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Made in us
Frightening Flamer of Tzeentch





Some dusty place in Texas

Alright, I came up with this DE list just last night. Any suggestions on how to improve it would be welcome:

HQ:
Archon with Huskblade, Soul Trap, Splinter Pistol, and Combat Drugs: 115
Haemonculus With Flesh Guantlet: 70
Haemonculus With Flesh Guantlet: 70

Elites:
5x Incubi with Klaivex Upgrade and Onslaught Power: 140
-In Raider: 60

Troops:
8x Kabalites with Blaster: 87
-In Raider: 60
8x Kabalites with Blaster: 87
-In Raider: 60
9x Wyches with Hydra Guantlet: 100
-In Raider: 60
5x Wracks with Liquifier Gun: 60
-In Venom: 55

Fast Attack:
5x Scourges with 2 Blasters- 140

Heavy Support:
Ravager- 105
Ravager- 105
Razorwing- 145

Total: 1539

For the 2 Haemoncululi, for clairification, on will go with the Archon and Incubi Squad, and the other will go with the Wych squad.

Warhammer 40,000 Armies:

Warmachine/Hordes Armies:
Protectorate, Legion, Skorne

"Something always fires that light that gets in your eyes" 
   
Made in us
Lord of the Fleet





Texas

You're over by 39 points, thats a very significant amount. I'd drop the razrowing to a ravager to get under. If you're going for blaster kabalites then maybe drop them down to 5 men and get them venoms (with extra splinter cannons). Maybe swap flesh gauntlets on the haems for liquifiers, I never found their CC weapons too damaging. If you have any spare points left I'd get the wych squad a leader with an agonizer and maybe increase the amount of wracks

 
   
Made in gb
Deadly Dark Eldar Warrior




On the raider I would add flickerfields it would cost an extra 30 points but as you don't have any webway portals it could give them a slightly higher chance of surviving so your infantry wouldn't get shredded and to nearly get back to 1500 you could drop the venom on the wracks so they can defend an objective (if in an objectives battle) or hide them until they get near to your enemies high toughness creatures 4 plus poisoned weapons could worry them

Matt Ward declared death pit on the Eldar god Khaine. To celebrate his victory he held the most awesome party ever and all the Eldar were invited. The intense pleasure from the orgy with him spawned Slannesh, created the Eye of Terror and destroyed the Eldar empire. Their last words were, "worth it."

So spread the word, and beware of Matt Ward for he can Death Pit at any time.
 
   
Made in us
Sinewy Scourge







kavyaanshrike wrote:On the raider I would add flickerfields it would cost an extra 30 points but as you don't have any webway portals it could give them a slightly higher chance of surviving so your infantry wouldn't get shredded and to nearly get back to 1500 you could drop the venom on the wracks so they can defend an objective (if in an objectives battle) or hide them until they get near to your enemies high toughness creatures 4 plus poisoned weapons could worry them


Eh...no.
Webway portals are only functional with infantry. The whole point of them is to get things across the table, which, since the whole army is mechanized, they don't need.
Dropping the Venom would be pointless. You're giving up some long range fire support and the 4 Wracks with only a 4+ Feel No Pain are going to be shredded by any concentrated shooting.
On topic, I'd almost drop the Archon and replace him with a Haemy for the Incubi. If you give all of them Liquifiers like previously mentioned, you'll have enough points for Flickerfields, hopefully on everything.

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"And the moral of the story is: Appreciate what you've got, because basically, I'm fantastic." 
   
Made in us
Frightening Flamer of Tzeentch





Some dusty place in Texas

Eh, I'll switch the Flesh Guantlets for liquifier guns on the Haemys, that should fix the points problem.. And the 2nd Haemy already goes with the Incubi and Archon, but then again I'm a bit Iffy on whether or not you can add two IC's to a squad. So far I find nothing in the rulebook that forbids it, but I'm still a bit cautious. I don't want t really drop the Archon though, He is a CC beast and seems like he would be very very good at taking out enemy IC's and MCS.

And I'm a bit Iffy on giving everything Flickerfields. I hay drop the klaivex to give the HS flicherfields, but to me it seems like I would be spending alot of points to make very fragile transports only slightly less fragile. It doesnt seem worth dropping the archon to do that.

And its 5 Wracks, although I don't know how useful they would be with only 5 of them. Good objective holders if behind cover, but outside of cover they can get hurt really badly.


Warhammer 40,000 Armies:

Warmachine/Hordes Armies:
Protectorate, Legion, Skorne

"Something always fires that light that gets in your eyes" 
   
Made in us
Lethal Lhamean






Venice, Florida

You can join multiple ICs to a single squad.
In fact you can join ICs to ICs and create a squad out of just ICs (indeed, DE used to do that back under the old dex with RJB riding Haemons and Lord.

Why are you iffy on giving everything Flickerfields? FFs are great, and you can do the addition very easily without sacrificing much of your firepower, and since the bulk of your firepower is tied up in the vehicles themselves, it's extra valuable to protect them.

My quick solution would be those six extra Warriors you have - you only need 5 to get a Blaster, and with a Blaster your primary targets (mech) are not what your splinter rifles want to shoot at - so those 3 extra rifles in each squad are pretty meaningless until maybe halfway through the game...and at that point if 3-6 splinter rifles will make a difference you probably did something really wrong already. Let the Archon, Incubi, and Liquifiers blast apart infantry.

Drop the extra Warriors and bingo-bango-bongo you've got the points for FFs to your Raiders, making them 33% more difficult to destroy - huzzah for the Dark Eldar!

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Made in us
Frightening Flamer of Tzeentch





Some dusty place in Texas

Thor665 wrote:You can join multiple ICs to a single squad.
In fact you can join ICs to ICs and create a squad out of just ICs (indeed, DE used to do that back under the old dex with RJB riding Haemons and Lord.

Why are you iffy on giving everything Flickerfields? FFs are great, and you can do the addition very easily without sacrificing much of your firepower, and since the bulk of your firepower is tied up in the vehicles themselves, it's extra valuable to protect them.

My quick solution would be those six extra Warriors you have - you only need 5 to get a Blaster, and with a Blaster your primary targets (mech) are not what your splinter rifles want to shoot at - so those 3 extra rifles in each squad are pretty meaningless until maybe halfway through the game...and at that point if 3-6 splinter rifles will make a difference you probably did something really wrong already. Let the Archon, Incubi, and Liquifiers blast apart infantry.

Drop the extra Warriors and bingo-bango-bongo you've got the points for FFs to your Raiders, making them 33% more difficult to destroy - huzzah for the Dark Eldar!


Alright, I'll do that and that should free up the space. Gracias!

Warhammer 40,000 Armies:

Warmachine/Hordes Armies:
Protectorate, Legion, Skorne

"Something always fires that light that gets in your eyes" 
   
Made in us
Daring Dark Eldar Raider Rider




Minneapolis

As others have already picked up on several of the points, I won't mention them (although I feel like I must second the opinion that your wyches need a heka/agonizer). On the archon though:

I have found the huskblade/soultrap combo both expensive and disappointing. This is for two main reasons:

1. First and foremost, the effectiveness of this build is highly dependent on your enemy's list, and not a lot of lists, especially at 1500, allow you to make full use of your gear. Often you'll only have one opposing IC. Even if you kill him, you've spent a good part of the game trying to improve your CC math over what an agonizer offers (and probably put him at great risk from shooting or other dangers), and for what? Now that the opponent's only IC is dead, why do you need a S6 instant-death power weapon? Of course it will help, but not much more than an agonizer, and probably not at all more than a simple power weapon (assuming you kept the soultrap) unless you face nobs/big nids/etc.

2. Access to enemy ICs is often difficult to pull off. So often I found myself unable to get into a combat I wanted with this guy, especially early when you need it most, and the temptation is going to be strong to rush him into combat, which is often a mistake. Most players know they can't compete with your Archon and will try to avoid him. Sure, DE are fast, but even if he only delays you, it's bad, and speed won't always get you into the position you want. Every turn you aren't powered up is a turn you aren't getting your (hefty investment of) points out of the huskblade/soultrap. Because your Archon's location is so important every turn of the game, I tend to find the husk/trap combo more of a liability than anything.

Unfortunately, these problems work in tandem to your detriment, and I think you'll find the problem more acute at 1500 points. I love Archons, although nowadays I find myself leaning more and more toward cheap HQs like heamies and succubi or the odd special character (duke, baron, or vect if I feel like splurging). When I do use him, it's usually with a shadowfield, agonizer, and drugs with a PGL if he's with incubi.

I also somewhat disagree with the other poster who doesn't like the razorwing. I tried one the other week and loved it. The alpha strike it great, and you only give up one lance (and some armor, which is partially mitigated by not being open-topped). I think of it as a good 30 point upgrade for a ravager. Just make sure you use your mobility to deny cover when you drop the monoscythes, something I learned the hard way.

Speaking of incubi, I don't malign the klaivex like many do, but I don't like onslaught. It's expensive and the math doesn't work unless you've got a lot of bodies... something incubi don't usually want for fear of getting shot by winning a combat too early (although I do concede they have FNP by that point). I actually kind of like demiklaives. They're expensive, to be sure, but they're both effective and flexible. I think they're a better return for the points than onslaught.

3,500 pts
5,000 pts 
   
Made in us
Frightening Flamer of Tzeentch





Some dusty place in Texas

1: Alright, I decreased the number of Kabalites down to 5, but I'm going to keep them in the Raiders for the DL the Raider has. I also put Flickerfields on all the Raiders and HS. I also dropped the Kalivex and Onlaught to put a Hekatrix with an Agonizer in there.

2: I actually am really tempted to put Disentergrator cannons on the Razorwing. To me, the Dis Cannons synergize really well with the missles at taking out enemy elites. However, I am hesatant to drop the Lances because Lances are so important in DE lists and I only have 18 Darklight Weapons (Correct me If I am wrong) on the list. Also, I would love to switch the monosycthe missles for Neurotoxin missles, the Pinning effect would be really good against units with low leadership (Orks, Guardsmen, etc) and 2+ Poisoned makes them good against high toughness. So I am considering those changes.

3: I am really wondering about the Wracks. The FNP and 2 Poisoned weapons and a liquifier gun is great, but with only 5 I dont think they will survive lotso enemy fire. Right now I kindof have them on the list as objective holders, but I am wondering If I should switch them out for something more effective or if they are a good idea. I think they would be tough-as-nails if they were in some good cover (Which isn't hard nowadays) but outside of cover its bad stuff. Thoghts on the wracks?

4: In regards to the Archon, I find the Huskblade really works well in the mob I've put him in. Its a power weapon that causes instant death, which is super awesome against annoying units with multiple wounds. With the Splinter pistol, he gets 5 attacks, and on the charge, he gets 6 attacks. Which is awesome. Originally, I didn't have him with SOul-Trap, but I was told huskblade soul trap really synergizes well, and I probably won't get to use the combo every game. However, its hard to deny that when it works, it works really well. And the Archon/Incubi/Haemy unit I have put together seems like it would synergize very very well. Hard to kill with the Haemy's FNP and the Incubi's 3+ save, and able to deal a ton of damage with liquifier gun, Huskblade, and 5 Klaives.

Warhammer 40,000 Armies:

Warmachine/Hordes Armies:
Protectorate, Legion, Skorne

"Something always fires that light that gets in your eyes" 
   
 
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