Let me start by saying that this is an idea only, tested in a few games. It may be completely tactically absurd, and if it is, I ask you to make your opinion known nicely.
Normally, the Dark Eldar are focussed on charging the enemy and getting into close combat ASAP, and not relenting the attack until everything is destroyed.
I think this statement is incredibly false. There are Dark Eldar lists that rely on close combat, however the new dex is just as amazing at shooting. I would say that my list is very shooting based and I know many
DE lists that are. Nothing absurd about it.
Using Night Shields, the Dark Eldar can gain a competitive advantage against most armies with regard to firepower. The dark lances and splinter cannons out-range most guns in the 40k universe when combined with night shields.
Yes, you CAN. However it's not as easy as that seems.
For those who might find it useful (as I do) to know which guns out-range the DE guns, I have compiled a list (see below). I do not have the information for the newer codicies, but the bulk of it is there.
The application to this information is as follows: Suppose you are DE, playing against Tau. If you get first turn and eliminate all the guns that out-range dark lances, you force the tau to advance closer to you in order to get some decent shots or risk being shot like sitting ducks next turn. In fact, to my knowledge, the Tau only have 3 guns that out-range the dark eldar when night shields are used. They are the Ion Cannon, the Kroot Gun and the Railgun. What more could the Dark eldar want than Tau advancing into less than 30 inch range?
The problem is that much of the stuff that can out range the Night Shield is the same stuff that is heavily spammed. Missile Pods are found en masse from Tau Suits. It's not so easy to simply "kill all Broadsides/Railguns" either. 3 squads of 3 with drones in cover won't die that fast. Not only that, but you also WANT to assault Tau.
Furthermore, why charge an army that you out-range? If you sit at the 36 inch range against tyranids, you can just chill and shoot them to pieces for an entire turn before they can even get into any sort of limited shooting range against you. Perhaps even back up during your move phase! I know this is UN-HEARD OF for Dark eldar, but it works. You let them charge a little more, then advance 6 inches with your warrior venoms/raiders and rapid-fire them to oblivion, followed by a 21-26 inch counter-attacking charge from hiding by those fearsome wyches to mop everything up. Tested and effective strategy.
Nids are easy to kill with a good
DE force. The list has a rough time with them. Again, shooting
DE are not "UN-HEARD OF". Even the old codex was shooting based.
Better yet, why not "force" an army that is not great at CC to advance towards you, like eldar for example? You only need to worry about missiles, prism cannons, pulse lasers and reaper launchers. I don't think I've ever seen reapers used in a competitive list either. Take out these guns first, and then you can shoot them til your heart is content. Then once they're into the 21-26 inch range to get their shots off, they are sitting ducks for your wyches to annihilate. The key here is to hide your wych raiders up front behind BLOS terrain while keeping your shooty units (ravagers + warrior venoms/raiders etc) retreating slowly to stay in the 36 inch range of the enemy. once they get in the 24 inch range of the wyches, the t3 eldar are toast. This strategy of patience and careful eye-balling of distances can save you the hassle of
You do know that Wave Serpents are tough to kill, even with lots of
st 8 right? It's easy to say "just kill the Serpents with missiles". When you are facing 6-8 armor 12 vehicles you can't just knock off 3-4 a turn.
a) requiring flickerfields on your paper airplanes
b) losing your raiders and half your assault squads as they charge into the guns of the enemy to get into assault. let them come to you and then...'counter-attack.'
My problems are as follows:
1. It's not always easy to eyeball staying out of range, especially at longer distances. Sure, if you have Night Shields you can stay 43" away from 48" weapons and be fine. Saying "just stay that far away" is a tougher task than almost anyone can do with consistency.
2. Flickerfields are more reliable, which doesn't say much. Flickerfields are a must in my mind because you know that you should be able to ignore on average 1/3 shots that come your way. Night shields have uses sometimes, flickerfields are almost always good.
3. Most competitive lists have tons of ranged weapons. Or speed for that matter. Or deep strikers. Take your pick. Good
GK lists spam Psyfleman.
SW have missile long fangs.
BA have Predators with autocannons and lascannons and missile
devs and deep strikers.
IG have tons of access to range. Mechdar will have missiles on their Serpents. Tau have Railguns. The list goes on.
Basically with any mech
DE list the goal is to kick out the heavy weapons first. Night shields are a preference and some swear by them, but not everyone has a bionic eye