Switch Theme:

What wargear works best for DE warriors 'n raiders?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Beast of Nurgle




East Texas

Now that its come time for me to actually use my dark eldar army, I need to know what wargear options I should take for my warriors and the raiders they are transported in. Right now my army is heavily mech based, taking the duke with 3 squads of warriors and 3 squads of wyches in transports + 3 ravagers with D lances. I plan on using my warriors as my objective grabbers (well, keeping them within range of an objective) and using my wyches to keep the enemy tied up. So what wargear works best for warriors? I was thinking Splinter Cannon in the squads and giving their raiders Flickerfields and Splinter racks w/ Disintegrator Cannons so they can really do some damage. However, this does leave me fairly light on anti tank. Should I swap the splinter cannons and Disintegrators for dark lances? Or even add a blaster to the squads?


(PS, trying to make an all comers list, not really tailoring to any specific game type/army)
   
Made in us
Lord of the Fleet





Texas

I would say Dark Lance and Flickerfield at the least. Dont bother with disintegrators (plenty of anti infantry already even if it is a MEQ killer) or splinter racks (only TL the rifles). Adding a blaster could make the squad a bit more multi purpose. You could add on the cheaper upgrades if you have spare points though

 
   
Made in us
Boosting Space Marine Biker




Aurora, CO.

Splinter racks, at least in my experience, is a great way to make average firepower from warriors, into a barrage that will slaughter most things it looks at.

I would get that if you are wanting to make your warriors in raiders a gunboat.

10'000 years ago, Terra was under siege. The Sons of Rogal Dorn stood firm at the gate, never letting an inch slip away so long as we drew breath. We were killed in droves defending the Emperor and his Imperium, and we killed many in turn. We defended the Emperor and his Imperium, and this is what it means to be a Fist
2500 worth - W114/D28/L70
The Baleful Soul - 2000 worth -W21/D5/L4
 
   
Made in us
Commanding Orc Boss




I run blaster+splinter cannon in a raider with flicker and splinter racks. Works well for me

I hate hard counters. In a game of rock, paper, scissors, I hate playing any of the factions because no matter what you choose you might as well not deploy against your hard counter. I want to use a gun. Rock, paper, and scissors could all probably still beat gun, but gun will never feel like a game is a lost cause. 
   
Made in us
Ambitious Space Wolves Initiate




Gonna agree with the above and say blaster for the anti tank and Splinter cannon so you can still move and fire. Dark lances on infantry are to a little step and require you to not move to often when one of the Dark eldars strongest atributes is speed.

 
   
Made in us
Hubcap




Under a rock

I like to take a venom blade as it's cheap and wounds on 2+ at a high initiative.

Live for the day...

The day you utterly crush and destroy your enemy. 
   
Made in us
Awesome Autarch






Las Vegas, NV

5 Warriors with a blaster in a Venom.

In a raider? 5 with a blaster as my first choice, baring that, 10 with a s.cannon is a nice anti infantry unit. I wouldn't bother with sarge though, it is a lot of points for a unit you don't really want in HtH.

Don't forget you can't move over 6" and fire any of the guys inside, people always make that mistake with DE. So, using them for drive-bys does not have the reach a lot of people think it will.

   
Made in us
Charing Cold One Knight




Lafayette, IN

The sarge is useful if you want to take a blast pistol. Not much range, but 2 anti tank shots is a nice option to have (and only comes at a premium of 25 points worth of upgrade).

 
   
Made in us
Awesome Autarch






Las Vegas, NV

That is a good point. I could see that being very handy. Personally I would keep the squads lean and mean and try to take more of them.

   
Made in us
Charing Cold One Knight




Lafayette, IN

I normally keep squads lean too, but when it comes to anti tank, I've found that it doesn't work with one shot very often. The second shot means that it isn't as big a gamble to go tank hunting with warriors.

Besides, I don't see people doing this more than for 2-4 squads, which is 50-100 point in an entire army. The LD boost can be worth it for the 25 points if you want to capture objectives or stay around under fire.

 
   
Made in us
[DCM]
Sentient OverBear






Clearwater, FL

I think that the Leadership boost is a good point; I frequently see Warrior squads huddled in the craters left by their Raider, and Morale checks tend to happen frequently at that point.

DQ:70S++G+++M+B++I+Pw40k94+ID+++A++/sWD178R+++T(I)DM+++

Trust me, no matter what damage they have the potential to do, single-shot weapons always flatter to deceive in 40k.                                                                                                       Rule #1
- BBAP

 
   
Made in us
Awesome Autarch






Las Vegas, NV

I agree, that is a good point. However, if you have a 5 man squad, they often don't survive long enough to take the ld test! But with going to ground it is possible that they will need to stick around and the difference from 8 to 9 is a big one. It eliminates 5/36 combination of numbers which can cause you to fail.

The extra shot does make a big difference as with one you have a 1/3 chance of missing, where a with two your odds double that at least one will hit, and often, you only get one shot. It would come down to a cost/benefit analysis to see if it made sense in your list.

   
Made in us
Mysterious Techpriest





When will a warrior squad ever end up within blast pistol range of an enemy tank? You'd be better off with wyches with haywire grenades if you want to take them on up close, since they can fleet and assault for a theoretical threat range of 13-18" (6" move, d6" run, 6" charge) starting on foot, while the blast pistol has a threat range of 12" (6" move, 6" shot from the pistol) on foot, while the blast pistol has a total cost of 25 points for one shot (same as a dark lance), and the most haywire grenades will ever cost is 20 for ten shots that glance on a 2+ and pen on a 6 (2 per model, which will almost never be more than ten since not taking a raider with them is suicidal).

 
   
 
Forum Index » 40K General Discussion
Go to: