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Made in gb
Blood-Drenched Death Company Marine






I had this thought for a list...

I feel it has little anti-tank and that the retinue will suck. I do want to use malys... everything else is optional.. thoughts ideas?

It's hard to work DE at 1000pts...

Malys
+Retinue
-1 Lhamean (fodder!)
-2 Medusae (flamers)
-1 Sslyth (expensive)
-4 Ur-Ghouls
-Raider w/ Flickerfield

Haemonculus
-Agoniser
-Animus Vitae

10 Wracks w/ 2xLiquifiers, Acothyst w/ Scissorhands, Raider

10 Warriors w/ SCannon inc Syb with Fantasmagorical Grenade Launchers of Happyness

10 Warriors w/ SCannon inc Syb with Fantasmagorical Grenade Launchers of Happyness

Ravager w/ Flicker & Nightfields

1000pts
   
Made in gb
Regular Dakkanaut





Glasgow, Scotland

I'm new to DE myself but from what I've been reading small warrior units in Venom are a good idea. Food for thought, unfortunately we'll need to wait a few months for the models.

5 warriors w/ 1x blaster in each venom w/ 2 splinter cannons seems to be the way ahead and looks sensible to me.

Should free up some points too.....

   
Made in us
Lethal Lhamean






Venice, Florida

Phototoxin wrote:I had this thought for a list...

I feel it has little anti-tank and that the retinue will suck. I do want to use malys... everything else is optional.. thoughts ideas?

I'm sure I'll manage to wax poetic. I'm actually pretty excited by Malys as well - fluffwise she's awesome on toast and I'd like to think there's some good builds available for her, 1000 might be a little tight though.

It's hard to work DE at 1000pts...

Running elite IC options, I'll agree. I actually think we're highly competitive at 1000.

Malys
+Retinue
-1 Lhamean (fodder!)
-2 Medusae (flamers)
-1 Sslyth (expensive)
-4 Ur-Ghouls
-Raider w/ Flickerfield

The big issue with the Court to my mind is this - you're spending 120 on them. For 120 you could have 9 Wyches with a Hekatrix and Agoniser upgrade. What will be better at killing and what will be harder to kill? (plus, the Wyches will be a scoring unit).
If I was to do a Court build I'd want to do it in a larger point game so I could at least play with the Sslyth and trick out the Court to have toughness 5 from shooting.

Ur-Ghouls cost more, are slower, and have less of a save than a regular Wych (and this is before the drug roll, where Wyches will only get better). Ur-Ghouls suck. I actually really like the Lhamean's power, and you did smart only taking one, and the Medusae are great for their Liquifier+ power and, frankly, I think the Sslyth are where it's at. The problem is you're hamstringing the unit because you don't have enough points to play them to their optimum level at 1000 points - especially with Malys along for the ride.

My final thought on this unit is you are playing 1 vehicle that contains over 1/3 of your total army's points. You'll have a 5++ save and, if you get a chance to move flat out, a 4+ cover save. I still wouldn't expect it to last because literally every heavy weapon your opponent brings is going to shoot at you unless your opponent is a twit. It feels way too much like putting all your eggs in one basket. You'll have to work really hard with your other Raider and the Ravager if you don't want your opponent to just totally focus on the one boat.


Haemonculus
-Agoniser
-Animus Vitae

I'll admit I'm not 100% certain, but since the Animus is officially a weapon you cannot combine its effect with the AGoniser. Seems an expensive set of weapons considering you'll only get either/or. Where is he going anyway, with the Court or with Wracks? I'm guessing court, but then the weapon choice makes even less sense to me. He's great for the pain token

10 Wracks w/ 2xLiquifiers, Acothyst w/ Scissorhands, Raider

I actually like this build, I think Wracks are great and this is a pretty solid build with them. I'd like it if you could float the Haemy in here (he can buy a Liquifier to balance it out again) as then they'll have furious charge and be a nasty, nasty unit to deal with in the assault and the Haemy won't slow them down due to lack of fleet and will also add a power weapon option to them. It would also increase there perceived threat and maybe (maybe) draw some fire from your Archon's boat.

10 Warriors w/ SCannon inc Syb with Fantasmagorical Grenade Launchers of Happyness

10 Warriors w/ SCannon inc Syb with Fantasmagorical Grenade Launchers of Happyness

Whoah, what?
You're spending 40 points to get these guys grenades but they don't have a single upgrade to make them better in the assault...so...why do you want them to assault stuff? At the moment they are not capable of beating up almost anything in assault. You could probably take Tau or maybe some Guard - but even then it might be close depending on how many of your boys even make it over there to assault them. I really do not see these as viable against much of anything.

As an option consider this - for almost 20 points cheaper you can get 5 warriors in a Venom and give the Venom an extra Splinter Cannon. This will then put out 12 poison shots a turn while being able to move 12" a turn. That makes it much faster and, most of the time, much more able to inflict damage then your old squads. Plus, now the squad is in a vehicle that will help distract from your precious egg basket HQ vehicle and even better then that you now have almost 40 spare points to spend elsewhere.

Ravager w/ Flicker & Nightfields

I can never complain about Ravagers, they are always good. If you need to save points you could probably opt for only one of the defense upgrades, Ravagers can usually lurk back enough to get a cover save invalidating the need for the flickerfields.

In summation - I would probably take a squad of Wyches instead of the Court. You don't even need as many as I noted above, you could save points and buy less. Maybe add in some point savings from the Warrior squads (even if you don't want to go Venoms you could still just take off the PGLs to save 40 points. Those extra points could be used to buy another unit, something to help intimidate and pressure the enemy. A second Ravager, some RJBs with a heat lance/blaster, maybe a second Ravager.

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 gb
Blood-Drenched Death Company Marine






Thanks Thor & Ezekiel... basically I used to play and be pretty good with 3rd & 3.5 DE but then it all slipped away.. I was thinking of picking them up again once my marines are finished however that will probably by the time wave 2 comes. But by having the list ready I can convert and build something different for when I'm sick of mharienz!

Also by Dœmogorgons left testicle - I didn't realise venoms already *had* 1 SC... I thought it was TL SR that you upgraded.. holy fig baskets batman! 12 shots per turn per venom... *has evilgasm* no wonder they're ridiculous.... Raiders are a bit expensive - in 3E they were the same as a rhino 50-60pts with a few upgrades now they've increased while rhinos go to 35... I know GW wants to sell rhinos... don't they want to sell raiders too?

Lady Aurelia 'I can see your death in the future' Malys

5 Trueborn (3x CCW+Pistol, 2x SC) inc Dracon w/PW the 'bodyguard' - not sure on the run 'n' gun tactic of the SCs, wondering if I should chance to carbines or give them all ccw/pistol and maybe a blaster pistol for the dracon?
Venom w/2x Splinter Cannons

6 Warriors inc Syb, blaster in my n00bness I kept thinking ' 12" range ' but its 18! At less than 10 no weapons, the blaster gives flexability.
Venom w/2x Splinter Cannons

6 Warriors inc Syb, blaster
Venom w/2x Splinter Cannons

6 Wyches inc Htx w/ Agoniser, 1 wych weapon the WW I'm not sure of. I would be tempted to go with gauntlets for attack maximisation but the net may help with tarpitting
Venom w/2x Splinter Cannons

Ravager w/ Flicker field anti-tank

Razorwing Fighter

Just under 1000pts. I'm either 3 or 8 under... If I'm 8 I can get some grisly trophies onto Maly's venom.

What think ye?
   
Made in ca
1st Lieutenant





Venoms only hold 5 models.
   
Made in gb
Blood-Drenched Death Company Marine






OH TRIPLE SHAZBOT!


Automatically Appended Next Post:
Right I've resorted it:


Malys

5 warriors inc sybarite. Blaster
- venom+2xSC

5 warriors inc sybarite. Blaster
-venom+2xSC


5 wyches w/ shardnet, hekatrix w/agoniser
-venom+2xSC

Ravager w/flickerfield

Razorwing Figher

The last part is where I'm having the trouble, essentally what does the archon travel with?

4 trueborn inc dracon + agoniser, plasma grenades
- venom+2xsc

I still have 43pts left... if I just took 4 incubi it would be 21pt difference to the trueborn... leaving me with 22pts

Thoughts?

This message was edited 1 time. Last update was at 2010/12/31 03:44:28


 
   
Made in us
Lethal Lhamean






Venice, Florida

Phototoxin wrote: 5 warriors inc sybarite. Blaster
- venom+2xSC

Just as a quick question - what's the purpose behind the sybarite upgrade? If it's just for the leadership I'm not sure it's worth it and you could save an extra 20 points from both squads (just to continue toying with your excess point totals.

Razorwing Figher

Just as a consideration - the Razorwing is best kitted out as a anti-troop option, and that's something your army doesn't need. A tri-lance Ravager will be just as fast and cheaper while probably still being bettwer at mech busting. The savings of 30 points (I'd probably get the flickerfield) adds yet more to your possible extra points.

The last part is where I'm having the trouble, essentally what does the archon travel with?

Assault options or something that isn't coming with him. I'm also becomeing a fan of a Haemy being in the mix and staying behind on the boat while the Archon and crew run off with the pain tokem.

4 trueborn inc dracon + agoniser, plasma grenades
- venom+2xsc

I still have 43pts left... if I just took 4 incubi it would be 21pt difference to the trueborn... leaving me with 22pt

You could also have 50-60 extra points on top of this, leaving you currently 93 points which looks to me like you ought to trick it out to buy yourself yet an additional unit. In a purely competitive sense I'd advocate just dumping Malys and getting a cheaper HQ. But, with the focus of keeping Malys I'd probably advocate one or two options.

1. You can keep everything else as is and use the 93 points towards to buy something a bit off the wall - you could afford a fairly kitted out RJB squad with 93 points, and they could bring some anti-mech and anti-infantry options to the board (though they are much better anti-infantry)
2. You could shave a few more points (dracon going down to a Venom blade mayhaps?) And include yet another Warrior Troop option, preferably in a Venom though I know the spamitude hurts your sensibilities.
3. You're also actually close enough in points you could shift the Venom to a Raider and buy up a Haemy to do pain token passing to Malys, though I think that would make the Raider have a giant glowing target of 'please shoot here' on it.

In a pure choice between Trueborn and Incubi as escorts I would take the Incubi, as at least they are a solid h2h threat and you can also split Malys rom them if you need to and they'd still be good at killing a unit on the assault. If you want to keep the Trueborn I would either equip them with pistols because you want them to help you assault (they really aren't that great at it, though they can do it - you're effectively making them like assaulting Mandrakes from the old dex) or I would equip the Trueborn to be shooty (save points on that dracon) and have Malys run off on her own after they get in assault range while they stay in the boat and shoot up stuff.

The big donk with pairing Malys and Incubi is it will be impossible to get the Incubi grenades - which will limit them on assault target choices.

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 gb
Blood-Drenched Death Company Marine






The trueborn unit (4 inc dracon w/pwep) are 21pts cheaper than the 4 incubi and I have roughly 100pts left.


List:
Malys

5 Warriors
blaster
Venom +2 SC

5 Warriors
blaster
Venom +2 SC

5 Wyches
Wwep
Hekatrix + Agon
Venom +2 SC

Ravager
Flickerfield

Ravager
Flickerfield

Venom +2 SC
grisly trophies

--this is good up to here--
Option A

4 Incubi

3 RJB w/grav talon

Option B

3 Incubi
Haemonculus w/Agoniser, Vexator and Shattershard.

Option C

4 Trueborn
Plasma Gren
Dracon
Power Weapon

+100pts something else. - haemonculus/RJB/2 beastmasters + 6 khymeria/ 4 trueborn on foot with 2 dark lances (dev squad!?)

The incubi are good but suffer grenadeitis. RJBs can do some passes but I feel like they should do more. However I'm a bit short on the FA department. I like the thought of FNP Incubi+Malys (a proper bodyguard) as seems resilient but damage dishing. The haemy could go on his own to shattershard things and tie up a few smallish units.

I think that choice B would be best... the haemy would provide lots of conversion opportunity although it may not be a tactically sound decision.
   
Made in us
Lethal Lhamean






Venice, Florida

I would go with option A as I am a huge believer in MSU. Yeah, zipping around the board and dropping 3d3 Str 4 attacks on units isn't super amazing win - but it is annoying, distracting, and it puts a unit smack up in the middle of your opponent's force with a 3+ cover save and looking really threatening and screaming for attention. If he wastes 2-3 units trying to shoot you to death that's 2-3 units that aren't helping to kill the rest of his army.

I'd probably take a Liquifier over the Vexator on the Haemy in option B. The Incubi and Malys will run off with the Haemy's pain token, leaving a sad and lonely Haemy in the boat - but then the Haemy can ride around and shoot AP D6 flamer shots at anything nearby. Also, in option B you could drop the Shattershard for a Klaivex upgrade, which would be 15 points to net you an Incubi with better init, more attacks, better WS and better leadership. All pretty solid upgrades and probably more useful than a single shot slightly better Liquifier on the Haemy.

Hope that helps,
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 gb
Blood-Drenched Death Company Marine






Hmm... a haemy conversion is really tempting.. liquifier instead of shattershard and add a klavex might do it.
   
Made in gb
Blood-Drenched Death Company Marine






What about a 2nd archon with a huskblade (using the old kreullah the vile mini - husk blade... soul sucker.. makes sense) and some haywire grenades. So that'd be 3 incubi, malys and archon DeVille.
   
 
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