Well after three games with or against the DE here are some updated thoughts:
Their shooting phase whilst quite nice was not where these guys got it done, that was in combat where they were pretty devastating, fair enough the games I’ve been involved in were against lower WS troops but the theme was pretty clear (and the odds relatively similar when the fight equal WS) they do a lot of damage first round.
Shooting was good though there is merit in perhaps dropping the reapers for more combat orientated troops as this seems to be “their phase”. I’m thinking that the shooting will be woodelfesque, enough to force you to come to me but not enough to wipe you off the table (that’s what the troops are for)
The witches were pretty effective with the rune of khaine on the champ their low cost and presence of other threats meant they weren’t targeted by shooting. I believe locky’s words were “what do you mean now for the normal guys – what were all those dice you just rolled?” after I got 7 attacks from the champ, so a lot of poisoned attacks with hatred looks quite scary.
The ring is fantastic but against the single d6 spell armies will limit what you can do. Though for some, such as undead, you will be throwing guys over your shoulders in the first turn of combat and should do a fair chunk of damage.
Locky’s assassin did well and converted a standard unit of spear elves into a very strong combat proposition with high static res and really high number of attacks. However it did ramp the points up to mid to high 300s so it would want to be good.
My initial thoughts on the assassin were – to vulnerable and where do I find the points? But after seeing one in action and how many other threats you have for shooting and magic an assassin might find it’s way into my list.
Black Guard, at least 15 of these should be a near mandatory choice- absolutely phenomenal. Obviously there will be troops they struggle against but the captain ASF plus hitting 8/9 times at S6 is pretty imposing.
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