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Made in us
Fresh-Faced New User




So I switched from Necron to DE because everyone complained about how chezzzzz Necrons are now. I was told DE are the bottom Tier army and have a terrible codex. With that said I am 16-0 with Dark Eldar and just added Eldar Allies which have not even been close to being beat. So my other DE friends; how does it work?

First off DE are not assualty even though we look like we are. Open topped fast transports to get us into combat turn 2. Don't fall for it. We are a shooty army and to be used as such.

Typical build

3 venom 3 true born each 2 Dark lance (blasters have too short range)
3 venom 5 warriors each
1venom 3 wracks (last ditch effort objective taker/contestor)
3 ravengers dark lance
Hemi to go with wracks ( no wargear)
Farseer(no jet bike)
Dark reapers (farseer goes here)(missiles)
Wave serp missiles
Eldar cheapest troop
Wave serp missiles

You range is mostly 36-48
Your fast
Have lots of AP 2 str8, ap 3(dark reapers)

Prioritize your targets
Long range threats
Med range threats
Objective takers

Use tactics
Run away and shot, drive off board and go into ongoing reserve, waste a entire turn repositioning your whole army.

I have not lost a single game with DE, won a local league tourny game starting at 1000 points ending at 1750.

Dark Eldar = glass hammer with a turbo boost. Play them like one.

Seen a guy playing them with a talks pain engine, one flyer, a group of foots logging wracks some shooty and a transport with some incubi; needless to say he lost!




   
Made in us
Daemonic Dreadnought






moving the trueborn venoms makes the lances snap fire

could use wind riders.

Not sure if the reapers are needed, and they are the only non mech target.

Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
Made in us
Fresh-Faced New User




Deploy true born outside of transport in cover, they don't move unless they need to run. At that point I would assume your transport is close enough to move to them ect. I never deploy units in transports, give your enemy more targets and it's harder for them to prioritize threats. Dark reapers are or 2 reasons, 1st wave serpent second with the upgrade leader guy and fast shot plus farseer that's 7 str 5 ap 3 reroll to hit and wound, it's a marine killer at 48" in cover. But you are right, non mech target I thinks that's another reason they are ignored. Plus no one ever sees them as a threat until they wiped out 2 marine squads or some other troops from half way across the world. Wind riders I never seem to get bang for buck, I will play test it a little more. Venom 12 poision is pretty awesome though.
   
Made in gb
Sinewy Scourge




Venoms are excellent. Personally I don't rate the Lanceborn too highly, they are OK, but I prefer the manoeuvrability of a Ravager.
   
Made in us
Frenzied Berserker Terminator






Drager wrote:
Venoms are excellent. Personally I don't rate the Lanceborn too highly, they are OK, but I prefer the manoeuvrability of a Ravager.



Pretty much this! Personally I like either wyches in venoms, or splinterborn in venoms!



" $@#& YOU! There are 3 things I want in a guy: Tall, Handsome, and plays Dark Eldar!"-every woman since
November 2010 
   
Made in us
Fresh-Faced New User




Yeah always take 3 ravagers, I tried blaster born but the 18" was not working well even with fire/maneuver/cover. Splinter born, that's interesting! With 3 ravagers with DL and the wave SERPS I think that's a pretty dam solid idea!
   
Made in us
Horrific Howling Banshee





I don't get the missiles on the wave serpents.
   
Made in gb
Sinewy Scourge




I take my Trueborn with 3 Blasters, 2 Cannon. They are for dealing with TEQ and other 2+ saves, as cannons are best for that and blasters second best that works quite nicely.
   
Made in us
Fresh-Faced New User




Missiles on wave is for the 48" range. I know SC has more shots ect but my typical group all plays med range high dam, by out ranging I have been very successful. What would you suggest?
   
Made in tr
Deadly Dark Eldar Warrior





Nckvssy wrote:
Missiles on wave is for the 48" range. I know SC has more shots ect but my typical group all plays med range high dam, by out ranging I have been very successful. What would you suggest?


Well the preferred build for Wave Serpents are Scatter Lasers since they give you re-rolls with the Serpent Shield shooting. Ignore cover can do wonders, especially since it's not readily available in the DE codex.

This message was edited 2 times. Last update was at 2014/02/25 17:54:01




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





I see what you are trying to do now, I am skeptical you can remain out of 36" range for any appreciable length of time on a standard table.

Scatter laser/cannon is the best combination. The SC does twin link the shield in most local rule sets and massed S6 is never bad.

Wasn't sure if you were trying to get flakk missiles because I am pretty sure you can't.
   
 
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