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Made in au
Fresh-Faced New User




HQ

Archon
Shadow Field
Agoniser

105

TROOP

6x10 Warriors

6x2 Dark Lance

600

Elite

9 Wych
2 Blaster
Raider

157

10 Wych
2 Blaster
Raider

167

10 Wych
2 Blaster
Raider

167

Heavy Support

3x Talos

300



Pretty demented army... I figure the 12 lances should take care of any armor (+3 after vehicles drop the wyches), wychs assault anything that looks vulnerable to them... Talos for marching down the board being a menace.

Should tear MEQ a new one and dominate mechanised armies... orks could be a problem, but their vehicles should all pop fast, a combined talos/wych assault should do good things to the remainder. Splinter rifles will be effective for killing boys that try to close to within shooter range and dark lance/blaster will instagib bikers and helicopters.
   
Made in us
Kabalite Conscript




Rochester, NY

With all of your scoring units on foot, capturing objectives is going to be difficult. Also, you should probably drop a wych or two per squad so you can have a succubus with an agonizer or punisher/t. helm. A bunch of S3 hits doesn't really do a whole lot in the long run.

2000 pts
2000 pts
500 pts 
   
Made in us
Rough Rider with Boomstick





Western Washington State, U.S.A.

Amen, afireinside. Agonizers rock.
You need raiders, Baaaad.

"All of the whining pisses me off... Somewhere some whiny girlyman reinterpreted sportsmanship to reflect the build and not the player. The build has nothing to do with sportsmanship and getting docked as such is ludicrous." -Inigo Montoya
That being said, I'll still give you a 0 if you bring more than 5 eldar skimmers. Don't be that guy.
Also, strippers. 
   
Made in us
Furious Fire Dragon





Interesting. That is one bold use of 3 x Talos =p

I can't argue that 12 darklances in groundpounding squads isn't effective, but if those 3 raiders get popped.. which I think is likely that 2-3 do the first turn on some games.
you are a static gunline with 12 lances and some angry wyches. I hate to just tell you to go mechanized as you have obviously gone against that grain - so I would be interested
to see how it actually performs.

Zain~

http://ynnead-rising.blogspot.com/
 
   
Made in us
Fresh-Faced New User




I'd say that the 6 ground squads are a bit much. They can be useful, but I've never seen use for more than 2 of them... as opposed to raider squads that is.
That being said, if you're set on the ground squads, I think your wyches will be reasonably ineffective. When it comes to using raiders, it's been my experience that you really need to splat them out there... say at least 6. They go down too easily.
If it were me playing against this list (and I play DE), I'd pop the three wych raiders on the first turn (pretty easy for most armies) and then just manouver to limit the line of sight of the ground squads, likely denying a couple of them any shots. Then just pick off a squad at a time. I'd ignore the Talos for the first 2-3 turns as they are slow and generally not a threat until later. Same with the Archon. An archon on foot isn't all that dangerous for a while.

As to suggestions...
Get a couple of raider squads instead of ground squads. Even if one or two of them are 5 man squads that just stay on the ground and have a DL.
Trade in one of the talos for a ravager. Ravagers are hard to use, but if you put one on a flank (behind a building or large terrain), it can move 6" per turn and put a serous hurting on one thing per turn, just peaking out enough to see the one unit/vehicle that is the target. That kind of threat will also let up the fire on your raiders.
Get a squad for your archon or put him in a raider/wych squad. Alternately, an archon on jetbike can cause a world of hurt to a lot of things and he's fast enough to get to the fight.

Honestly, I don't have much for suggestions when it comes to footslogging DE or low raider count (effectively footslogging) DE. I've never seen it be very effective. There are just too many armies that are better at a static gunline (marines, guard, etc). The great strength of the DE is their speed and ability to outmanouver with big guns. Static throws that out the window.
   
Made in us
Executing Exarch






Odenton, MD

Um....

Well if its a non-fluffy, non competitive army you are going for you nailed it!


If not you need an almost complete overhaul.


First a unit of 5 warriors on a raider with DL gives you the same fire power as the 10 man squads and costs 5 points more. It also lets to capture and contest objective, and protects the warriors inside better than 5 extra bodies.

Next full wyche squads are terrible, basic wyches are for tarpitting, only the succu can kill anything so drop it down to 2 squads of 5 normal wyches (2 blaster, all wyche weapons and plasma) and 1 succu with an agoniser. Also give one of the succu a crucible of M.

That will free up a bunch of points to fix your heavies, and also pay for the minor point increase on the warriors.

Now for the Heavies, Scrap them and take 3 Ravagers with Dis.


1500 Pts - Dark Eldar Roster

1 Archon @ 132 pts (Agoniser; Combat Drug Dispenser; Shadow Field; Plasma Grenades)

5 Raider Squad @ 105 pts (Splinter Rifle x4; Dark Lance; Raider)
1 Raider (Dark Lance)

5 Wyches @ 177 pts (Close Combat Weapon; Splinter Pistol; Wych Weapons; Blaster x2; Combat Drugs; Plasma Grenades)
1 Succubus (Agoniser; Splinter Pistol; Wych Weapons; Plasma Grenades (Squad))
1 Raider (Dark Lance)

5 Wyches @ 197 pts (Close Combat Weapon; Splinter Pistol; Wych Weapons; Blaster x2; Combat Drugs; Plasma Grenades)
1 Succubus (Agoniser; Splinter Pistol; Wych Weapons; Crucible of Malediction ; Plasma Grenades (Squad))
1 Raider (Dark Lance)

5 Raider Squad @ 105 pts (Splinter Rifle x4; Dark Lance; Raider)
1 Raider (Dark Lance)

5 Raider Squad @ 105 pts (Splinter Rifle x4; Dark Lance; Raider)
1 Raider (Dark Lance)

5 Raider Squad @ 105 pts (Splinter Rifle x4; Dark Lance; Raider)
1 Raider (Dark Lance)

5 Raider Squad @ 105 pts (Splinter Rifle x4; Dark Lance; Raider)
1 Raider (Dark Lance)

5 Raider Squad @ 105 pts (Splinter Rifle x4; Dark Lance; Raider)
1 Raider (Dark Lance)

1 Ravager @ 120 pts (Disentegrator x3)

1 Ravager @ 120 pts (Disentegrator x3)

1 Ravager @ 120 pts (Disentegrator x3)


Total Roster Cost: 1496


Total DL shots: 14 (plus 2 blasters)
Total Plasma cannon shots: 9
All mounted on Fast Skimmers

At 1500 points an lower DE are nigh invincible with the proper list.

This message was edited 1 time. Last update was at 2010/03/08 22:47:19


 
   
Made in us
Lethal Lhamean






Venice, Florida

As a new DE player my first suggestion to you is to avail yourself of the DE Tactica here on the site (the link is in my sig) you'll find a lot of advice on basic builds for various units (which is really mostly what I'm saying to you in my review below). I'll also reasonably agree with much that has been said before as far as the relative competitiveness of footslogging DE. That said I'm content to regard your list 'as is' and just try to give you some thoughts on how to improve it within the concept you are already going with. So, with that idea in mind here are my thoughts;

Destroid wrote:HQ

Archon
Shadow Field
Agoniser


105 points?
Common mistake - re-read the codex as far as his wargear options and then spend the extra point to buy him a splinter pistol.
Beyond that I think your weakness here is two-fold. First, you're burning a lot of extra points to make him an Archon which you really don't need at 1500. I'd advocate dropping him to a Dracon who is basically just as good and will save you enough points to buy more wargear for him (or maybe Raiders for mini sniper squads... to clthomps).
Second, as mentioned, more wargear - specifically combat drugs. With drugs he is a close combat machine of death, without them he is a moderately dangerous HQ choice. Get drugs.

6x10 Warriors

6x2 Dark Lance

The biggest weakness I see here is lack of mobility. I absolutely adore sniper squads but I find they work best as part of a force rather then the focus of it. If you have the models you could really benefit from turning some of these into mini sniper boats or even upgrading one or two to assault squads who will be able to move across the board and engage and claim enemy objectives. The extra anti-infanty nature of an assault squad could also help, and you could even go for a 'kan wall' DE concept and shield the assault squads with the Talos.

9 Wych
2 Blaster
Raider

In the final analysis all your Wych squads are really the same so I'll just abuse them all at once. First off I will note that your math is wrong (I calculate a 10 man Wych squad in a Raider with 2 Blasters as 185 not 167)

Now, you are also fielding your squads in a way that suggests you are not familiar with how and why Wyches work. I will advise you to go check out the DE tactica again but in short you're really not optimizing them if you field them without Wych Weapons and also without a Succubus with some form of power weapon. I would strongly advise you to trim down a couple Wyches from each squad to afford these upgrades and/or use the points from the Archon to Dracon switch. If you are running them only to help tarpit stuff for your gunline then trim down the number of Wyches as you only need 5-6 to be a speed bump.

3x Talos


3 Talos footslogging? Well, maybe it will distract your opponent from your 3 Raiders a bit, so you'll have to try to talk them up a lot and basically drop them dead front and center aiming for his lines. My biggest concern here is you almost need all three to manage to distract anyone and at the same time you really need at least one to stay behind to help guard your gunline from outflankers. If you really love the idea of 3 Talos in your army I will suggest that you might wish to look into Webway portal lists for your army, as those are optimal for getting the Talos into the battle.

Pretty demented army... I figure the 12 lances should take care of any armor (+3 after vehicles drop the wyches), wychs assault anything that looks vulnerable to them... Talos for marching down the board being a menace.

Should tear MEQ a new one and dominate mechanised armies... orks could be a problem, but their vehicles should all pop fast, a combined talos/wych assault should do good things to the remainder. Splinter rifles will be effective for killing boys that try to close to within shooter range and dark lance/blaster will instagib bikers and helicopters.

15 Lances is not a bad amount of lances, though I will note that with how stationary your 6 sniper squads are your ability to use all of those shots will be situational depending upon the terrain, the deployment type (your DE will not be fond of DoW or Spearhead methinks) and also will depend on your opponent's army. I see your biggest issue to be dealing with either DE or regular E as both races will usually be very mobile and fast and will be able to limit your ability to bring your lances to bear on them. Pod Marines will also be a little rough to deal with.

I will also add that the Talos is not that great at killing Orks since usually ork mobz have a power klaw in them, and the Talos is quite vulnerable to power fist/klaws.

I actually see your biggest challenge being mech MEQ. They can work angles to limit the number of lance shots they receive. Your Wych squads are only going to be able to maybe tarpit MEQ since Str 3 and no power weapons does not impress the manly Marines in their 3+ armor, neither do splinter rifles. That leaves you lances and blasters and your DE lord, non of which (save the Lord) can really kill that many marines in one go. You are also right to be concerned about horde, as your anti-horde tech is very weak. Do not trust in splinter rifles on footslogging squads because by the time you can shoot enough splinter rifles to really hurt an Ork mob then you are within range of the Ork mob to assault you.

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 no
Fresh-Faced New User




HQ
Firstly you need to get him a splinter pistol in order to get an extra attack, also consider plasma grenades.
Also your Dracon's/Archon's should ALWAYS have combat drugs, it's that good.
In my view, you only take a Archon if your going to take a punisher and therefore will use 3 drugs(Re-roll+Atk+Str), else he's too expensive as all you really get is +1A.
So either raid the wyches for points and get your archon CD, SF, Pun, T. Helmet, PG or drop him to a Dracon Ag, Pistol, CD, SF, PG

TROOP
As mentioned... too static
Switch at least 4 too Raider squads 5 warriors (DL) and 1 Raider (DL)
This gives more targets, mobile DL and a group of warriors without targets can always jump onboard a raider and be moved to a better location or in order to capture an objective.

Elite
As said before, wyches need the succubus with agoniser to do any real harm, else their just useful for keeping an enemy unit occupied.
Also large squads are no longer worth it as they may end up in the open after a combet ends and then they are vulnerable to enemy fire.

Heavy Support
3 tallos can be effective, but your enemy has time to deal with them if he's careful and plans for it. An effective way to mess this up a bit is to simply buy a squad of 5 mandrakes, that gives 1 marker per tallos.
They can then pop up in the way of someone planning to attack a tallos and delay them for a round or as cover from enemy fire (taking cover will give them and the tallos a 4+ cover save).

But that's just my 2 souls... having fun is the most important thing anyway!

   
 
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