From what I understand they will be a PDF, same with the others not getting an army yet.
Modifying this as I go, will finish the rest of this poist and the pictures that go with it later.
Going on to the special units...
Cold One Knights are some of the more iconic units in the army, right behind witch elves and hydras when it comes to first units most people think of. I suspect they will be close to 30 points a pop, with higher WS and Strength and LD. They have heavy armor, lances, shields, and ride murder lizards called cold ones. One part the raptors of Jurassic Park, one part roided Komodo dragon, they provide the unit Thick Skin which acts as barding, and fear. THey have strenght 4 attacks, and while slow in initative, they also got 2 attacks in 8th eddition.
They could take 50 points of magic banner and the champ could take a up to 25 point magic item.
ike most heavy cave, I suspect they will be used as a hammer to break enemy lines, then chasing them off the feild. I know from personal experiance they do really good attacking an enemy flank. I just hope they bring back the hydra banner so when I do my big Death Star with them, they just pile on the attacks.
But they have weaknesses. I suspect they will be between 28 and 32 Points, so pricy, and just doing a unit of ten and basic unit upgrades can set you back 360 points give or take. If they bring back something like the ranger standard that gave them strider, thats another 40 and we hav 400 points there. II doubt there will be many big units of them. Even at 2000 points, I can see maybe a unit of 15, but most other games 10 at most. Welp, the Lore of metal wizard is going to earn back its cost today.
Like all cavalry, they have huge flanks so easy to flank them. They have lances so if they do not get enough kills in on the turn they charge, thyey are back to base strength. THat is going from Strength 6 to Stength 4, so still able to deal some damage, but still not as much as beofre.
And the cold ones. They have average WS, so hitting an Empire Spearman on 4's. Movement 7 means they are about as fast an an empire knight with their barding but will be slightly outpaced by Highelves and Brettonia I suspect.
Oh, and they come with Stupidity. Leadership 9 mitigates this to a strong degree, but its still a risk. You think you have them perfectly lined up for a charge, and the dice gods say: Nope, not today. Still one of my favorite units none the less.
Executioners: Hands down, probably one of the best infantr units in the game. S4, great weapons, and killing blow. Can take Magic banners up to 50 points, which in the last eddition inclded one that gives a unit armor pircing, and another banner that bestowed terror.
I think 12 to 13 points, so units of 15 to 20 will due. Their main weakness is they have Heavy Armor so a good round of shooting should help whittle them down. Great Weapons are great at killing things but also gives them Always Strikes Last. Their high weapon skill should help them survvie, but if they keep them to the standard elf one of WS4 they may take more hits in than expected.
Witch Elves: Could be a core in the last edition, and in earlier ones only if a special character was leading so may have this again. This is very much a glass cannon; very powerful but also very fragile. What they lack in armor they make up in attacks. High WS and Imitative, means they will get in a lot of hits and chances are going in first on most rounds (i think it was I6). They come with 2 hand weapons and frenzy, so each model will have 3 attacks (4 for the champion). Those same attacks will also have poison, so if they roll a 6 to hit they skip the wounding phase all together and go strait to saves. Being S3, they won't go through alot of armor, but a standard formation of 5 wide means about 16 attacks, so a couple are bound to be poisoned. This makes them pretty good at dealing with monstrous, monster, and lightly armored units in general. The hag champion can take 25 points of items, which will most likly be the witch brew which will help them with the frenzy. And since they are frenzied, they ignore panic while they have it.
That said they have 2 glaring weaknesses. They have no armor, so unless a cauldron of blood gives them a ward save, a good round of shooting or Close combat can rip them to shreds. If they loose close combat, they loose frenzy which means they loose an attack and thief ability to ignore panic, fear, and terror
At only 10 points a pop, maybe a couple more, they are still a viable unit and one worthy of taking.
Cold One chariots: about 100, 110 points. They come with scythed wheels, spears, and crossbows, and the murder lizards. Like all chariots, they cannot march so need those crossbows to get some early kills in. And they come only in groups of one. SO by themselves not so good. However I have used them going along side monsters and infantry as support, and they shine there chariots are really good at one thing: charging. They get D6 impact hits, which deal auto hits before the rest of combat. All they have to do is make a successful charge. The scythed wheels depending on which edition rules they decide to bring back will either increase the number of impact hits by 1 or their strength. At S5, the chariot hits hard, and with the same T and a 4+ armor save can hold its own.
However this is also why i like it as a support as if it doesn't role enough impact hits that deal unsaved damage, its stuck. It has no ranks, no banners, only charges and damage, and that is not always enough.
And This is my unit, yes that is a damsel on the back of it. She is indeed distressed.
harpies: 13 points, flying skirmishers. They will have a number of elf stats, and have 2 attacks. As flyers, they are also skirmishers, and a popular use of them were as skirmisher screens (they blodked line of sight, and shooty units would get some negatives for shooting over half range and into a skirmishing unit), or for hunting range units like cannons and archers. They came in flocks of 5-15, and I hope they get some of the Storm of Magic upgrades such as poison attacks they can add on for a point each. Due to their flying ability, they would also be perfect for hunting down fleeing enemies.
But thats as far as their usefulness. No armor and a LD of 6 means most units that can handle themselves in a fight will win more times than not. Also havn't had a proper upgrade in a while, but since beastmen are coming and they also had them they may get an updated look. Its that or kitbash Tyranid Gargoyals with Daemonets or Witch Elves.
Shades: The scouts and skirmishers. About 14 to 15 points sadard, they have hand weapons and repeating crossbows standaards. For another point, you get 2 hand weapons, or for 2 great weapons. This gives them a bit more edge in close combat. Add high WS, BS and Initiate, and a Champion that gets a boost in both their number of attcks BS you have a decent unit. Can be feilded up to 15, but units of 5 to 10 work great. Like all skirmishing scout, harrassing most units, and hunting range units is their goal, and they are great at it. But they will be pricy and they will have the same weaknesses
This group in the next picture is my group, and one using old spar warrior bits and kit bashing them on Wood Elf GLade Guard. It was a popular way to make them as the alternative were the pewter/finecast minies. Hopefully an update.
Hydra: well worth their points, I think 150. They were a rare choice in ages past, but since then we got the Kharibdys to take that slot. THey have a ton of attacks, most baste on it remaining wounds that gradualy heal. A firey breath, 2 more attacks from the handlers, terror, 4+ scaly skin, and they are awsome! Perfect for dealing with large groups of enemies. They may not do so well when hit with fire, and they striking them with heavy attacks by greatweaposn can make it back off. Supporting your other units, this thing will make your day.
Reaper Bolt Throwers: 100 points each, crew of 2 and you can take 2 of them per special slot. They can either do a normal shot:s6, ignores armor, can penetrate ranks but each rank gets hit by a bolt at -1 strength. So a Knight in rank one gets S6, rank 2 Gets S5 and so on. Perfec for dealing with heavily armored units, and since this also causes D3 wounds per mini, good for wounding chariots and monsters. Or it can shoot 6 shots at -2 AC. Each shot needs to be rolled for, but this is better for groups. The only thing that is a glaring issue is they only have 2 guys instead of of the usual 3, so easier for skirmishers to take out.
Black guard were special in the last book, but I will leave them for the rare choice.
And because I completly forgot about them, the Scourge Runner Chariot. A light chariot pulled by a pair of darksteeds, its main claim to fame is one of the range attacks is not made with a repeating crossbow but a small Balista. Scourge runner something or another, it acts as a bolt thrower except on monsters where it drags them around. I forget if it does extra dammaege, but this is essentialy the Dark Elf prefered methood of capturing monsters for their war efforts An alternatie o the Cold One Chariot, if you want fast and sleek, here you go. Haven't gotten the newer chariots yet, so don't know how much of them work, but it might be fun to see how they work out. In any case, happy hunting.
They are mostly going to be used for shooting and dealing with monsters. They can do some stuff in CC being chariots and armed with spears, but they are stll lightly armored chariots so use them this way with disgression.