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Made in gb
Secret Inquisitorial Eldar Xenexecutor





Leeds, UK

Archon
- blaster
- ghost plate armour

4X true born
- 3x blasters
- 1x shardcarbine

Both in a venom with extra sc

Warriors x5
- blaster

Venom
- sc

Warriors x5
- blaster

Venom
- sc

So that gives me a total of 6x S8 AP2 shots, 44x rapid fire poisoned 4+ shots and a further 3 (non rapid fire) poisoned 4+ shots.

The Archon cruises with the Trueborn and pop armour / elites. The other venoms take on isolated squads, swamp 'em and move on.

I've contemplated giving the Archon a CCW upgrade, though this is a list where I'm trying to avoid CC at all costs, so I don't see the point. If it does come to CC hopefully I'll have accrued some pain tokens to beef him up a bit before hand.

Its weakness is also its strength; the venoms. Thanks to them it's a highly mobile force, however all it takes is a few bolt guns to bring them down, though I think that's the sacrifice I need to make.

   
Made in gb
Deadly Dark Eldar Warrior




if you are going for collecting pain tokens in any way make sure you use your archon and trueborn to hit transports, you get a token for the death of the crew so its an easy point.

probably not the best idea here but i prefer to use un upgraded warrior in a game so small so i can take a raider with splinter racks and a disintegrator, just personal preference though.

my general rule for using an archon is 2++ with shadow field, huskblade, soul trap and a shooty weapon (usually a blaster), i get a lot of people saying why kit him out for combat then put him in an anti tank unit of trueborn. simple answer is archons do not die with a 2++, also you really dont want your warlord getting stuck in combat with no way to attack or defend himself.

i like the list, i would be quite intrigued to see how it plays as dark eldar can be quite tricky to play.

Tau 4500
Dark Eldar 2500
Space Wolves 4000
Grey Knights 3500
Tyranids 1500
Space Marines 2000
Blood Angels 2000
Black Templars 2500
Dark Angels Dark Vengeance x3
Chaos Space Marines Dark Vengeance x3


the only way to feel alive when faced with certain death is to destroy all in the name of khorne 
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





Leeds, UK

chaos wulfen wrote:
if you are going for collecting pain tokens in any way make sure you use your archon and trueborn to hit transports, you get a token for the death of the crew so its an easy point.


Cool, i didn't know that! The aim is absolutely to go tank hunting with these guys and move on to the next while one of the other venoms mops up what's left.

probably not the best idea here but i prefer to use un upgraded warrior in a game so small so i can take a raider with splinter racks and a disintegrator, just personal preference though.


I do exactly the same, and it's always worked out really well for me too, this is a list that I came up with last night that I'm eager to try out, and the most effective of the 3 lists that I wrote last night. I do have a list that includes 2 warrior squads in raiders as you describe, though they put out 25% less shots per turn than this list. I'll be running it against Tau in the next couple of weeks and expect it to really tear them apart

my general rule for using an archon is 2++ with shadow field, huskblade, soul trap and a shooty weapon (usually a blaster), i get a lot of people saying why kit him out for combat then put him in an anti tank unit of trueborn. simple answer is archons do not die with a 2++, also you really dont want your warlord getting stuck in combat with no way to attack or defend himself.


Are you secretly me? Have we stumbled through some kind of time dilation field and I'm actually talking to myself in a different place somehow? Again, I'd do exactly the same. My Archon is often circa 150-200 points and is effectively a one man army capable of destroying everything, and I'd back him up with Incubi (to great effect in a not so recent 650 point game back in 5th). This being my first game in 6th though, I'm eager to keep my 15 models out of unnecessary danger - overwatch and then combat, so that particular build was a no go, esp for the points cost. The first iteration of this list included a venom blade on him just to give him a little something extra in combat, though as I don't want him there I'll just have to ensure that my strategy keeps him away from that risk.

i like the list, i would be quite intrigued to see how it plays as dark eldar can be quite tricky to play.


I'll drop you a PM as and when I've run it, and all being well will put up a battle report.

   
Made in us
Executing Exarch





The Twilight Zone

The only thing I see out of place is the trueborn with the shardcarbine. I understand you did not have points for a blaster, but the shardcarbine dude will be largely out of place as the blasters will be hunting AV and 2+ saves as a priority. Shardcarbines are worthless against tanks, and terminators will laugh off a single shardcarbine. Leave the poison fire to your three venoms and kabbies.

If you drop the model entirely you could tool out your con some more(If you dropped the blaster for Haywires and tossed the shadow field you could even get a shadow field). Another option is to lose the ghostplate to upgrade the carbine to a blaster. The archon is basically a BS7 blaster(or plasma grenade if you need it).Most things that are S6 or higher will ignore a 4+, and a 6++ is not reliable.

Otherwise, should do great.

This message was edited 1 time. Last update was at 2012/10/31 13:51:44


The most important rule of 40K-Page XVII of the 6th edition rulebook, the figure at the top right of the page. "Shake hands with your opponent and thank them for a good battle and fun experience." Then go out for a beer.
Shine bright like Iyanden  
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





Leeds, UK

Hey man, thanks for the reply!

Yeah the shard carbine was a last minute addition - the thoguht process was in the event of the venom blowing up and the passengers surviving, I could put sc guy out front for wound allocation - he's a 17 point model that may save another one with a 15 point gun. I could have left him bare with just a rifle though figured the 3 shots would be more favourable.

Originally one of the warrior squads had a shredder on board, though I moved the blaster from the TB squad to them to even out my firepower a little.

I'd not really considered dropping shardcarbine guy at all to be honest, and you're probably right, drop him and the GPA in favour of a SF. Will get my dex out tonight to be sure, though I may be able to put that venom blade back on the archon as well to reinforce their CC potential....

Tanks for the thoughts man!

   
Made in gb
Deadly Dark Eldar Warrior




no bother dude =)

i usually run my archon with trueborn if im using a blaster but if not then he goes with incubi lol.

i also favour haywire weapons and all my heavies are currently reapers..... very effective at tank hunting because of how easy it is to glance things down now. getting ready for apoc i have 10 reapers and 10 ravagers ready to go.........(when ive painted them)

Tau 4500
Dark Eldar 2500
Space Wolves 4000
Grey Knights 3500
Tyranids 1500
Space Marines 2000
Blood Angels 2000
Black Templars 2500
Dark Angels Dark Vengeance x3
Chaos Space Marines Dark Vengeance x3


the only way to feel alive when faced with certain death is to destroy all in the name of khorne 
   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





Leeds, UK

Evening all,

Just thought I'd let you know that I have a game tomorrow, and I've built my list around the one above. Here's the final version -

Archon
- Blaster
- Shadow Field

3x Trueborn
- 3x Blasters

(These ride together in a Venom with dual SC)

5x Kabalites
- Blaster
- Venom
--Dual SC

5x Kabalites
- Blaster
- Venom
--Dual SC

Total points 501 (I'm expecting him to be a few points over too, if he's not then I'll drop the second splinter cannon on the TB Venom and give my Archon a venom blade, bringing me 496.

I'm facing off against my Brother in Laws pointless and stupidly weak fish people Tau, I'm expecting to face -

Commander Shas 'El

2x Crisis Suits

2x XV88's

12x Firewarriors

This follows roughly what he's played before, he's bought a load more stuff in since we last gamed, namely suits, though I can't see him veering too much from the norm; I'll report back with how the game goes and his list

Tactically, it's gonna be case of rush and circle! We don't have much in the way of terrain, he'll be hanging back and missing with his amazingly rubbish dice rolls () so I'll divide my forces, prioritising the XV88's so I can then out-distance myself from the rest of his shooting. Definitely want to get my Archon stuck in to a challenge with his Commander towards the backend of the game - I doubt he'll be rocking any more than a CCW and even if he is, my initiative, high attack value, pain tokens and shadow field should do enough to ensure my (inevitable) victory!

You know, reading that last line back to myself, I can't help but realise how it's all too easy to get really absorbed in to the character of your army!

Very excited about this game, and looking forward to reporting back to you all!



Automatically Appended Next Post:
Oh yeah, this'll be our first 6th ed game too, I'm expecting it to take a ridiculously long time

This message was edited 1 time. Last update was at 2012/11/24 23:14:54


   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





Leeds, UK

Ok, mixed results...

He floored me in game one (death match), by grounding my venoms. I managed to claw a lot back in the later stages though not enough to ensure victory.

Game 2 saw me completely table him (possibly down to us playing on a 48x48 board and me not putting anything in to reserve!), there was nothing left of the tau by the start of turn 5.

Game 3 was a straight up challenge between commanders, on a 24x24 board. Plenty of terrain, it lasted just 2 turns, I got to cc in Turn 1 and... lost... by turn 2. Should've taken a power weapon over the venom blade.

Battle report to follow with average quality pictures later this week.

   
 
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