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Made in us
Regular Dakkanaut




After a long hiatus from 40k, the new Dark Eldar seem to be really trying to get me to come back. Way I see it, they can play almost exactly like my beloved Kult of Speed, only faster (and of course, even more fragile). With all that in mind, I've decided to throw the following list up for feedback. Any advice is certainly welcome--it's been ages since I've played 40k.

HQ
Lelith Hesperax: 175 pts

Haemonculus: 80 pts
-Liquefier Gun and Agonizer

ELITES
7 Hekatrix Bloodbrides and Syren: 214 pts
-2 Hydra Gauntlets and Agonizer
-Raider

TROOPS
10 Wracks: 160 pts
-Raider

10 Wracks: 160 pts
-Raider

9 Wyches and Hekatrix: 210 pts
-2 Hydra Gauntlets and Agonizer
-Raider

9 Wyches and Hekatrix: 210 pts
-2 Hydra Gauntlets and Agonizer
-Raider

FAST ATTACK
3 Reavers: 78 pts
-Heat Lance

3 Reavers: 78 pts
-Heat Lance

HEAVY SUPPORT
Ravager: 105 pts
-Night Shields

Voidraven Bomber: 185 pts
-4 Shatterfield Missiles

Voidraven Bomber: 185 pts
-4 Shatterfield Missiles

My own comments: The Haemonculus is there to give Lelith her first pain token and to allow Wracks as Troops. The Wracks themselves are primarily objective-sitters, letting the rest of my force concentrate on bringing the fight to the enemy. Their Raiders will, depending on the mission, either screen the rest of the force or go tank-hunting. I plan on keeping both bombers in reserve and having Happy Missile Fun Time the turn they arrive.

Still, any thoughts would be very much appreciated.
   
Made in us
Lord of the Fleet





Texas

Lelith is a point sink. Powerful but you could get 2 Haemonculi with liquifiers and agonizers for less but I guess thats my irrational (or rational?) fear of high cost HQs that are a little fragile. IIRC wyches can only take 1 wych weapon per 5 people (instead of 1 per 3 people in the bloodbrides). And maybe you should switch those to shardnets to make the unit more survivable although I just prefer shardnets for wyches. Saved points from the 1 less weapon from both squads could get liquefiers for wracks (can ignore power armor 1/2 the time is very useful). Not really a fan of the bomber. 185 for a flying rhino with an expensive payload is risky, especially without shields.

 
   
Made in us
Regular Dakkanaut




kenshin620 wrote:Lelith is a point sink. Powerful but you could get 2 Haemonculi with liquifiers and agonizers for less but I guess thats my irrational (or rational?) fear of high cost HQs that are a little fragile.


Completely agreed. She's not the best choice, but I like the model and the rules and I'm willing to take a bit of a point sink on her. Plus, when she gets the second pain token, she becomes a rather scary slicer-dicer.

kenshin620 wrote:IIRC wyches can only take 1 wych weapon per 5 people (instead of 1 per 3 people in the bloodbrides). And maybe you should switch those to shardnets to make the unit more survivable although I just prefer shardnets for wyches.


The Wyches are 10-strong: 9 models and a Hekatrix. And Shardnets add defense to a unit that should be very offensive, in my view, and which will only help against the opponent's assault troops, whereas hydra gauntlets work against everything.

kenshin620 wrote:Not really a fan of the bomber. 185 for a flying rhino with an expensive payload is risky, especially without shields.


The bombers are, in my opinion, the strongest thing in the new Codex. Coming in off reserve, they can fire both lances and all their missles, causing massive destruction. After that, they become more expensive Ravagers, but the damage has been done, and 4 large blast S7 shots will punch a hole in quite a large part of the opponent's army.
   
Made in us
Lethal Lhamean






Venice, Florida

Barkdreg Badtoof wrote:After a long hiatus from 40k, the new Dark Eldar seem to be really trying to get me to come back. Way I see it, they can play almost exactly like my beloved Kult of Speed, only faster (and of course, even more fragile). With all that in mind, I've decided to throw the following list up for feedback. Any advice is certainly welcome--it's been ages since I've played 40k.

Greetings and welcome to the Dark (Eldar) Side. We are superior to everything, so you've made a good choice Let's see if I have any brilliance i can impart on your list.

HQ
Lelith Hesperax: 175 pts

Haemonculus: 80 pts
-Liquefier Gun and Agonizer

Lelith is a bit pricey - consider that for her cost you could basically buy an additional tricked out squad of Wyches and then ask yourself if she's that potent in combat or not. I'm supportive of the Haemy as it's my current belief that they are the optimal HQ choice in the dex now.


ELITES
7 Hekatrix Bloodbrides and Syren: 214 pts
-2 Hydra Gauntlets and Agonizer
-Raider

Bloodbrides are awesome wrapped in win. The one consideration I would offer is this - though the Hydraknives look *way* cooler, statistically the Razorflails will actually be more helpful to you in winning combat (the knives only outperform them on a roll of 5-6) If you want consistent damage output I'd switch to the Razorflails. I'm guessing you intend for both HQs to go here? My big caution with that plan is it's a very eggs in one basket unit - your opponent would have to be a little stupid not to want to kill it first as it will cost over twice what any other unit in your army does, and has no defense to prevent that other than moving flat out or hoping to get a cover save. I'd probably stick Lelith in with some regular Wyches actually, make the opponent have to choose which unit to obliterate and then the other one can cram a dagger in his back.

TROOPS
10 Wracks: 160 pts
-Raider

10 Wracks: 160 pts
-Raider

And these are doing what?
If your goal is to just plop them on objectives there's no reason for the maxed squads, and if you want to do anything else with them they need some upgrades. At the moment you've got two units that are basically good at holding objectives and beating up on mook infantry - that's not really worth the point cost in my opinion, DE don't need to burn 220 points to get two dark lances and some objective sitters, DE are an offensive army, not a defensive army. I'd advocate either shrinking the squads so they can plop on objectives and take cover while you use the Raiders as gun platforms or I'd suggest enhancing them or using these points to buy alternate troop options that will help your offensive capabilities.

9 Wyches and Hekatrix: 210 pts
-2 Hydra Gauntlets and Agonizer
-Raider

9 Wyches and Hekatrix: 210 pts
-2 Hydra Gauntlets and Agonizer
-Raider

Only 4 troop choices in 1850? I caution you that this is a risky gambit with DE.
Again, I'll note the Razorflail option if you really just want big world ending squads.
I'm generally against max squads in DE as I think MSU is a dominant strategy to the game in general and for DE in particular. I'd probably drop 3-4 Wyches and all Hydra tech in both these squads and use the extra points to add more units to the army.

FAST ATTACK
3 Reavers: 78 pts
-Heat Lance

3 Reavers: 78 pts
-Heat Lance

As an alternate option I'll note that you can field 4 Trueborn w. 2 Dark Lances and a Raider with Lance for only 2 points more than this and you'll get better anti-tank that is arguably even more survivable and almost certainly able to shoot more often. The basic strategy would be to start the Trueborn outside of the Raider in cover and just have them snipe. The Raider runs around as a gun platform that has just as much speed as the Reavers and much better range. You lose out on the anti-infantry tech the RJBs bring, but with your Wych core I don't see that being a loss to you.

HEAVY SUPPORT
Ravager: 105 pts
-Night Shields

You forgot to account for the cost of the Night Shields here.
Ravagers are a great choice, no complaints.

Voidraven Bomber: 185 pts
-4 Shatterfield Missiles

Voidraven Bomber: 185 pts
-4 Shatterfield Missiles

This is an interesting option. The big catch to my mind is that, on the turn they unload they are probably a better Ravager, as firing all those missiles will give some unit a bad day. That said, recognize that the missiles will somewhat dictate your optimum target, as Str 7 isn't great vs. AV 13+ which means either you're shooting at stuff that your void ances aren't that much better for, or you're shooting MCs/hordes and wasting the lances. Meanwhile, at a saving of 160 points you could have two Ravagers that are basically as good at killing armor. 160 points is another entire unit that can shoot/assault and kill stuff every turn.

My own comments: The Haemonculus is there to give Lelith her first pain token and to allow Wracks as Troops. The Wracks themselves are primarily objective-sitters, letting the rest of my force concentrate on bringing the fight to the enemy. Their Raiders will, depending on the mission, either screen the rest of the force or go tank-hunting. I plan on keeping both bombers in reserve and having Happy Missile Fun Time the turn they arrive.

My big issue with your army is your Wyches are in trouble vs. a mech army. Most of your units can't bust armor, so you really need focused anti-armor options. The Wych Raiders should be moving flat out on Turn one, so their lances are useless that turn. The RJBs should be turbo-boosting so they can get close enough to use their anti-tank on turn 2. That means that your turn 1 anti-tank is one Ravager, two Raiders (the Wrack ones) and the Bombers if you opt not to keep them in reserve as you seem to indicate you wish to.

So, 5 Lances that can fire at most at 3 targets. You have 3 Wych units that want to be in assault on Turn 2 and there is not that great of a chance that you can pop open the metal boxes to ensure this situation. Also, note, on Turn 2 you have to disembark your Wyches before two things happen.

1. You have to disembark before you find out if a second round of shooting from the Ravagers/Raiders/and RJBs accomplishes anything - I've done the disembark and then discover that the vehicle wasn't wrecked game. It's a sad game to play.
2. You have to disembark before the Bombers (presuming they arrive turn 2) try to pop stuff, which means if you want them to pop something for Wyches you're firing those huge pie plates near your Wyches, which is scary business.

I would advocate increasing your ability to fire lances Turn 1 in order to ensure there are meaty targets for your Wyches to tear into. If you opt to drop your bombers the big concern to keep in mind is how you'll deal with large foot hordes, as you lack a good answer to Nids and foot Orks if you lose the missiles. I think reworking the Wracks to become contributing members of your army is a primary focus as well.

My thoughts,
Thor.

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
Regular Dakkanaut




Thor665 wrote:Lelith is a bit pricey - consider that for her cost you could basically buy an additional tricked out squad of Wyches and then ask yourself if she's that potent in combat or not. I'm supportive of the Haemy as it's my current belief that they are the optimal HQ choice in the dex now.


Lelith is pricey and is probably not worth the investment, but I'm fond of the model and the rules and am willing to take a bit of a gamble on her. It may pay off, it may not.

Thor665 wrote:Bloodbrides are awesome wrapped in win. The one consideration I would offer is this - though the Hydraknives look *way* cooler, statistically the Razorflails will actually be more helpful to you in winning combat (the knives only outperform them on a roll of 5-6) If you want consistent damage output I'd switch to the Razorflails. I'm guessing you intend for both HQs to go here? My big caution with that plan is it's a very eggs in one basket unit - your opponent would have to be a little stupid not to want to kill it first as it will cost over twice what any other unit in your army does, and has no defense to prevent that other than moving flat out or hoping to get a cover save. I'd probably stick Lelith in with some regular Wyches actually, make the opponent have to choose which unit to obliterate and then the other one can cram a dagger in his back.


The plan, yes, is to have both HQs in with the Bloodbrides, at least at first, but then to potentially break them off as needed, or for the Haemonculus to stay in the raider and fire the liquifier gun as needed. Against some forces, it will make sense for Lelith to go off on her own and tear through squads, but against others, I'll be glad of having a dang choppy force.

Additionally, putting Lelith in a squad of Wyches precludes giving them a second special weapon--and you're right about the razorflails--just hadn't really done the math (or assembled anything) at this point.

Thor665 wrote:And these are doing what?
If your goal is to just plop them on objectives there's no reason for the maxed squads, and if you want to do anything else with them they need some upgrades. At the moment you've got two units that are basically good at holding objectives and beating up on mook infantry - that's not really worth the point cost in my opinion, DE don't need to burn 220 points to get two dark lances and some objective sitters, DE are an offensive army, not a defensive army. I'd advocate either shrinking the squads so they can plop on objectives and take cover while you use the Raiders as gun platforms or I'd suggest enhancing them or using these points to buy alternate troop options that will help your offensive capabilities.


The Wracks exist primarily as objective sitters, yes, and as secondary close combat support. I fully admit that giving them liquifiers would be a smart move, assuming I can find the points

Thor665 wrote:As an alternate option I'll note that you can field 4 Trueborn w. 2 Dark Lances and a Raider with Lance for only 2 points more than this and you'll get better anti-tank that is arguably even more survivable and almost certainly able to shoot more often. The basic strategy would be to start the Trueborn outside of the Raider in cover and just have them snipe. The Raider runs around as a gun platform that has just as much speed as the Reavers and much better range. You lose out on the anti-infantry tech the RJBs bring, but with your Wych core I don't see that being a loss to you.


I should point out that I'm largely looking to keep this themed as the Cult of Strife with a Haemonculus in an advisory role, and so I was not looking to add "normal" Kabalite units if possible. I admit that this weakens me overall, but I just love me some Wyches and tortured grizzlies.

Thor665 wrote:This is an interesting option. The big catch to my mind is that, on the turn they unload they are probably a better Ravager, as firing all those missiles will give some unit a bad day. That said, recognize that the missiles will somewhat dictate your optimum target, as Str 7 isn't great vs. AV 13+ which means either you're shooting at stuff that your void ances aren't that much better for, or you're shooting MCs/hordes and wasting the lances. Meanwhile, at a saving of 160 points you could have two Ravagers that are basically as good at killing armor. 160 points is another entire unit that can shoot/assault and kill stuff every turn.


Actually, right now I'm leaning towards taking 3 fighters for my Heavy Support, which would net me some points to spend on flickerfields and liquifiers. And yes, they'd likely start the game in reserve T1 against most opponents, but there would be other times when they'd be able to add some anti-tank ability as needed.

Thor665 wrote:My big issue with your army is your Wyches are in trouble vs. a mech army. Most of your units can't bust armor, so you really need focused anti-armor options. The Wych Raiders should be moving flat out on Turn one, so their lances are useless that turn. The RJBs should be turbo-boosting so they can get close enough to use their anti-tank on turn 2. That means that your turn 1 anti-tank is one Ravager, two Raiders (the Wrack ones) and the Bombers if you opt not to keep them in reserve as you seem to indicate you wish to.


Actually, I'm a little leery of moving the Raiders flat-out T1 since that means that the Wyches inside are very likely to be killed if the Raiders are destroyed (or was that ruled some other way now?). But yes, I understand the issues of having to wait until T2 to be able to "consistently" pop open transports, and realize that mechanized forces would make for an interesting fight. I'll revise and post shortly.
   
Made in us
Lethal Lhamean






Venice, Florida

Barkdreg Badtoof wrote:Actually, I'm a little leery of moving the Raiders flat-out T1 since that means that the Wyches inside are very likely to be killed if the Raiders are destroyed (or was that ruled some other way now?).

The only time it skunks you is if the vehicle is destroyed in the turn you moved it (which is your turn) so, generally speaking, unless you're ramming stuff with your Raiders the Wyches should be as safe as units in Raiders ever are. Plus, the cover save and the ability to assault by turn 2 is half the strength of DE assault - I wouldn't shy away from it.

For everything else, as long as you recognize the weaknesses then no worries.
I do really like the fighters, but I actually think they're better anti-infantry than anti-mech.

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
Regular Dakkanaut




Thor665 wrote:I do really like the fighters, but I actually think they're better anti-infantry than anti-mech.


I agree, although they're able to at least pick up some of the slack if needed. That said, here's a bit of a change. Please note that I am using 1x Hydra Gauntlets and 1x Razor Flail largely so I don't have to do excessive bit ordering, and because a little bit of risk is all in good fun.

HQ
Lelith: 175 pts

Haemonculus: 80 pts
-Agonizer and Liquifier Gun

ELITES
7 Hekatrix Bloodbrides and Syren: 214 pts
-Agonizer, Razorflails, and Hydra Gauntlets
-Raider

TROOPS
10 Wracks: 170 pts
-Liquifier Gun
-Raider

10 Wracks: 170 pts
-Liquifier Gun
-Raider

9 Wyches and Hekatrix: 210 pts
-Agonizer, Razorflails, and Hydra Gauntlets
-Raider

9 Wyches and Hekatrix: 210 pts
-Agonizer, Razorflails, and Hydra Gauntlets
-Raider

FAST ATTACK
3 Reavers: 78 pts
-Heat Lance

3 Reavers: 78 pts
-Heat Lance

HEAVY SUPPORT
Razorwing Jetfighter: 155 pts
-Flicker Field

Razorwing Jetfighter: 155 pts
-Flicker Field

Razorwing Jetfighter: 155 pts
-Flicker Field

Comes out to 1850 pts on the nose, and gives me a bit more punch at the cost of the heavier missiles on the bombers. The Wracks actually have proven (in testing) to be fairly decent assault troops for their cost, and taking a single liquifier makes them a little more painful to shift.
   
 
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