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![[Post New]](/s/i/i.gif) 2014/01/10 19:49:14
Subject: 1999+1 Dark Eldar (No Allies/Formations/Super Heavies)
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Slave on the Slave Snares
Fort Bragg (Home is Flagstaff Arizona)
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A new take on my Dark Eldar. I have wanted to test out a build focused on a lot of anti tank firepower and fast moving anti infantry units. Thoughts on trying to better spend my points are always appreciated.
SO MUCH AT!
HQ
Archon
Huskblade/Ghosteplate/Drugs/Haywrire Grenades/Phantasm Grenade Launcher/ShadowField/SoulTrap
185pts
Elites
Incubi: 8x Incubi w/ Klavex(Demiklaves/Both Abilities) & Raider (Dark Lance/Flickerfield/Trophies/Nightshield)
343pts
Truborn: 4x Truborn w/ Blasters & Venom (Double Splinter Cannon)
Truborn: 4x Truborn w/ Blasters & Venom (Double Splinter Cannon)
173pts each
Troops
2x Kabalite Warriors: 10x Warriors w/1x Blaster & Raider (Dark Lance/Flickerfield/Splinterwracks/Nightshield)
195pts Each
Wyches: Hekatrix(Agoniser/Phantasm Grenade Launcher/Haywire), 9x wyches(1xHydra Gauntlets/ 9x Haywire) & Raider (Dark Lance/Flickerfield/Trophies/Nightshield)
255pts
Fast Attack
Beastmaster w/ Agonizer and 4x Khymerae
80pts
Heavy Support
Ravager (Nightshield/3x Dark Lance)
115pts
Voidraven (4x Implosion Missile/Nightshield/Flickerfield)
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3000
2000
Beastmen 2000 |
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![[Post New]](/s/i/i.gif) 2014/01/10 22:43:09
Subject: 1999+1 Dark Eldar (No Allies/Formations/Super Heavies)
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Executing Exarch
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With DE, there is no such thing as too much AT. DE are fragile as cake frosting, and while lances are good, they are not the be all end all AT weapon. Other options like haywire and certain assault units support, but you always want a lot.
Your archon is certainly loaded for bear, perhaps a bit too much. The haywire grenades are nice, but the goal is not really to take out tanks...decent in a pinch. Ghostplate armor is great, but I find once the shadowfield falls, ghostplate won't save you. Most times, the ghostplate breaks against S6 or better, nuking the con outright. I like a venom blade as a secondary weapon in case your huskblade wont do the job. Great to fight MC's or eternal warriors with decent invul saves...until you pop the soul trap.
The incubi are probably overloaded, as they can be too good at killing. In their current loadout, you will assault and massacre just about any unit in one go, leaivng them open to get shot down the next turn(even with a 3+ and FNP). Drop a couple, and cut back on the klaivex. Decent for challenges, even stock you should win against a sarge if you want the con to throw down with the rest. 6 bodies are propbably sufficent, and would afford you a hamey to give a pain token off the bat. The hamey can take a venom blade and liquifier, so you can fight in CC, or stay in the raider and drop templates. For assault raiders, I like aethersails to ensure I get to combat turn 2. Trophies are probably not required, but they are not terrible with spare points. I also like torment launchers for assault raiders, to help negate assault and break enemy units; it is powerful if placed correctly.
Trueborn are fantastic, and personally I like night shields on my venoms but it is up to you since your getting the blasters in close.
3 scoring units won't cut it for 2k, particularly given how fragile DE are. Kabbies are fine, but the wytches are fairly subpar for assault. PGL is your best bet, but even there your probably losing a few on overwatch. 5 in a venom with haywire grenades and maybe a special weapon is best-great for tank hunting and decent tarpitting. Larger squads usually need a hamey for the pain token. If you take a hamey anywhere, you could unlock some wracks, which are great in small venom teams, or loaded out in an assault raider. They are tough by DE standards, and can access liquifiers, which are outright awesome. Venom or raider based on size.
A beastpack works by being cheap, but big enough to be a threat. 4 dogs and one master won't do anything except maybe draw some fire. The dogs are good to eat fire, but razorwings are your bread and butter for damage. 2-4 flocks, and 5-10 dogs makes a solid unit. They are dead fast and quite dangerous; great support for your other assault units. For the masters, NEVER take a close combat weapon for them. They have 1 attack base, T3 with a 5+ save, so your wasting points that could be spent on more beasts or elsewhere. Baron saythonyx is one of the best DE hq's (and one of the best in the game) and is great in a beastpack-something to consider.
Heavy support is where your lances come to bear, or dissies if you need mass Ap2 shooting(rarely). I would take another ravager to support your push, same loadout as the other one. The voidraven is a decent anti air unit, but the implosion missiles are overcosted and divert its role. The implosion effect is OK, but unless your fighting paladins left and right is is overkill. Shatterfield missiles are the best for the points, as S7 re rolling to wound will dent all but the toughest squads, and it can help against armor in a pinch. Generally, the raven pulls AA duty for 1-2 turns, then drops a couple missiles late game if it lives. Therefore, it is best stock or just a couple missiles if you have points spare. Flickerfield is critical to avoid having to jink, but nightshields are somewhat optional. Most AA weapons are long enough range to mitigate their impact.
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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 |
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![[Post New]](/s/i/i.gif) 2014/01/11 11:23:47
Subject: 1999+1 Dark Eldar (No Allies/Formations/Super Heavies)
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Angered Reaver Arena Champion
Connah's Quay, North Wales
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A lot of points spent here ''just because'' which I am thinking could be used to buff out the beast pack considerably. For example unless you play in an Incredibly Tau populated area, those flickerfields won't be better then your Jink most of the time. Worse if you turbo boost, sure you get them in combat, but you had any hope of surviving in the first place? If you lose them on everything but the Void Raven BOOM 30pts.
Example of wasted points being all the gear on your Incubi Sarg, that single 1 wound 3+ save model costs over 80pts when his ENTIRE JOB is to be fed to an enemy IC s your Archon can beat face. Lose the demi-klaives, he works fine with a normal Klaive as they only grant an extra +1 strength when clasped and it's not like you need the extra attacks. Lose one power, if not both. I feel you have a big enough unit to keep onslaught if you want and for it to pay for itself but Murderous Assault is just a waste of points, most IC are I 6 as well and pack a power weapon, your dead anyway. Boom, 30pts.
Trophies aren't really that useful, the units carried in the Raiders have high base Ldship anyway and *should* be winning combats. Also Beast Master Agoniser...really? BOOM 30pts.
Missiles on Raven are really bad because they mess up his role, which is to mess up vehicles bad. If you have missiles you are tempted to shoot at them, meaning you are wasting the AMAZING Void Lances. Also having 4(!) Implosion Missiles pushes up the points of the AV 11 front Model up by 120pts(!!!!). One 50pt quad gun would shoot you out of the air without thought. Lose them all, if not all but 1 to handle that unit of Paladins you probably won't come across. BOOM, 120/90 pts.
210/180 pts of useless upgrades there. Almost 1/10th of your army. Those points could buy you a whole new FULL beast pack, or add the Baron to your one AND have points left over to bulk it up. In fact that is what I recommend, with those 210pts you get;
Baron Sathonyx, 105pts
2 Extra beast master. 24pts
4 Razorwing Flocks. 60pts
Plus 2 more Khymerae for 24pts.
213 more points, so you are only really paying 3 pts because those upgrades had little use.
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![[Post New]](/s/i/i.gif) 2014/01/11 12:53:45
Subject: 1999+1 Dark Eldar (No Allies/Formations/Super Heavies)
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Sinewy Scourge
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6x troops at 2k is a must really as they die so easily.
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![[Post New]](/s/i/i.gif) 2014/01/13 23:14:11
Subject: Re:1999+1 Dark Eldar (No Allies/Formations/Super Heavies)
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Slave on the Slave Snares
Fort Bragg (Home is Flagstaff Arizona)
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Thanks for all the suggestions! When I trimmed out a lot of the upgrades you guys pointed out I was really surprised with how much more efficient the whole army worked as a whole.
A little update on how this army got used: I played in an Escalation tournament this past weekend and found that the Ravagers really were the stars of the show. 6 rapidly moving/cover abusing DL shots a turn can really put the hurt on enemy Super Heavies. I ended up taking Vect and the Baron for my HQs and loading up on Blasterborn, Ravagers, and Blaster Warriors with enough points left over for a 5 man Scourge Haywire squad. Over the course of 3 games I got first turn every time and killed the Super Heavy with sheer number of lance shots each time. I know it may not be that point efficient taking Vect but how could I say no to seizing on a 2+ each game (Vect seizes on 4+, Baron adds 1, enemy brings a lord of war and you don't adds 1= 2+ Seize!)
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3000
2000
Beastmen 2000 |
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