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Made in tr
Deadly Dark Eldar Warrior





Hello, I'm quite new here and started out with some Dark Eldar. Naturally I want to do experimental stuff. I'll be playing with a friend that plays CSM next week and I want to know how this would hold up. It isn't anything competitive and like I said I want to be experimental to see if there's something I like about this. If there is anything illegal about this please do let me know as well.

Haemonculus Ancient: Scissorhand (Not sure about ancient or scissorhand tbh)
9 Wracks: 1 Liquifier Gun Haemonculus rides in a Raider with Enhance Aethersails (I though EA could help me get there faster)
5 Kabalite Trueborn: 3 Blasters, Rides in a Venom
10 Kabalite Warriors: Splinter Cannon, Blaster, Rides in Raider with Splinter Racks and Flickerfield
Ravager: Dark lance, Flickerfield
5 Wyches: Haywaire Granades, Rides in Venom
10 Kabalite Warriors: Dark Lance

Total of 970 points. So there's room for improvement but I'm not sure what I might want to take.

My main concern would be the Obliterators he will deep strike me with. Not sure how to deal with these, they turned the game around in his favor last time.

The only thing I want as constant would the Wracks as I want to check out how they do.

Cheers.



DS:90S++G+M---B++I+Pw40k+ ID+++A+/mWD-R+T(T)DM+ 
   
Made in us
Executing Exarch





The Twilight Zone

The skeleton of the list is fine, just need to flesh out your upgrades a bit more.

As a rule, Hameonculus ancients are not worth it. Scissorhands are good if you have the points, but venom blades are also fine. A liquifier gun is basically required on any hamey you take. I would drop the ancient to a regular and grab a liquifier.

The wrack raider looks fine, consider an acothyst with a venom blade, or night shields and or flickerfields for the raider.

Trueborn should drop to 3 bodies, only the ones with blasters matter. Give their venom a second cannon and maybe night shields.

Kabbies in the raider can toss the blaster for more splinter dakka to make the best use of the splinter racks. Get night shields here.

Night shields on your ravager as well.

Wytch venom same as the trueborn venom.

Foot kabbies are okay, but CSM has a lot of ways of killing them outright. Best to mech up, but YMMV

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 tr
Deadly Dark Eldar Warrior





Yeah I wasn't sure about the ancient at all like I said.

On the night shields, I know it's quite cheap but isn't it a bit of waste when you know you're going to rush the raider/venom up front? Wrach raider and Wytch venom have to go all the way the first round anyways. So it seems a bit wasteful to me.

Thanks a lot for the input!



DS:90S++G+M---B++I+Pw40k+ ID+++A+/mWD-R+T(T)DM+ 
   
Made in us
Kabalite Conscript





You would think so, but it really pays off in the first turn, especially if you go second, when it keeps you just out of range of the really ugly long distance shots. Dark Eldar are (arguably) ALL about the alpha strike, which is where you take out the opponent's major threats before they get to attack. Weathering the storm of an opponent's shooting phase is a strategy for Marines, we have to be smarter at T3 and AV10. Most Dark Eldar players will agree that the game is often pretty much decided by the end of turn 2, which is when night shields do the most heavy lifting. Also you'll see Nigh Shields drastically reduce a squad's ability to rapid fire, since it cuts that distance as well. That's just my two cents on them. Some folks swear by them, others never leave home without a flickerfield.

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

Thanks TV editors. 
   
Made in gb
Slave on the Slave Snares





Having played Dark Eldar for a while I used to always give them flickerfields. Then I did a re-haul of my points system and realised that they were doing much for my army.

In my opinion drop all of the flickerfields. Your Raiders are likely to stay just as strong with them and there's the Jink rule anyway.

Regular Heamy with liquifier gun ALWAYS. Three Truborns for the blasters or drop one and upgrade the last one to a blaster carrying trueborn as well. It's what I run and it's a great squad in a venom with two splinter cannons. AV and AT in one.

Splinter racks for the warriors is great. Keep that but get rid of the blaster in this group. Warriors are more for AT then AV so one AV vs 9AT isn't a great investment.

I like the Wychs. They're fine.

Warriors with Dark Lance is a big No-No from me. I used to do it and it never proved to do much. It was a waste of nine poison shots for one AV shot. Drop it for another splinter rifle and I would consider trying to get them into a vehicle but with everything else going forward they might be okay. Don't be surprised if they get gunned down as an easy target though.

Not a bad list in my opinion and I like Wracks myself. They prove to be a fun little unit to use as a surprise from the standard toughness that we suffer from

How typical that the humans should rely upon crude technology to protect them.
How fitting that we, the Dark Eldar should kill them where they feel safest.

4K Dark Eldar 1.2K Catachan  
   
 
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