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Made in us
Fully-charged Electropriest





Boston!



Haemonculus, liquifier
Haemonculus, liquifier

9x wyches, hek w/ agonizer, in raider with disintegrator, NS, FF, shock prow
5x wracks, liquifier, in a raider with disintegrator, NS, FF, shock prow
5x warriors w/ blaster, dual SC venom
5x warriors w/ blaster, dual SC venom
5x warriors w/ blaster, dual SC venom

5x scourges, 2 haywire blasters
5x scourges, 2 haywire blasters

ravager, 3DL, NS, FF
ravager, 3DL, NS, FF
ravager, 3DL, NS, FF

Feedback is appreciated, as always
   
Made in au
Sinewy Scourge




Downunder

Hmm

Neat setup, nothing really wrong, you should drop the Nightshields off the ravagers as NS is only good for countering rapid fire bolters and Melta weapons, which you won't see hitting them much because Ravagers tend to hang back while Raiders and Venoms race forward. Use the points to equip the Wyches with Haywire grenades which will let them hunt tanks and stunlock Landraiders till you can bring more lance weapons to bear.

Also switch the Raiders back to Dark Lances, you need that extra little bit of anti-tank at 1,500 upwards, Disintegrators aren't really an acceptable trade for Dark Light weapons.

This message was edited 1 time. Last update was at 2012/01/31 02:48:53


Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com 
   
Made in nz
Longtime Dakkanaut



New Zealand

Eyclonus wrote:Hmm

Neat setup, nothing really wrong, you should drop the Nightshields off the ravagers as NS is only good for countering rapid fire bolters and Melta weapons, which you won't see hitting them much because Ravagers tend to hang back while Raiders and Venoms race forward. Use the points to equip the Wyches with Haywire grenades which will let them hunt tanks and stunlock Landraiders till you can bring more lance weapons to bear.


This might have been true a year ago (actually its two years since Nids), but its not the case at all anymore. Nids rely heavily on 24" range anti tank shooting, as do Necrons and many Grey Knight builds. Dropping all their main sources of anti tank firepower down to 18" is amazing. That leaves Missiles and Autocannons causing you issues at long range, which is still a decent chunk of armies but its not so overwhelming anymore. You don't buy Night Shields for bolter protection anyway (the % chance of doing damage is terrible) and Melta hardly needs 2D6 pen to kill an AV10 vehicle. They do tend to be less useful for vehicles carrying assault units for obvious reasons. The main issue is the price, since its very hard to justify taking both Flickers and Night Shields on the same model.

Anyway its a solid list, the main thing for me is swapping the Raiders back to Dark Lances. You can never have enough Lances to help out with anti tank, the Lance is just as good at shredding heavy infantry (ignores FNP, causes ID to Paladins/Nobz) and your Liquifiers, Splinter weaponry and Wyches clean everything else up anyway. The only other thing would be Haywires for the Wyches, which you could get by dropping the Night Shields off the Raiders.
   
Made in us
Fully-charged Electropriest





Boston!

The problem with dropping the nightshields off the raiders is that it really makes them more vulnerable to close range fire from the things that the haemie is trying to liquify. Once his paper plane is shot out from under him, he's toast, along with 155 points and two KP.

I would really like to get haywires onto the wyches, but I feel that they may not be necessary. My plan for them is to run them into the opponent's biggest, scariest cc unit to lock them down for a long, long time. If they're stuck dancing with TH/SS termies, they can't very well use the grenades. Of course, giving them the option of threatening vehicles seems worth the 18 points.

   
Made in au
Sinewy Scourge




Downunder

Having just played in a tournament where I had Wyches without Haywire grenades, I can say that I will never run them without Haywire grenades again.

Haywires on Wych squad do really well at stopping non-walkers.

Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com 
   
Made in us
Fully-charged Electropriest





Boston!

I can always subtract a wych and then just one NS, maybe off the wych raider, assuming that there isn't too much lost in losing one wych.
   
Made in au
Sinewy Scourge




Downunder

Wyches need 7 in a squad to be effective.

Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com 
   
Made in au
Screaming Shining Spear





Western Australia

8 is ideal thanks to needing to loose 5 models rather than 4 to be unable to rally... 9 is better still as you need to loose 3 to take the LD test in the first place

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




Grand ol US of A

prime12357 wrote:
Haemonculus, liquifier
Haemonculus, liquifier

Both are good...but I'm not so sure about needing two.

prime12357 wrote:
9x wyches, hek w/ agonizer, in raider with disintegrator, NS, FF, shock prow

Drop the NS and give it back it's DL. Venoms are their to handle the infantry killing and wyches charge that which makes it through. The minimum darklight weaponry should be 1 for every 100 points. You have 12 and need 15. Haywire blasters will stunlock land raiders but that's about it.
Now as for the NS. It works best at stopping rapid fire weapons like plasma and pulse rifles from getting 2 shots each. It has limited ability against melta. Now consider that you have to get close to be able to hop out and charge. 18" ballpark. Now consider that any "midfield shooting" is about 24" like an assault cannon. Well to be able to be effective you have to move into that range, thus making the NS less valuable. Same thing for long range. You want the ravagers hitting something like a tank or SC hitting devs? Again with 36" range guns you have to move into range of autocannons, and lascannons to be able to hit, again making the NS less valuable. Leave them off.

prime12357 wrote:
5x wracks, liquifier, in a raider with disintegrator, NS, FF, shock prow

3 wracks is fine to hold an objective or do pain token shenanigans with the baron and hellions, but I see little value in 5. You can get another squad of warriors (same number of AT weapons) and get more infantry killing. Or you can keep the squad minnimum and get a venom, but then you do lose a DL.

prime12357 wrote:
5x warriors w/ blaster, dual SC venom
5x warriors w/ blaster, dual SC venom
5x warriors w/ blaster, dual SC venom

Ok all good.

prime12357 wrote:
5x scourges, 2 haywire blasters
5x scourges, 2 haywire blasters

While these are perfectly viable, I would really try to maximise the troops slots first. Things like haywires and a razorflail on the wyches and filling up the final troop slot. Then come back to these.

prime12357 wrote:
ravager, 3DL, NS, FF
ravager, 3DL, NS, FF
ravager, 3DL, NS, FF

Same thing on the NS as above. LC or autocannon with 48" range reduced to 42" by a NS can still hit something 36" away.

d3m01iti0n wrote:
BT uses the Codex Astartes as toilet paper. They’re an Imp Fist successor, recruit from multiple planets, and are known to be the largest Chapter in the galaxy. They’re on a constant Crusade, keeping it real for the Emperor and not bumming around like the other guys. They hate psykers and can’t ally with them. They’re basically an entire chapter of Chaplains. CC lunatics. What every Space Marine should aspire to be, if not trapped in a Matt Ward nightmare.

 
   
Made in us
Longtime Dakkanaut




The minimum darklight weaponry should be 1 for every 100 points. You have 12 and need 15.


Interestingly enough, it literally says that on page 167 of the BRB:

"Dark Eldar taking less the 1 piece of lance weaponry for every 100 points will auto lose, no need to pass go, no collection of 200 dollars."

Funny how that works.
   
Made in us
Sinewy Scourge




Grand ol US of A

ShadarLogoth wrote:
The minimum darklight weaponry should be 1 for every 100 points. You have 12 and need 15.


Interestingly enough, it literally says that on page 167 of the BRB:

"Dark Eldar taking less the 1 piece of lance weaponry for every 100 points will auto lose, no need to pass go, no collection of 200 dollars."

Funny how that works.


Wow I never noticed that before! It's kinda what I picked up from years of playing them. It is still sound advice though.

d3m01iti0n wrote:
BT uses the Codex Astartes as toilet paper. They’re an Imp Fist successor, recruit from multiple planets, and are known to be the largest Chapter in the galaxy. They’re on a constant Crusade, keeping it real for the Emperor and not bumming around like the other guys. They hate psykers and can’t ally with them. They’re basically an entire chapter of Chaplains. CC lunatics. What every Space Marine should aspire to be, if not trapped in a Matt Ward nightmare.

 
   
Made in au
Sinewy Scourge




Downunder

Its not sound advice: ITS THE LAW!!!!

Also littlenibbler Orks aren't about armour saves.
Orks are about having too many models on the table, and wasting the other guy's time with your movement phase.
Orks are about having the toughest units on the table.
Orks are about not caring about how many bodies are left in a long winding trail until the squad is down to less than a third its starting strength.
Orks are about rolling more dice then you can count without the aid of a calculator or a pen and paper.
Orks are about having totally fething insane characters tearing gak down like Doc Grotsnik, Ghazghkull or Snikrot.
Orks are about being too fething awesome to die...
Lets settle this in the arena http://pantsformer.mybrute.com 
   
Made in us
Fully-charged Electropriest





Boston!

Well, given that the raiders get switched, I'll have 14 lances total, plus four haywire shots for the entire 1500 points, allowing fire against up to ten vehicles. (I've included haywire in this because it's just as effective, if not more effective than darklight for shutting down vehicles)

I think I'll drop the NS on both raiders to take haywire on the wyches.
   
Made in hu
Deadly Dark Eldar Warrior





Hungary, Szeged

where do you put the 2 Haems? W the wracks? 3 pain tokens in one group for start is a waste imho.
lose the scurges, or ad 1 sq of 10. But I'd advise to lose them.

in thought: 3 ravagers=9DL+2 Raiders=11 DL. Blasters are to short range for me and it takes a venom w 5 warriors in it, to ad one lance shot to the army from 18", rather than mowing down the enemy infantry w poisoned weapons. in a total, thats 14, but that extra 3 lances seem a bit overpriced for me.

For he who can make the enemy unable to hit back only wins the battle.
For he who makes an entire army unable to attack, wins a war. Stay in cover where you get 2+  
   
Made in us
Fully-charged Electropriest





Boston!

One of the haemies goes with the wyches, the other goes with the wracks.
   
Made in hu
Deadly Dark Eldar Warrior





Hungary, Szeged

so how do you fit a 9+1+1 sq in a 10 man transport? or do you consider the hekatrix in the 9 wytches??? if that is the case, sry, it got me confused ^^

For he who can make the enemy unable to hit back only wins the battle.
For he who makes an entire army unable to attack, wins a war. Stay in cover where you get 2+  
   
Made in us
Sinewy Scourge




Grand ol US of A

Yeah the hekatrix is most likely one of the 9 wyches. So it's 9+1.

d3m01iti0n wrote:
BT uses the Codex Astartes as toilet paper. They’re an Imp Fist successor, recruit from multiple planets, and are known to be the largest Chapter in the galaxy. They’re on a constant Crusade, keeping it real for the Emperor and not bumming around like the other guys. They hate psykers and can’t ally with them. They’re basically an entire chapter of Chaplains. CC lunatics. What every Space Marine should aspire to be, if not trapped in a Matt Ward nightmare.

 
   
 
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