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Made in gb
Changing Our Legion's Name





Moodiesburn, Scotland

Hq - archon
- husk blade
- shadowfield
- 125 points

Hq - haemonculus
- liquifier gun
- scissor hand
- 75 points

Elites - 9 wracks
- liquifier gun
- 100 points

Elites - 4 kabalite trueborn
- splinter cannon
- 58 points

Troops - 10 kabalite warriors
- splinter cannon
- 100 points

Troops - 10 kabalite warriors
- splinter cannon
- 100 points

Fast attack - 3 reaver jetbikes
- blaster
- 81 points

Fast attack - 3 reaver jetbikes
- blaster
- 81 points

D.T - 3 raiders
- flicker field (all three raiders)
- 210 points

D.T - venom
-splinter cannon
- grisly trophies
- 70 points

If anyone could give an input on any improvements it would be much appreciated.

Thank you.

 
   
Made in us
Dark Eldar in Regeneration Tube




United States

Greetings fellow Bryan : )

I believe this list could use a bit of retooling. Overall I think you need more AT/ ap2 weapons.
I would honestly drop the archon for some points. You could use these pts for a ravager.
I would also give the haemonculus a power axe so that wrack squad can kill more stuff. Put a acothyst in the wrack squad for challenges.

Also wracks count as troops if you have a haemonculus.

This message was edited 1 time. Last update was at 2014/04/22 02:30:04


 
   
Made in us
Executing Exarch





The Twilight Zone

If you want to keep the archon, tone down the wargear. You could take a venom blade for plenty of killing power, at a 7th the cost of the huskblade. I agree about dropping the con for something like a ravager though.

I disagree about a power axe on the hamey. A venom blade does fine for the cost; the scissorhand is a luxury for spare points.

Trueborn should always max out the special weapons, either 2 splinter cannons, 2 lances or 3-4 blasters. Since your light on AT, 3 blasters is your best bet, but you could just go cheap with 2 cannons. Only take minimum bodies to field the squad, unless you are giving them an upgraded weapon.

Night shields are generally better than flickerfields on transports, unless you expect a lot of tau, eldar or other cover ignoring shooting.


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
Power-Hungry Cultist of Tzeentch





Dark Eldar are all about having a specific function for each unit. These arn't grey hunters, they cant walk around doing whatever the hell they want. Dark Eldar are fragile glass cannons, which means that they are almost suicide units. The point is to have a 173 point venom with 4 blasterborn take out a tank that cost double the points. Not saying that is what you need to do, but think about in the context of your army.

That being said, let's think about your army. You obviously want the wracks in CC, and they are fine the way they are now. You may want to give their raider retrofire jets so you could deep strike and somewhere behind cover and move in for the kill the next turn.

Speaking of the raiders, flickerfields are useless in 6th edition, so replace them with night shields.

As for you kabalite warriors, what do you want them to do? Are they camping on objectives or rushing up to the enemy? I will say, there will be at least one objective you can put them on which won't have any enemies in range of your splinter rifles, so for this one id replace the cannon with a dark lance for some more ranged support. For the other one, why not also give it retrofire jets so you can pop it wherever and have it decimate a squad before the enemy has a chance to blow it all to hell.

As for your reavers, give them heat lances. Those babies go fast and far, and if you can not get them within 9 inches of the enemy tank you wish to explode you shouldn't be using them.

Then we have your trueborn. Once again, what do you want to do with this squad? As it stands, it is an elite choice that has basically the same dakka as regular kabalite warriors for roughly the same cost... this unit needs to be a powerhouse in one direction or the other. The classic is 4 trueborn with blasters in a venom with retrofire jets. Tank hunter. If you wish to make them anti-infantry, then give them 2 cannons and max the squad to 5. I don't understand putting the Archon in there, it really doesn't make sense. The archon is a cc beast, and you are putting him in a fragile transport with essentially 4 guardians... So, you have 2 ways to go with them. Either a blasterborn tank hunting squad, or an anti infantry squad. For the anti-infantry squad, I'd replace the archon with the Duke to give those splinter weapons +3 to wound, reroll for drugs on your reavers, and allow all your venoms and raiders to deep strike for free. If you go blasterborn, just dump the archon and use those points on something like a ravager or more reavers.

For inspiration, here's my DE list.

http://www.dakkadakka.com/dakkaforum/posts/list/591391.page
   
 
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