1750 Pts - Dark Eldar Roster
6 x Haemonculi W/ Scissorhand; Destructor; Combat Drug Dispenser; Haywire Grenades; Plasma Grenades; Reaver Jetbike
1 x 10 Man Reaver Jetbike Squad w/2 Blaster and Succubus upgrade.
Succubus: Agoniser; Splinter Pistol;Combat Drug Dispenser; Trophy Rack; Haywire Grenades; Plasma Grenades; Goblet of Spite
1 x 10 Man Reaver Jetbike Squad w/2 Blaster and Succubus upgrade.
Succubus: Agoniser; Splinter Pistol;Combat Drug Dispenser; Trophy Rack; Haywire Grenades; Plasma Grenades; Archangel of Pain
2 x 5 Man Raider Squad
1 Raider w/ Dark Lance; Nightshields; Screaming Jets; Torture
Amp
1 x 8 Mandrakes @ 120 Pts
Total Roster Cost: 1750
Mandrakes move to Objectives and pop where needed. They can help with turn 3 assaults if needed.
Raiders drop on Objectives, tank shock enemy off theirs while my troops hide on mine.
My primary forces are assault oriented, but I have blasters and haywire grenades to take on vehicles.
I can manhandle hordes with the 6 flamer templates and mass of splinter rifle fire from the bikers.
Avoid heavy flamers on the turn you prepare to charge in, by the way. Flamers also suck but not as bad.
The Haemonculi join the Goblet of Spite unit.
The other unit moves with the main unit, and keeps one bike in contact with it at all times. Easy enough, really.
Zoom forward on turn 1. 18" from where you are going to assault, or less if you like.
Everyone is T4 with a 3+ cover save. You aren't fearless, but you should be able to take a beating.
Then you assault. Here's how it looks when you do, assuming you don't fry the enemy to death...and don't lose any bikes, doubtful but hey.
30 attacks that hit on 3+, with a re-roll; and wound on 2+ @I4. You can always take
ASF on these or play it safe and remove +1 attack, so it's only 24 attacks. Depends whatcha want.
36 attacks that hit on 3+, @ S4 and I6; and of course all the Reavers get a combat drug result...which is just a bonus.
6 power weapon attacks that hit on 3+, wound on 4+, @ I6. You can make this 8 attacks or
ASF or re-roll to hit. Since they are succubus attacks, you don't want to use 2 combat drugs.
Everyone has a 4+ armor save, the Haemonculi are T5, the Reavers are T4, and you are usually so busy fighting this you don't have time to deal with the Mandrakes or the Raiders, who won't show up till turn 2 or 3 anyway.
Drawback: Weak morale versus turn 1 shooting, flamers, and of course after you are done attacking everyone hits YOU on 3+.
Unlike the 4E version of this list, this one can take a beating and crush you in
CC with the sheer number of wounds the Haemonculi can pump out.