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Made in us
Perturbed Blood Angel Tactical Marine




I am working on creating a Dark Eldar army. I worked out an army list for my army, but having not played DE at all yet, I am not sure exactly how good it is.

I am shooting for a speed oriented army. I was thinking that I would get the Bloodbrides right into combat, while the warriors will either stay embarked for strafing, or will be dropped for some distance shooting.

I was also thinking that the Hellions and the Jetbikes would provide some fast support, while the Razorwing should do some damage with its missiles before providing support.

Anyway, tell me what you think. Tips would be GREATLY appreciated.

HQ
Archon
-Husk Blade
-Clone Field
-Ghost Plate
-Combat Drugs
-Soul Trap
-Webway portal


Lhamaean X2

Elites
Hekatrix Bloodbrides X10
- Syren
-Agonizer
-Blast Pistol
-Hydra gautlets
-Impaler shardnet
-Razorflail


Troop
Kabalite Warriors X10
-Sybarite
-Splinter Cannon


Kabalite Warriors X10
-Sybarite
-Splinter Cannon



Fast Attack
Hellions X5
-Helliarch
-Stunclaw

Reaver X5
-Heat Lance
-Arena Champion


Reaver X3
-Heat Lance
-Arena Champion



Heavy Support
Razorwing
-Shatterfield missile X4
-Flickerfield
-Splintercannon




Dedicated Transports
Raider X3
-Enhanced Aethersails X3
-Splinter Racks X3


Venom
-Splinter cannon

This message was edited 2 times. Last update was at 2011/02/13 19:09:14


 
   
Made in us
Perturbed Blood Angel Tactical Marine




Any feedback whatsoever?
   
Made in us
Fixture of Dakka





Los Angeles

One, posting rules forbids posting the exact points costs, as it violates GW's Intellectual Property rights and could have lawyers calling yakface/Dakka. So, if you could please edit those out, and we don't need them to C&C your list anyway.

jadebullet wrote:Archon
-Husk Blade
-Clone Field
-Ghost Plate
-Combat Drugs
-Soul Trap
-Webway portal
Regarding the SoulTrap: Given that most ICs are gonna be T4 and most MCs are 5+, that HuskBlade isn't going to wound much at STR3. An Agonizer is better.

jadebullet wrote:Hekatrix Bloodbrides X10 - Syren -Agonizer -Blast Pistol -Hydra gautlets -Impaler shardnet , -Razorflail
Wyches do pretty much the same job, and are scoring and less in points, but you'll be buying the same models so this won't matter much.

jadebullet wrote:Hellions -Helliarch -Stunclaw
I personally don't see such a small unit surviving long enough to use a Stun-claw. Go waay bigger in numbers or Agonzier.
jadebullet wrote:Reaver X3 -Heat Lance -Arena Champion
If your'e going to pay for an arena champion, you may as well trick him out with Agonzier & such.

jadebullet wrote:Razorwing
I haven't seen these in action yet to comment.
jadebullet wrote:Raider X3 -Enhanced Aethersails X3
I wouldn't bother with the ASails as if it moves that far, the girls can't assault out of it, and 'tis likely you won't need that much movement anyway.

This message was edited 1 time. Last update was at 2011/02/13 05:17:29


"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.

"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013

Quitting Daemon Princes, Bob and Fred - a 40k webcomic 
   
Made in us
Pyro Pilot of a Triach Stalker




New Jersey

I would ditch the Sybarites as they aren't doing anything and Warriors dont ever want to get into close combat anyway.

Personally I don't like Splinter Racks, I think they're just extra points into a flimsy vehicle, I dont think you need much beyond the Flickerfield.

You can't have just 2 Lhamaeans, every Court needs at least one of each member.

Personally I think the Razorwing is too expensive for being so easy to kill, but if you want a flyer maybe go with the bomber. I don't know if the Shatterfield Missiles are necessary since you seem to have a fair bit of anti-horde. Of course you can mix and match missile types too.

Just wondering who's using the WWP and who's in a transport? Everything you got is rather fast, do you need the portal?

Finally you're light on anti-tank, you only have a few Heat Lances. Try to fit in Blasters, Ravagers, and Dark Lances if you can manage it.

Hope that helps!

This message was edited 1 time. Last update was at 2011/02/13 19:31:58


"Order. Unity. Obedience. We taught the galaxy these things, and we shall do so again."
"They are not your worst nightmare; they are your every nightmare."
"Let the galaxy burn!"

 
   
Made in us
Regular Dakkanaut




Sy
asimo77 wrote:I would ditch the Sybarites as they aren't doing anything and Warriors dont ever want to get into close combat anyway.ll


Keep sybarites for the leadership.
   
Made in au
Malicious Mandrake





Just in case you didn't know - the lhameans poison rule thingy doesn't make the Archon's Agoniser wound on a 2+. So you have no need for lhameans aside from the minimum 1 required for a court.

In terms of the list, the format is confusing, so I will make five presumptions;
-Court goes in venom
-Warriors go into raiders
-Bloodbrides go into the other raider
-Hellions+reavers go into reserves
-Razorwing blows stuff up.
Onto the critique;
-5 reavers is a weird size. Try to get to 6 or go 4x2, for symmetry's sake.
-Drop the bloodbrides for wyches, you are pretty lite on troops considering the game size. Use extra points to get more reavers/hellions/court for the archon.
-Drop enhanced aethersails, they're really bad...
-Get a shadowfield on the archon. Also, huskblade is not 15pts.

Overall;
List lacks AT. Drop something (reavers/hellions/expensive bloodbrides) to get ravagers/more reavers with heat lances/trueborn.

*Edit because I fail at counting. Twice*

This message was edited 2 times. Last update was at 2011/02/13 13:05:01


*Click*  
   
Made in us
Pyro Pilot of a Triach Stalker




New Jersey

Ashenshugar wrote: Sy
asimo77 wrote:I would ditch the Sybarites as they aren't doing anything and Warriors dont ever want to get into close combat anyway.ll


Keep sybarites for the leadership.


I suppose that's a use, but I personally have found Ld to not be a problem with Dark Eldar. I would use the 10 points for other stuff. But that's just me.

"Order. Unity. Obedience. We taught the galaxy these things, and we shall do so again."
"They are not your worst nightmare; they are your every nightmare."
"Let the galaxy burn!"

 
   
Made in us
Perturbed Blood Angel Tactical Marine




Thank you guys for the feedback. Sorry about the points thing, and the somewhat confusing layout.

I have adjusted the list based on the feedback. Let me know what you guys think.

HQ
Archon
-Agonizer
-Shadowfield
-Ghostplate
-Combat Drugs


Elite
Kabalite Trueborn X10
-Blaster X2
-Darklance X2

Dedicated Raider
-Flickerfield


Troops
Kabalite Warriors X10
-Splinter cannon

Dedicated Raider
-Flickerfield

Kabalite Warriors X10
-Splinter cannon

Dedicated Raider
-Flickerfield

Wyches X9
-Heckatrix
-Blast Pistol
-Agonizer
-Razorflails*
-Hydra Gaultlet*
-Shardnet and impaler*
*Not sure which two to go with here. I built the squad before I got the codex, and thus have the squad built with all 3 weapon choices. (Hence why the squad is only 9, though it works out for points anyway.)

Dedicated Raider
-Flickerfield

Fast Attack

Hellions X15

Reaver X6
-Heatlance X2

Reaver X6
-Heatlance X2
   
Made in us
Regular Dakkanaut




Don't take offense, these are just my opinions...

jadebullet wrote:HQ
Archon
-Agonizer
-Shadowfield
-Ghostplate
-Combat Drugs

Drop the Ghostplate and Combar Drugs, pick up a blast pistol

jadebullet wrote:Elite
Kabalite Trueborn X10
-Blaster X2
-Darklance X2

Minimize the trueborn unit, 10 is excessive. Pick Blaster or Dark Lances, not both.

jadebullet wrote:Troops
Kabalite Warriors X10
-Splinter cannon

Take a Dark Lance, not a splinter cannon. You can never have enough anti tank.

jadebullet wrote:
-Shardnet and impaler*

...and give the squad haywire grenades. You never know when you have to tarpit a walker.

jadebullet wrote:
Fast Attack

Hellions X15

Reaver X6
-Heatlance X2

Reaver X6
-Heatlance X2


Hellions are only good with Baron. Beastmasters for assaulting, Scourges for shooting. Reavers are just terrible.
   
Made in us
Perturbed Blood Angel Tactical Marine




Hmm, if I reduce the Trueborn, would it be worth the points to pick up some Incubi?
   
Made in us
Regular Dakkanaut




I would say more trueborn, but I'm biased against Incubi. I think Wyches or Beastmasters are best for assaults. Wyches because they can handle dreadnaughts. Beastmasters because they can take the punishment that incubi cannot (multi-wound models coupled with 4++ invul saves). I just don't see what Incubi bring to the table when all a DE army really desires is more anti-tank.
   
Made in nz
Twisted Trueborn with Blaster





New Zealand

Incubi go through units like a knife through butter. I never leave Commorragh without at least five of them.

I would drop the clone field and ghost plate, I've found a shadowfield does a better job. But that is my personal opinion.

I have had mixed success with the huskblade and soul trap combination and will often fork out the extra points for combat drugs to give the Archon that added boost.
The problem with this is that it involves a lot of risk but pays of big time if it works. If you do manage to double his strength, the archon can munch through the enemy really easily.

"Don't worry bro, I got this."

Scarab Prince Corsairs: http://www.dakkadakka.com/dakkaforum/posts/list/328486.page

Protectorate of Menoth: http://www.dakkadakka.com/dakkaforum/posts/list/617825.page 
   
Made in us
Fixture of Dakka





Los Angeles

jadebullet wrote:-Razorflails*
-Hydra Gaultlet*
-Shardnet and impaler*
*Not sure which two to go with here. I built the squad before I got the codex, and thus have the squad built with all 3 weapon choices. (Hence why the squad is only 9, though it works out for points anyway.)
Someone else worked out the MathHammer, but it's a toss up between HG & RFs, with HG ahead by a few tenths of a wound caused. I have used both, but not to enough to definitively choose.

As for the S&I, if you make sure to stick her next to the PFist, or IC, then you're okay.

"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.

"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013

Quitting Daemon Princes, Bob and Fred - a 40k webcomic 
   
Made in au
Malicious Mandrake





Razorflails are statistically better than hydra gauntlets unless you roll a 5 or a 6 for no. of attacks, if I recall correctly.

Also, the list is looking great. Optimize the trueborn, find some points for incubi, and the list is well on its way to success!

*Click*  
   
Made in gb
Mighty Brass Scorpion of Khorne






Dorset, UK

Warboss Gutrip wrote:Razorflails are statistically better than hydra gauntlets unless you roll a 5 or a 6 for no. of attacks, if I recall correctly.

If you roll statistically, Hydra Gauntlets only outperform the razorflail if you roll a 6 for the extra attacks (if you dont have the combat drugs that let you re roll to wound or +1 strength). Unless your very lucky, razorflails are a better bet than the gauntlets 5/6 of the time.

I'd drop one unit of Reavers, 6 is the perfect number if you want to take them. Alot of people hate them (I dont), but any more than 6 and its a lot of points gone, any less and they arent reliable. Maybe try get 5 Incubi in a Venom into the list and you're basically set.

   
Made in us
Perturbed Blood Angel Tactical Marine




I think that it is slowly getting there.

HQ
Archon
-Agonizer
-Shadowfield
-Blast Pistol


Elite
Kabalite Trueborn X7
-Darklance X2

Dedicated Raider
-Flickerfield

Incubi X5
-Klaivex
-Demiklaives
-Onslaught

Dedicated Venom


Troops
Kabalite Warriors X10
-Dark Lance

Dedicated Raider
-Flickerfield

Kabalite Warriors X10
-Dark Lance

Dedicated Raider
-Flickerfield

Wyches X9
-Heckatrix
-Blast Pistol
-Agonizer
-Razorflails
-Hydra Gaultlet

Dedicated Raider
-Flickerfield

Fast Attack

Hellions X13

Reaver X6
-Heatlance X2
   
Made in us
Deadly Dark Eldar Warrior



Mayhem comics, Des Moines, Iowa

1) drop the archon and take the baron, let him ride with the hellions. Also makes them scoring

2) you dont need 7 trueborn for what the unit is doing. Make it smaller to squeeze in points

3) It feels low on anti mech, Id drop the incubi for more trueborn and haywire on the wyches OR drop the wyches for more trueborn and a 5 man warrior squad with a venom.

4) No HS options on there? eek
   
Made in us
Perturbed Blood Angel Tactical Marine




1) Hmmm, this sounds interesting. I wasn't sure if he was worth the points or not.

2)Okay, I wasn't sure if 5 Trueborn were understrength or not. I am sure some pruning would be useful.

3) This puts me in a hard place, as I love the models for both the Incubi and the Wyches. I will have to put some thoughts into what I will end up dropping.

4) Yeah, I really wasn't sure about this one when I was working on the list. In all reality, I would really like to put a Razorwing onto the list, as it seems like the most bang for the buck. The Void Raven looks like a huge point sink, and not really worth it. The Ravager on the other hand doesn't look like it would hold up too well to the rigors of combat. The other HS stuff doesn't really fit well with the army. What are your guys opinions on this.

   
Made in us
Perturbed Blood Angel Tactical Marine




Well, after reading several unit reviews, getting feedback from my list, and coming up with some interesting conversion ideas, I have managed to adjust my list once more.

HQ
Archon*
-Huskblade
-Shadowfield
-Phantasm Grenade Launcher
-Ghostplate
-Soultrap
-Combat Drugs
-Haywire Grenades

*Attached to Incubi squad

Elites
Incubi X4

Dedicated Venom


Kabalite Trueborn X5
-Splintercannon X2
-Shardcarbine X3

Dedicated Venom
-Splintercannon

Troops
Wyches X10
-Razorflail
-Hydra Gauntlet
-Haywire Grenades
-Heckatrix
-Agonizer

Dedicated Raider
-Flickerfields

Kabalite Warriors X10
Splintercannon

Fast Attack
Beastmaster X4
Clawed Fiend X2
Razorwing X4

Scourge X5
Haywire blaster X2

Reaver X3
Heatlance

Heavy Support
Ravager
-Flickerfield

Voidraven
-Flickerfield
-Necrotoxin Missile X2
-Shatterfield Missile X2

As always, critiques are greatly appreciated.



This message was edited 2 times. Last update was at 2011/03/09 16:20:59


 
   
Made in us
Regular Dakkanaut




Your wyche unit is illegal. Warriors are illegal. I think your 3 man reaver squad is useless. Clawed fiends are a really terrible BM squad mix. Make the 21 model varient with saved points from the reaver squad and other things you can drop like the voidraven. 3x ravagers is far more reliable.
   
Made in us
Pyro Pilot of a Triach Stalker




New Jersey

I think you want to make sure you have 3 Ravagers. 3 lances are pretty comparable to 2 S9 ones, and the missiles only add extra Anti-Infantry which DE have plenty of. Also get a 2nd Splinter cannon on all your Venoms.

Your Warriors can only have 1 Splinter Cannon/Dark Lance per 10 models, they also should get a transport.

I would ditch the Ghostplate, because more often then not by the time your Shadowfield shorts out, the Archon is good as dead.

If your Wych squad is 9 Wyches plus a Hekatrix it's legal, if it's 9 models (one being a Hekatrix) then you can only fit one Wych weapon.

3 Reavers seem like they'd die pretty fast, same with only 5 Scourges, however since I'm a fan of the latter and Haywire Blasters, I suggest you increase their squad size.

In general try to fit moreDark Light here and there.

"Order. Unity. Obedience. We taught the galaxy these things, and we shall do so again."
"They are not your worst nightmare; they are your every nightmare."
"Let the galaxy burn!"

 
   
Made in us
Perturbed Blood Angel Tactical Marine




Ugh, 3AM is not a good time to be typing numbers. I meant 10 wyches and only 1 splinter cannon.
   
Made in us
Sslimey Sslyth




Brothererekose wrote:One, posting rules forbids posting the exact points costs, as it violates GW's Intellectual Property rights and could have lawyers calling yakface/Dakka. So, if you could please edit those out, and we don't need them to C&C your list anyway.

jadebullet wrote:Archon
-Husk Blade
-Clone Field
-Ghost Plate
-Combat Drugs
-Soul Trap
-Webway portal
Regarding the SoulTrap: Given that most ICs are gonna be T4 and most MCs are 5+, that HuskBlade isn't going to wound much at STR3. An Agonizer is better.


I have to disagree with this. The Archon will have a minimum of 6 attacks on the charge. His WS will be higher than 90% of the targets he goes after, IC and MC included. He should hit, on average, with 4 of those six attacks.

Against T5 or 6, the Archon has a 52% chance of getting at least one "6" on those four dice.

Against T4, the Archon has an 80% chance of rolling at least one "6" on those four dice.

Assuming the target is not immune to Instant Death, one "6" is all that's needed. After that, the Archon has a 91% chance of passing the Ld test to go to double strength.

Also, you have to include the potential benefit from the Combat Drugs. Rolls, 3, 4, and 5 on the Drug chart improve the ability for the Huskblade/Soultrap combination to trigger.

Drug 4 has the least benefit by adding another attack, but that does improve the odds of getting the one "6" you need.

Drug 3 gives +1 S, the benefits for that are obvious.

Drug 5 gives re-rolls to failed to-wound attempts. This drug affect makes the odds of getting that one "6" you need almost inevitable.

Now, away from the math, I'll give a little anecdotal evidence. Thus far, with my usage of the Archon/Huskblade/Soultrap/Combat Drugs combination, I have not once failed to ID the targeted IC/MC. Thus far, I have killed everything from SM Librarians and Captains, to Special Characters like Gabriel Seth. I've killed Warbosses on Bikes and even one-shotted a Trygon. I've gotten my Archon to S6 in every game I've played except for one against Death Guard where I never managed to get him in combat with an IC or MC, and I've gotten him to S10 three times.

With this combination, you need to get away from the worry about getting lots of wounds with it, because you don't need to get lots of wounds. You only need to get one. You use the unit that the Archon is with to get the wounds needed to win the round of combat until the Archon's 'Trap triggers; after that, he's an absolute death machine.

This message was edited 1 time. Last update was at 2011/03/09 16:48:17


 
   
Made in gb
Longtime Dakkanaut





Scotland

I think your Trueborn need a minor adjustment, I dont think 'Venomborne' should be given Anti infantry: if you have moved your venom you are only getting two more shots out of the squad than a 2 SC Venom. I recommend swapping the Cannons + Carbines for 3-4 blasters and rely on the venom's 2 splintercannons to put the hurt on any troops that bail out of the Transport you've just popped with the Trueborn's blasters. Personally my Venomborne is 5 with 3 blasters the other 2 have pistol+ CCW for some extra counter charge punch. (Actually i have a dracon with agonizer but this more for theme/fun than WaaC)

Mary Sue wrote: Perkustin is even more awesome than me!



 
   
Made in us
Longtime Dakkanaut





Whorelando, FL

I agree with Salviden. The Huskblade+soultrap+combat drugs combo is the best you can do for an Archon if you intend to field one.

   
 
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