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Made in ca
Twisted Trueborn with Blaster





Salutations all ye followers of the 13 Vows of Vengeance!

I am hoping to go to a 1500pt 40K tournament in three weeks time. I have recently moved to this area. I am used to playing 1850 at a tournament level so scaling it back to fit the point level is always a challenge. Although I do love 1500pts and DE really like this point level being able to max out the nasty stuff.
Now, I have gone with a combined arms approach because I dont really have any idea of the local "meta" and I am trying to stay within the style of list that I have been playing all year.

So, after a few drafts I have come up with this. I reiterate! this is not an optimized spam build and yes, I know how to win with it. Any comments that you may have as well as questions are greatly appreciated.

For the Dark City!



HQ/
Archon; Splinter Pistol, Agonizer, Combat Drugs, Phantasm Grenade Launcher, Shadow Field (145)

Heamonculus, Splinter Pistol, Close combat weapon, Liquifier gun (60)

Elites/
4 Incubi
Venom, Dual Splinter Cannon, Flicker Field (153combined)

Troops/
8 Wyches, one upgraded to Hex with agonizer, haywire grenades, shardinet and impailer (136)
Raider, Flicker Field, Lance, Enhanced Sails (75)

5 Warriors, Blaster
Venom, Dual Splinter Cannon, Flicker Field (125combined)

5 Warriors, Blaster
Raider, Flicker Field, Lance (130combined)

3 Wracks
Venom with Dual Cannon, Flicker Field (95combined)

Fast Attack/
6 Reaver Jetbikes, 2 Heatlances, Arena Champ (166)

Heavy Support/
Ravager with lances, flicker field, night shields (125)

Ravager with lances, flicker field, night shields (125)

Razorwing, Dissintegrators, Splinter Cannon, 4 Mono Missiles, Flicker Field (165)


So, there you have it. 1500pts.

Cheers!


 
   
Made in us
Fixture of Dakka





Los Angeles

Overall, okay.

Could you proxy a Warrior unit as Trublasters instead? Keep them in the venom, but have 4 blasters for more anti-Tank.

I'd demote the Arena Champ from the bikers for the cost swap.

It's a step or three away from the usual 'Net wisdom, but until you play in the tourney, you won't know fo' sho' how the meta is.
...
Of course, you could hang out at the store and talk to the rtt players and ask 'em how the last tourney went.

"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 ca
Twisted Trueborn with Blaster





I need the extra toop. At 1850 I do have a trueborn blaster unit.

I would hang out if I had the time, I believe that necrons won the last tournament. So thats good, as crons where one of my reg opponents.


 
   
Made in ae
Been Around the Block



Dubai, UAE

If its model constriction that's holding you back from getting the most effective list you can then there isn't too much to be done to help out. 3 wracks in a venom makes no sense to me and they're so out of place it makes me wonder what exactly you intend to do with them. 5 warriors in a raider is really annoying me for some reason, get them a venom or make them a full squad wasting space on the raider lessens the effectiveness on our already unremarkable transport. Reavers in a competitive list have a knack for not doing as much as they're expected to do, with lances they accomplish even less. When they aren't turbo-boosting they're easy pickings but when they do turbo-boost they can't fire their weapons blade-vanes don't do much either. I never reccomend reavers unless you have no other models, your choice though, and you might be one of the few who find them useful.

If it was up to me I'd drop the wracks or switch their venom for the warrior squad's raider and buff them up. Making them a great unit for objective wiping if you give them liquifiers. I would drop the reavers and add some blaster born or scourges with haywire blasters and pry off all the upgrades barring flicker fields from the vehicles to make some points if you don't have enough.

What confuses me a little is that you already seem pretty set to go with this list, maybe you only have the models for this or just really like the list, but if that's so why is it up here for discussion? Sorry if that isn't the case and I'm misunderstanding something. Good luck!

"A lost battle is a battle one thinks one has lost."
Jean-Paul Sartre
 
   
Made in ca
Twisted Trueborn with Blaster





Models are one thing.

still thinking about the list any info is much appreciated.


 
   
Made in us
Sinewy Scourge




Grand ol US of A

Actually the wracks aren't bad. They can camp a home objective while their venom just pelts an enemy squad from range. Personally I'm not a fan of the Incubi or the Archon until the troops get maxed out. The reavers I am definently not a fan of. Why run 6 guys for 2 special weapons when 5 scourges that cost the same amount, break after taking the same number of casualties and cannot rally past the same point (at 2 models) and get the same number of special weapons with a better armor and an invul save?

No for the wyches why not give them a razorflail and give them the best chance in CC possible with rerolls to hit and wound? I would rather have a shock prow over the enhanced sails since you won't be doing a lot of flat out when you need to drop off the wyches and charge where being able tank shock someone off of an objective can be really handy.

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 ca
Twisted Trueborn with Blaster





Yes, the wracks are great campers, and they usually give their pain token to the archon, who then runs with the inbubi.

Dont have a razorflail built, and I love the S&I. As for the Ram, havent tried them yet.

I was considering dropping the wracks and their venom, making the warrior squad larger in the raider and using the extra points to give all my tanks night shields...


 
   
Made in lv
Charging Wild Rider





Iago wrote: using the extra points to give all my tanks night shields...


Oh, that would be a waste of points. I've been playtesting my DE wit my SW and in most cases, when in order to get into range to shoot something decent, my Ravagers were heavily outranged by ML and LC - the extra 6" does not help against 48" range weapons, if Your own weapons can shoot only 36". In other words, if Your nightshields are working against dreads, typhoons, Long Fangs etc - that means that You can't shoot those dangerous targets in return. As regards wych etc transports - they will be straight in the face and those 6" extra inches won't help either.

Looking to trade away 15mm Forged in Battle Pumas (still in the box). 
   
Made in ca
Twisted Trueborn with Blaster





I have always found the NS on the ravagers to be useful... especially against shorter range weapons. But I should really consider dropping them, not having to worry about it, this would then give me another 60pts (not giving everyone Night shields... maybe another 5 warriors with blaster?


 
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





Leeds, UK

Ready for this guys? I have a nuts suggestion.

Are you really ready? You might want to look away.

You've been warned.

MANDRAKES!

A suicide squad that infiltrates in to long fangs or other long range weapon squads stops them firing at your more precious, and costly, units.

I used them on Sunday for exactly that reason against Tau. XV88's that can't fire on turn 1, what a shame

Add night shields & splinter racks to your raiders and just have them circle your opponents equivalent troops and blast them whilst reducing their range. Even more so whilst night fighting! Re-rolls on rapid fire poisoned weaponry exc SC's? Bonzer.

I knew mandrakes had a use.



   
Made in lv
Charging Wild Rider





kitch102 wrote:Ready for this guys? I have a nuts suggestion.

Are you really ready? You might want to look away.

You've been warned.

MANDRAKES!

A suicide squad that infiltrates in to long fangs or other long range weapon squads stops them firing at your more precious, and costly, units.

I used them on Sunday for exactly that reason against Tau. XV88's that can't fire on turn 1, what a shame

Add night shields & splinter racks to your raiders and just have them circle your opponents equivalent troops and blast them whilst reducing their range. Even more so whilst night fighting! Re-rolls on rapid fire poisoned weaponry exc SC's? Bonzer.

I knew mandrakes had a use.




Kill this heresy with fire!
LOL. Seriously, they are such a crappy unit that noone expected them on the table Might work for a game or two . Otherwise, they are crappy elves with no save...

Looking to trade away 15mm Forged in Battle Pumas (still in the box). 
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





Leeds, UK

They have a 5+ inv and it is NOT HERESY!

Lol :-P

I agree though, all they're good for is tying up the long guns and acting as a suicide squad. If by some miracle (or your units rescue them by piling in to them, unharmed by their fire) then you 2 pinning shots per mandrake walking around the table and you might actually have your opponent so p!ssed at what they'vedone that they just focus fire on them, leaving everything else untouched again.

Yes, it's a lot of what ifs in there, but seriously, THAT's what they're meant for, must be.

   
Made in lv
Charging Wild Rider





kitch102 wrote:They have a 5+ inv and it is NOT HERESY!

Lol :-P

I agree though, all they're good for is tying up the long guns and acting as a suicide squad. If by some miracle (or your units rescue them by piling in to them, unharmed by their fire) then you 2 pinning shots per mandrake walking around the table and you might actually have your opponent so p!ssed at what they'vedone that they just focus fire on them, leaving everything else untouched again.

Yes, it's a lot of what ifs in there, but seriously, THAT's what they're meant for, must be.


If they only had an option to take blaster...

Looking to trade away 15mm Forged in Battle Pumas (still in the box). 
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





Leeds, UK

Yeah, that would be awesome, and then every man and his dog would take 'em. As it happens I reckon they have a use and it's just to tie up big guns to let your guys close in.

Try it out in a couple of friendly games, see what you think! Don't tell your opponent and ask them at the end of the game if they changed anything for them

   
Made in ca
Twisted Trueborn with Blaster





I have used mandrakes... and yes, they have their uses. But they do not fit into the theme of this list. And sadly I do not have the models...

I find they are more useful in smaller point games.

Cheers!


 
   
Made in ca
Twisted Trueborn with Blaster





Here is the video overview of the 1500pt army make sure you check it out! I am open to comments and notes!
http://youtu.be/E2i2ICeEH6I


 
   
Made in ca
Stabbin' Skarboy




Please ignore any advice that cant be done due to models. I proxy my DE armies.

1 Incubi are decent. venoms to carry them arent.
go with 5 incubi in a raider. This way the combined unit has duality. not to mention you can use the raider to pop a transport and get at the meaty things inside.
Venoms are more suited to wracks and truborn. Wracks for camping cannons. Trueborn cause they give duality.
2 drop the archon. Seriously hes OK but not really worth it. those points are better spent on DUKE or better yet at 1500 1 haemmy.
3 the wyches are nice. i assume they join the haemy. 2 units is better as you gain more from combat drugs
4 reavers are meh
5 ravagers are good no argument
6 razorwings are weird
they are so much packed into so little. they often die before you can use everything
7 Try a talos or a cronos
seriously used right they can be a big fuckup.
8 shock prows are better then nightsheilds
night sheilds feth with melta but your av11 at best.
shock prows however can win you games
go with the prow



The tide is coming
http://alt40k.blogspot.com/ 
   
Made in ca
Twisted Trueborn with Blaster





Thanks a lot for the comment! Did you see the other list that I previewed on youtube?

Any more comments on shock prows? They seem to be quite loved.


 
   
Made in us
Death-Dealing Dark Angels Devastator




Tulsa, OK

I personally like the hydraulic gauntlets more then the impaled option. I would also re allocate points from the arena champ elsewhereo


http://www.dakkadakka.com/dakkaforum/posts/list/634742.page
3000  
   
Made in ca
Stabbin' Skarboy




Shock prows allow you to tank shock. you have ALL fast skimmers. aka any vehicle with a prow can cross the board in 3 turns. aka you have a very good chance of knocking an enemy infantry off the objective and winning or tieing. Shock prows are insurance for failing to kill the entire board

The tide is coming
http://alt40k.blogspot.com/ 
   
Made in ca
Twisted Trueborn with Blaster





I think I have decided. I will be droppin the arena champ, splitting the reavers into two units, then dropping one liquifier gun and add 2 more wyches.

1500pts on the nose.


 
   
Made in ca
Twisted Trueborn with Blaster





The list did rather well... in my last game. I did miss not having rams, or trophies. What would I drop for them!


 
   
 
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