OLD:Dark Elf Raiders Firefight Tactics
From OnePageFanWiki
| Dark Elf Raiders | ||
| File:Dark-elf-raiders.webp | ||
| Setting: | Grimdark Future | |
| Games: | Grimdark Future, Grimdark Future: Firefight | |
| Species: | Elf | |
Note: as v2.50 is in constant development the following might not be accurate.
Why Play Dark Elf Raiders
The dark elves are considerably more lightweight than their high kindred.
Pros:
- Almost your entire army is some shade of Fast
- Plentiful Poison on the guns
Cons:
- Your army is costly
- Troops are even flimsier than contemporaries
Army Special Rules
- Dark Strike: Friendly units within 12" gain +1 to AP when in melee.
- Dodge: This model increases their defense by +2 when in melee. This is just as well, since the models with this tend to have garbage defense otherwise.
- Pain Immunity: Friendly units within 12" add +1 to their Regeneration rolls.
- Shadow: An improved version of Ambush, letting models arrive within 1" of any enemies they intend to take down.
- Takedown: When in melee, this unit can roll a d6 against one model, dealing an AP(1) Deadly(3) hit on a 2+ to nail heroes.
- True Raider: The unit gains +1 to melee AND shooting.
- Very Fast: Fast +1. Some of your models add +4" to movement when advancing and +8" to dash/charge. Your entire army can cover obscene distances without even blinking. You absolutely will be needing it considering your army's pretty lightweight.
Psychic Spells
- Anxiety(4+): Enemy unit within 12" takes -2 to their next morale check.
- Psych Grave (4+): Two enemy units within 6" take 4 auto hits each, making it a bit more useful on chaff hordes.
- Drugs (5+): Friendly unit within 12" gains Regeneration when they next get hit. Absolutely worth using considering your army's flimsiness.
- Pain (5+): Enemy unit within 12" takes 4 AP[1] auto hits. Not much, but it can handle mobs.
- Adrenaline (6+): One friendly unit within 12" can immediately charge 6" and gets to add +1 to hit in melee. You're only going to use this for the dedicated melee units.
- Snake Bite (6+): An enemy unit within 12" takes a 3 AP[2] auto hits each. Good for taking on bosses or tough units
Unit Analysis
Heroes
- Dark Lord: The Dark Lord is pretty emblematic of the dark elf lifestyle: Fast and with high quality, but only a modest 4+ defense.
- Shooting: The basic barb pistol is decent enough, granting Poison at 12". You can swap it out for a Phantom-GL if you're planning on dealing with mobs or a Blast Pistol if you intend on fighting armored enemies in melee range.
- Melee: You can replace that CCW with one of three weapons that grant different rules. The Agony Whip deals with mobs Blast(3). Energy Sword can kill most things with AP(1) Rending but the Shell Sword is better against heroes with AP(2) Deadly(3).
- Buffs: The Dark Lord has quite a few upgrades to pick with, some of which are mutually exclusive. The two personal buffs are surprisingly cheap, with Succubus (Providing a rather powerful Dodge) and True Raider for an overall superior hero. You can also purchase Dark Spouse to support allies with Dark Strike.
- Elite Raider: The Elite Raider is for the most part similar to the dark lord, but a bit weaker with a 4+ quality and 5+ defense. While able to take all the weapons and upgrades available to the Dark Lord, Dodge seems a bit more viable with the poor defense.
- Melee: Alongside all the weapons available to the Dark Lord, the Elite Raider has its own special weapons: The cheap Net+Spear (Providing Impact(1) for charging fun), the Energy Glaive (for rapid-fire AP(1) but nothig more), Dual Crystal Gauntlets (More shots with Rending) and Dual Sword-Flails (AP(1) Blast(3) attacks to rip past better-armored forces)
- Torture Master: A genuine freak, the torture master has Regeneration they can improve by buying Alchemist for Pain Immunity or the option for Psychic(1) by buying Soul Carrier. While Pain Immunity has innate benefits for certain units over others, Psychic isn't so constrained.
- Melee: By default, the torture master only has a set of Dual Hand Weapons. These weapons (yes, you're replacing the set rather than merely one of them) can be swapped off for the following at a cheap price: an Electro-Corroder (AP(1) and Poison), Agony Whip (Blast(3) for crowd control), Leech Claw (A2 with AP(1) Rending), Venom Sword (A2 Poison) , Syringe Claw (AP(2) Deadly(3) to nail heroes), and Scissor Claw (A2 AP(4) to handle armored foes)
- Shooting: If you intend to keep enemies at bay, then you might want to buy a gun. You might do so anyway because you sacrifice nothing for it. Your options are limited to the Barb Pistol available to other heroes, the Syringe Pistol (A pistol with Deadly(3) for a lucky shot to kill heroes), the Acid Gun (Rapid-fire Poison), and the Arcane Rifle (A long-range Sniper with AP(1) to pick off key weapons).
- Court Henchman: A dedicated beatstick that's less suited for support than they are just being a large battering ram with Fast and Takedown to kill whoever they charge. It also only has a set of claws with Rending, though you can replace it with either a Courtesan's Katana (replacing Rending with Poison), the Medusa's Gaze and Barb Dagger (Some melee swings with Poison and a rapid-fire AP(3) gun), and Barb Weapons and Barb Dagger (A longer-ranged gun with Poison alongside some Poison in melee).
Infantry
- Tortured Warrior: A bit slow compared to the overall army, but they have Regeneration to help tank blows more easily. They can take all the same weapons as the Torture Master, but they can also sacrifice a CCW for Bone Gun (for mid-range Rending) or the Acid Gun (a flamethrower with Poison).
- Blood Hound: A Fast beast. Each of them has 3 attacks that hit at 3+ but suffer defensively. If you want one to last, you'll want Fearless on it.
- Warrior: Your dedicated shooter, as swift as they come to easily reach the effective range of their guns. Out of all your troops, your warrior has access to the most guns out of everyone, making these the effective gunline. Aside from the stock Barb Rifles, one model can buy a Scrapper (Flamethrower-alike), EMP Rifle (Mid-range gun with Rending), Blast Rifle (Mid-range anti-armor), Scythe Launcher (Long-range AP(3) with Lock-On to counter cover), Barb Cannon (Long-range Poison), and Laser Lance (Long-range tank blaster).
- Witch: The witch is more focused on making many attacks in melee, as they get more melee weapons (including from the Elite Raider's exclusive list) and they have Dodge to protect themselves from counter-attacks after the charge. They can also buy True Raiders, making them essentially a mini Elite Raider.
- Hoverboard Rider: While not Very Fast, you can grab a loon with Scout and Strider who have Twin-Pods for decent shooting and AP(1) Glaives. This can make them more of a nuisance with the right moves, with an optional Phantom-GL letting them harass crowds. You can replace the Glaive for some alternate weapons, be it the Barb Pistol+Agony Whip (for Blast(3) crowd control), Barb Pistol+Energy Sword (For most single foes) or Barb Pistol+Grapple Claw (To take down most heroes).
- Crow Swarm: Not very durable with 5+ defense and Tough(3), but these crows fly and have Rending on their attacks. These are a bit more mobile and thus give you more incentive to use as a distraction. You might want Fearless if you want to keep them going.
- Nightmare: Your most elite infantry, making them preferable to surround a melee-focused Dark Lord. Each one carries an Energy Sword that hits on a 3+ and have 4+ defense. Put this on top of Fast and you have a unit that can quickly make mincemeat out of any peers and attract attention.
- Winged Warrior: Essentially a Warrior with wings for Ambush and Flying. While that is true, they get a 4+ defense and also get to carry around any of the Warrior's gun. The fact that your guys are so mobile and able to fire those guns is a pretty important gift since other armies have to use vehicles or costlier units to perform such.
- Shadow Warrior: Super sneaky elf, carrying Stealth and Strider. They lack the armor however, so they need that cover. Fortunately, Shadow lets them Ambush right next to any enemies they want to carve into with their Poison CCWs just as easily as they could Ambush into range for their AP(1) ranged attacks.
- Tortured Brute: Bigger and beefier Tortured Warrior with Tough(3) and Dual Scissor Claws so they can take down anything with high defense. This means they have no shooting unless you buy an Acid Gun to handle crowds.
- Clawed Beast: The beefy wall of meat, toting Tough (6), Furious and a barrage of AP(1) attacks. You can buy Fearless to slightly offset morale, but it won't change the odds against a well-equipped squad.
- Jetbike Rider: As with the high elves, your jetbikes are insanely quick with Very Fast and Strider while Tough(3) makes them a little more survivable. Their base loadout has quite a lot of shooting between the Barb Pistol and Twin Barb Carbine. You can replace their carbine with either a Twin Blast Rifle or Twin Fusion Lance depending on what you intend to kill the most and replace their CCW for either Razor Caltrops for Impact hits or a Barb Talon to take down any Tough units.
List Building & Tactics
General Advice
Note: This section needs more content. You can help the wiki by expanding it.
Tactics
Note: This section needs more content. You can help the wiki by expanding it.
See Also
- Dark Elf Raiders
- Dark Elf Raiders Firefight Quickplay Armies
- Grimdark Future: Firefight Tactics
- Grimdark Future: Firefight
| Dark Elf Raiders |
|---|
| Overview - Tactics - Firefight Tactics - Miniatures - Quickplay Armies - Firefight Quickplay Armies |