Switch Theme:

Dark Eldar/Eldar Allies 1500pts for Throne of Skulls  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Sinewy Scourge




Primary Detachment


HQ

Unit: Haemonculus
Equipment: Liquifier Gun, Venom Blade
Function: Join Wracks in Venom
Cost: 65

Troops

Unit: Wracks
Composition: 3 Wracks
Equipment: None
Transport: Venom, Splinter Cannon
Function: Anti Infantry
Cost: 95

Unit: Wracks
Composition: 3 Wracks
Equipment: None
Function: Objective Campers
Cost: 30

Elites

Unit: Kabalite Trueborn
Composition: 5 Trueborn
Equipment: 3 Blasters, 2 Splinter Cannons
Transport: Venom, Splinter Cannon
Function: Anti Infantry, Secondary Anti Tank
Cost: 190

Unit: Kabalite Trueborn
Composition: 5 Trueborn
Equipment: 3 Blasters, 2 Splinter Cannons
Transport: Venom, Splinter Cannon
Function: Anti Infantry, Secondary Anti Tank
Cost: 190

Fast Attack

Unit: Scourges
Composition: 5 Scourges
Equipment: 2 Haywire Blasters
Function: Anti Tank, Secondary Anti Infantry
Cost: 130

Unit: Scourges
Composition: 5 Scourges
Equipment: 2 Haywire Blasters
Function: Anti Tank, Secondary Anti Infantry
Cost: 130

Heavy Support

Unit: Razorwing Jetfighter
Equipment: Flicker Field, Splinter Cannon
Function: Anti Flyer, Secondary Anti Everything Else
Cost: 165

Unit: Razorwing Jetfighter
Equipment: Flicker Field, Splinter Cannon
Function: Anti Flyer, Secondary Anti Everything Else
Cost: 165

Allied Detachment


HQ

Unit: Farseer
Equipment: Runes of Warding, 20 point Power (Always take Prescience from Telepathy)
Function: Psychic Defence, Rerolls for Shooting
Cost: 90

Troops

Unit: Rangers
Equipment: 5 Pathfinders
Function: Unit Upgrade Removal, Secondary Hunt Warlord, Tertiary Anti Infantry
Cost: 120

Unit: Rangers
Equipment: 5 Pathfinders
Function: Unit Upgrade Removal, Secondary Hunt Warlord, Tertiary Anti Infantry
Cost: 120

Total 1500

How to Use This Army


Wracks camp on objectives in my deployment zone, Pathfinders squad (A) sits on an objective somewhere else on the board, Pathfinders squad (B) sits on an objective somewhere within or within 8" of my deployment zone. Haemonculus is in position to join Pathfinders (B) on turn 1. Farseer positions to give Pathfinders Prescience. Treuborn set up so they can get to work early without dying before they move (hidden or outside 36"). Scourges set up in cover (as you get armour saves vs Dangerous now this is not so bad 1/12 chance of dying/guy).

Always roll Strategic Warlord for the 1/6 guaranteed nightfight (other stuff is quite nice too).

Shoot! Focus on taking out flamers ASAP, particularly those on fast skimmers (Landspeeders and Venom born Wracks). When plane sarrive try to be within 12" of Farseer for Prescience, Prescient missiles are ace. So are Prescient Dark Lances (particulary against aenemy planes).

Fin

Any comments?

[EDIT] Altered List

This message was edited 3 times. Last update was at 2012/07/08 14:25:10


 
   
Made in us
Longtime Dakkanaut






Dallas Texas

Dont bring allies for the sake of bringing allies, bring allies because they give your list synergy and missing component.

Adding the farseer and 10 rangers is a huge point sink, and doesnt add anything to your army.

IMO play a standard DE list, as yours really isnt good, its too sporadic, has no close combat, and limited shooting.

5000+ pts. Eldar 2500pts
"The only thing that match's the Eldar's firepower, is their arrogance".
8th General at Alamo GT 2011.
Tied 2nd General Alamo GT 2012
Top General Lower Bracket Railhead 2011
Top General Railhead 2012
# of Local Tournaments Won: 4
28-9-1 In Tournaments As Eldar.
Maintained a 75% Win Ratio As Eldar in 5th Edition GT's.



 
   
Made in us
Sybarite Swinging an Agonizer






I hate to say it buuut I agree with Smitty on the composition of your list

This message was edited 1 time. Last update was at 2012/07/06 19:01:57


Black Templars WIP 2k
Xynovyth Kadruls Kabal of the shattered soul-2500

 
   
Made in us
Freaky Flayed One




I agree that Allies should be taken to fill a certain hole that the main 'dex has trouble doing. However, DE with a far seer makes PERFECT sense to me. The hole is Psychic Defense. Far Seers have the best Psychic Denial in the game right now. However, you also need to take a troop, which I think a single min size squad of Rangers would usually be fine. The Pathfinder upgrade would be nice for the double stealth, but it's not worth 5 points per model in my opinion. These guys are good for holding an objective in the back field, and taking pot shots at special weapon non-characters. (36 inch range will keep them relevant even from the backfield)

Also, I really like the Div powers, so, having 1 or 2 of those is just icing on the anti-psyker cake.

With that said, I'd probably rework the DE part of the list. I've seen people have pretty good success with 1 unit of 3 wracks, held in reserve. I don't think more than that would hold up.
Additionally, the Razorwing seems really nice in this rule set, however, they don't start on the field, and a fair bit of DE strategy revolves around alpha striking some armor from the get go. I have seen a fair bit of 2 ravager and 1 Razorwing lists do pretty well.

I like the scourges for support, but they need some other infantry to back up. Wytches with Haywire grenades are stellar right now. They bog down combat units for multiple turns, and assaulting with Haywire Grenades kills moving vehicles twice over. Kabalite Warriors on a raider with splinter racks can also be nasty. Twin linked snapfires are still about 30% to hit, so, 18 rapid fire shots and a snap-shooting splinter cannon can deal some decent damage after a transport moves 12 inches.

I hope any of this helps.

1000
2500ish 
   
Made in us
Regular Dakkanaut




Take a venom for each unit of wracks. Pay for it by dropping a unit of scourges.
   
Made in gb
Scouting Shade




3 Wracks wont be camping for long...
and B why take prescience over Guide

This message was edited 1 time. Last update was at 2012/07/07 08:46:39


"We have more soldiers than you have bullets." The Imperial Guard  
   
Made in ca
Deadly Dark Eldar Warrior




Ontario

3 Wracks cost 30 points not 60 points

1850pts
W-L-D: 9-3-1 
   
Made in gb
Sinewy Scourge




Smitty0305 wrote:Dont bring allies for the sake of bringing allies, bring allies because they give your list synergy and missing component.

Adding the farseer and 10 rangers is a huge point sink, and doesnt add anything to your army.

IMO play a standard DE list, as yours really isnt good, its too sporadic, has no close combat, and limited shooting.


Bwolf999 wrote:I hate to say it buuut I agree with Smitty on the composition of your list


Sorry, but I disagree, Rangers add 2+c objective sitters that can infiltrate and pick out enemy weapons that I want dead, they are also no slouches shooting terminators especially with Prescience.

I know I have no CC, this is a purely shooting army. It now has more shooting than it did when you commented, though, so maybe that makes a difference.

GiantSlingshot wrote:I agree that Allies should be taken to fill a certain hole that the main 'dex has trouble doing. However, DE with a far seer makes PERFECT sense to me. The hole is Psychic Defense. Far Seers have the best Psychic Denial in the game right now. However, you also need to take a troop, which I think a single min size squad of Rangers would usually be fine. The Pathfinder upgrade would be nice for the double stealth, but it's not worth 5 points per model in my opinion. These guys are good for holding an objective in the back field, and taking pot shots at special weapon non-characters. (36 inch range will keep them relevant even from the backfield)


I agree, I simply think the pathfinder upgrade is worth as it doubles the number of AP1 shots, as well as giving them 2+c usually. And, yeah the farseer is great psychic denial.

Also, I really like the Div powers, so, having 1 or 2 of those is just icing on the anti-psyker cake.

GiantSlingshot wrote:With that said, I'd probably rework the DE part of the list. I've seen people have pretty good success with 1 unit of 3 wracks, held in reserve. I don't think more than that would hold up.

Additionally, the Razorwing seems really nice in this rule set, however, they don't start on the field, and a fair bit of DE strategy revolves around alpha striking some armor from the get go. I have seen a fair bit of 2 ravager and 1 Razorwing lists do pretty well.


I've added an extra venom and switched the haemonculus' role (I had stupidly used the price of 2 units of wracks as the price of one... derp. DE don't have to alpha strike to do well and indeed this list isn't meant to.

My tourney lists in 4th and 5th were not alpha strikey either, they were shoot and counter assault, so I'm happy with no alpha striking.

GiantSlingshot wrote:I like the scourges for support, but they need some other infantry to back up. Wytches with Haywire grenades are stellar right now. They bog down combat units for multiple turns, and assaulting with Haywire Grenades kills moving vehicles twice over. Kabalite Warriors on a raider with splinter racks can also be nasty. Twin linked snapfires are still about 30% to hit, so, 18 rapid fire shots and a snap-shooting splinter cannon can deal some decent damage after a transport moves 12 inches.


Those options are OK. I prefer scourges for anti vehicles as they can comfortably do so from range, this is why I have 2 units. 4 haywire shots is nasty, adding in the 6 Trueborn blasters if they try to close with me tends to shut down vehicles rushing the list. This part is very similar to my 5th edition list so I'm happy that it's fine as it's components have got stronger with 6th.

The bit I used to have that I have dropped for the rangers and farser was two 7 strong units of wracks with liquifiers and acothysts with agonisers in raiders. Each accompanied by a haemie. So basically the counter assault portion.

GiantSlingshot wrote:I hope any of this helps.


Thanks it does, that and the previous commenters made me realise the need for just one more venom.

jcress410 wrote:Take a venom for each unit of wracks. Pay for it by dropping a unit of scourges.


Took one, for the points I had accidentally not spent. Thanks.

thunderpanda wrote:3 Wracks cost 30 points not 60 points


Good catch, thanks, that was stupid of me.


Automatically Appended Next Post:
Dark Haemonculus wrote:3 Wracks wont be camping for long...
and B why take prescience over Guide


I've had a lot of success with 3 wracks camping, they tend to get ignored, especially if they are not the only scoring choice (pathfinders are scoring too). They can also take a fair number of shots with a 3+c from going to ground and 5+ FnP.

Prescience has 12" range and can be cast on my trueborn/razorwings/scourges as well as pathfinders. So it's better.

This message was edited 3 times. Last update was at 2012/07/08 17:49:30


 
   
 
Forum Index » 40K Army Lists
Go to: