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Made in us
Deadly Dark Eldar Warrior





I was thinking of a possible dark eldar Deathstar was going to try out this week.

Archon with phantasm grenade launcher, venom blade, ghost armor, and shadow field.
The master of blades (the incubi character that I can't spell.
8 Incubi one Klaivex with a Demiklaive
Raider with flickerfield and chain snares

I feel like I could aim my raider and slam into there lines and destroy what it hits and destroy it. High ap, high strength, high initiative and assault grenades. Am I overhyping this or could it work?

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Made in us
Sybarite Swinging an Agonizer






It will hit hard. You just need to make sure it gets there. If you're boat gets poped and they have to walk it could be a long day. It is also a lot of points but it will weather overwatch better then wyches thats for sure. Have you playtested it yet?

For what you describe you may want to add the ram to the Raider so you can tank shock on your way in.

This message was edited 1 time. Last update was at 2014/02/03 02:00:13


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Made in us
Deadly Dark Eldar Warrior





Not yet. Friday I'm doing this versus a space marine and space wolves in 2000 point games.

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Made in us
Sybarite Swinging an Agonizer






I'd drop Drazhar and add Lilith. I'd also drop the venom blade and give the Archon an Agonizer. Since you're buying the shadow field I wouldn't bother with the ghostplate either.

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Made in us
5th God of Chaos! (Ho-hum)





Curb stomping in the Eye of Terror!

There's such a thing as too killy. If you do get into CC, it'll likely wipe out that squad is leave you open to get shot at on the following turn. I'd try to get an heamy in there to get that first pain token from the get go.

Your biggest issue, really, is your delivery vehicle. Consider either a Tantalus (AV 12) or use the Dias of Destruction to deliver your deathstar.

Live Ork, Be Ork. or D'Ork!


 
   
Made in us
Executing Exarch





The Twilight Zone

I agree that your deathstar is too killy. Short of THSS terminators you should steamroll any marines you encounter...even then, 5 THSS terminators should be easy picking.

I also agree about dropping drazhar. You have plenty of AP2 as it is in the unit. Lilly is a cheaper option(with an invul save!) who still has access to AP2 and serious punch. In a challenge, she will roll all but the toughest enemies. Outside a challenge, she will punk some marines and reduce their attacks back, should any survive. The other option is to spring for vect. The 4+ steal is huge, and against anything but TEQ vect will be steamrolling enemies left and right. A bit fragile for the points, but DE is about going hard or going home. Without drazhar you lose onslaught, but I doubt you will need it(again, too killy)

As for the TEQ killing power, you have a LOT of klaives striking before the terminators, so that should take care of it. A klaivex is OK for challenge chumping, but you don't need demiklaves or anything else.

The archon is important for the PGL and shadow field, but more often than not when the field fails, the archon is dead. Ghostplate is OK, but only if you can spare the points. Combat drugs are much more valuable, as the 1 in 6 chance to get a pain token is straight money. 4 of the other rolls give you a better archon, which is never bad. Venom blade is OK, but agonizer does outperform the venom blade against MEQ. Could always spring for a huskblade and soul trap to get a straight murderer.

Ideally, you want to mess up the squad bad on the charge, but leave enough alive to where you finish them next turn. Against marines it is easy, as ATSKNF means they can't be swept on a sweeping advance, and with I7+ you should have no problem staying in combat. Once the last couple marines bravely(stupidly) hold in combat with you, slaughter them on the next turn and then on your following turn charge again. If your opponent gets a chance to shoot that unit, they will, and even with FNP and decent armor, they will die.

For the ride, if your going stock with a raider, it needs all the speed and protection it can get. Flickerfields are a must, nightshields are OK, but if your getting close it probably won't matter. Aethersails are also a must, as the raider will likely be targeted by everything your opponent can throw at it, so you need all the movement you can get in one turn.

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 us
Deadly Dark Eldar Warrior





Dr Serling and everyone thanks for the input. Defiantly going to tweak it a little and try it out.

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Made in us
Longtime Dakkanaut



Orlando

I was thinking of going this route as well with a Tantalus just for the kicks of it in my fun list. I would find it amusing. I doubt I would use it in a tourney list. Definate cool points.

If you dont short hand your list, Im not reading it.
Example: Assault Intercessors- x5 -Thunder hammer and plasma pistol on sgt.
or Assault Terminators 3xTH/SS, 2xLCs
For the love of God, GW, get rid of reroll mechanics. ALL OF THEM! 
   
Made in us
Daring Dark Eldar Raider Rider



CT

Incubi and Drahzar are a lot of fun, super elite killing machines. Used them popping out of webways in 5th edition. In 6th edition... they leave a lot to be desired.

When you start building dark eldar death stars its hard to compete with a tooled out beast master unit... 5 masters and some combination of 10-20 kymerra, and 6-2 razorwing bases. Toss in baron for hit and run and Vect for fearless(or a farseer or two with one having the shard of anaris for fearless, but that depends on if you are going pure DE or not).

The incubi sadly dont compete with that in terms of delivery and punch.

 
   
Made in us
Deadly Dark Eldar Warrior





I ran it today against space wolves at 2000 points
The unit was an:
Archon with husk blade, shadow field, phantasm grenade launcher, combat drugs (reroll to wound was rolled). His warlord trait was stealth in ruins and move through cover ruins.
Drazhar
8 Incubi
Raider with flickerfield, shock prow, chain snares

Turn one I couldn't assault so I put it behind a building
Bottom of one he barely could see it but 5 rockets fired and I failed my saves so I was out of the raider.
Turn 2 was not much he brought his troops foward and turn 3 I blew up a rhino. Turn 4 I double charge two marine units the fight was drazhar the archon and 4 incubi vs 12 marines. I killed them all and I cosildated horrible so everyone but the archon. He was killed turn 5 by 2 bikes.

Individual the archon was great. Literally took 15 krak missiles and tons of bolters but the shadow field held.

The raider failed me but being paper thin I got to watch that LOS so I won't take that as the unit negative. Mabye change the equipment; Nightshields would've made his rockets be out of range.

Drazhar was a wrecking ball and once he went down the Deathstar was done.

The incubi was actually effective. There save was very helpful especially when he was getting pressure applied on him and he was shifting his higher strength shots towards vehicles and the flyers.

In the end result I lost 9-8 on big guns never tire with 5 objectives corner deployment. At turn 6 all that was left on the table was 10 blood claws that outflanked behind me, 6 grey hunters and 2 bikes. I had a ravanger, voidraven, 16 kabal warriors. Defiantly a blood bath.

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