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Posted: Sat Nov 05, 2005 2:55 pm
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nadescaflowne Daemon_king The Lady Giyan Daemon_king Though saves are modifide by the users strength as in if the Elf has a S 6, it's -6 to the armour save of your opponent. No, actually you have to be str 9 before to get a -6 modifier. srt 1, 2 & 3 dont modify saves and at str 4 the modifier is -1 (which then increases as the strength increases) and the max is -7 at str 10. So the exectuioners axe is only really worth it against dwarf lords or chaos lords. Edit: It occurs to me that it would also be beastly against the tomb kings (T4 chariots, meet Mr. str 8 elf lord!) and the ogre kingdoms. I thought you take the users S, and modify with that, meaning S 6 is -6 instead of -3 to the armour save. If that was the case, you'd have Goblins hacking their way through heavy infantry as if they were Black Orcs .__.;;
You do realize we are talking about the Dark Elves' Executioner's Axe, and what it's effect does. And where does the Str 8 come from with an original Str 4. I recall that 4+2=6.
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Posted: Sat Nov 05, 2005 3:43 pm
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Daemon_king nadescaflowne Daemon_king The Lady Giyan Daemon_king Though saves are modifide by the users strength as in if the Elf has a S 6, it's -6 to the armour save of your opponent. No, actually you have to be str 9 before to get a -6 modifier. srt 1, 2 & 3 dont modify saves and at str 4 the modifier is -1 (which then increases as the strength increases) and the max is -7 at str 10. So the exectuioners axe is only really worth it against dwarf lords or chaos lords. Edit: It occurs to me that it would also be beastly against the tomb kings (T4 chariots, meet Mr. str 8 elf lord!) and the ogre kingdoms. I thought you take the users S, and modify with that, meaning S 6 is -6 instead of -3 to the armour save. If that was the case, you'd have Goblins hacking their way through heavy infantry as if they were Black Orcs .__.;; You do realize we are talking about the Dark Elves' Executioner's Axe, and what it's effect does. And where does the Str 8 come from with an original Str 4. I recall that 4+2=6.
you have the wrong effect for the axe. You're thinking of a normal great weapon.
Dark Elf army book Executioners axe - 80 pts When rolling to wound in close combat and for armour save modifier purposes, the wielder counts as having a strength double that of his target's toughness. However the Executioners axe is two-handed and always strikes last except in the turn the wielder charges.
While he wields the axe in cc the actual strength value of the highborn doesn't matter
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Posted: Sun Nov 06, 2005 4:00 pm
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The Lady Giyan Daemon_king nadescaflowne Daemon_king The Lady Giyan No, actually you have to be str 9 before to get a -6 modifier. srt 1, 2 & 3 dont modify saves and at str 4 the modifier is -1 (which then increases as the strength increases) and the max is -7 at str 10. So the exectuioners axe is only really worth it against dwarf lords or chaos lords. Edit: It occurs to me that it would also be beastly against the tomb kings (T4 chariots, meet Mr. str 8 elf lord!) and the ogre kingdoms. I thought you take the users S, and modify with that, meaning S 6 is -6 instead of -3 to the armour save. If that was the case, you'd have Goblins hacking their way through heavy infantry as if they were Black Orcs .__.;; You do realize we are talking about the Dark Elves' Executioner's Axe, and what it's effect does. And where does the Str 8 come from with an original Str 4. I recall that 4+2=6. you have the wrong effect for the axe. You're thinking of a normal great weapon. Dark Elf army book Executioners axe - 80 pts When rolling to wound in close combat and for armour save modifier purposes, the wielder counts as having a strength double that of his target's toughness. However the Executioners axe is two-handed and always strikes last except in the turn the wielder charges. While he wields the axe in cc the actual strength value of the highborn doesn't matter
Oh. xd
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Posted: Sat Dec 03, 2005 2:59 pm
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Hey everyone, just got through the first few pages and picked up some good tips. I'm greener than grass at this game and just collecting at the moment. I've read through the DE codex and the crossbow warriors have really taken my interest so I'm thinking for a starting army, take two regiments of 16 crossbows, a unit of dark riders and a sorceress, and if I can spare the points an assassin.
I've got 40K experience but WFB is way more complex, and for that I'm thankful. But the DE list confuses me a bit and I'm finding it difficult to pick an army style, shooting or combat. I love the high BS and Int, but which do I use more of? If I take too much fire power I'll be damned in CC, if I take too much CC I'll be shot before anything can happen.
I'd just like to know what works best, I know no list is perfect, and DE are probably incredibly hard to play for a beginner to the game, but I'd like to know what strategy keeps the elves alive the longest?
Thanks a bunch!
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Posted: Sat Dec 03, 2005 3:39 pm
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Posted: Sun Dec 04, 2005 12:26 pm
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Posted: Mon Dec 05, 2005 4:21 pm
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Posted: Wed Dec 07, 2005 9:53 pm
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Thanks Nade, I just bought a sorceress today and a bolt thrower, both are half painted already, I love these models so much I can't keep the paint off em!
A question about the riders, most likely the dark riders, if they're given crossbows can they advance and shoot in the same turn? I'm sorry, I haven't read the rule book yet, I have 3 stores near by and none of them have it, the one does but I don't want him to tear apart the starter kit just for little old me.
Anyway, I'm thinking of going for superior firepower, have the Dark Riders for both long range and CC and along with my first sorceress put in another one just to spread around the unholy destruction! I do still have my heart set on a chariot, maybe stick in a noble hero just to be a pain, I want cold ones but I've been reading the codex a little and I'm not too fond of the stupidity check, so I think I'll stick with fast, light cavalry that can punch at a distance and up close, but the chariot... I want it! ^_^
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Posted: Thu Dec 08, 2005 2:03 am
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Posted: Sun Jan 22, 2006 11:23 am
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Posted: Thu Mar 23, 2006 2:07 pm
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Posted: Thu Mar 23, 2006 6:32 pm
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Posted: Thu Mar 23, 2006 6:41 pm
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Posted: Fri Mar 24, 2006 12:15 pm
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*Shrugs* A solid core of Dark Elf warriors is nice, some with spears and shields, some with repeater crossbows. This gives you a good range of decent melee troops and excellent missile fire. Then, depending on whether you like to harass your enemy with shooting before going in for the ever deadly flank or rear charges, or if straight up muscle is what you like, Dark Riders and Cold One Knights always serve a purpose.
Shades are practically a must. They scout with repeater crossbows, I love it! As for Executioners... I'm not very fond of them. Unless they get the charge, with their toughness of three and only a five plus armor save to back them up, they don't make the best troops to give great weapons to. Killing blow almost makes up for it... but it never really comes into play when you need it to.
Blackguard are amazing. Mmmm, eternally hatefilled stubborn elves. As far as your melee troops go, Blackguard are your best bet with an amazing initiative and weaponskill, and a decent strength. Combine that with rerolling the few misses you get, these guys can do some serious damage.
Repeater bolt throwers, take them and you'll find out why.
As far as character choices go, just have fun with those. Take ones that tickle your fancy.
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Posted: Fri Mar 24, 2006 4:42 pm
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