Dark Elf Rework+Reskin (Vanilla)
Hi all, this is going to be my rework, unit pack, and reskin for the Dark Elves, all in one combined package. The overall goal is to convert the Dark Elves, from a middling roster to an elite roster that costs a lot on the campaign, and has a hyperspecialized army. Every unit should be excellent at what it does, but never the best, is the philosophy I have tried to achieve. I value feedback immensly, and I exceptionally value feedback of players playing against the Dark Elves, to gauge how strong they are. I want this to be a balanced and fun mod.
I will try and keep this mod updated, and for the upcoming months, you can expect a patch every weekend or two, fixing bugs and adding new ideas.
The Dark Elves have recently lagged behind, especially in terms of roster functionality. Units like the Dark Riders, Kharibdyss, Harpies, their chariots, and Black Dragons have fallen behind. I have attempted to buff those units significantly, to improve upon their combat potential.
For the reskin I wanted to improve upon my previous reskin mod, "The Dread Legions of Naggaroth". I felt unsatisfied with the way that I had left certain units, such as the Shade clans,Dark Riders, The Cult of Khaine, and some of the monster repitoire, especially the Black Dragons.
I have spruced them up considerably, and have brought them upto a standard that I find acceptable now. Due to the vast nature of the changes, I wanted to make a second mod, and leave the original as is, for those who enjoy the older units. I will keep the former updated to the point of functionality, but will not be adding anything new to it.
Khainite Cultists – Unarmored melee specialists that are meant to be the T1 unit for the Cult of Khaine. Hold the line by killing the foe but lose to anything ranged and anything that is better at melee than them
Huntresses of Anath Raema – Short range counterparts to the Sisters of Averlorn with glowing purple bows with Stalk, Snipe that specialize in monster hunting
Pegasus Lancers – Armoured Dark Riders that use Pegasus mounts. Not much else to say here.
Lords of Oblivion – Unit from the end times, Black Guard Tower Masters riding atop Black Dragons with a variety of buffs. Meant to be laughably overpowered, and exceptionally expensive to recruit. Cost nearly 2 T5 provinces to maintain. Have fun with these ones!
Shade Patriarch – Support style hero that has mutually exclusive abilities that increase either range or damage, or replenish ammunition.
Dreadspears, Bleakswords, Darkshards
Armour increased from 30-)60
Melee Attack and Defence increased to 38/36 for Bleakswords
MA and MD increased to 42/36 for Dreadspears
Base weapons are now AP
Darkshard range increased to 150
Darkshard accuracy increased along with calibration area
Reason- Dreadspears have had their armour buffed as a way to increase their holding potential, and as a way to stretch them into the late game. Bleakswords have been given an anti-infantry value, along with AP so as to make them an equivalent to Dreadspears and Darkshards. They should perform admirably in the early stages of the campaign now. Darkshard accuracy was increased becuase they fire 2 missiles at once, and with the vanilla accuracy would often only hit one, reducing missile damage to half of what is advertised. This just makes sure that both projectiles hit
Dark Riders, Dark Riders (Shields) and Dark Riders (Crossbows)
Armour(A) upgraded from 30-60,
MA/MD increased to 30/34 for Dark Riders, and 30/36 for Dark Riders (Shields)
HP per model increased from 67-)85
Accuracy increased for Dark Riders (Crossbows)
Reason- Dark Riders lack stopping power, and their charge bonus is too low to accomplish what they set out to do, medium shock cavalry with some staying power. Right now they rout almost instantly when faced with anything other than archers. This makes them a powerful anvil, closer to Ellyrian Reavers
Black Guard of Naggorond, Har Ganeth Executioners
Added 35% missile block shield, similar to Swordmasters of Hoeth.
MA/MD changed to 42/64 for Black Guard
MA/MD changed to 42/55 for HG
HP increased to 55
Weapon Strength increased by 15 AP per model
Reason- In Vanilla, the damage output from ranged units is absurd, and any high tier unit without a shield gets shredded in one or two volleys, as armour is the single most cosmetic value in a unit’s roster given the ubiquity of armour piercing damage. Additionally, these 2 units had their stats fall behind, and now HGN cannot fight Infernal Ironsworn, even without using their bombs. Just brings them up to speed, and makes them do what they are advertised to do. Might stipulate further buffs
Witch Elves, and Sisters of Slaughter
MA/MD changed to 45/38 for the Sisters of Slaughter, MA/MD changed to 45/38 for Witch Elves.
HP changed to 85 per model.
Reason- Witch Elves lack the melee defence to stay in any sort of protracted combat, and lag behind similar T3 units like War Dancers, so have been modeled after them. Sisters of Slaughter have had their MA increased slightly to keep an effective Dark Elf frontliner, ergo staying by killing the opponent, not through exceptionally high defensive values.
War Hydra, Kharibdyss
AP Damage increased to 350, non AP damage increased to 200 for the War Hydra, and added a bonus against Infantry
Increased Speed(S) to 80 for Kharibdyss
Added Regeneration and Frost Breath Attributes.
Reason- The Kharibdyss lagged behind the War Hydra because it wanted to be an Anti Large specialist, but it lacked the speed to chase even heavy cavalry, and lacked the staying power to kill a unit of cavalry. Regeneration and Frost Breath should give it a lot more staying power. May consider buffing the unit further.
Black Dragons and Dragon Mounts
Added unique abilities "Dhar Contamination" and "Dhar Revitalization".
Dhar Contamination is a direct damage passive ability that is activated when units are in melee with the Dragon, and Revitalization is a passive ability that heals the unit when engaged in melee combat
Reason- Ah the Black Dragon, the mighty, unfortunate Black Dragon. Do you know currently that this unit loses to a unit of Clanrats in vanilla? If not, now you know that one of the mightiest creatures in tabletop, universe and in previous games now loses to dirty Clanrats becuase CA broke the animations for all dragons in Warhammer 3 and has not fixed them at all! This unit will be buffed significantly over the coming months because by God man! Its a Dragon!
Khainite Assassin
Added a weapon that can be learnt at level 9, the Rune Etched Crossbow that has exceptional range, low ammunition. Meant to snipe lords from afar. Needs rebalancing atm, welcome suggestions.
Beastmaster apprentice- Support style hero for the beast units
Update to the Skill Trees of Generic Heroes
Adding Legendary Heroes like Kouran Darkhand, Furion, Shadowblade, Urian etc
Kou’s Supreme Sorceress Variants- Assets used for the Sorceress
Hagqueen-Assets used for the Death Hags.