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Made in us
Regular Dakkanaut




Here's what I've just brought home from the LFGS. Ready to assemble and get my feet wet.

2,000pts

Archon w/Agoniser, PGL, Shadowfield
Incubi (x5) w/Raider

Haemonculous w/Liquifier
Kalabite Trueborn (x4) w/Blaster (x4), Raider

Haemonculous w/Liquifier
Kalabite Trueborn (x4) w/Blaster (x4), Raider

Kalabite Warriors (x5) w/Blaster, Raider, Flicker Field (x5 units)

Wyches (x9) w/Hekatrix, Agoniser, Haywire Grenades, Shardnet & Impaler (x2), Raider, Flicker Field

Ravager (x3) all w/Flicker Fields

Highly mobile shooty army with 18 DL's, 13 Blasters, and x2 dedicated CC units. The premise is to use the warrior's raiders to provide cover for the CC raiders until 2nd turn when hopefully something is exposed for assault. (that is unless the enemy gives me a 1st turn target to assault that is worth leaving myself open to a counter assault...

Here's my 2,500 pt. list

Archon w/Agoniser, PGL, Shadowfield, Combat Drugs
Haemonculous w/Liquifier
Incubi (x5) w/Raider, Flicker Field

Haemonculous w/Liquifier
Kalabite Trueborn (x4) w/Blaster (x4), Raider, Flicker Field

Haemonculous w/Liquifier
Kalabite Trueborn (x4) w/Blaster (x4), Raider, Flicker Field

Kabalite Warriors (x5) w/Blaster, Raider, Flicker Field (x5 units)

Wyches (x9) w/Hekatrix, Agoniser, Haywire Grenades, Shardnet & Impaler (x2), Raider, Flicker Field

Ravagers (x3) all w/Flicker Fields

Reavers (x6) w/Blaster (x2), Cluster Caltrops (x2) (x2 units)

Only real difference is that I tried to make all the 2k units more survivable either with adding FF's or adding a haemonculous for the pain token. I really want to try out Scourges for some dedicated anti-troop but I feel that the Reavers can be all-around additions to the army as either extra anti-tank or anti-troop. they too can be used as a screening unit for the weaker Raiders or can contest in the late game if they last that long.

"Nothing is so exhilarating in life as to be shot at with no result."
- Winston Churchill
 
   
Made in us
Regular Dakkanaut




are they that terrible or are they that normal?

"Nothing is so exhilarating in life as to be shot at with no result."
- Winston Churchill
 
   
Made in us
Lethal Lhamean






Venice, Florida

In your 2000 point list how come there are flickerfields on the Warrior and Wych boats but not on the Incubi and Trueborn boats? That seems illogical to have more protection on the cheaper stuff. I could see leaving them off the assault boats (Incubi + Wyches) since they should be going flat out Turn 1 and assaulting Turn 2, but leaving it off expensive dedicated gunboats like the Trueborn seems ballsy.

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
Nasty Nob on Warbike with Klaw





St. Louis, MO

My personal thought is that you have too many "easy to kill" units.
All those 5 man Kabalite warrior squads... Ugh.

In my game group, DE are referred to as "Elves in Wet Paper Bags." The Raiders can't take any punishment. a couple heavy weapon sots, and you're losing your transports. Once that happens, a unit of 10 SM's with bolters will kill the unit easily, just in shooting.

Don't get me wrong, I'm a DE fan... Just not a fan of putting fragile kittens in paper bags and throwing them at your enemies.

Eric

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Made in us
Lethal Lhamean






Venice, Florida

Yeah, but if a 10 man tac squad shoots at a 5 man or 10 man DE squad the results are roughly the same. The bad part for DE is losing the vehicle, after that anything a squad manages is just gravy and shouldn't be counted on. I often buy squads just to have the sweet, sweet vehicles with the guys inside being a bonus tossed in as an incentive program.

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
Arthedainian Captive





im going to miss scourages

1000 points (name undicided)
3500 points 
   
Made in us
Sybarite Swinging an Agonizer



Alabama

I run a very similar list to this one. The differences being that I put the Haemy in with the wyches and drop the wych weapons. When the wyches disembark with the pain token, I leave the haemy on the boat to be a mobile flamer. FNP on wyches is tarpit like no other.

To go along with what Thor said about the flickerfields on the incubi and trueborn squads, why not take a venom for the trueborn squads. It comes standard w/ a flickerfield for 5 points cheaper. If you drop the wych weapons, you can upgrade the venoms to have an extra spl.cannon. 2 dark lances aren't going to hurt you that bad and you gain 24 poison shots. You're a little light on horde killing weapons anyway.

Other than those things, I like this list.

This message was edited 1 time. Last update was at 2010/12/28 14:50:30


 
   
Made in us
Regular Dakkanaut




Necro'd and Updated, CC welcomed.

2,000pts

Archon w/Agoniser, PGL, Shadowfield
Incubi (x5) w/Raider, Flicker Field

Haemonculous w/Liquifier
Kalabite Trueborn (x4) w/Blaster (x4), Venom w/Cannon upgrade

Haemonculous w/Liquifier
Kalabite Trueborn (x4) w/Blaster (x4), Venom w/Cannon upgrade

Kalabite Warriors (x5) w/Blaster, Venom w/Cannon upgrade (x5 units)

Wyches (x9) w/Hekatrix, Agoniser, Haywire Grenades, Shardnet & Impaler (x2), Raider, Flicker Field

Ravager (x3) all w/Flicker Fields

Highly mobile shooty army with 12 Cannons, 11DL's, 13 Blasters, and x2 dedicated CC units. The premise is to use the warrior's venoms to provide cover for the CC raiders until 2nd turn when hopefully something is exposed for assault. (that is unless the enemy gives me a 1st turn target to assault that is worth leaving myself open to a counter assault...

Here's my 2,500 pt. list

Archon w/Agoniser, PGL, Shadowfield, Combat Drugs
Haemonculous w/Liquifier
Incubi (x6) w/Raider, Flicker Field

Haemonculous w/Liquifier
Kalabite Trueborn (x4) w/Blaster (x4), Venom w/Cannon upgrade

Haemonculous w/Liquifier
Kalabite Trueborn (x4) w/Blaster (x4), Venom w/Cannon upgrade

Kabalite Warriors (x5) w/Blaster, Venom w/Cannon upgrade (x5 units)

Wyches (x9) w/Hekatrix, Agoniser, Haywire Grenades, Shardnet & Impaler (x2), Raider, Flicker Field

Ravagers (x3) all w/Flicker Fields

Reavers (x6) w/Blaster (x2), Cluster Caltrops (x2) (x2 units)

______________________________________________________________________________________________________________


This new list pumps out soo much more anti-troop shooting. The Dark Lances really have to concentrate fire to pop vehicles by having 7 less but what does pile out of destroyed vehicles get a ton of firepower sent their way. I found that mixing in the venoms relaxed the job of the wyches and incubi (as they didn't always fair well after their ride was destroyed). CC welcomed but this is functioning a bit better than with the raiders/lances.

"Nothing is so exhilarating in life as to be shot at with no result."
- Winston Churchill
 
   
 
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