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Made in us
Latest Wrack in the Pits




Decatur, TN

2250 is not a point cost that i would consider optimum for Dark Eldar, but I haven't played them in a tournament since March and they are feeling a little left out, plus I just got my Archon and bike squad modelled up, so I thought I would give it a go. I feel that with 16 Dark Lance shots, 8 blaster shots and 9 disintegrator shots I have a decent alpha strike, and with that archon flying up in someone's face I think you have to deal with it. I fear Long fang packs greatly with this list, but if I can use the Archon as scare tactics I may be able to divert some of that silly shooting towards them? Suggestions welcomed!

Archon (Reaver Jetbike, Plasma Grenades, Tormentor Helm, Trophy Rack, Combat Drugs, Shadowfield, Punisher)
4 Reaver Jetbikes (Succubus with Punisher/Tormentor Helm/Grenades, 2 blasters)

Dracon (Plasma Grenades, Combat Drugs, Trophy Rack, Agonizer/Splinter Pistol)
5 Incubi
Raider with Dark Lance and Horrorfex

6 Wyches (Succubus with Agonize/Splinter Pistol, 2 blasters, Wych Weapons, Plasma Grenades)
Raider with Dark Lance and Horrorfex

6 Wyches (Succubus with Agonize/Splinter Pistol, 2 blasters, Wych Weapons, Plasma Grenades)
Raider with Dark Lance and Horrorfex

6 Wyches (Succubus with Agonize/Splinter Pistol, 2 blasters, Wych Weapons, Plasma Grenades)
Raider with Dark Lance and Horrorfex

5 Raider Squad (Dark Lance)
Raider with Dark Lance, Horrorfex, and Torture Amp

5 Raider Squad (Dark Lance)
Raider with Dark Lance, Horrorfex, and Torture Amp

5 Raider Squad (Dark Lance)
Raider with Dark Lance, Horrorfex, and Torture Amp

5 Raider Squad (Dark Lance)
Raider with Dark Lance, Horrorfex, and Torture Amp

5 Raider Squad (Dark Lance)
Raider with Dark Lance, Horrorfex, and Torture Amp

5 Raider Squad (Dark Lance)
Raider with Dark Lance, Horrorfex, and Torture Amp

1 Ravager (3 Disintegrators)

1 Ravager (3 Disintegrators)

1 Ravager (3 Disintegrators)

Total is 2249

Learning 7th edition to prove that DE still rule the roost!
 
   
Made in us
Spawn of Chaos





iv never been a fan of bare bones raider squads because all they're good for is getting shot down, really. If you are going to do it that way i would swp the torture amp for nightshields. you need them on all of your vehicles. you rely upon not exploding, and those shields will help you considerably. and you cant move if you want to shoot, so why have the amps on there in the first place?

that said, you make up for not having shooty gunboats by having a good ammount of assaulty units. I've never been a fan of reavers as they just kinda suck in cc, but i guess with a tooled up enough lord they can do decently.. consider giving them a goblet of spite if your lgs is one of those that rules it doesn't affect enemies

The Kabal of Twilight's Wrath, and the Host of the Tumultuous Storm (Night Lords)

Check out me and the other low rollers at Team
http://www.teamsnakeeyes.blogspot.com 
   
Made in us
Latest Wrack in the Pits




Decatur, TN

Torture amps are there for late game objective contesting/controlling, generally if I am playing against a really shooty list I put 3-4 squads of warriors out of their boat and into cover so i can have some flexibility in the shooting phase. Yeah I am underwhelmed by Reaver squads as well, but with a tooled up lord I think they will attract enough fire to help delay my boats falling from the sky.

Thanks for the goblet of spite, I actually forgot that existed, lol, I'm going to check the RTT's FAQ page right now.

Learning 7th edition to prove that DE still rule the roost!
 
   
Made in us
Lethal Lhamean






Venice, Florida

Greetings,

I definitely agree with your point total considerations (after all, this list is really close to what I run at 1850)

Overall your squad composition is excellent, and I approve. The only real thought I have is when running a RJB Lord I often find it is preferable to split him off from his RJB escort. They go hunt tanks with their blasters and he gets stuck in brawling with something. As a result I've taken to running him with only a 3 man RJB squad w. blasters and leaving behind the Succubus. The negative is that you lose out on the Succubus' attacks (and the other RJB attacks, big whoop). The plus side is it prevents the opponent from directing all of his attacks into the RJBs in order to win the combat and force you to take leadership checks. The cost of the Succubus and wargear could give you a lot of extra points to play around with.

That's all I've got.

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
Latest Wrack in the Pits




Decatur, TN

Yeah Thor, I've thought about that, I'm just not sure where to spend the points I would save....adding on to raider squads = fail, adding onto wyches could be nice, but i really like being stuck in with them, if they win combats big time then they die in my opponents turn to shooting, its not enough to get shields on every raider, and I'm an all or nothing kinda guy when it comes to night shields.

I dunno, I'm open to suggestions though. My poor DE have suffered hard at the trigger fingers of Long fang packs, I see the RJB squad as at least a deterrent for those packs, but with my luck one squad will kill them all in one turn of shooting after I turbo boost.....Thats kinda how my luck has been as of late.

Learning 7th edition to prove that DE still rule the roost!
 
   
Made in us
Regular Dakkanaut




Charleston, SC

I have recently started back with the DE from a long break since 3rd ed. I have had problems with Long Fangs also. I have foudn that a single lord dropping out of a raider with fleet and 12 assault will almost always be in assault range 1st turn - that's 2 raiders that will live another dya (or into someone sneezes on them!)

One tactic that seems suicidal but works well on Long fans and devs is giving screaming jets to one dissie armed ravager. You can fire all 3 as defensive weapons on the turn they deep strike in - 9 str 4 ap3 shots into a 6 mans squad. If he has them clumped up you can drop one blast and 6 low power shots.

Good luck!
   
Made in us
Spawn of Chaos





im confused how adding on to raider squads is fail. if you have 60 or 70 extra points, why not add in 2 or 3 guys to each squad? ifthe long fangs give you so much trouble, you should know that exploding raiders quickly screws over a 5 man squad inside. having those extra 2 or 3 helps so much. i normally run raider squads at a MINIMUM of 7 or 8, i never go lower than that if i can help it. Makes it so that when my raiders pop, i still have a salvageable unit there, that can still do something / be considered a threat from the enemy's point of view.

The Kabal of Twilight's Wrath, and the Host of the Tumultuous Storm (Night Lords)

Check out me and the other low rollers at Team
http://www.teamsnakeeyes.blogspot.com 
   
Made in us
Latest Wrack in the Pits




Decatur, TN

2 - 3 more warriors in the raider squads do not protect me from morale checks as at 5 1 wound isn't enough for morale but 2 is, and at 8 1 wound isn't enough for morale but 2 is. a couple extra splinter rifle shots do nothing to MEQ and barely doesn't anything to GEQ, with 5 guys I have a 4 man buffer before I lose the Dark Lance, which means that if someone wants to kill them in cover they will on average have to shoot at it with 2 units to kill them all, and when there are only 1-2 guys left in a unit usually people feel like they don't want to waste their shots there when they could hit juicier targets, if there are 8 there and one unit shoots and kills 3-4, there are still 4 guys there, people won't hesitate to kill 3-4 guys, because they can justify that in there minds.

Of course I have not actually performed a sociological study on this phenomenon, this is all my opinion and gut feelings.

The RTT says it uses the GW FAQs and the INAT FAQ, so I guess the goblet of spite is out, the GW FAQ is pretty clear about how it works.

This message was edited 1 time. Last update was at 2010/07/20 14:20:57


Learning 7th edition to prove that DE still rule the roost!
 
   
Made in us
Spawn of Chaos





not really. there are lots of arguments about it- there was a thread for it, if someone can link to that, and i don't think anyone came to a really stable decision. ask a judge or organiser to make sure.

saving that morale check or being able to have more guys has saved me in multiple situations- my sniper squads get shot at a lot, but they usually only ever take 2-3 per turn in casualties if you stick them in cover. after two turns im down to your 4 or 5, but just two rounds of shooting at a 5 man squad would decimate it. and with more guys you have more wounds to allocate to rifles, unlucky allocation rolls have screwed me more often than i like, and with only 5 guys youd be taking more saves on the DL than i care to chance

The Kabal of Twilight's Wrath, and the Host of the Tumultuous Storm (Night Lords)

Check out me and the other low rollers at Team
http://www.teamsnakeeyes.blogspot.com 
   
 
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