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Dark Eldar, Playable withour Ravagers and Raiders..? No sails..?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in se
Longtime Dakkanaut





So, I'm pondering a new army, I was thinking of a Imperium of Man army but I kind of like Xenos more then Imperium of Man... So I looked at the Xenos and i'm thinking Eldar, Or Dark Eldar.. But I realy dont like the sail boat look of Raiders and Ravagers.. The rest of the Dark Eldar range has grown on me, I dont disslike it as much as I used to.. So I was curious, Is it possible to play Dark Eldar well without Raiders or Ravagers? If not, Would they look better without the silly sails..? I'm trying to look into Dark Eldar more as we have a Eldar player, But our Dark Eldar player has moved away..
   
Made in gb
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The North

You can play Dark Eldar with a load of venoms and reavers.

For the bi-curious, try Dark Eldar with Eldar allies

Thousand Sons: 3850pts / Space Marines Deathwatch 5000pts / Dark Eldar Webway Corsairs 2000pts / Scrapheap Challenged Orks 1500pts / Black Death 1500pts

Saga: (Vikings, Normans, Anglo Danes, Irish, Scots, Late Romans, Huns and Anglo Saxons), Lion Rampant, Ronin: (Bushi x2, Sohei), Frostgrave: (Enchanter, Thaumaturge, Illusionist)
 
   
Made in se
Longtime Dakkanaut





I did manage to find a image of a half build Raider and a half built Ravager, Bo guns and no sails. And they did look much better without the sails. I think the saisl just look realy silly because, The vehicle has engines, And the sails are so tiny they wouldent be of any use for anything.. So I think I can use a few of them atleast.

I'm thinking of going for Dark Eldar since we dpnt have anyone who currently plays them ^_^
   
Made in ph
Material for Haemonculus Experiments




Merellin wrote:
, And the sails are so tiny they wouldent be of any use for anything.

the fluff reason for the sails is that they harness energy flowing out of the webway portal that the raider came from.
   
Made in gb
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The North

ThrashPower wrote:
Merellin wrote:
, And the sails are so tiny they wouldent be of any use for anything.

the fluff reason for the sails is that they harness energy flowing out of the webway portal that the raider came from.


And not the hot air venting from Matt Ward?

I guess if you want a lack of sails, you could argue that they are a deep striking / orbital raiding party? Perhaps even using Eldar and Wave Serpents as the vehicles?

But as ThrashPower said, the original reason was as he stated with webway portal energy to boost their speed towards their prey

Thousand Sons: 3850pts / Space Marines Deathwatch 5000pts / Dark Eldar Webway Corsairs 2000pts / Scrapheap Challenged Orks 1500pts / Black Death 1500pts

Saga: (Vikings, Normans, Anglo Danes, Irish, Scots, Late Romans, Huns and Anglo Saxons), Lion Rampant, Ronin: (Bushi x2, Sohei), Frostgrave: (Enchanter, Thaumaturge, Illusionist)
 
   
Made in se
Longtime Dakkanaut





*nods* Well, I guess that makes it a bit better.. I still think they look incredibly silly with the tiny sails.. XD And they seem to be so prone to snapping..

Anyways, The Dark Eldar models (Exept for the boat sails) are slowly growing on me, And we dont have anyone playing them so I'm considering starting them. How are they? In the power levels? Are they capable of winning a battle now and again, Or are they considerd to be Tyranid bad? (Or 5'th edition Tau bad)

Also, Are they fun to play against?
   
Made in us
Automated Rubric Marine of Tzeentch




Rose-Hulman Institute of Technology

I'm part of two WH40K groups, both have a dark eldar player.

Its a thinking mans army. If I just deploy and kinda move up their superior movement and firepower will wreck me and it'll be totally one sided if my opponent thinks straight.

On the other hand, if you are familiar with the army and what each unit can do they aren't too hard to beat with some strategic firepower. They are like glass anyway, very fragile units.

They're cool enough

"We are the Red Sorcerers of Prospero, damned in the eyes of our fellows, and this is to be how our story ends, in betrayal and bloodshed. No...you may find it nobler to suffer your fate, but I will take arms against it." -Ahzek Ahriman
1250 Points of The Prodigal Sons  
   
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Fixture of Dakka






 Wulfmar wrote:
ThrashPower wrote:
Merellin wrote:
, And the sails are so tiny they wouldent be of any use for anything.

the fluff reason for the sails is that they harness energy flowing out of the webway portal that the raider came from.


And not the hot air venting from Matt Ward?


It's a Phil Kelly codex...
   
Made in gb
Stitch Counter





The North

 MajorWesJanson wrote:
 Wulfmar wrote:
ThrashPower wrote:
Merellin wrote:
, And the sails are so tiny they wouldent be of any use for anything.

the fluff reason for the sails is that they harness energy flowing out of the webway portal that the raider came from.


And not the hot air venting from Matt Ward?


It's a Phil Kelly codex...


Indeed it is, but he can't provide the wind required to propel such a craft - utilizing Ward on the other hand...

I'm sure Kelly wrote it down in the codex somewhere

Thousand Sons: 3850pts / Space Marines Deathwatch 5000pts / Dark Eldar Webway Corsairs 2000pts / Scrapheap Challenged Orks 1500pts / Black Death 1500pts

Saga: (Vikings, Normans, Anglo Danes, Irish, Scots, Late Romans, Huns and Anglo Saxons), Lion Rampant, Ronin: (Bushi x2, Sohei), Frostgrave: (Enchanter, Thaumaturge, Illusionist)
 
   
Made in us
Abhorrent Grotesque Aberration





DE's number one ability is mobility.

You can get away with not having Raiders by going MSU and having a large number of venoms. Trueborn can replace Ravagers, although Ravagers are more economical with the points.

So, yes, you can be viable but you are limiting yourself to smaller units if you want to keep the speed up. Also certain units like Grots basically require a Raider if you want to preserve their mobility.

A DE army should be pretty competitive in the newer missions due to their ability to essentially to reach out to any part of the board. As a DE player the only old mission I've had a tough time with is Relic - namely because it focuses both sides on a single point on the board.

So, my advice: focus on Venoms and Reavers.

This message was edited 2 times. Last update was at 2014/07/16 17:40:13


------------------
"Why me?" Gideon begged, falling to his knees.
"Why not?" - Asdrubael Vect 
   
Made in us
Mutilatin' Mad Dok





I don't know about lately, but I remember at one time MSU venom spam was the hotness. Also, abbreviating grotesques as grots gave me a serious wtf moment as I tried to figure out what possible benefit you could get from loading a raider with gretchin.
   
Made in ca
Preacher of the Emperor




At a Place, Making Dolls Great Again

I have heard lists jampacked with wracks and warp beast backs are alright (since they are both quite tough and have lots of pain tokens) maybe Grotesques, then have warriors in cover with dark lances a plenty!
Venoms carrying whatever could be good too, but if you don't want to paint tanks, give the above a try.

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Made in gb
Tough-as-Nails Ork Boy





UK

I always thought the sails were just decorative banners.


Things for the DE to write ''I love cutting off peoples faces and wearing them.'' and ''Go **** yourself, Slaanesh'' and other things like that on.
   
Made in gb
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The North

I kind of get the impression the Dark Eldar are similar to their fantasy kin - having nets on the wyches, transports like ships and so on.

Gives a nautical theme

Thousand Sons: 3850pts / Space Marines Deathwatch 5000pts / Dark Eldar Webway Corsairs 2000pts / Scrapheap Challenged Orks 1500pts / Black Death 1500pts

Saga: (Vikings, Normans, Anglo Danes, Irish, Scots, Late Romans, Huns and Anglo Saxons), Lion Rampant, Ronin: (Bushi x2, Sohei), Frostgrave: (Enchanter, Thaumaturge, Illusionist)
 
   
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Beautiful and Deadly Keeper of Secrets





 Wulfmar wrote:
 MajorWesJanson wrote:
 Wulfmar wrote:
ThrashPower wrote:
Merellin wrote:
, And the sails are so tiny they wouldent be of any use for anything.

the fluff reason for the sails is that they harness energy flowing out of the webway portal that the raider came from.


And not the hot air venting from Matt Ward?


It's a Phil Kelly codex...


Indeed it is, but he can't provide the wind required to propel such a craft - utilizing Ward on the other hand...

I'm sure Kelly wrote it down in the codex somewhere


Really, you went with Ward Hate when Kelly has written several even more OP codex's then him?
   
Made in us
Stalwart Ultramarine Tactical Marine




Like Wulmar said you could use venoms.
   
Made in nl
Pragmatic Primus Commanding Cult Forces






Just don't put the sails on. Will make them 100 times easier to transport too.

Error 404: Interesting signature not found

 
   
Made in gb
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The North

 ZebioLizard2 wrote:


Really, you went with Ward Hate when Kelly has written several even more OP codex's then him?


Really? This matters to you?


Priorities...


Thousand Sons: 3850pts / Space Marines Deathwatch 5000pts / Dark Eldar Webway Corsairs 2000pts / Scrapheap Challenged Orks 1500pts / Black Death 1500pts

Saga: (Vikings, Normans, Anglo Danes, Irish, Scots, Late Romans, Huns and Anglo Saxons), Lion Rampant, Ronin: (Bushi x2, Sohei), Frostgrave: (Enchanter, Thaumaturge, Illusionist)
 
   
Made in us
Abhorrent Grotesque Aberration





 Iron_Captain wrote:
Just don't put the sails on. Will make them 100 times easier to transport too.


So does magnetizing them. My raiders have magnetized sails, gunner and that center bar thingy the sail sits on. By far the easiest magnetizing job out there. I also don't glue the prows in as they fit snugly anyway.

------------------
"Why me?" Gideon begged, falling to his knees.
"Why not?" - Asdrubael Vect 
   
 
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