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Made in pl
Warp-Screaming Noise Marine





I've been recently deliberating a lot about possible additions and improvements to my sizeable CSM army, and I've come up with Dark Eldar. They strike hard and fast, and die hard and fast. Also, I love their aesthetics.

A medium-sized Allied Detachment would add lots of firepower and manoeuvrability to my otherwise fairly static army. The CSM would provide a durable core and protection to DE glass cannons, and I predict that with Reavers zooming around the table and the Voidraven + Heldrake combo there would be enough chaos (hehe) in the enemy ranks that my Termie Lord and his retinue would have good chance to punch a hole in some high priority target. I'm not really concerned about the relative lack of scoring bodies, I'd be there to wipe out the enemy.

Spoiler:
Primary Detachment – Children of Torment (CSM)

HQ:
1 Chaos Terminator Lord, 157 pts. (LC+CF, MoS, VotLW)

Troops:
6x Noise Marines, 142 pts. (5x Sonic Blasters, Doom Siren)
6x Noise Marines, 142 pts. (5x Sonic Blasters, Doom Siren)

Elites:
5x Chaos Terminators, 197 pts. (4x PF, LC + Combi-Melta on Champion)

Fast Attack:
1 Heldrake, 170 pts. (Baleflamer)

Heavy Support:
1 Chaos Predator, 140 pts. (Tri-Las)
1 Chaos Predator, 140 pts. (Tri-Las)

Fortification:
Aegis Defence Line, 100 pts. (Quad-gun)

Allied Detachment – Kabal of the Black Heart (Dark Eldar)

HQ:
1 Archon, 95 pts. (Venom Blade, Shadow Field)

Troops:
5x Kabalite Warriors, 60 pts. (Blaster)
5x Kabalite Warriors, 60 pts. (Blaster)

Dedicated Transport:
1 Venom, 65 pts. (Splinter Cannon)
1 Venom, 65 pts. (Splinter Cannon)

Fast Attack:
6x Reavers, 152 pts. (2x Blaster)

Heavy Support:
1 Voidraven Bomber, 165 pts. (Flickerfield, Night Shields)

Total: 1850 pts.


The CSM portion represents models I've already assembled and painted, but I've yet to buy any DE units. However, I find those listed there very appealing. Assuming a semi-competitve setting, what do you think about such an army? Any striking weaknesses, some possible tweaks? One thing: I'm not interested in Haemonculus Coven kind of DE.

Drukhari - 4.7k
Space Marines - 3.1k
Chaos Space Marines - 2.9k
Harlequins - 0.9k
 
   
Made in us
Executing Exarch





The Twilight Zone

Your archon is off all by themselves, so easy picking for first blood or a kill point, even with a 2++. I assume the con goes on the quad gun? I would personally take more noise marines and have them shoot it.

Since you have to take an HQ, but you don't want a Hamey, I would strongly consider the baron. He gives stealth to the jetbikes(3+ save for moving, 2+ turbo boost) as well as grenades, hit and run, a shadowfield, and +1 to going first. So long as they keep coherency, the squad can turbo boost around(although it does limit the mobility).

For your noise marines, I would take more marines, maybe dropping some sonic blasters. Blastmasters are critical for a marine squad(and you can take 1 even if your below 10 bodies) so take one. Doom sirens are great,but expensive and it is possible you will just be shot up before you get into range.

If you want a con, give em a blaster and put them in a venom with a squad of trueborn(also with blasters). Keep the venom blade and shadowfield as cheap"just in case".

I would put night shields on the venoms. The voidraven does not really need them as most fliers can move into range no problem, and most AA weapons are long range. Do keep the flickerfields so you don't have to jink.

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 pl
Warp-Screaming Noise Marine





 Dr. Serling wrote:
Your archon is off all by themselves, so easy picking for first blood or a kill point, even with a 2++. I assume the con goes on the quad gun? I would personally take more noise marines and have them shoot it.

Since you have to take an HQ, but you don't want a Hamey, I would strongly consider the baron. He gives stealth to the jetbikes(3+ save for moving, 2+ turbo boost) as well as grenades, hit and run, a shadowfield, and +1 to going first. So long as they keep coherency, the squad can turbo boost around(although it does limit the mobility).

For your noise marines, I would take more marines, maybe dropping some sonic blasters. Blastmasters are critical for a marine squad(and you can take 1 even if your below 10 bodies) so take one. Doom sirens are great,but expensive and it is possible you will just be shot up before you get into range.

If you want a con, give em a blaster and put them in a venom with a squad of trueborn(also with blasters). Keep the venom blade and shadowfield as cheap"just in case".

I would put night shields on the venoms. The voidraven does not really need them as most fliers can move into range no problem, and most AA weapons are long range. Do keep the flickerfields so you don't have to jink.


A few good ideas in there!

The NMs with Sonic Blasters are here to provide Ignores Cover AI firepower, and Doom Sirens are decent assault deterrents. However, I could exchange those squads for two with 1 Blastmaster each for the exact same amount of points. for instance. Also, it is true that I probably shouldn't assign the Archon to man the Quad-gun, it can either fire on its own with TL BS 2, or be used by a Noise Marine when needed.

Speaking of the Archon, or the DE HQ in general, both setups that you've mentioned appear worthy of consideration. I'll need to determine the points costs, though, as I don't think that they would fit right in after a change.

Drukhari - 4.7k
Space Marines - 3.1k
Chaos Space Marines - 2.9k
Harlequins - 0.9k
 
   
 
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