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Made in us
Battlefield Professional





St.Joseph MO

So after doing some testing im at the following.
HQ
-----
Vect

Haemonculos
Liquifier

Haemonculos
Liquifier

Elites
--------
6x Incubi
Raider w/ Dark Lance
Aether Sails

Troops
-----------
10x Warriors
Dark Lance
Blaster
Raider w/ Dark Lance

10x Warriors
Dark Lance
Blaster
Raider w/ Dark Lance

9x Wyches
Upgrade w/ Agonzier
Raider w/ Dark Lance

8x Wyches
Upgrade w/ Agonzier
Raider w/ Dark Lance


Heavy Support
-------------------
Ravager
Ravager
Razorwing Fighter

HQ's go in wych squads for FNP and spreads out my flamers for use.

What im looking at is around 200 Free points, list is at home for exact points but 180-200 points is what i have Free.

Trying to fill in those points is what im looking at.

So far Options are.

5x Scourges w/2x Dark Lances - 140 pts (so far very hit and miss for this setup)
6x Reavers w/ 2x Blasters 162 pts
8x Wracks w/ agonzier 2x liquifier + Raider - 190 pts
6x Incubi w/ Raider 195pts

Any suggestions ?
so far the reavers are tempting for the fast anti tank option for more tank killy.

Also considering not using Vect and adding 2 of the above units, with some extra to spare.

-Warmahordes-
Mercenaries


Menoth 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

I'd take a 3rd Haemi giving his pain marker to Vect and the Incubi.
After some tweaking you could include the Reavers. I'd prefer heat lances as they are melta weapons.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Battlefield Professional





St.Joseph MO

I usually keep vect in a wych squad due to how durable they are.

It keeps Vect alive alot longer, charge in and put Vect into b2b with who i want, then have the wych squad get into b2b with the rest/protect vect from attacks.

The above has allowed me to walk vect through 2 plague marine squads and a berzerker squad safely in a row.

Heat lances are a great option, the only thing that bothers me is the.. squishy die factor once im that close, but definatly worth consideration.

Hadn't really considerd giving my Incubi FNP, that is definatly an option.


-Warmahordes-
Mercenaries


Menoth 
   
Made in us
Deadly Dark Eldar Warrior




Keep in mind as well that having the Haemis stay attached to the Wych squads will slow them down, as it does not get Fleet unfortunately.

1500pt Hellion Dark Eldar - 12W/10L/3D 
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

vishra wrote:Keep in mind as well that having the Haemis stay attached to the Wych squads will slow them down, as it does not get Fleet unfortunately.

No problem. Keep the Haemi in the Raider when the Wyches are disembark and use FoF to get into charge range.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Sybarite Swinging an Agonizer



Alabama

I'm not much a fan of Incubi without a phantasm grenade launcher wielding archon. It has made it very difficult "for me" to get them into cc without an I penalty for no nades.

Also, for your spare points, I'm a fan of scourges with Heat Lances. You can deep strike or hop across the board. They are fleet as well. 5 models, 4+/6++ (not "quite" as squishy) 9 poison shots standard, and add in 2 heat lances for a total of 134 points isn't bad.

Either the scourges/reavers or go with a trueborn squad with 4x blasters in a raider. Effectively a 24" range Ravager after turn 1. I'm not a fan of the kimikaze syle trueborn, but you can beef them up with spare points.

Or just add another squad of warriors. You can never have too many troops in my book. You could also spend a few points and put flickerfields and/or splinter racks on your warrior boats. They don't do so hot when they get shot down, and they will. A 1/3 chance to ingore hits on transports is worth 10 points in my book. Also, splinter racks make the warriors just a little more deadly.

This message was edited 1 time. Last update was at 2010/12/27 19:48:49


 
   
Made in us
Lethal Lhamean






Venice, Florida

Of the units you listed I'd advocate either the RJBs or the Scourges with a nod towards RJBs as the better option.

I'll also caution that I think your list is still a little 'last codex' if you will. I think the extra speed and maneuverability the DE have gained is their greatest strength and you're not taking full advantage of it with all your squads. As currently designed I think those Warrior squads will hold your army back from its full potential.

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
Battlefield Professional





St.Joseph MO

wuestenfux wrote:
vishra wrote:Keep in mind as well that having the Haemis stay attached to the Wych squads will slow them down, as it does not get Fleet unfortunately.

No problem. Keep the Haemi in the Raider when the Wyches are disembark and use FoF to get into charge range.


This. Wyches take the pain token, Haemi stays in transport, and it manauvers to flamer or dark lance something. Works rather nice.

Thor665 wrote:Of the units you listed I'd advocate either the RJBs or the Scourges with a nod towards RJBs as the better option.

I'll also caution that I think your list is still a little 'last codex' if you will. I think the extra speed and maneuverability the DE have gained is their greatest strength and you're not taking full advantage of it with all your squads. As currently designed I think those Warrior squads will hold your army back from its full potential.


So far i have been leaning to the RJB's.

As for the Warriors, im not a fan of them at all, though ill always take at least 1 squad for holding objectives off to the side if needed.

The only thing is i like the extra darklance / blaster in the squad as i feel im short on anti tank.


---
Gernade launcher would be great in the Incubi squad, but i just dont see myself ever taking an Archon besides Vect right now, as i could amost have a extra Incubi squad for his cost.

And if i put vect with the incubi, i feel its to much overkill.


-Warmahordes-
Mercenaries


Menoth 
   
 
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