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Made in us
Boosting Space Marine Biker





Berks County - Pennsylvania - USA

So a friend lost interest in his Dark Eldar army over the past 2 years or so (for obvious reasons) and decided to get rid of them. I quickly snatched up his models because the story line for the army has always intrigued me. For the better part of a decade this army has been seeming to go the way of the squats (just reset the clock). Alot of the models I inherited were pretty crappy plastic warriors. Here is my list for 1250. Let me know what you guys think.

HQ:
Archon
Splinter Pistol
Tormentor Helm
Agonizer
Shadowfield
Plasma Grenades
[113]

Incubi - 4
Plasma Grenades
Raider
[245]

Elite:
Warp Beasts - 4
Beastmaster
[63]

Troop:
Raider Squad - 10
Sybarite
Webway Portal
Blaster
Splinter Cannon
Raider
[206]

Raider Squad - 10
Blaster
Splinter Cannon
Raider
[150]

Warrior Squad - 10
Blasters - 2
[90]

Warrior Squad - 10
Blasters - 2
[90]

Warrior Squad - 10
Blasters - 2
[90]

Heavy Support:
Talos
[100]

Talos
[100]

Total Points: 1247

I know the list looks quite bland, especialy without any wych cult units other than the beasts. The overrall idea behind the army is to quickly make it to about the center of the table and deploy the Webway Portal. The two raider squads are to run up and plant the portal and then defend it. The basic warrior units are there to pretty much tank hunt (cheaply) and/or rapid fire into units of infantry. The Talos's and the Beastpack are to engage any defended areas. Most of my opponents have the following armies: Mech Orks, Mech Marines w/Vulkan, and Nurgle/Slaanesh Daemons w/MC's.

C&C please. I have played this army twice since receiving it and have lost once and won once. I used a list very similar to this one. Any help would be very much appreciated!

Thanks.

DR:80+S+G+M-B++IPw40k99#+D++A++/cWD263R+++T(T)DM++
WH40k: Eldar Craftworld Altansar; Cabal of the Twisted Heart Dark Eldar; Raven Guard Space Marines
WHFB: Dwarfs
NECROMUNDA: House Cawdor; House Orlock
 
   
Made in gb
Screamin' Stormboy




Hey - I recently put together a Dark Eldar army too, so I hope I can provide some up to date advice.

For smaller sized games such as 1250, I would shy away from upgrading to an Archon, a Dracon is still a great choice!

As for the Retinue, you need to have an additional member to make it 5 models, downgrading the Archon would give you enough points for another Incubi, or you could throw in a warrior to top the numbers off. Overall though I feel that Incubi is a very expensive unit for smaller games for just 5 models you pay a large chunk of points. However, if you're trying to make an army from the models you accquired then test them out for now.

Your main mistake here is only having one webway portal, if you want to use the webway portal tactic, then you really can't afford to have just one, your opponent only has to focus fire on that unit and you lose everything you put in the webway, which by the looks of it is supposed to be almost all of your force. If you really want to use webways, it is worth taking a couple of Haemonculi to carry the portals, however by doing this I think you will find that the portals eat into your points in a small game like this.

What I would personally suggest is steering away from the webways for now until you have a larger army. What you need to think about is bringing some more long range anti-armour and mobilising your warrior squads, possibly switching some blasters for lances. You will also find that if you aren't using webways, the beast unit wont work at all and that frees up some points.

I dont mean to totally pull apart your list, if you want a webway list pump up the points value and repost it so you can get some feedback, I just think you will struggle to do anything using webways at 1250.

 
   
Made in us
Boosting Space Marine Biker





Berks County - Pennsylvania - USA

You are absolutely right. I originally was writing a list for 1400pts and had drazhar in it and forgot all about it. Here is the fixed 1250 list.

HQ:
Dracon
Splinter Pistol
Tormentor Helm
Agonizer
Shadowfield
[86]

Warriors - 6
Dark Lances - 2
Raider
[133]

Elite:
Mandrakes - 10
[150]

Troop:
Raider Squad - 10
Sybarite
Webway Portal
Blaster
Splinter Cannon
Raider
[206]

Raider Squad - 10
Sybarite
Webway Portal
Blaster
Splinter Cannon
Raider
[206]

Warrior Squad - 10
Blasters - 2
[90]

Warrior Squad - 10
Blasters - 2
[90]

Warrior Squad - 10
Blasters - 2
[90]

Heavy Support:
Talos
[100]

Talos
[100]

total points: 1254

The bulk of the list is still coming in from the webway with the exception to the vehicle mounted units and the Mandrakes.

I understand that I don't have alot of long range anti-armour units but there are 3 lances on the raiders (paper airplanes), and i have 8 blasters in the list. Dark Eldar have a knack for aggressive short range fire power, thats where their strength truly lies. And thats mostly what I am gunning for.

Thanks for the quick response and advice. I appreciate it.

This message was edited 2 times. Last update was at 2009/12/11 20:10:46


DR:80+S+G+M-B++IPw40k99#+D++A++/cWD263R+++T(T)DM++
WH40k: Eldar Craftworld Altansar; Cabal of the Twisted Heart Dark Eldar; Raven Guard Space Marines
WHFB: Dwarfs
NECROMUNDA: House Cawdor; House Orlock
 
   
Made in nl
Deadly Dark Eldar Warrior





Groningen, Netherlands

I think mandrakes will be fun to play, but i also think they are rather weak compared to their pointcost.

I'm pretty convinced tho that the warp beasts that you opted in your first list, are a very good unit. They are fast with alot of attacks, and fit the webway tactic perfectly.
   
Made in us
Khorne Veteran Marine with Chain-Axe




Kutztown, PA

And when you make all 4 6+ armor saves in close combat with those beasts, it sure helps... jerk.

David William Toy: 7/11/1953 - 12/27/09, My Father My Friend, Rest in Peace.

Hidden Powerfist for the wi.....

The internet: providing people with numerous faceless mediums with which to suddenly grow a pair since the 1990's
 
   
Made in us
Boosting Space Marine Biker





Berks County - Pennsylvania - USA

Well I'm pretty sure that if I was going to run a higher points game I would drop in a 3rd Talos, and a unit of Warp Beasts. The biggest issue with getting a previously owned army is that you have to work with whats at hand. I'm obviously going to invest a little more money into the army to make it workable but here is all of what I own.

2 Archons/Dracons
4 Incubi
3 Raiders
8 Reaver Jetbikes
6 - 10 man Warrior Squads (w/ 2 splinter cannons per unit)
6 Hellions
2 Grotesques
4 Warp Beasts & 2 Beastmasters
1 Talos
12 Scourges
10 Mandrakes

So far I think with the addition of more Talos models, Raiders, and eventually some wyche cult squads, this army should be finished. Purchases that I want that won't always fit into the army would be Asdrubel Vect and some Ravagers.

DR:80+S+G+M-B++IPw40k99#+D++A++/cWD263R+++T(T)DM++
WH40k: Eldar Craftworld Altansar; Cabal of the Twisted Heart Dark Eldar; Raven Guard Space Marines
WHFB: Dwarfs
NECROMUNDA: House Cawdor; House Orlock
 
   
Made in us
Lethal Lhamean






Venice, Florida

I'll just note in your first list that you cannot take Warp Beasts without first fielding a Wych unit. I'll run through your second list with some thoughts;

HQ:
Dracon
Splinter Pistol
Tormentor Helm
Agonizer
Shadowfield
[86]

A very classic Lord build. My big question is what is his purpose? It looks like his best bet is to link up with one of the Warrior squads I suppose - but what they want to be fighting he does not. Are you running him solo to hunt MCs?

Warriors - 6
Dark Lances - 2
Raider
[133]

This is a non-legal equipment load out. Raider squads can only ever have one dark lance. You can also save some points by only taking 5 warriors and not really affect the usefulness of this unit.

Elite:
Mandrakes - 10
[150]

Mandrakes are more about fun then they are about effectiveness. They can be useful, however if you're going WWP then I don't think they're going to help you too much because they'll be so slow. Some Wyches would serve you much better in a WWP build then the Mandrakes will.

Troop:
Raider Squad - 10
Sybarite
Webway Portal
Blaster
Splinter Cannon
Raider
[206]

Two portals is a good idea (but I have to admit pretty darn pricey in a 1250 build. At this point level I don't think I'd bother with WWP). I will caution that running your portals in gunboats will make your portal delivery system fairly vulnerable to being wiped out. Cover and terrain will very much be your friend in trying to stay alive to drop the portal. I'd recommend definitely swinging your Raider out broadside and using it to help cover you when you get out if there's no available terrain.

Warrior Squad - 10
Blasters - 2
[90]

??? I don't really get it. These Warrior squads are what is coming out of the portal, yes? That's why they have blasters so they'll have some assault fire and anti-tank. The problem is that what you've built here is a unit that can possibly overpower IG or Tau in h2h and is otherwise a tank hunting unit. You'll be able to de-mech units but none of what you have above is really capable of ripping apart a unit of marines (a Talos can do okay as long as the marines/orks don't have power fists/klaws). To make them a CC threat (which they can be) you really ought to have a Sybarite with a poisoned weapon or perhaps Agoniser. If you have the figures dropping the Mandrake squad and buying some Haemonculi with Destructor/Scissorhand builds could really help your offensive punch coming out of the portal as well.

All in all I think you'd be better served getting some Dark Lances on these guys and sitting in the back field shooting.

Heavy Support:
Talos
[100]

This looks like the build of a man who doesn't own a Ravager (if you do find a space for it) Two Talos popping out of a WWP can be pretty awesome as they're tough and can rip up a lot of stuff. Just be mindful of power fists and their equivalents.

I think Orks or mechanized Marines would cause this list a lot of trouble, and a talented Eldar or Tau player could probably wipe you out fairly easily with almost no losses. (this is talking tourney level competitiveness - so if you're playing just for fun don't get too disheartened). Your biggest weaknesses I see are that WWP is non optimal for a point build this small, and both the Archon and the footslogging Warrior squads seem to be suffering from an unclear mission purpose.

Thor665's Dark Eldar Tactica - A comprehensive guide to all things DE (Totally finished...till I update bits and pieces!)
Thor665's battle reports DE vs. assorted armies.
Splintermind: The Dark Eldar Podcast It's a podcast, about Dark Eldar.
Dashofpepper wrote:Thor665 is actually a Dark Eldar god, manifested into electronic bytes and presented here on dakkadakka to bring pain and destruction to all lesser races. Read his tactica, read his forums posts, and when he deigns to critique or advise you directly, bookmark it and pay attention.
 
   
Made in us
Boosting Space Marine Biker





Berks County - Pennsylvania - USA

I'll just note in your first list that you cannot take Warp Beasts without first fielding a Wych unit. I'll run through your second list with some thoughts;


Warp Beasts packs have a 0-1 Elites choice slot in Kabal lists. If there is an update from an older FAQ then I was unaware. I have the 2008 5th Edition FAQ GW published and it doesn't make any notes about it.

HQ:
Dracon
Splinter Pistol
Tormentor Helm
Agonizer
Shadowfield
[86]

A very classic Lord build. My big question is what is his purpose? It looks like his best bet is to link up with one of the Warrior squads I suppose - but what they want to be fighting he does not. Are you running him solo to hunt MCs?


The Dracon isn't meant for anything other than setting up first turn and trying to keep the WWP's clear. I understand completely that the Dracon seems unsure of his combat role and at this point he is there for an all comers list and to keep the majority of the WWP's free of charging enemies.

Question: Would 2 haemonculi on Hellion Skyboard with Scissorhand, Stinger, Tormentor helm, and plasma grenades be a better choice???

Warriors - 6
Dark Lances - 2
Raider
[133]

This is a non-legal equipment load out. Raider squads can only ever have one dark lance. You can also save some points by only taking 5 warriors and not really affect the usefulness of this unit.


If taken as the Retinue for my Dracon how is this not a legal unit? If not taking Incubi and only taking warriors, I can field 2 warriors with dark lances. I can understand not taking the 6th model but i was looking at "extra wounds".

Elite:
Mandrakes - 10
[150]

Mandrakes are more about fun then they are about effectiveness. They can be useful, however if you're going WWP then I don't think they're going to help you too much because they'll be so slow. Some Wyches would serve you much better in a WWP build then the Mandrakes will.


In all honesty, I just threw these guys on to fill points. I could really care less about them. They are more bark then bite. I don't own Wyches and with the holidays right around the bend it will be some time before I purchase them. I will in the short term use some stand in eldar from my other army to test them out. I think they will compliment my army vastly better.

Troop:
Raider Squad - 10
Sybarite
Webway Portal
Blaster
Splinter Cannon
Raider
[206]

Two portals is a good idea (but I have to admit pretty darn pricey in a 1250 build. At this point level I don't think I'd bother with WWP). I will caution that running your portals in gunboats will make your portal delivery system fairly vulnerable to being wiped out. Cover and terrain will very much be your friend in trying to stay alive to drop the portal. I'd recommend definitely swinging your Raider out broadside and using it to help cover you when you get out if there's no available terrain.


I am a bit annoyed at the points cost of the WWP but putting all of that on my Dracon makes him too expensive and paints a large target on him. The general idea to the army is to get atleast mid-table and drop the units with the WWP and hopefully deploying in terrain. This puts you approximately into medium weapons range. Next turn pop the WWP from the Sybarites and fire with everyone else. I've seen other DE players do the same trick screening their targets with their raiders...I think its the saving grace of the DE army that the transports are so big.

Warrior Squad - 10
Blasters - 2
[90]

??? I don't really get it. These Warrior squads are what is coming out of the portal, yes? That's why they have blasters so they'll have some assault fire and anti-tank. The problem is that what you've built here is a unit that can possibly overpower IG or Tau in h2h and is otherwise a tank hunting unit. You'll be able to de-mech units but none of what you have above is really capable of ripping apart a unit of marines (a Talos can do okay as long as the marines/orks don't have power fists/klaws). To make them a CC threat (which they can be) you really ought to have a Sybarite with a poisoned weapon or perhaps Agoniser. If you have the figures dropping the Mandrake squad and buying some Haemonculi with Destructor/Scissorhand builds could really help your offensive punch coming out of the portal as well.

All in all I think you'd be better served getting some Dark Lances on these guys and sitting in the back field shooting.


Yes these units are coming from the portal. Sitting mid-table will make most of your mech armies with any transports want to come out and visit you up close and personal (if they have CC units) making them vulnerable to your short range weapons. Instead of footslogging many turns to get to this point and not owning enough transports I figured this would be a more viable option.

Heavy Support:
Talos
[100]

This looks like the build of a man who doesn't own a Ravager (if you do find a space for it) Two Talos popping out of a WWP can be pretty awesome as they're tough and can rip up a lot of stuff. Just be mindful of power fists and their equivalents.


You Sir, are absolutely correct. I do not own Ravagers yet. The local hobby shop has ZERO dark eldar, like most independent retailers in the area. Most of my stuff is second/third/fourth hand models. Hopefully after the holidays that can quickly be rectified.

I think Orks or mechanized Marines would cause this list a lot of trouble, and a talented Eldar or Tau player could probably wipe you out fairly easily with almost no losses. (this is talking tourney level competitiveness - so if you're playing just for fun don't get too disheartened). Your biggest weaknesses I see are that WWP is non optimal for a point build this small, and both the Archon and the footslogging Warrior squads seem to be suffering from an unclear mission purpose.


I very much appreciate your input. I am pretty sure I stated that this wasn't for Tourny play and with the way the economy is might not see that light for a LONG time. I would have to say 99.999% of all my games are pick-up games between friends. You definitely seem to know your stuff and I again thank you for your help.

DR:80+S+G+M-B++IPw40k99#+D++A++/cWD263R+++T(T)DM++
WH40k: Eldar Craftworld Altansar; Cabal of the Twisted Heart Dark Eldar; Raven Guard Space Marines
WHFB: Dwarfs
NECROMUNDA: House Cawdor; House Orlock
 
   
Made in us
Automated Rubric Marine of Tzeentch






VA Beach

Don't know anything about Dark Eldar, but post pics when you start.


Let the galaxy burn.

 
   
Made in us
Tough Tyrant Guard





Sacramento, ca

Try doing this
dracon with agonizer combat drugs, plasma with five incubi and upgrade one too a master with drugs
10 man warrior squads with two dark lances x5= 500 points

then three ravagers with all dissies and night shields
420
it should come close to 1250 it kicks butt thats alot of Ap2 str 8 and ap 3 str 7 blast a turn... you mop up with ur command squad
   
Made in us
Lethal Lhamean






Venice, Florida

XxRVNGRDxX wrote:Warp Beasts packs have a 0-1 Elites choice slot in Kabal lists. If there is an update from an older FAQ then I was unaware. I have the 2008 5th Edition FAQ GW published and it doesn't make any notes about it.

Open up your codex to the page that has Warp Beasts on it and look at the shaded section where they describe the fluff of the units. Between their entry and the Wyche entry above it is a small box that clarifies when you may or may not take a Warp Beast pack in Kabal. You need a Wyche squad.

The Dracon isn't meant for anything other than setting up first turn and trying to keep the WWP's clear. I understand completely that the Dracon seems unsure of his combat role and at this point he is there for an all comers list and to keep the majority of the WWP's free of charging enemies.

I don't quite follow - how is he going to stay with the WWP if he's on foot? Those Raiders each have 10 men in them and are full up so he can't hitch a ride - and probably at least one of the Raiders you'll want to turbo boost. Also, if he's just running around on foot he can be shot very easily - and you don't want to be risking your shadowfield to a bunch of lasrifles from some mook guardsmen. DE running WebWay do not have spare points to toss around, especially in such a small point list. If you agree with me that his role seems uncertain then I would advocate dropping him and using the points elsewhere to boost your army. WWP can't afford anything that's not helping them accomplish their goal. You're paying a lot of points for this unit if all you want him to do is babysit a WWP.

Question: Would 2 haemonculi on Hellion Skyboard with Scissorhand, Stinger, Tormentor helm, and plasma grenades be a better choice???

I personally feel the Destructor is superior to the Stinger in every way. As far as the Skyboard goes...is there a reason not to put them on jetbikes or add them to a gunboat squad? Pretty much everything a skyboard does a jetbike can do better, and it boosts your stats. The only advantage of the hellboard is deepstrike. I do think at 1250 you'll be better served by adding in some Haemys w. WWP to the two Raider squads and dropping the Sybarites. The Haemys can carry the WWPs and add significant potential combat threats to the board that the Warrior squads could not do alone

If taken as the Retinue for my Dracon how is this not a legal unit? If not taking Incubi and only taking warriors, I can field 2 warriors with dark lances. I can understand not taking the 6th model but i was looking at "extra wounds".

Ah, this answers some questions. You did not indicate this as a retinue unit (usually in army lists people list retinues with the HQ unit they are joined with), and now I know how you're planning to have your Lord keep up with the other Raiders. However this is a bad combo.

First off - a Lord cannot separate from a retinue. Therefore you are making a h2h Lord and putting him in a transport with a heavy weapon Warrior squad.
Second off - these are non-scoring unit Warriors. Why field something as fragile as Warriors and not let them be a scoring unit? (also you're paying a little extra for the Lances, but that's a minor point)

If you want to go with this sort of build I would suggest making it a Raider squad with one Lance and just have your Lord join the unit. That way he can hop out and go assault things without dragging your lances into h2h combat. Alternatively you could buy up some Warriors and add a Sybarite and turn them into an assault themed unit that could go into fights alongside your Lord or stay inside the Raider and operate as a gunboat.

In all honesty, I just threw these guys on to fill points. I could really care less about them. They are more bark then bite. I don't own Wyches and with the holidays right around the bend it will be some time before I purchase them. I will in the short term use some stand in eldar from my other army to test them out. I think they will compliment my army vastly better.

I concur. Also, as a thought, with a bit of work in the paint scheme you could easily field Mandrake models as Wyches - they certainly have the armed with blades/half naked look. Feel free to try the Mandrakes out, but with WWP I think you'll find they are too slow to really help out your army (besides being pathetically incapable of beating up most units in assault)

I am a bit annoyed at the points cost of the WWP but putting all of that on my Dracon makes him too expensive and paints a large target on him. The general idea to the army is to get atleast mid-table and drop the units with the WWP and hopefully deploying in terrain. This puts you approximately into medium weapons range. Next turn pop the WWP from the Sybarites and fire with everyone else. I've seen other DE players do the same trick screening their targets with their raiders...I think its the saving grace of the DE army that the transports are so big.

Big transports are both a blessing and a curse.

WWPs are expensive - but if you drop them from your list it shouldn't be to try to max out your DE Lord who really should only ever be equipped with Drugs, a Shadowfield, and either the Punisher/Tormentor combo or Agoniser and potentially a Reaver Jetbike if you want a bike lord. Most of the other equipment isn't needed for his tools. You could opt to drop the WWP and perhaps upgrade those warriors in his Retinue to Incubi - who are one of the single toughest h2h units in the game though. Optimally extra points should be used to supply you with more troops and special weapons, as DE are a bit of a swarmy army.

Yes these units are coming from the portal. Sitting mid-table will make most of your mech armies with any transports want to come out and visit you up close and personal (if they have CC units) making them vulnerable to your short range weapons. Instead of footslogging many turns to get to this point and not owning enough transports I figured this would be a more viable option.

I would just ask yourself what you would do if you popped a Rhino and had some Vanilla Marines assault you - much less Space Puppies or Chaos Marines or any sort of actual h2h unit. Your men are Str 3, they have 1 attack each, they are toughness 3 and have weak armor. They cannot outfight really anything and can't afford to be shot up much (Marines can rapid fire you and practically wide the squad, you can rapid fire marines and maybe kill 3 or so), once you de-mech your opponent he is just going to shoot and assault you and he will probably win. Also, mech units like Eldar or armies with decent range like Tau or even Space Marines will never come up close to you because your only scary weapon in these units has a 12" range. They'll just sit back and shoot you to pieces.

I very much appreciate your input. I am pretty sure I stated that this wasn't for Tourny play and with the way the economy is might not see that light for a LONG time. I would have to say 99.999% of all my games are pick-up games between friends. You definitely seem to know your stuff and I again thank you for your help.

Always happy to help a fellow DE player. You'll probably have a lot of fun with WWP as it is just a strange army type. You also, if interested in Mandrakes, might want to check out the Army of Shadows DE build. It's really not an optimal build, but is stupid fun when your opponent has to keep asking what's going on as you finally start showing up turn 3.

StarGate wrote:dracon with agonizer combat drugs, plasma with five incubi and upgrade one too a master with drugs

Honestly, at 1250 does he even need to bother with an incubi master? It's really expensive to upgrade and the one extra set of drugs aren't going to significantly change the damage output of the unit. Also, if you're running incubi in a list with that many lances I think he'd be better served taking the punisher/t.helm combo on his Lord, that will maximize his ability to shred troops into pretty red ribbons.

You are correct that at a lower point build DE can optimize gunline much better then they can optimize assault. I'd probably take at least a couple Raider squads with lances though just for the ability to claim objectives outside of your deployment zone.

Thor665's Dark Eldar Tactica - A comprehensive guide to all things DE (Totally finished...till I update bits and pieces!)
Thor665's battle reports DE vs. assorted armies.
Splintermind: The Dark Eldar Podcast It's a podcast, about Dark Eldar.
Dashofpepper wrote:Thor665 is actually a Dark Eldar god, manifested into electronic bytes and presented here on dakkadakka to bring pain and destruction to all lesser races. Read his tactica, read his forums posts, and when he deigns to critique or advise you directly, bookmark it and pay attention.
 
   
Made in us
Executing Exarch






Odenton, MD

Uggg to mush text to bother reading..... Just listen to what ever thor has to say!


(unless he is bad mouthing warp beast )
   
Made in us
Lethal Lhamean






Venice, Florida

Don't worry - I assured him he should sell his Warp Beasts on eBay and purchase lots of Scourges...

...with Dark Lances.

Thor665's Dark Eldar Tactica - A comprehensive guide to all things DE (Totally finished...till I update bits and pieces!)
Thor665's battle reports DE vs. assorted armies.
Splintermind: The Dark Eldar Podcast It's a podcast, about Dark Eldar.
Dashofpepper wrote:Thor665 is actually a Dark Eldar god, manifested into electronic bytes and presented here on dakkadakka to bring pain and destruction to all lesser races. Read his tactica, read his forums posts, and when he deigns to critique or advise you directly, bookmark it and pay attention.
 
   
Made in us
Boosting Space Marine Biker





Berks County - Pennsylvania - USA

Okay so I have kind of sat back and read some more of the codex. For only owning the army for a little under a week not so bad.

Here is a new try at my 1250 list.

HQ:
Haemonculi
Scissorhand
Tormentor Helm
Destructor
Plasma Grenades
[52]

Haemonculi
Destructor
[40]

Haemonculi
Destructor
[40]

Elite:
Wyches - 9
Succubus
Agonizer
Trophy Rack
Tormentor Helm
Plasma Grenades - 9
Wych Weapons - 8
Raider
[218]

Troop:
Raider Squad - 5
Splinter Cannon
Raider
[105]

Raider Squad - 5
Splinter Cannon
Raider
[105]

Warrior Squad - 10
Dark Lances - 2
[100]

Warrior Squad - 10
Dark Lances - 2
[100]

Warrior Squad - 10
Dark Lances - 2
[100]

Warrior Squad - 10
Dark Lances - 2
[100]

Fast Attack:
Reaver Jetbikes - 3
Blaster - 2
[95]

Reaver Jetbikes - 3
Blaster - 2
[95]

Heavy Support:
Talos
[100]

Any other kind of changes that I should make...?

This message was edited 3 times. Last update was at 2009/12/14 09:00:21


DR:80+S+G+M-B++IPw40k99#+D++A++/cWD263R+++T(T)DM++
WH40k: Eldar Craftworld Altansar; Cabal of the Twisted Heart Dark Eldar; Raven Guard Space Marines
WHFB: Dwarfs
NECROMUNDA: House Cawdor; House Orlock
 
   
Made in us
Lethal Lhamean






Venice, Florida

XxRVNGRDxX wrote:
HQ:
Haemonculi
Scissorhand
Tormentor Helm
Destructor
Plasma Grenades
[52]

Tormentor helm? Do you really see many situations where you'll want to fire a pistol instead of the Destructor? Also, the Scissorhands will already give you +1 A in h2h so I have to wonder what the T.Helm is even doing there. I'm a little iffy on the plasma grenades because he should probably be shooting more then assaulting.

Haemonculi
Destructor
[40]

The viability here can very much depend on what you're putting them with and why. I'd probably try to find the points for Scissorhands, but it's hardly a definite need.

Elite:
Wyches - 9
Succubus
Agonizer
Trophy Rack
Tormentor Helm
Plasma Grenades - 9
Wych Weapons - 8
Raider
[218]

I think you need to re-read what the T.Helm does - it is totally useless on that Succubus and is a waste of points as the Succubus still has a splinter pistol. You're also a little off on points - as the Succubus gets Wych Weapons too. I personally think you're fielding too many Wyches in one unit here - but Wyches are a unit that can really vary depedning on how you want to use them - so you probably need to get a game or two under your belt in order to figure out which number of Wyches is right for you. I will advocate at least dropping one Wyche in order to buy 2 Blasters for the unit. 2 Blasters will do a lot more killing for you and let the unit potentially shoot up armor if they need to.

Troop:
Raider Squad - 5
Splinter Cannon
Raider
[105]

I'm guessing these squads are where the 2 Destructor Haemonculi are going while the decked out one goes with the Wyches, yes? I love gunboats and short range DE and of the competent DE players on this site I'd dare say I'm the most pro-gunboat. So, speaking as a heavy gunboat guy I would really encourage you to put either a Blaster or a Shredder into these squads. Your optimum gunboat range is dancing around 12" and the extra template or Str 8 AP 2 shot will serve you much better then another rapid firing splinter rifle and will increase the threat potential of the unit dramatically.

Warrior Squad - 10
Dark Lances - 2
[100]

It's hard to go wrong spamming Dark Lances. This will give you an impressive firebase and allow you to shred armor very effectively so your gunboats and Haemys can shoot up the occupants or your Wyches can assault them.

Reaver Jetbikes - 3
Blaster - 2
[95]

Two minimized jetbike squads with 11 lances on the field already? I don't know how you plan to use minimized RJB units but here's my usual plot - start them hiding, and turn one turbo boost out into the midfield. Use your cover save to survive the incoming hail of attacks and hopefully distract your opponent from shooting your Raiders. On Turn 2 fly up and unload two Blaster shots into some armored target. There can be slight variations depending on what deployment type it is and how close you are to the enemy, but the basic concept is as suicide tank hunters. With 11 lances in your build already and me encouraging you to add some more blasters I question the need for two squads of suicide tank hunters.

Heavy Support:
Talos
[100]

A solid distraction unit for you to just power up the center with or send skipping along with the Wych and gunboats to aid target saturation.

Any other kind of changes that I should make...?

The Destructors are really aiding your anti-horde tech substantially and the gunboats can help as well (I might even advocate giving them Shredders over Destructors because you could use the extra anti-horde templates. I think you've got a good brace of anti-mech for the point build and should do fairly well against armor. Your army is a little stationary from the way I usually run DE, so be aware that to a certain extent you're gunline and are trying to pop transports and force the enemy to come to you. The Wyches and Talos could spend most of their time as counter chargers in support of the gunboats and do their job fairly well. I think this list would kick your WWP list's buttocks.

Thor665's Dark Eldar Tactica - A comprehensive guide to all things DE (Totally finished...till I update bits and pieces!)
Thor665's battle reports DE vs. assorted armies.
Splintermind: The Dark Eldar Podcast It's a podcast, about Dark Eldar.
Dashofpepper wrote:Thor665 is actually a Dark Eldar god, manifested into electronic bytes and presented here on dakkadakka to bring pain and destruction to all lesser races. Read his tactica, read his forums posts, and when he deigns to critique or advise you directly, bookmark it and pay attention.
 
   
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Berks County - Pennsylvania - USA

HQ:
Haemonculi
Scissorhand
Tormentor Helm
Destructor
Plasma Grenades
[52]

Tormentor helm? Do you really see many situations where you'll want to fire a pistol instead of the Destructor? Also, the Scissorhands will already give you +1 A in h2h so I have to wonder what the T.Helm is even doing there. I'm a little iffy on the plasma grenades because he should probably be shooting more then assaulting.

That actually should've been a TROPHY RACK. I was a little tired writing this list last night.

Haemonculi
Destructor
[40]

The viability here can very much depend on what you're putting them with and why. I'd probably try to find the points for Scissorhands, but it's hardly a definite need.

Yea these are going with the 2 Raider Squads.

Elite:
Wyches - 9
Succubus
Agonizer
Trophy Rack
Tormentor Helm
Plasma Grenades - 9
Wych Weapons - 8
Raider
[218]

I think you need to re-read what the T.Helm does - it is totally useless on that Succubus and is a waste of points as the Succubus still has a splinter pistol. You're also a little off on points - as the Succubus gets Wych Weapons too. I personally think you're fielding too many Wyches in one unit here - but Wyches are a unit that can really vary depedning on how you want to use them - so you probably need to get a game or two under your belt in order to figure out which number of Wyches is right for you. I will advocate at least dropping one Wyche in order to buy 2 Blasters for the unit. 2 Blasters will do a lot more killing for you and let the unit potentially shoot up armor if they need to.

Wyches - 8
Succubus
Agonizer
Blasters - 2
Wyche Weapons - 8
Plasma Grenades - 8
Raider
[205]

Sounds good to me...

Troop:
Raider Squad - 5
Splinter Cannon
Raider
[105]

I'm guessing these squads are where the 2 Destructor Haemonculi are going while the decked out one goes with the Wyches, yes? I love gunboats and short range DE and of the competent DE players on this site I'd dare say I'm the most pro-gunboat. So, speaking as a heavy gunboat guy I would really encourage you to put either a Blaster or a Shredder into these squads. Your optimum gunboat range is dancing around 12" and the extra template or Str 8 AP 2 shot will serve you much better then another rapid firing splinter rifle and will increase the threat potential of the unit dramatically.

I couldn't agree more. With dropping in another Blaster it increases their combat effectiveness and they can then get another MEQ kill out of it and also add some anti-armor power. The saved points from the Wych unit pays for the blaster in each of these units.

Warrior Squad - 10
Dark Lances - 2
[100]

It's hard to go wrong spamming Dark Lances. This will give you an impressive firebase and allow you to shred armor very effectively so your gunboats and Haemys can shoot up the occupants or your Wyches can assault them.

Yea, doubling, or tripling the same squads even though redundant makes perfect sense. 1 is a target, 2 is a threat, 3 is the sweetspot.

Reaver Jetbikes - 3
Blaster - 2
[95]

Two minimized jetbike squads with 11 lances on the field already? I don't know how you plan to use minimized RJB units but here's my usual plot - start them hiding, and turn one turbo boost out into the midfield. Use your cover save to survive the incoming hail of attacks and hopefully distract your opponent from shooting your Raiders. On Turn 2 fly up and unload two Blaster shots into some armored target. There can be slight variations depending on what deployment type it is and how close you are to the enemy, but the basic concept is as suicide tank hunters. With 11 lances in your build already and me encouraging you to add some more blasters I question the need for two squads of suicide tank hunters.

That is the basic idea of the unit. I could drop the 2nd unit but with how many people I end up playing that use MC lists or Mech lists is slowed. In my gaming group we have 1 or 2 daemon players, a Mech-IG w/Valkyries or Vendettas, Wagon Boyz w/Ghazzie, and Sallies w/Vulkan...I need as much tank busting as I can get.

Heavy Support:
Talos
[100]

A solid distraction unit for you to just power up the center with or send skipping along with the Wych and gunboats to aid target saturation.

That is what he is there for and to also somewhat bolster the footslogging Warriors in my Deployment area if need be.

Any other kind of changes that I should make...?

The Destructors are really aiding your anti-horde tech substantially and the gunboats can help as well (I might even advocate giving them Shredders over Destructors because you could use the extra anti-horde templates. I think you've got a good brace of anti-mech for the point build and should do fairly well against armor. Your army is a little stationary from the way I usually run DE, so be aware that to a certain extent you're gunline and are trying to pop transports and force the enemy to come to you. The Wyches and Talos could spend most of their time as counter chargers in support of the gunboats and do their job fairly well. I think this list would kick your WWP list's buttocks.

I had a feeling that is the way the list should run. After reading your tactica page I feel more comfortable with the army. And thanks for talking me out of the WWP at this points cost. It was a major points sink and doesn't make sense to lose the equivalent of a scoring unit to upgrades.

DR:80+S+G+M-B++IPw40k99#+D++A++/cWD263R+++T(T)DM++
WH40k: Eldar Craftworld Altansar; Cabal of the Twisted Heart Dark Eldar; Raven Guard Space Marines
WHFB: Dwarfs
NECROMUNDA: House Cawdor; House Orlock
 
   
 
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