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Made in gb
Guard Heavy Weapon Crewman





England. University.

Hey, not so much for competitive play, more as a good starting for an army that can be altered and expanded.

HQ

Duke Siliscus
150

Haemonculus
-Liquifier Gun
-Webway Portal
95

Elites

9 Kabalite Trueborn
-5 Shard Carbines
-2 Blasters
-2 Splinter Cannons
--Raider
-Aethersails
-Splinter Racks
-Flickerfields
268

7 Incubi
154

Troops

6 Wracks
-Liquifier Gun
-Acothyst
-Hex Rifle
--Raider
-FlickerFields
165

10 Kabalite Warriors
-Blaster
-Splinter Cannon
-Sybarite
-Phantasm Grenade Launcher
--Raider
-Flickerfields
-Splinter Racks
-Aethersails
230

10 Kabalite Warriors
-Blaster
-Splinter Cannon
-Sybarite
-Phantasm Grenade Launcher
145

10 Wyches
-2 Shardnet and Impalers
-Hekatrix
-Blast Pistol
-Agonizer
165

Heavy Support

Talos Pain Engine
-Additional Close Combat Weapon
-Twin-Linked Heat Lance
125



Standard portal plan. The Haemonculus and Wracks jump 12" forwards first turn, disembark, and throw down the portal. Siliscus and Trueborn shoot round the flank, hugging cover, using his aethersails. Afterwords, they use their 3+ to wound mass splinter fire to churn through the enemy's flank, while the rest of the army pour out of the portal. Raiders and Talos target tanks, Wyches assault the shooty stuff and Warriors shoot the assualty stuff. The third Raider deep strikes (Via Siliscus) where-ever it's needed most.

Thoughts?

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Made in us
Fixture of Dakka





Los Angeles

geza55 wrote:9 Kabalite Trueborn
-5 Shard Carbines
-2 Blasters
-2 Splinter Cannons
The Splinter Cannons won't be able to shoot if the raider moves. Blasters are better. I know it is the 'cookie-cutter' standard, but Trueborn with blasters, only 3 to 4 of them are the way to go. Otherwise, this unit is fat and ungainly for what you want it to do. With the Splinter Racks, keep all 9, but 4 with blasters.

geza55 wrote:10 Kabalite Warriors
-Blaster
-Splinter Cannon
-Sybarite
-Phantasm Grenade Launcher
KWarriors should not be kitted out like SM tactical squads, that is, a Sybarite kitted for fighting in h2h and a squad Heavy Weapon. I'd toss the Syb, and his PGL. *If* warriors are going to assault, they won't be shooting (Rapid Fire guns). Unlike marines, warriors don't even get a pistol shot before going in. In h2h they'll wound with STR3; in shooting they have poison, and the protection of their transport or Cover they're hiding in. In h2h they have their crappy armor saves. There are so many reasons *not* to kit them out for h2h.

Go with 10 Warriors, one blaster upgrade. Done.

geza55 wrote:10 Wyches
-2 Shardnet and Impalers
-Hekatrix
-Blast Pistol
-Agonizer
Since girls should *stay* in h2h, putting a blast pistol on the hek wastes it. It shoots once, if they don't Run, and then it is useless in h2h.

geza55 wrote:Siliscus and Trueborn shoot round the flank, hugging cover, using his aethersails.
The aethersails screw the trueborn out of the next round of shooting, unless you disembark them, which means the two Splint Cans can't fire anyway. I advise at least changing the SplintCans for blasters so they can move & shoot.

"More blasters?" you ask increduously. "There aren't enough bits!"

I agree. Take the blast pistol and put it on a warrior. Trim the flanges off a another one of those guns (forgot the name, the small blast template gun) and those can be your Trueborn with blasters.

"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
Sybarite Swinging an Agonizer



Alabama

@brothererekose , the spl. cannon is heavy 6, assault 4. It can move and fire.

@geza55, Agreed, it isn't competetive at all. It is however a good base of models for for making other lists later. DE need to keep most of their units as cheap as possible to get the best out of them. They're too fragile to load up on upgrades. Find Thor65's tactica on here and read through it. There's a lot of good general information about each unit that will help you out in the long run.
   
Made in au
Screaming Shining Spear





Western Australia

My 2 souls of opinion...

Duke Siliscus - fine!

Haemonculus - fine!

9 Kabalite Trueborn - loose the sails as if you use them then your not shooting. Also, the splinter racks don't work with the carbines or cannon. Personally, 9 kabalite warriors with a single blaster and the duke work very well, are scoring, can use the splinter racks and ar cheap!

7 Incubi - without a character to go with them, add a klaivex with no upgrades. The LD boost is worth it.

6 Wracks - you can loose the hex rifle as its mediocre at best. Given the job they have - 5 is more than enough

10 Kabalite Warriors - loose the PGL, its not needed. The LD boost of the sybarite can be very handy for when the raider goes down and you have to take pinning so i would leave him. You can ditch the sails upgrade again

10 Kabalite Warriors on foot - again loose the PGL.

10 Wyches - the blast pistol won't get used but haywire grenades sure will! Swap the pistol out for grenades!

Talos Pain Engine - i prefer the haywire blaster for reliable suppression of vehicles - the heat lance is only effective very close to the enemy where the haywire will keep going late game as targets scatter

For gaming, hobby and events in Perth, Western Australia - https://objectivesecured.com.au 
   
Made in us
Fixture of Dakka





Los Angeles

ThePhish wrote:@brothererekose , the spl. cannon is heavy 6, assault 4. It can move and fire.
Right. I'm so used to them only being on venoms i forgot about the dual category ... my bad. Still, the list is thin on anti-T and needs the lances.

ThePhish, thanks for the clarification.

"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 gb
Guard Heavy Weapon Crewman





England. University.

Right, understood.
However, aren't the PGL worth anything? They give them defensive grenades, stopping anything from gaining +1 attack on the charge. I'd have thought the forward unit could do with them, just to keep it alive till the Wyches/Talos can save them from combat.

How's this:



HQ

Duke Siliscus
150

Haemonculus
-Liquifier Gun
-Webway Portal
95

Elites

9 Kabalite Trueborn
-5 Shard Carbines
-2 Blasters
-2 Splinter Cannons
--Raider
-Aethersails
253

5 Incubi
-Klavex
-Murderour Assault
135

Troops

5 Wracks
-Liquifier Gun
--Raider
-FlickerFields
130

10 Kabalite Warriors
-Blaster
-Splinter Cannon
-Sybarite
-Phantasm Grenade Launcher
--Raider
-Flickerfields
215

10 Kabalite Warriors
-Blaster
-Splinter Cannon
-Sybarite
125

10 Wyches
-2 Shardnet and Impalers
-Hekatrix
-Agonizer
150

Heavy Support

Talos Pain Engine
-Additional Close Combat Weapon
-Twin-Linked Heat Lance
125

Chronos Parasite Engine
-Vortex
100

Ravager
-Flickerfields
115


Now, same tactics as before, but the Ravager sets up to begin with; firing a few sniping shots at enemy tanks to cover the force. Man, freeing up those points bought me a Ravager and a Chronos, thanks guys
Thoughts?
Oh, and what's your opinion on changing Siliscus to sit with a squad of Warriors with rifles and splinter racks, while the Trueborn take 4 Blasters to hunt tanks?

I do cheap Commissions! Scratch builds, table-top standard painting, building stuff you haven't the time to, anything! PM for info

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DQ:90S++G++M++B++I+Pw40k05#+D+A++/mWD333R+++T(D)DM+
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