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Made in us
Commoragh-bound Peer






After playing a few games with my new Dark Eldar force this is the list ive come up with for 2000 Points. Any critique or advice is greatly appreciated!


HQ:
Duke Sliscus - 150 Points

Elite:

9x Kabalite Trueborn (Joined to Duke Sliscus) - 163 Points
W/ 7 Shardcarbines and 2 Splintercannons
Raider: Dark Lance, Flickerfield - 70 Points

Troops:

8x Wych Cult + 1x Hekatrix W/ Agoniser - 120 Points
Raider: Dark Lance, Flickerfield - 70 Points

8x Wych Cult + 1x Hekatrix W/ Agoniser - 120 Points
Raider: Dark Lance, Flickerfield - 70 Points

8x Wych Cult + 1x Hekatrix W/ Agoniser - 120 Points
Raider: Dark Lance, Flickerfield - 70 Points

10x Kabalite Warriors W/ Splinter Cannon and Blaster - 115 points
Raider: Dark Lance, Flickerfield, - 70 Points

10x Kabalite Warriors W/ Splinter Cannon and Blaster - 115 points
Raider: Dark Lance, Flickerfield, - 70 Points

Fast:
6x Reavers W/ 2 blasters - 162 Points

6x Reavers W/ 2 blasters - 162 Points

Heavy:
Ravager W/ 3 Dark Lances, Flickerfields - 115 Points

Ravager W/ 3 Dark Lances, Flickerfields - 115 Points

Ravager W/ 3 Dark Lances, Flickerfields - 115 Points

Total Points 1992

Awesome. Awesome to the max.
2500 Points  
   
Made in ca
Stealthy Space Wolves Scout






Windsor, Ontario

I've got a few questions, just for the sake of thought provocation. They'll likely betray my opinions on the topic, but oh well

Why the 2 splinter cannons on the trueborn? Is the extra 10 points worth the 2 shots? Do you expect to spend much time in the 18"-36" range where the carbines can't fire?

Why units of 9 wyches? (I'm assuming it's to leave yourself space in the unit for the duke to hop in on turn 1?) If so, why all 3, instead just 1? Why no special weapons for the wyches?

What made you give the reavers blasters? Is the extra 9" of threat range worth more than halving your chances of damaging vehicles? (I consider heat lances 9" range weapons, except in the very rare occasions you feel like shooting non-vehicles with them, for some reason).

   
Made in us
Commoragh-bound Peer






I've got a few questions, just for the sake of thought provocation. They'll likely betray my opinions on the topic, but oh well

Why the 2 splinter cannons on the trueborn? Is the extra 10 points worth the 2 shots? Do you expect to spend much time in the 18"-36" range where the carbines can't fire?

This is one thing that I have been considering. I originally had upgraded to the cannons for the added range but with how fast my Raiders are Range hasnt really been an issue. Ill have to playtest this more to see.

Why units of 9 wyches? (I'm assuming it's to leave yourself space in the unit for the duke to hop in on turn 1?) If so, why all 3, instead just 1? Why no special weapons for the wyches?

In my experiance if i max out the squad size it becomes too killy and my wych's are left out on the open during my opponents shooting phase. This configuration has just proven to be the most efficient for me. The only special weapon I had considered is Shardnets and Impalers to make them a bit more survivable. Any input on those?

What made you give the reavers blasters? Is the extra 9" of threat range worth more than halving your chances of damaging vehicles? (I consider heat lances 9" range weapons, except in the very rare occasions you feel like shooting non-vehicles with them, for some reason).

Again this is another point of contention that I've been having. More playtesting is key but my reasoning is that my local meta isnt very Mech heavy so I figured the S8 would be better for doubling out trouble units like nob bikers and obliterators.

Awesome. Awesome to the max.
2500 Points  
   
Made in ca
Stealthy Space Wolves Scout






Windsor, Ontario

I contend the cannon's aren't worth your time; if you're not able to move 6" and shoot those carbines, you're better off moving fast enough to let yourself fire everything next turn (or do the 12" disembark and fire). The only time they would be, in my opinion, is a trio of trueborn with a pair of cannons in a venom; they can sit back 36", way off to one side, and pump their 24 shots (or 20 when moving 6"). Not a terrible use of 121 points imo, though obviously not a unit you want Sliscus in.

As far as the reavers go, that's a fair argument in favour of blasters. Frankly, I look at heat lances vs. blasters as effectiveness vs. safety. the lances put you very close, but the unit has a 40% chance of destroying AV12+. Even with your 6" coward move in the assault phase, you're going to be dangerously close to the enemy. The 18" with the blasters, however, is not bad; you can back out of the charge range of most units in the assault phase, though your chance to blow up AV12+ is only 15%...

   
Made in us
Commoragh-bound Peer






The Defenestrator wrote:I contend the cannon's aren't worth your time; if you're not able to move 6" and shoot those carbines, you're better off moving fast enough to let yourself fire everything next turn (or do the 12" disembark and fire). The only time they would be, in my opinion, is a trio of trueborn with a pair of cannons in a venom; they can sit back 36", way off to one side, and pump their 24 shots (or 20 when moving 6"). Not a terrible use of 121 points imo, though obviously not a unit you want Sliscus in.

As far as the reavers go, that's a fair argument in favour of blasters. Frankly, I look at heat lances vs. blasters as effectiveness vs. safety. the lances put you very close, but the unit has a 40% chance of destroying AV12+. Even with your 6" coward move in the assault phase, you're going to be dangerously close to the enemy. The 18" with the blasters, however, is not bad; you can back out of the charge range of most units in the assault phase, though your chance to blow up AV12+ is only 15%...



I tend to agree with you. Which begs the question of what to do with the points. Im thinking i could cut the splinter cannons and swap from blasters to heat lances on my reavers. This would leave me enough points to put splinter racks on my two raiders with warriors in them. I havent used racks yet but rerolling misses on BS3 seems like it would bring me fairly close to 100% accuracy.

Another option is to cut the blasters down to heat rays and cut the splinter cannons to give my three ravagers Night Shields.

Thanks for your thoughts so far, Defenestrator. And I look forward to your opinions on this.

This message was edited 1 time. Last update was at 2010/12/04 00:07:31


Awesome. Awesome to the max.
2500 Points  
   
Made in my
Fresh-Faced New User




The only special weapon I had considered is Shardnets and Impalers to make them a bit more survivable. Any input on those?


Based from personal experience, they are great if you have at least 2 of them. If you position them correctly to be in based contact with 2 enemy models each, that will be 4 less attacks against your Wyches. Target priority is enemy's unit champion or ICs joining unit. You need to be crafty enough to pull this one off though cuz unit champions are notorious for hiding themselves, especially in large-sized units.

9x Kabalite Trueborn (Joined to Duke Sliscus) - 163 Points
W/ 7 Shardcarbines and 2 Splintercannons
Raider: Dark Lance, Flickerfield - 70 Points


Try to find pts to give Splinter Rack to this Raider. With that many shots fired at 3+ & re-roll To-Hit & 3+ To-Wound, it's a killer unit!

KILL!! KILL!! DIE!! DIE!!  
   
Made in us
Deadshot Weapon Moderati





I have had the luxury of using 6 reavers with both the lances and the blasters. From my experience the blasters work a lot better. On paper the lances are better. However they tend to get shot up and killed quite easily.

The blaster units used as snipers behind a piece of cover that can protect them is fantastic. They do their little jump out and shoot then back to cover trick and it works wonders. The 18 inch range is very significant. When something does get close or you need to contest late game they are a great ace in the hole. Banevanes are great when you are escaping 36 inches. In all games with heat lances they have died by turn 3. Even being cautions with them. Once you shoot you tend to die, unless you plan army wide assaults to protect them. While with the blasters I have yet to lose a single bike. All depends on how YOU want to use them. I am just a fan of game long sniper shots that help so much late game when all your raiders have died. While the lances almost force the unit to become a suicide unit. I have found that they are just too many points for that role.

Also the combo of night shields an flicker fields on raiders is amazing! It keeps you paper vehicles alive much more they I would have thought. It is worth it just to reduce rapid fire weapons to 6 inches. Making your stuff deadlier up close. It works for me very well.


Also remember splinter racks only work with splinter rifles. Not shard carbines or splinter cannons or pistols. But it still works wonders. I have had a 10 man squad with a blaster and splinter cannon with 7 rifles kill a 8 man plague marine squad with one shooting phase. Yes lucky but the damage can be significant.

Good luck on your games!!

This message was edited 1 time. Last update was at 2010/12/04 00:45:08







 
   
 
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