I've tabled similar on turn 2 with my standard 1,850 point Dark Eldar list and would feel quite confident in giving Grey Knights the 150 points as a handicap. You use the Ravagers as fast gunboat, moving 12" and dumping nine S5 AP2 shots on Terminators from out of his range (18.1"-36" is safe for anything except the Dread) while the Dark Lances on your Raiders take shots at his Dreadnought until it is no longer able to shoot, be it through shaken, stunned, weapon destroyed, or dead. The Haemonculus is there because you have to take an HQ, just toss him in with a squad of Trueborn, in the last Codex I ran my Haemonculus bare as it was basically a 25 point surcharge to ignore the HQ slot. Now the price has doubled, but he gives someone feel no pain and I like the description of Hexrifles so I take it as a vanity choice. Besides, the rare times when it does work it is great; I once turned a previously unwounded Trygon Prime to glass with it.
You stay mounted unless you are certain that disembarking will be more to your benefit, perhaps to lure a charge away from where you plan to be next turn or because you want to drop one of the Dark Lance squads on an objective, but need a mobile Dark Lance elsewhere. The Reavers are something of an expendable unit, usually turbo-boosting to get into position some 36" away so that they will either take some firepower for more important elements or be ignored and free to put a Heat Lance into that Dreadnought they're sitting in range of. If they do survive to take the shot, then be sure to use their assault move to get out of line of sight or at the very least into cover; skilled riders will usually keep them safe when moving into area terrain. A well placed unit of Reavers can be a potent harassing unit.
The real trick with Dark Eldar in general is to know your distances exactly by sight so you sit exactly where it is best for you and not for your foe. Doing so will also cause average players and worse (which is the majority of players) to declare charges and shooting that is just out of range. Good players will be able to estimate those distances too, but the failed attacks were a bonus anyway as being optimally positioned for this turn and in anticipation of future turns as often as possible is the real goal.
The List
Haemonculus - Hexrifle
5 Trueborn - 4 Blasters, Dracon w/ Blast Pistol
Raider - Night Shield, Flickerfield
5 Trueborn - 4 Blasters, Dracon w/ Blast Pistol
Raider - Night Shield, Flickerfield
10 Warriors - Blaster, Splinter Cannon
Raider - Night Shield, Flickerfield
10 Warriors - Blaster, Splinter Cannon
Raider - Night Shield, Flickerfield
10 Warriors - Blaster, Splinter Cannon
Raider - Night Shield, Flickerfield
10 Warriors - Blaster, Dark Lance
Raider - Night Shield, Flickerfield
10 Warriors - Blaster, Dark Lance
Raider - Night Shield, Flickerfield
3 Reavers - Heat Lance
3 Reavers - Heat Lance
Ravager - 3 Disinetegrators, Night Shield, Flickerfield
Ravager - 3 Disinetegrators, Night Shield, Flickerfield
Ravager - 3 Disinetegrators, Night Shield, Flickerfield
1,846 Points
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