[WHFB] WD with Dark Elf info?

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Archived from groups: rec.games.miniatures.warhammer (More info?)

A freind of mine and I are engaging in some Warhammer after a bit of a
hiatus from it. I am told that during our lull in wargaming,White Dwarf has
put out an issue with an indepth article of errata and Q&A on the Dark
Elves ( My particular army). What issue would that be? Further, does GW
sell back issues, or am I going to have to go hunting on Ebay?

TIA,
--
Trav
hoodyhoo@KODT.net
To reply, replace 'KODT' with 'rfci'.
11/Sept/01: Never forget. Never forgive.
"You can have no dominion greater or less than that over yourself."
- Leonardo DaVinci
 
Archived from groups: rec.games.miniatures.warhammer (More info?)

In article <J9mdnVqV49dkjkTcRVn-rQ@rfci.net>, "hikaru"
<hikaru@diespamdie.rfci.net> writes:

>A freind of mine and I are engaging in some Warhammer after a bit of a
>hiatus from it. I am told that during our lull in wargaming,White Dwarf has
>put out an issue with an indepth article of errata and Q&A on the Dark
>Elves ( My particular army). What issue would that be? Further, does GW
>sell back issues, or am I going to have to go hunting on Ebay?
>

GW has an Archive in the WD section of its website - most of the stuff's
rubbish, but the Dark Elf update is among the few useful articles there, so
just scroll down the list and download it. Don't remember the issue number, but
the archive isn't that large so it shouldn't take long to find. A lot of the
errata is just clarification and common sense (Beastmasters with hydras now
have M6, Witch Elves hate HE when frenzied even though immune to other
psychology), but some are more extensive. Most importantly:

Cold One Knights: Ld increased to 9. Not the boost they needed, but better than
nothing.

Black Guard: Hate everything, and effects last throughout combat (not just
first round). A bit of a needless exception to the rules, but nice to have.

Shades: Maximum unit size 15.

Assassin: May deploy as a Scout if not hidden.

Beastmaster: May be given light armour and/or Sea Dragon Cloak

Executioners: Heavy armour as standard. Very nice; now for 11pts they're at
least as good as 13pt Swordmasters of Hoeth.

Cold One Chariot: 2 per entry. Still not useable.

Dark Elf Warriors: Base cost 7pts per model. Too cheap - should have been 8pts;
Corsairs are no longer useable by comparison. Still, DE players shouldn't
complain. Let's just hope HE infantry get the same treatment in a few months,
and WE when their book appears (11pt WE archers - lovely).

You may also want to pick up WD299 (two months before the current issue), which
contains the rules for a Dark Elf Regiment of Renown, Mengil Manhide's
Manflayers (improved Shades with great weapons and heavy armour as well as
their crossbows).

Philip Bowles
 
Archived from groups: rec.games.miniatures.warhammer (More info?)

"P Bowles" <pbowles@aol.com> wrote in message
news:20050103070114.08080.00000494@mb-m05.aol.com...
> In article <J9mdnVqV49dkjkTcRVn-rQ@rfci.net>, "hikaru"
> <hikaru@diespamdie.rfci.net> writes:
>
> >A freind of mine and I are engaging in some Warhammer after a bit of a
> >hiatus from it. I am told that during our lull in wargaming,White Dwarf
has
> >put out an issue with an indepth article of errata and Q&A on the Dark
> >Elves ( My particular army). What issue would that be? Further, does GW
> >sell back issues, or am I going to have to go hunting on Ebay?
> >
>
> GW has an Archive in the WD section of its website - most of the stuff's
> rubbish, but the Dark Elf update is among the few useful articles there,
so
> just scroll down the list and download it. Don't remember the issue
number, but
> the archive isn't that large so it shouldn't take long to find. A lot of
the
> errata is just clarification and common sense (Beastmasters with hydras
now
> have M6, Witch Elves hate HE when frenzied even though immune to other
> psychology), but some are more extensive. Most importantly:
>
> Cold One Knights: Ld increased to 9. Not the boost they needed, but better
than
> nothing.
>
> Black Guard: Hate everything, and effects last throughout combat (not just
> first round). A bit of a needless exception to the rules, but nice to
have.
>
> Shades: Maximum unit size 15.
>
> Assassin: May deploy as a Scout if not hidden.
>
> Beastmaster: May be given light armour and/or Sea Dragon Cloak
>
> Executioners: Heavy armour as standard. Very nice; now for 11pts they're
at
> least as good as 13pt Swordmasters of Hoeth.
>
> Cold One Chariot: 2 per entry. Still not useable.
>
> Dark Elf Warriors: Base cost 7pts per model. Too cheap - should have been
8pts;
> Corsairs are no longer useable by comparison. Still, DE players shouldn't
> complain. Let's just hope HE infantry get the same treatment in a few
months,
> and WE when their book appears (11pt WE archers - lovely).
>
> You may also want to pick up WD299 (two months before the current issue),
which
> contains the rules for a Dark Elf Regiment of Renown, Mengil Manhide's
> Manflayers (improved Shades with great weapons and heavy armour as well as
> their crossbows).
>
> Philip Bowles

Thanks a million! Im especially glad to hear about the Hvy armour for the
Executioners- that alwats rather pissed me off that the massive amount of
steel they wore counted only as light armour.


--
Trav
hoodyhoo@KODT.net
To reply, replace 'KODT' with 'rfci'.
11/Sept/01: Never forget. Never forgive.
"The Constitution is a radical document... it is the job of the government
to rein in people's rights."
President William Jefferson Clinton on MTV - 1992