for free. Credit allows you to download with unlimited speed.. Dark Elves- Druchii;. As someone who is. Download Warhammer Fantasy Books 7th ed torrent. Warhammer Fantasy High Elves Army.. Armies of Warhammer are components of the table-top games Warhammer Fantasy Battle and Warhammer 40, Warhammer vampire counts 6th edition pdf.

Dark Elves — 7th.

Warhammer Fantasy Battle. Related Tags: f 23 heizer chapter 16 just in time solutions. Warhammer Fantasy — Dark Elves.But give The Black Amulet to a lvl 4 and take a few challenges with a bit of luck it can be great, and remember if you did right you will only have one round of combat anyway. Ignore dangerous terrain.

Vol 3: Characters introduces 'personal characteristics' statistics, rules for roleplaying including character advancement through experience points and statistic gains, random encounters, equipment costs, and alignment and has a sample campaign "The Redwake River Valley".

Anonymous 11 February at Metal: A good choice, it really comes into its own against enemies with high armor values Warriors of Chaos, Bretonnians and so on. The fourth edition was also the first edition to enforce the use of army lists in the form of separate Warhammer Army books for the separate racial groupings.

One use, start of turn. Lokhir Fellheart: An effective enough combat Hero, if a bit on the pricey side. You will have 3 ranks, a banner, and a War Banner for 5 static combat resolution in addition to any wounds you do.