- This page is about the playable faction. For other uses, see Naggarond (disambiguation).
How they play[edit | edit source]
A summary of Dark Elves gameplay:
- Units: Dark Elves unit roster is fairly well-rounded, with a focus on elite infantry and cavalry, backed up by hydras and spellcasters.
- Murderous Prowess: In battle, Dark Elf armies gain extra bonuses after inflicting a certain amount of damage.
- Slaves: In campaign, Dark Elves gather the slaves resource, which boosts the economy at the expense of public order.
- Black Arks: These are powerful naval units which can be used to recruit armies at sea.
- Rites: Dark Elves have access to various rites which grant bonuses in campaign when slaves are sacrificed.
- Names of Power: Dark Elf lords can acquire different Names of Power which have varying effects.
- Loyalty: Dark Elf lords have a loyalty stat, which can cause them to rebel, taking their army with them.
- Sword of Khaine: As a Dark Elf faction, Naggarond can draw the Sword of Khaine.
Background[edit | edit source]
|“||I hate snow!||„|
|~ Malekith, supreme ruler of the Druchii and Witch-King of Naggaroth|
Naggarond is a great dark city that lies in the cold land of Naggaroth, on the shores of the sea of Chill. While Malekith rules over all Naggaroth, it is this city -his capital- where he holds court and personally rules with an iron grip. Called the most evil city in the world, from here Malekith gathers his personal forces and hatches his schemes. Malekith’s forces have followed him across the world in pursuit of his dark goal, and have faced the High Elves on many occasions; in spite of this, Ulthuan still stands. Nothing if not persistent, Malekith knows that soon there will be a final reckoning between the Elves – the Druchii will rise, the Asur will fall, and the work of millennia will at last be complete. If the Witch King cannot rule Ulthuan, then no one will!
In battle[edit | edit source]
For general info on Dark Elves battle gameplay, see Dark Elves.
In the campaign[edit | edit source]
Legendary Lords[edit | edit source]
- Malekith - a strong all rounder: good in melee, a Lore of Dark Magic spellcaster, and can ride a unique Black Dragon called Seraphon.
Starting locations[edit | edit source]
- Eye of the Vortex campaign
- Mortal Empires campaign
- Iron Mountains province.
Faction effects[edit | edit source]
- Witch King of Naggaroth
- Malekith gives a % of experience to other lords.
- Diplomatic relations +30 with Cult of Pleasure.
- Loyalty +2 for new recruits.
- Increased chance of loyalty loss for lords of a higher rank than Malekith.
Strategy[edit | edit source]
- In The Eye of the Vortex campaign
- On all difficulties, dealing with Clan Septik as fast as possible is mandatory. Septik isn’t really a threat, but have the ability to engage in frustrating stalemates in the Altar of Ultimate Darkness. By just spawning large, expendable armies. Capturing the Altar of Ultimate Darkness isn’t really worth it. It’s wiser to turn towards another Dark Elf faction. Looking at your standing with the other factions here is important.
- Cult of Pleasure is a faction you absolutely need on your side. Har Ganeth is another capable ally, although they usually tend to capture Ghrond, a settlement you need, be careful to suck up way too much to them. Clar Karond in general has a really bad standing with Naggarond and other dark elf factions. Destroying them can be a good way to increase your diplomacy.
- Whatever you do, make sure you have at least 2 provinces before you try to expand on Mung, who like other Chaos Marauder factions can get unbearably annoying and spread out quickly, especially in Very Hard, the faction play really aggressively: You can expect the faction to raise full stacks of unwashed northmen in a matter of 4-5 turns and run you over.
- Supremacy - Hegemony over all lands - no treasures, no resources, no realms are out of reach of the Druchii.
- Naval Aggressor - Prefers attacking enemy ports settlements, even if easier targets are inland.