Switch Theme:

1000 points dark eldar, open to suggestion  [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 au
Been Around the Block




Alright so I'm looking at restarting my Dark Eldar army and I want to know what everyone thinks of my list?
This list is open to suggestion cause I haven't bought anything yet so if you think something can be improved then just say so.


Hq
Haemonculus
Liquifier gun
Hex rifle

Troops
5 kabalites
Blaster

Venom
Splinter cannon
Night shields

5 kabalites
Blaster

Venom
Splinter cannon
Night shields

Elites

4 trueborn
2 splinter cannons
2 shardcarbines

Venom
Splinter cannon
Night shields

5 trueborn
2 splinter cannons
3 shardcarbines
Haywire grenades

Venom
Splinter cannon
Night shields

Heavy support

Razorwing
Splinter cannon
4 shatterfields
Night shields
Flickerfield

Ravager
Flickerfield
Retrofire jets
Enhanced aethersails

So that list is 998 points any comments or criticisms are welcome.
   
Made in us
Deadly Dark Eldar Warrior




The Webway

Sure thing... suggestions...

Haemonculi - drop the hexrifle. I modeled one myself and seems cool, but it isn't particularly useful, especially with the week worded rules. Possibly worthwhile to get a venom blade, depending on what squad he'll attach to. Looks like he's intended to be on foot and mainly use the hexrifle. I recommend against this and getting him a squad.
(save 10+ pts)

Troops seem fine. Not my actual choice, but among the candidates. I assume that your note of "splinter cannon" denotes adding the extra (good). Night shields are overkill since the squad will likely get in close.
(save 20 pts)

Elites are OK. The splinter cannon/shardcarbine is not the most popular choice, but still viable (blasters are the common/popular choice). The previous night shield comment also applies here. The haywire grenades are awesome, but this isn't the right unit for them. If you take them, put them on a wych squad in venom.
(save ~30 pts)

Heavy support:
The razorwing really only "needs" the flickerfield upgrade. I'd personally drop the rest. Actually, I'm not sure I'd take one at all at 1000 points. The DE really need to hit hard and fast and obliterate one portion of the opponent's army early. Good unit for 1500+ or so, but too high a percentage of your points at 1000. Personally I'd take a 2nd ravager instead and make the razorwing your 3rd heavy choice going forward.
(save 30+? pts)

Ravager - suggest dropping the retrofire jets and sails (I won't be alone). I like the flickerfield on my ravagers, but many prefer the night shields here because they'll stay back and may be able to stay out of range. Seems like a good idea, but I seem to get more benefit when I take the flickerfield. If you take the suggestion above, same comments apply.
(save ~20 pts)

So... with all of that, I think that the main weakness here is in the troop department (10 men in two venoms is not enough) and lack of a squad for the haemonculi. If you take the recommendations above, you'll easily have the points to add to your troops. I recommend a squad of wracks with liquifier and raider (troops due to haemonculi). Two liquifiers will do good damage to just about any infantry squad and while not super survivable, it is about the best that the DE can field with toughness 4 and FNP.




There are three kinds of people in this world. Those than can do math... and those that can't.
~Griff 
   
Made in au
Been Around the Block




The idea for the haemonvuli was to go with the 4 man trueborn squad , I'll take your suggestions into account as I really like the wrack models and wanted an excuse to pick some up anyway. Thanks.
   
Made in us
Executing Exarch





The Twilight Zone

I agree with griff for the most part.

A hexrifle hamey is not that bad, and can be used with splinter trueborn. If you are going for this, only take 3 trueborn and 2 splinter cannons. You want to use the 36" range in this case and avoid getting into range of enemy guns, so no shardcarbines. This works well with night shields on the venom for a strong dakka boat.

Since you have your anti infantary mostly covered, I would run one unit of trueborn with 3-4 blasters, to help with anti tank duty. I disagree about night shields on venoms, as you want to keep them back and keep them safe until you go in for the kill. A kabbie squad in a venom should not be getting super close unless your desperate. These are also your scoring units, and you need all the protection you can get.

Agree on the ravager and somewhat on the razorwing. Shatterfield missiles are good, but so are the stock missiles. Don't bother with any of the other missiles. The splinter cannon is a waste as you will probably be shooting 2 missiles and both lances until you run out of missiles, meaning no cannon till turn 5 at the earliest. At that point, the cannon won't matter and the TL rifle is still something.

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 au
Been Around the Block




Alright, that sounds pretty good. Thanks man.
   
 
Forum Index » 40K Army Lists
Go to: