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1500 point Dark Eldar - Shooty with a hint of CC  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Kabalite Conscript





This is a beefed up version of the 1000 point army here http://www.dakkadakka.com/dakkaforum/posts/list/538153.page#5823505 or http://cmdctr.net/lists/shooty/

HQ

2 Haemonculous - 1 Liquifier Gun, Splinter Pistol, Close Combat Weapon with Wyches
1 Liquifier Gun, Scissorhands. 1 with Incubi
145

Elites

4 Kabalite Trueborn - 4 Blasters, Venom w/ Splinter Cannon Upgrade, Night Shields
183
5 Incubi - 1 Klaivex w/ demiklaives w/ Raider w/ Nightshields
195

Troops

10 Sniper Boat Warriors - 1 Splinter Cannon 1 Raider w/ NightShields
170
10 Splinter Boat Warriors - 1 Splinter Cannon, 1 Blaster 1 Raider w/ Splinter Racks, Nightshields
195
7 Wyches - 1 Shardnet/Impaler, Hexatrix w/ Venom Blades, Haywire Grenades, Raider w/ Night Shields
189
10 Wracks - 2 Liquifier Gun, 1 Raider with Nightshields
190

Heavy Support

1 Ravager - Night shield
115
1 Ravager - Night Shield
115

Total: 1507

Big question here: Do I swap out the Wyches for an Archon/Succubus, or some other unit? Any additional feedback is welcome around how to maximize my point use in these units, tactica or really anything.

Happy Hunting.

I'm tired of these monkey loving snakes on this monday to friday plane!

Thanks TV editors. 
   
Made in dk
Guard Heavy Weapon Crewman






On your specific question, my experience is that the strongest DE combat character is an Archon with the Huskblade/Shadowfield combo. He does need a squad, though, so putting him with Incubi (or Wyches) is a strong option.

Generally speaking, though, Wyches are paper tigers. I always take a unit, because I love them, but they will be hurt badly by overwatch unless you launch a charge from cover, with Phantasm Grenade Launchers. Once in combat, they are godlike at tying units down, thanks to a 4+ dodge, and FNP.

So, I would drop one Haemonculus, take an Archon, and put him with the Incubi and mount them in a Venom. The other Haemonculus would go in with the Wyches.

One other thought: you might want to consider taking smaller squads of Warriors, and mounting them in Venoms. My preferred setup is:

5 warriors with splinter rifles, 1 with blaster
Venom with 2 x Splinter Cannon, Nightshields

Total point cost is 135, for a unit that moves 12" every turn, and puts of 12 poisoned shots at 36", or 20 poisoned and 1 Blaster shots at 12".

They are incredibly mobile, and put out a huge range amount of firepower. You have a blaster if you need to race up and wreck a heavy, and you drop off small units of troops to hold objectives in the endgame. As I often want to keep at arms length from enemy units, I generally fire the splintercannons, moving at 12" a turn, only closing with the warriors to rapid-fire range to deliver a coup-de-grace against stragglers or lone enemy units.

Finished is not perfec... 
   
Made in us
Crushing Clawed Fiend




Sacramento

Seconded on the smaller units in a Venom. I usually run mine as:

5 Wyches w/Haywires
Venom w/2x Splinter Cannons & Nightshields
135pts

I like it because those Cannons have tons of range, and once you're within 12" you're in position to drop a tank with the Haywires. I prefer that setup because Dark Eldar are lacking heavily in anti-tank, so any chance to add more in is one worth taking. Low points make it a great suicide squad.

- 3500
- 1250
- Next on my list 
   
Made in us
Kabalite Conscript



Jacksonville, FL

I am in agreement with the Venom Combo with either wyches or warriors. You get the speed and the shots that you would want for dirt cheap.

The Archon is a solid upgrade with the Shadow Field and Huskblade, since he'll have high survivability that goes along with it. If you have the extra 10 points to spare then take the Ghostplate but usually he'll get smoked by a heavy weapon.

-KCCO 
   
Made in gb
Hellion Hitting and Running




It all depends on what you want from your combat HQ, I wouldn't say huskblade archon is the bestest in the universe, when factoring in point efficiency and not going after TEQ like some crazy savages attacking anything in sight, succubus is great. Archon has 2++ save that can be used anywhere, ability to buy PGL which goes great with incubi or grotesques(quite popular retinue these days), and AP2 ID goodness. Succubus, on the other hand, is just a wych outside combat, but in combat, and not against TEQ, she can do just as good as an archon, or better if it's not a drugged up archon(provided you don't roll 1 all the time like I do...), remember drugs cost for archon but not for succubus, and she does that all at a lower cost... But she can't bring a PGL, so your incubi would have to avoid charging into terrains. An archon dressed up properly to overcome his weakness(S3) and with PGL will cost almost twice the price of a succubus.

So if you want to have points to spend elsewhere, aren't particularly concern with terrain-hidden units, and have little intention in charging into TEQ; though to be honest, while not as satisfying as a huskblade, venom blade is quite a good universal weapon against anything; then go for succubus. If you want to be sure to take down some multiwound 2+ character, do want the ability to charge into terrain, and really feel like that you have your ways to overcome that S3 wall, then go with an archon.

I sorta agree with what others have said, the "sniper boat" isn't all that sniper-y, considering that with a smaller unit, ie the blaster warrior venom combo mentioned, you can get more splinter shots out at "sniper" range, 4 v 12, that is, not to mention the extra blaster.

Your splinter boat would do better without the blaster, and/or SC, the blaster has little place in an AI boat, it's primarily an AT weapon, if you go after mech with the boat, the racks and 9 warriors are just gonna stand around, never mix role with DE, you want it to do its job and be done with it asap, because you may not get a 2nd turn with that unit. The reason why the SC could be dropped is because racks don't work with SC, you get 4 shots starting from 36" as you move close, at 12" range, the extra shots aren't gonna net you a whole lot of wounds when compared with the TL splinter rifles, but the biggest problem with it is... extra points on an already expensive unit.

This message was edited 1 time. Last update was at 2013/07/10 16:57:07


 
   
Made in us
Kabalite Conscript





Ok, here's the new list. I swapped out a troops slot for a tooled up Archon. To be honest, it definitely makes me uneasy having only 3 scoring units, but if I have more powerful units denying and creating space, that makes good sense too.

HQ

Archon - Huskblade, Soul Trap, Shadow Field, Combat Drugs with wyches.
145
2 Haemonculous - 1 Liquifier Gun, Splinter Pistol, Close Combat Weapon with Wyches
1 Liquifier Gun, Scissorhands. 1 with Incubi
145

Elites

4 Kabalite Trueborn - 4 Blasters, Venom w/ Splinter Cannon Upgrade, Night Shields
183
5 Incubi - 1 Klaivex w/ demiklaives w/ Raider w/ Nightshields
215

Troops

5 Blaster Boat Warriors - 1 Blaster 1 Venom w/ Splinter Cannon, Nightshields
135
8 Wyches - 1 Shardnet/Impaler, Hexatrix w/ Venom Blades, Haywire Grenades, Phantasm Grenade Launcher in a Raider w/ Night Shields
201
5 Wracks - 1 Liquifier Gun, 1 Raider with Nightshields
130

Heavy Support

3 Ravager - Night shield
345

Total: 1499

I really like having the Haemies because FNP will bulk up the Archon and his wyches as well as the Incubi giving me what i hope is a more sustainable CC core with a decent amount of staying power. Also, with the Archon hanging out with the wyches, I wont have to save on his 2++ in a lot of the CC situations and this group can go HQ/MC/Character hunting.

This message was edited 2 times. Last update was at 2013/07/11 23:14:49


I'm tired of these monkey loving snakes on this monday to friday plane!

Thanks TV editors. 
   
Made in gb
Hellion Hitting and Running




I'll suggest not taking scissorhands on the incubi-haemy, haemies don't have fleet, with random charge, you may want that reroll to ensure your assault units get into range. 'Side haemies don't really add much in combat anyway. If the haemy(ies) left on boat miraculously survive the next turn of shooting, you can then have him/them drive around flamer-ing people's faces off. Ultimately, the decision is on you though, if you want to have him in combat, keep the upgrade(or may be split it into 2 VB, 1 for each haemy).

Otherwise, I think it's a good list.

 
   
Made in us
Kabalite Conscript





Ok, here's my revision from your feedback, Baron. I'm taking the scissorhands off of the Haemy, who's job it is to donate a pain token, then zoom around in the dedicated transport flamering as much as possible. I'm also taking out a Ravager (I only own one, so this is nice on my wallet) and subbing in a set of 5 warriors with a blaster in a Raider with Night Shields. I lose 1 darklance shot per turn and one of them gets cut in half for distance, but I pick up another scoring unit.

I'm tired of these monkey loving snakes on this monday to friday plane!

Thanks TV editors. 
   
 
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