solubilityconstant:
Welcome to
40k in general, welcome most certainly to Dark Eldar, and most of all, welcome to the idea of experimenting with competitive play.
I'm about to write a lot of stuff, and I'll do my best to explain everything in the same terms that you've used. I also want to offer this disclaimer: I do have a huge ego. On the tournament circuit, I'm 56 wins and 2 losses with my Dark Eldar. They've been from California to Washington D.C. to Florida to Texas and most of the places in between playing against the best players I've been able to find anywhere. I've made friends, I've made enemies, some of them here on Dakka. I generally don't give advice to people on Dark Eldar. There are too many people offering what I consider to be useless advice, and I don't feel like spending my days arguing against what I consider to be stupid ideas. So I generally entertain general questions, occassional
PMs, and shy away from discussing this stuff.
My point: I'm going to tell you what I think is good and what I think is bad. I have no doubt that some people are going to respond with bruised egos because I think their ideas are useless. I'm not diming anyone in particular out, just speaking from experience. I don't plan on sticking around to hash out, argue and name-call, resulting in a locked thread (that crap happens far too often with me). So I've put my laurels on the line, take them for what they are. I'm going to make my points, try helping you the best I can, but I won't be returning to defend my position against detractors - I get suspended often enough for telling stupid people to stop being stupid.
With all that said:
General Philosophy:
1. Dark Eldar are a glass cannon. They're meant to strike hard, strike fast, but don't have the tools to withstand return fire / counter assaults. So they're an extremely powerful army, but very unforgiving.
2. Every model in a Dark Eldar army should have a purpose, and ablative wounds should NEVER be one of them. A unit of 5 warriors is meant to hold an objective. 5 warriors is also the minimum squad size. Six warriors is not better than five warriors, nor is seven warriors better than five warriors. Every additional model and expenditure of points that you put into something that is not created, honed, and visualized to kill something is a waste of points. I'll get back to this with your warrior squads in particular later.
3. Heat Lances: You're not missing anything. In the old codex, reavers had a better save, could take more special weapons (3 reavers with two blasters)...and were *still* borderline not worth using. They were a filler unit to bring a distraction unit to the table to turbo-boost up the side of the table and maybe snipe out a tank as a distraction, or to turbo-boost around the table near the end of the game to annoy and contest objectives. Reavers are even worse in the new codex. They're weaker, require double the unit size to get the same number of weapons, and the single weapon that would make them interesting is just as you called it - too dangerous and expensive to competitively consider. There's an alternative methods of heat lance delivery, but none of them do it effectively or efficiently when comparing to other means of disposing of tanks in your arsenal.
4. Versatility: I firmly believe that every unit in a Dark Eldar army should, if at all possible, have a dual role. 5 warriors with a single blaster inside a venom with dual splinter cannons is a great example. That's a transport killer. Its a land raider killer. And its *also* effective (both the unit inside and vehicle) against every variety of infantry from
MEQs to
GEQs to terminators to Monstrous Creatures to Star Gods. You can't do much about creating dual purpose roles for Ravagers - they're lances. They shoot vehicles until there are no more (or
MCs if there are no vehicles), then start sniping at
ICs, terminators, etc.
5. Reliance on Vehicles: This is *not* a weakness, it is a strength. Lances are 36", Splinter Cannons are 36", and ultimately, blasters are 18" weapons that can be fired after a 12" move and a 2" disembarkation, making them effectively a 33" weapon. You outrange pretty much everything except for missiles, autocannons, and railguns when you consider mobility as part of your firepower. Yes...bolters can theoretically pop a raider. But all of your weapons outrange bolters. And since you have flickerfields, you literally have 33% more vehicles than you paid for.
6. Open-topped: Don't worry about it. WHen an open-topped vehicle explodes, its a STR3 hit on the passengers, or 4+ to wound your models....and that's what you have required minimum sized units for. 5 warriors with a blaster means 4 models die before you have to worry about losing its best weapon. Haemonculi make wyches get Feel No Pain, making them great raider companions. More on this later again.
Your List:
1. Baron Sathonyx is a great
HQ choice. I love him for the +1 to go first if nothing else. It wins me the roll to go first quite often. You're not sure where to put him - the obvious answer is that since he's jump infantry and can't be embarked, put him with the only unit that you have on foot: Your beasts. You can freely move him about in the movement phase - whether an
IC is attached to a unit or not is dictated by their respective positioning to the unit at the beginning and at the end of the phase - which means that you can move the Baron around and through the unit to get him where you want him (away from potential threats, towards threats, etc). On the plus side, he has the HUGE advantage of giving the beasts +1 cover, and even MORE huge....offensive and defensive grenades. The only downside is that he's not cavalry and doesn't have the same 12" charge that the beasts do. You always move at the speed of the slowest model...so where the beasts would assault
2d6, pick the highest x2, the Baron (being an
IC) gets
3d6. So your assault range with the Baron attached is
3d6, pick the highest. You've got a pretty good chance of getting 5-6" of assault range. And if you're not going to be able to get the Baron and friends into an assault (something you'll learn to eyeball with practice), you can detach the Baron and send him either into cover, away from threats, or to go pick on something (probably a vehicle) by himself. And if you can't get into assault.....well, you can sit in cover with a 3+ cover save and defensive grenades. The Baron and Kymerae are I6 and the Razorwings are I5, so you'll probably still be going first (or simultaneously).
2. Your beast unit is illegal. Each beastmaster (0-4) can take 0-5 Khymerae, 0-2 Razorwing Flocks, or 0-1 Clawed Fiend. You'll have to add one more Beastmaster to get 5 Khymerae and 4 Razorwing Flocks. You should do it though. With the Baron along to give them grenades and stealth, these guys are fearsome. And with rending 6 attacks on the charge per model for razorwings, you can pop vehicles too! =D
3. Ravagers: Presuming that your entry (Ravager with Flickerfield filled to brim with
DLs. 3x) means that you have three units of triple lance ravagers, and not one ravager with 3 dark lances, you're on the right track. I firmly believe that *every* competitive Dark Eldar list should start with three triple lance ravagers and go from there in whatever direction they want. I definitely do *not* encourage you to use disintegrators. They are an awful choice. In the old codex a disintegrator was STR7 AP2, small blast. Three blast templates per vehicle that could kill terminators, or in a pinch try opening up a rhino/razorback here and there. They were pimp. I used them and relied on other things for anti-tank. Now....they're basically the old submunition round without the cool template. STR5 AP2 isn't worth wasting a heavy support slot on when EVERY GUN IN YOUR FETHING ARMY is poisoned. Terminators these days are packing stormshields on both arms, a spare on their back, and extras in the land raider in case anyone forgot to bring a storm shield for a 3+ invul save. Volume of fire is what brings down terminators, not quality shots. Against Monstrous Creatures, you have STR8 AP2 lances or volume of fire from splinter weapons - there's simply no niche for disintegrators to fill that can't be filled somewhere else by a weapon with more general purpose. And when it comes down to it, while you can put blasters all over an army, the single best source of anti-tank is *always* going to come from the triple lances per ravager. Don't compromise this for anything. Start every list with three of them.
4. Did I see Nightshields somewhere? No? I thought I did. Don't ever take them. Ever. They are useless. There are about three weapons across ALL codices that the nightshield will give you utility against. Either it already outranges you by 12" and could care less that you have Nightshields (autocannons, missiles, etc), or is mounted on a platform that can return fire even if you're at 36" and nightshielded (multi-lasers, heavy bolters, lascannons, etc). Bolters, assault cannons and meltas. Oh noes. Totally screwed with them ha! Well, melta doesn't need help cracking an open-topped transport with the second
D6, and if you're letting guys get up to melta range, you're already doing something wrong. Simply not worth the points. Don't do it.
5. You have three units of Warriors in Venoms for objective grabbing. Give them LETHALITY! Objective grabbing is what you do when your opponent has been crafty enough that you're not going to get to table them. 5x Warriors with a blaster inside a venom that has a second splinter cannon. Now you have the means of not only laying waste to the contents of any transport you open, but you have the ability to explode those transports in the first place. It cost you 25 more points to turn this objective holder into a lethal unit. Tactically, I could never recommend you taking an army from a codex designed to be a lethal instrument and assigning some of it to a non-lethal duty. Every piece of your army should be designed to maim, mutilate, explode, wreck, torture and enslave.
6. Wyches: They are tie-up units like beasts; STR3 non power weapons isn't scaring anyone off, but with a 4+ invulnerable save and a potential 4+
FNP depending on your configuration and
HQ selection, they can sit in combat with things more expensive and deadly than them for some time and even win. Haywire grenades make you lethal against ANY vehicle (not to mention being your best and only competitive selection for dealing with both Monoliths and Blessed Hull Land Raiders), and
FNP gives you survivability to get through raider explosions and the results of your haywire handiwork. 7....is just an awkward number. Kick it up to nine, and add a haemonculi. If that means you have to drop the other unit of wyches, do it.
7. Speaking of your second unit of wyches....hekatrix with an agonizer and a
PGL joined by a haemy with an agonizer in a raider with a flickerfield....PHEW! Haemonculi might have the ability to take close combat weapons, but that doesn't mean that you SHOULD....especially when they're T3 with a 6+ armour save and an
IC that can be targeted separately in close combat. My favorite haemonculi weapon of all time, the ultimate equalizer: The Shattershard. Take a toughness test, and if you fail, remove the model from play. Easier to kill Eldrad with a shattershard than with a crucible of malediction. Even better, the fact that it calls out each of the models touched by the shattershard means that you are literally playing a game of flamer sniper. Drop a shattershard template over a unit of ork boyz, touch the Nob and the
KFF Big Mek with it, and those two models (and the other models you've touched with the flame template) take toughness tests or are removed from play. 500 point unit of terminators....every 5 or 6 is a model removed from play. Independent Characters, powerfists, Eternal Warrior, doesn't matter - remove it from the table. =D If you're packing multiple haemonculi and you want to wargear them out, drop a liquifier on the others so that they can stay in the raider/venom after their attached unit goes to cause its own trouble. Just adding extra threat, extra distraction units, too many things for an enemy to deal with.
8. And finally, trueborn. Trueborn should be like taking extra ravagers. And this is where I saw those Nightshields at. Drop those. Your trueborn are pimped out for infantry killing, but as you've noted in your weaknesses, it isn't infantry that scares you, its your tanks getting shot out of the sky. Aside from Ravagers, trueborn are your next best threat. 4 Trueborn with 4 blasters, or 3 trueborn with 3 blasters. You move 12", disembark them into cover somewhere, and open up on a vehicle. Its literally like having 6 ravagers in your army.
Let the anti-infantry duty be executed by your volume of fire splinter cannons and splinter rifles on your no-longer useless warriors. 6" move, rapid fire from a venom, rinse and repeat. Pack as much anti-tank as you can into your army. If you run out of tanks, don't worry that you're not going to have enough to deal with infantry - because the infantry are not NEARLY as threatening to you as the tanks.
Personally, if I go second, I reserve everything. Between 12" moves and 36" guns, I can range the whole board - so whether I go first or second...*I* get the alpha-strike.
*Edit*
Since this is where I'm compiling my
DE advice, pasting in most of something I wrote elsewhere.
1. Look up Ketara, search his "threads created" and look at the Unit Analysis he did for Dark Eldar. I don't agree with all of it, but its a great start.
2. Most importantly, remember this:
DE are perhaps the *most* unforgiving army in
40k. A space wolf rookie can put an army on the table, and do well with it, even if they make mistakes. A
DE rookie cannot. It is an *extremely* powerful army, but requires an extremely competent general to pilot. I can't begin to quote you statistics like 90% or 99% or anything, but almost every Dark Eldar player I've met in person, and most of those I've met online fail to achieve with their Dark Eldar because they're simply not good enough. Either not good enough to write a competent list, not good enough to play a competent list effectively, or a combination of both.
So for YOU who plays a
BA army that can't mishap its deep-strikes because of gyrostabilizers, and who plays a Kan-wall that simply marches forward 6", takes 4+ cover against everything (I love a Kan wall; I play Orks too)....I ask you this: Do you make mistakes on the table? Are you a fast learner? If you're a good player and not prone to "Ah crap, I shouldn't have done that" then try out
DE. If the idea that a mistake might just cost you the game is a painful idea, then its not the army for you. Here's some common ones:
-Aw crap, enemy reserves coming in and my ravagers are angled towards the middle of the board, presenting my rear armour to the flanks.
-Aw craw, I mean to flat out to get a cover save.
-Aw crap, I thought I'd be able to get into assault range.
-Aw crap, I should have shot that instead.
Those are deadly. Understanding target and threat priority, vehicular positioning, assault reach....if an enemy does something or shoots at something that you weren't expecting, you did something wrong. =p
If you've got those things covered, you will murder people with Dark Eldar. Its to the point where there are exactly *two* army builds in the entire
40k universe give me pause. One of them I fear, one of them I just respect.
SO! Nothing like your current armies. Much more powerful if you have the ability to put the reigns to that power and drive it well.