Switch Theme:

Dark Eldar Tactica - 6th Edition!  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Commoragh-bound Peer




Kalamazoo

 Mushkilla wrote:
 r4gg3dym4n wrote:
Very true, though i've had nothing but bad luck with every Talos I've put in my 6th ed. lists. They are tricky as hell to use and you MUST have them in some sort of cover - generally the sheer amount of fire they draw, coupled with many weapons easily ignoring their 3+ armor save, makes them go down fast as hell. Many times I've had my talos struck down before it could get remotely close to any viable cover and/or assault range. This is a unit that should be used exclusively with the WWP.


I personally always start them on the board, you need to have more than one though, like with all MCs, and it helps if you have some high priority targets in raiders like grots to make target priority hard for your opponent: "do I shoot that raider full of grots to stop it from being in my face turn 1, or those talos?". This is one of the reasons I use the raiders that come with my warrior squads as back up transports for my grot unit, as it means my opponent now has to shoot and destroy the 3-4 empty raiders next to my grotesques in order to stop them hitting his line in turn 1 (assuming I'm going second). This is possible in 6th as you can embark onto a transport and as long as it hasn't already moved it can then move and flat out in the same turn you embarked.

 r4gg3dym4n wrote:
This seems to be a BIG point with DE in 6th edition - not only do you HAVE to know the rules, you have to utilize them to really shine with DE.


To be honest this has always been the case with Dark Eldar, even with the old codex and in previous editions. You need to know all the rules in great detail and really leverage every inch of them. This also means knowing your opponents army better than he does.

For example Riptides are not fearless, use some reavers to pull off a disorganised charge (more complicated than it looks with jetbikes) against the riptide and a near by unit of firewarriors, kill enough firewarriors to win combat by a reasonable amount and cut down the riptide with sweeping advance, profit.

It's the little things like this that make all the difference.


I've never attempted having empty raiders on the board, then having units hop in and jet across the board. I actually...find that tactic intriguing and risky. Of course, thats the whole appeal of DE, their high risk, high reward aggressive playstyle.

As for the codex/knowing the rules, I've never been a rule whore and I'm always brushing up by reading through it, and keeping it handy during games. I have noticed though, that their are a number of times when I would forget to utilize some of the USRs and that would have easily stemmed the tide of battle. Of course, I've won a number of games with my sloppy aggressive playstyle, if DE were to get just a nice little ammendment, hell, not even a full codex since the fluff is the best in 40k, but just a few rule changes to make them a little more competative with newer 6th ed. codexs, the DE would really shine.

You do make a lot of good points though on how DE are still rapesauce in 6th ed., its nice to see their are people on Dakka that still give some big love to DE!


Automatically Appended Next Post:
 labmouse42 wrote:
 r4gg3dym4n wrote:
A note on Eldar Detachments - I've ran a Farseer and Warlock HQ, coupled with a Wraithlord and squad of Dire Avengers - most often to GREAT success. The psychic powers of the Farseer, coupled with the raw hurt of a Wraithlord and Dire Avenger squad easily makes any DE army list a contender.
Eldar and Dark Eldar are like peanut butter and chocolate. They are great alone, and together they are awesome.


Automatically Appended Next Post:
 r4gg3dym4n wrote:
Very true, though i've had nothing but bad luck with every Talos I've put in my 6th ed. lists. They are tricky as hell to use and you MUST have them in some sort of cover - generally the sheer amount of fire they draw, coupled with many weapons easily ignoring their 3+ armor save, makes them go down fast as hell. Many times I've had my talos struck down before it could get remotely close to any viable cover and/or assault range. This is a unit that should be used exclusively with the WWP
MCs as a whole got better this edition. Fear, Hammer of Wrath, Move through Cover, and Smash are USRs they now enjoy.

To make a Talos work, you need to have a lot of MC threats. I would bring 3 of them, a wrathknight and an avatar. That...might... be enough.


At first, I was pretty against DE with a Eldar detachment since it pretty much kills some of fluff between the two races that should rightfully hate each other, however, after digging further into the Eldar, it's obvious that DE needed atleast 1 battle brother ally to hold any merit on the table - a potent army alone, but when paired with their eldar cousins - nearly unstoppable!

I can imagine this question was raised during the implimentation of detachments - how to pair a race that are in my opinion, the evilest race in all of 40k, with others?

Eldar Outcasts! I'm designing my Eldar detachment around the idea - using DE bits to customize them and make them look like fallen Eldar, along with colors that compliment my DE Kabal. Though they don't blatantly suggest this in any codex, it feels like this was the tone they were going for by making DE / Eldar battle brothers.

This message was edited 1 time. Last update was at 2013/08/14 23:55:02


I'm a street walking cheeta with a heart full of napalm! 
   
Made in br
Savage Khorne Berserker Biker






I was putting the finishing touches to my De army when ยจth. Ed hit, so never got to use my Wyxhes/Incubi force as intended.

Playing it now is just...weird. The biggest change for me is transports, really: how they now explode at S4 instead of S3, meaning they utterly mulch DE passengers, how you can no longer zoom 12 inches over terrain to disembark in an ambush on the other side, and how everyone else also got fast so you pretty much can't evade while still causing damage.

It's also WAY too short-ranged for such a fragile army. Very few guns have range over 36 inches, meaning anything that wants to shoot will be within easy range for heavy bolters, autocannons, missile launchers, multilasers and tons of other weapons that shoot a lot more and will blow up DE vehicles, reliably.

Even Night Fighting doesn't help much. Tau pretty much ignore it, marine armies will light up key units with searchlights before firing with their good stuff, necrons and Eldar will just move in closer and punish you all the same.

In Boxing matches, you actually get paid to take a dive and make the other guy look good.

In Warhammer 40K, you're expected to pay cash out of your pocket for the privilege of having Marines and IG trample all over your Xenos/Chaos. 
   
Made in gb
Ambitious Acothyst With Agonizer





 r4gg3dym4n wrote:
I've never attempted having empty raiders on the board, then having units hop in and jet across the board. I actually...find that tactic intriguing and risky.


Is it riskier than keeping them in their transports? If your raider explodes, you will lose 4.4 warriors, and have to take a pinning test and a leadership test at LD8. You only have a 52% chance of passing both those tests. So not only have you lost a raider, but you have lost half a squad of warriors and they are most likely out of the game for the next turn (or the whole game depending how close you are to the board edge). By having your warriors in their transports your letting your opponent kill two birds with one stone.

On the other hand if you run the warriors outside their raider in some area terrain, they can go to ground for a 3+ cover save (2+ in the ground floor of a ruin depending on how your club plays that) whenever they take too much fire (they can still snap shot next turn, and overwatch if they are charged, also remember you only decide to go to ground after your see how many wounds your opponent has inflicted, but before rolling saves). If they don't get shot they can just keep firing away unmolested. The raider is now empty so a lot less of a priority target and as a result a lot more likely to be around later into the game when you really need that mobility for capturing and contesting objectives. Another benefit of the raider being empty is you don't waste any points on expensive and unnecessary upgrades, raiders are cheap but they can get expensive fast for very little gain. You are also giving your opponents more targets to shoot at, suddenly his anti infantry weapons need to choose between your warriors and your reavers increasing target saturation.

Having your warriors outside of their transports does not impact their mobility, as long as the transport remains in embarking distance. Warriors in area terrain with an empty raider near by are deceptively mobile. They can redeploy to an objective that is between 49-59" away in two turns (T4: 2d6 pick the highest + 2" embark range + 12" raider move + 18" flat out + T5: 6" raider move + 6" disembark + 1d6 re-rollable fleet run + 3" objective capture range). Perfect for capturing objectives in the late game.

Being on foot also makes the warriors appear less threatening. But this is quite deceiving. If you put your raider in front of your warriors squad (off to one side so they don't have to shoot through it), they can move 6" embark, it can then move 6" and then suddenly you are rapid firing a unit that was 24" away (more if you consider 2" embark range and the length of the raider! As you can fire from any point of the hull) this can really catch people off guard.

You can also use this to kite your opponent if you have your raider behind your warriors but within 6". The warriors can then move 6" embark, the raider can then move another 6" and the warriors can then shoot (effectively letting the warriors move 12" away from an approaching enemy and shoot), or the raider can flat out to another part of the table.

I find the key to being successful with ten man warrior squads in raiders, is to only have the warriors embark on their raider when they really need to.

Hope that helps.

This message was edited 1 time. Last update was at 2013/08/15 10:32:45



 
   
 
Forum Index » 40K General Discussion
Go to: