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Made in us
Deadly Dark Eldar Warrior





U.S.A

So, obviously i play dark eldar, but i've never really embraced the cc side of the army. For me it's always been shooting shooting shooting. So i came to the tactics center to ask for the help of other dakkaites
basically i just wanna know how the moving and assaulting works with the DE units and stuff works, and how to start off a game and get into CC easily..so uhh help is appreciated!
Thanks

DE 1500
 
   
Made in gb
Longtime Dakkanaut





Scotland

Dashopepper the dakka dark eldar expert speaks about sathonyx + 4 razorwings 10 khymera and 2 beastmasters. That would do some damage + sathonyx gives it stealth. Cant go far wrong with 9 wyches and a haemonculus tho.

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



 
   
Made in us
Slaanesh Chosen Marine Riding a Fiend




Inside a pretty, pretty pain cave... won't you come inside?

DE in CC are pretty much like they are in shooting and movement: fast but fragile. The best units you have go fast, hit hard, and need to overwhelm or risk being destroyed. Incubi, Harlequins, and Beastmasters are solid for actually beating face, Wyches (and to a lesser degree, Bloodbrides because they aren't quite good enough to deserve an elite slot) are good for tying up units, and Wracks are very underrated for their per point effectiveness in assault against anything but powerfists. I find Grotesques simply OK, with a decent role as a retinue for a CC character or as vehicle assaulters once they get Furious Charge rolling.

Like anything else, anything can be good or bad in a vacuum; it really depends on what else you're running in order to be effective.

 
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

Interestingly, there's a thread right here in the tactics section titled, "How to win with Dark Eldar" that you should read. =p

   
Made in us
Deadly Dark Eldar Warrior





U.S.A

Dashofpepper wrote:Interestingly, there's a thread right here in the tactics section titled, "How to win with Dark Eldar" that you should read. =p

Well derp of course i read that lol but i still dont understand how the disembarking/assaulting thing works and how far to move the raider :/
i never really focused on assault seeing as most of the people i play with are horde/swarm armies and i can just pick them off easily, or they dont have many transports

DE 1500
 
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

SomaRukido wrote:
Dashofpepper wrote:Interestingly, there's a thread right here in the tactics section titled, "How to win with Dark Eldar" that you should read. =p

Well derp of course i read that lol but i still dont understand how the disembarking/assaulting thing works and how far to move the raider :/
i never really focused on assault seeing as most of the people i play with are horde/swarm armies and i can just pick them off easily, or they dont have many transports


Well, if you have a raider full of assaulty stuff....

You can move it 12" forward, disembark 2" away from the hull, fleet D6 inches, and assault 1-6".


   
Made in us
Deadly Dark Eldar Warrior





U.S.A

Dashofpepper wrote:
SomaRukido wrote:
Dashofpepper wrote:Interestingly, there's a thread right here in the tactics section titled, "How to win with Dark Eldar" that you should read. =p

Well derp of course i read that lol but i still dont understand how the disembarking/assaulting thing works and how far to move the raider :/
i never really focused on assault seeing as most of the people i play with are horde/swarm armies and i can just pick them off easily, or they dont have many transports


Well, if you have a raider full of assaulty stuff....

You can move it 12" forward, disembark 2" away from the hull, fleet D6 inches, and assault 1-6".

so basically, i ccould assault a total of 26" a turn? (assuming i get a 6 on the fleet roll) Thats sounds pretty awesome! :O
ive been trying other lists and people tell me i need some cc units in my army, so i'm trying to learn how to use them effectively lol.

DE 1500
 
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

SomaRukido wrote:
Dashofpepper wrote:
SomaRukido wrote:
Dashofpepper wrote:Interestingly, there's a thread right here in the tactics section titled, "How to win with Dark Eldar" that you should read. =p

Well derp of course i read that lol but i still dont understand how the disembarking/assaulting thing works and how far to move the raider :/
i never really focused on assault seeing as most of the people i play with are horde/swarm armies and i can just pick them off easily, or they dont have many transports


Well, if you have a raider full of assaulty stuff....

You can move it 12" forward, disembark 2" away from the hull, fleet D6 inches, and assault 1-6".

so basically, i ccould assault a total of 26" a turn? (assuming i get a 6 on the fleet roll) Thats sounds pretty awesome! :O
ive been trying other lists and people tell me i need some cc units in my army, so i'm trying to learn how to use them effectively lol.


Its not just that....you may also rotate freely during your movement turn. If your target is perpendicular to your raider, you can move 12" forward and then rotate towards them for another 3". Your models only need touch the 2" disembarkation mark, and they have 1" bases (deployed out 2"). That's a 12" movement, 3" rotate, 2" disembarkation with 1" bases, 6" fleet, 6" assault.

You have a maximum potential assault range of 30".

   
Made in us
Deadly Dark Eldar Warrior





U.S.A

Dashofpepper wrote:
SomaRukido wrote:
Dashofpepper wrote:
SomaRukido wrote:
Dashofpepper wrote:Interestingly, there's a thread right here in the tactics section titled, "How to win with Dark Eldar" that you should read. =p

Well derp of course i read that lol but i still dont understand how the disembarking/assaulting thing works and how far to move the raider :/
i never really focused on assault seeing as most of the people i play with are horde/swarm armies and i can just pick them off easily, or they dont have many transports


Well, if you have a raider full of assaulty stuff....

You can move it 12" forward, disembark 2" away from the hull, fleet D6 inches, and assault 1-6".

so basically, i ccould assault a total of 26" a turn? (assuming i get a 6 on the fleet roll) Thats sounds pretty awesome! :O
ive been trying other lists and people tell me i need some cc units in my army, so i'm trying to learn how to use them effectively lol.


Its not just that....you may also rotate freely during your movement turn. If your target is perpendicular to your raider, you can move 12" forward and then rotate towards them for another 3". Your models only need touch the 2" disembarkation mark, and they have 1" bases (deployed out 2"). That's a 12" movement, 3" rotate, 2" disembarkation with 1" bases, 6" fleet, 6" assault.

You have a maximum potential assault range of 30".

I'm not qute sure what you mean by the 1" base thing and the rotation thing. As i have said. I'm not well versed in the ways of CC , so don;t judge me lol


Automatically Appended Next Post:
oh ok isee what you mean by the 2" disembark 1" base thing but I still don't understand how rotating adds 3"

This message was edited 1 time. Last update was at 2011/04/05 02:40:08


DE 1500
 
   
Made in us
Mysterious Techpriest





Raiders are much longer than they are wide. If they're parallel with the edge of the deployment zone/perpendicular to their target, and they rotate towards it, their hull will be ~3" closer than it was, before they've even moved.

 
   
Made in us
Regular Dakkanaut




What CC DE units do you guys use?

I have tried wyches a few times. They have been an utter disappointment every time... hitting on 4's and wounding on 5's (unless i get a good Drugs roll)

Am I missing something?
   
Made in nz
Longtime Dakkanaut



New Zealand

The main thing to remember with Wyches is that with 4++ and FNP they are actually harder to kill in combat than Marines. The standard Wyches get a kill or two, the Hekatrix with Agoniser/Venom Blade gets a couple more and you end up winning combat most of the time because you don't lose too many yourself.

In any case you should always have mobility on your side, you should never be sending a single squad of Wyches into a full Tactical Squad (Combat Squads are another story) or a big mob of Orks and expecting them to win. Instead you should be using your speed to dump 2-3 units into a single target in order to overwhelm it. If there isn't much cover around you don't want to win until the second round though, so learning how much stuff you want to allocate to a single squad is vital.
   
Made in us
Deadly Dark Eldar Warrior





U.S.A

ah ok I get the rotation thing now, and thanks for that info powerguy

DE 1500
 
   
Made in us
Kabalite Conscript




Boston, MA

wisdomseyes1 wrote:What CC DE units do you guys use?

I have tried wyches a few times. They have been an utter disappointment every time... hitting on 4's and wounding on 5's (unless i get a good Drugs roll)

Am I missing something?


You have to equip them right. I always bring an Agoniser (wound on 3+ power weapon) and two hydra gauntlets (+2D6 attacks). They don't do a lot of damage man for man, but the shear number of attacks is overwhelming.

A squad of 10 wyches on the charge should have around 40 attacks (depending on your hydra gauntlet roll). That should be about 6 or 7 wounds (on MeQ).

They are also durable thanks to a 4+ invulnerable and they can get feel no pain, so they can last a while locked in CC.

On the other hand if you want to tear through your opponent in one charge, Incubi get 3 S4 power weapon attacks on the charge (at high initiative). I get lots of sweeping advances this way. My friend plays IG and I wipe out his 30 man squad every game with a charge from the incubi.

Hellions are somewhere in between, and more fragile in my opinion. I don't use them much.
   
Made in br
Deadly Dark Eldar Warrior



Curitiba, Brazil

Agonisers wound on 4+


Isn't interesting to bring Torment Grenade Launchers to our Wych's Raiders?

Effectively, having them around makes us win by one more wound (-1 to LD)
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

Tavitin wrote:Agonisers wound on 4+


Isn't interesting to bring Torment Grenade Launchers to our Wych's Raiders?

Effectively, having them around makes us win by one more wound (-1 to LD)


TGLs are more useful synergized with the Crucible. Get 4 vehicles into range of that LD 10 Libby and you have a good chance of bringing him down. They also help if you want to take many of the other Haemi wargear.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in us
Slaanesh Chosen Marine Riding a Fiend




Inside a pretty, pretty pain cave... won't you come inside?

TGLs don't stack. Read the entry again; it clearly states "one or more vehicles with..."


 
   
Made in br
Deadly Dark Eldar Warrior



Curitiba, Brazil

well, i was getting TGLs to deliver crucible anyways but then i thought about wyches winning battles by one or two. TGL make that victories by two or three.
   
Made in us
Longtime Dakkanaut



Beaver Dam, WI

Personnally I like a raider bound archon + incubi unit.

Just make sure the archon has a phantasm grenade launcher and you are good to go. Outfit the archon to work with the incubi - They get high initiative S4 power weapon attacks all well and good but the archon can be outfitted to protect them. A haywire grenade, agonizer and shadowfield or if you are going to go for the bomb a husk blade plus a soul trap. Or the cheapie versioin with a poison blade.

The 26" potential assault move makes this a unit that can hit anywhere on the board but be careful as it is probably your one assault unit in the army. Be too aggressive with it and it will kill one thing and then be left with death if it is unsupported and against a lot of enemy that you have not affected yet.

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Beijing, China

as for CC units, wracks are no slouch either. They dont need a haemi to start with FNP, or they can start with FC guarenteed. They dont get the 4++ in CC but toughness 4 helps and they always wound on 4+.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
 
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