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Made in gb
Deacon



Leeds, UK

Hi there guys,

Now I am completely new to 40k and have never played a game in 6th edition, I dabbled a small amount in 5th but never amounted much play time.

However I do know that my playstyle (in non GW games) is very much an aggressive hit and run/ misdirection/ divide and conquer so it seemed to me that starting up Dark Eldar would fit into my playstyle well. I am not much of a gamer, more of a collector and painter however I would like to be able to take this army to a table and stand a reasonable chance of making a challenging game.

So having a brief flick through a copy of tthe Codex and the Rulebook I have constructed this list from the models that I like (and a monthly budget)

Archon – 110
Shadowfield, Blast Pistol, Venom Blade

10 Warriors – 195
Blaster, Splinter Cannon
Raider, Dark Lance, Splinter Racks, Night Shields

9 Wyches – 213
Hexatrix (Blast Pistol, Agoniser), Haywire Grenades
Raider, Dark Lance

5 Warriors – 125
Blaster
Venom, Dual Splinter Cannons

5 Warriors – 125
Blaster
Venom, Dual Splinter Cannons

Ravager – 115
3 Dark Lances, Night Shield

Ravager – 115
3 Dark Lances, Night Shield

I'm currently thinking that I really should consolidate the two smaller warrior squads into a single Raider Squad (identical to the first) and spend the 64(ish) points on something...else

   
Made in us
Executing Exarch





The Twilight Zone

Dark eldar are a fantastic looking group of models, and do play with a very quick and aggressive nature, so you chose right.The list looks solid, just a couple changes.

Blast pistols are pretty overcosted for what they do. An archon is the only place I would consider it, but for the price of the pistol you could take haywire grenades and drugs, or some other wargear upgrades. Drop the pistol from the trix. Two ravagers, the raider lances and your haywire grenades are plenty sufficient for armor killing at 1k points.

The kabbie raider has a decent load out, but the splinter racks are questionable unless you have 9-10 rifles. Consider dropping the blaster to let this squad murder anything with a T value.

The wytch raider could use aethersails to help ensure that quick dirty assault, but the 5 points is just as easily spent elsewhere. Try it, see if you like it.

Kabbie venoms are okay, but most people have switched to haywire wytches in venoms. The raider gives you more concentration, but the venoms are target saturation and still put out a ton of poison. If you do want to consolidate, which is not a bad idea, throw in a squad of reavers with a heat lance. Good unit to hurt infantry, with the ability to threaten armor in a pinch.

Welcome to 40k, best of luck!

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 gb
Deacon



Leeds, UK

Thanks for taking the time to leave your feedback it is greatly appreciated.

I love the look of the Dark Eldar models and will give me a nice break from painting Steampunk Miniatures, although I think that I might be able to incorporate that into my army somehow...have to think about it.

I'll have a look when I next have the Codex in front of me at your suggestions, why have people made the switch to the Wyches from the Warriors out of interest?

How do the Reaver Jetbikes fare? It is likely that I'll be picking up the Battle Force Boxset first and would like to utilise all the models from this before adding further purchases in a box of this, box of that kind of thing to try and cut costs as much as possible for GW games lol

   
Made in us
Executing Exarch





The Twilight Zone

Wytches with haywire grenades will reliably wreck any tank they can assault. Combine the speed of the venom, fleet of the wytches, ease to hit tanks in assault and the ability to throw haywire grenades and you have a squad that can easily take out a land raider. The kabbie squad relies on a lone blaster shot, while the other 4 bodies twiddle their thumbs. Wytches also have plasma grenades, and are still okay in combat for anti infantry killing. Both cost the same, and both field a venom.

The venom always pulls its weight, and the haywitches will should they touch enemy armor. Kabalites are more all purpose. Neither is wrong, but wytches will serve you better unless your meta is loaded with foot lists.

Reavers are fantastic. WIth the boosts to skilled rider, jink and the absolute speed of eldar jetbikes, you can turbo across the board in one turn, causing wounds while you do it. Reavers can just spend the majority of the game safe from danger, bladevaning enemy units and then darting away. Due to their speed, they can quickly and easily access rear armor, and deliver heat lance or blaster fire into a tank. A great example is IG. Turbo boost over a blob and to safety. Next turn, go after that russ or baslilik or other arty in the corner and silence it. If you get +1 strength on your drug rolls, or have 2 pain tokens for furious charge, you can wreck armor in assault(I have seen this happen).

Reavers may die, but if you are turbo boosting you have 3+ cover saves in the open, and they are usually out of range of small arms. If they die, they were a cheap distraction that ate bullets in the stead of your other units. If they live, they will pick off models here and there, and live to contest an objective/gain linebreaker.

For upgrades, adding an AT weapon to the squad is usually a good idea, as it provides a secondary role besides infantry slashing. Either weapon works, blasters are better against MC's, T4 non eternal warrior multi wound models and armor at long range, heat lances better against armor in melta range and cheaper. Choose to fill needs accordingly. Cluster caltrops are also great, as they make bladevane drive by attacks have much more punch, never take a grav talon. Always take in multiples of 3 to capitalize on the upgrades.

For an agressive, hit and run, misdirecting forces, I could not think of a better unit to add.

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 gb
Deacon



Leeds, UK

Ok so with your advice taken on board I have come up with the following

I wanted to keep a lot of shots in the list hence the two Kalabite Squads (on holding the Archon - not sure where else to put him!) but you sold my on the Wyches in Venoms and the Reavers!

I'm still debating the Blaster/Combat Drugs and Haywire Grenade selection on the Archon, also I do not really have much of a clue as to what I am supposed to do with the Warlord traits, probably going to be some trial and error involved there

Total Roster Cost: 999

HQ: Archon - 110 pts
Venom Blade, Blaster, Shadow Field

Troops: 10 Kabalite Warriors - 180 pts
Splinter Cannon,
Raider, Splinter Racks, Night Shields

Troops: 9 Kabalite Warriors - 161 pts
Raider, Splinter Racks, Night Shields

Troops: 5 Wyches - 125 pts
Haywire Grenades
Venom, Splinter Cannon

Troops: 5 Wyches - 115 pts
Haywire Grenades
Venom

Fast Attack: 3 Reavers - 78 pts
Heat Lance

Heavy Support: Ravager - 115 pts
3 Dark Lances, Night Shields

Heavy Support: Ravager - 115 pts
3 Dark Lances, Night Shields

This message was edited 1 time. Last update was at 2013/03/25 15:46:07


   
Made in gb
Secret Inquisitorial Eldar Xenexecutor





Leeds, UK

Hey there!

My feedback is that venom blades leave a LOT to be desired. It's one thing to put a lot of wounds in, another to get them past your opponents armour save!

Speaking from experience having last challenges to my mates tau too often

   
Made in gb
Deacon



Leeds, UK

In that case would you recommend the Haywire/Combat Drugs option or Power Weapon?

I subscribe to the theory that if you throw enough dice at it, eventually it'll die, however I can be convinced otherwise

   
Made in us
Executing Exarch





The Twilight Zone

Venom blades are fantastic for their cost. Yes, power weapons will cut through armor, but you still cant crack AP2 unless you are using an axe, which no dark eldar should ever use. An archon wins a challenge by striking first, with a high weapon skill and shadowfield the only line of defense for any attacks back.

Archons are also S3, meaning your power weapon puts in much fewer wounds. Power weapons really only outshine the venom blade against 3+ armor. If you are going to take a power weapon, drugs are a must. +1 attack, re rolling to wound or +1strength can increase your number of wounds.

The other option is a huskblade, but those are incredibly expensive, out of feasable range for 1k.

Overall, the list is tight. The archon is fine in a kabbie boat, meaning that CC is a secondary priority, shooting first. Because of this, consider a blaster over a blast pistol. Same points, same profile with longer range. You lose an attack in CC, but the archon should only leave the raider when it is shot down. The shadowfield keeps your warlord alive, and the venom blade is a cheap way to make your archon a viable cc threat. The other option is to take drugs; on a roll of 6 the whole squad gets FNP, and otherwise, you just get a better archon.

As for warlord traits, I rarely find them useful. Some are also better for the mission and depend on your opponents list. The night fight one is fantastic for dark eldar, as all of your units have night vision and are protected from incoming fire on the first turn. Provided you manage to roll it.

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 gb
Deacon



Leeds, UK

Thank you both for your insights and advice (especially Dr. Serling) it is greatly appreciated.

I'll swap the Archon to a Blaster to keep eveyone in the unit able to pile on the pain in the shooting phase and have a secondary role if required. (editted in list)

   
Made in gb
Deacon



Leeds, UK

Ok so i have beent hinking about things over the weekend and had a thought about the WWP that i'd like a bit of insight into..

My thought was that since essentially the Dark Eldar are vulnerable to shooting with low toughness, armour saves and AV would the inclusion of a WWP be a good idea so that I can essentially protect my weak units for 1-2 turns coming out of the portal to shoot since I cannot assault from the portal once the reserves arrive?


   
Made in us
Executing Exarch





The Twilight Zone

Despite no assault from the portal anymore, portals can still work.
Portals need to be throwing out shooty units. Very shooty units. Fast units also work. Some good portal units.

-Kabbie blobs. Pop out, dakka away. Squads of 20 with the duke can be absolutely evil.
-Reavers. Drive out of the portal, start bladevaning or blastering as needed.
-Scourges. Can get to a safe place, or to a good target.
-Talos/chronos. Both need to have the shooty stuff(TL liquifier for the talos, the other shooting thing for the chronos) Chronos works well as it can start handing out FNP fast.
-Trueborn. Similar to kabbies, but specialized.

Generally, avoid assault dependent units out of a portal. Wracks and grots, maybe(they have a liquifier and can take some shooting)
The problem with the portal is getting it there. If you fail to drop your portal turn 1, you are looking at reserves coming in on the backfield. Reavers dont mind, scourges would be ok, but foot squads will suffer.

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 gb
Deacon



Leeds, UK

 Dr. Serling wrote:
The problem with the portal is getting it there. If you fail to drop your portal turn 1, you are looking at reserves coming in on the backfield. Reavers dont mind, scourges would be ok, but foot squads will suffer.


On that part I was thinking about a Haemi in a unit of Grotesques (for the improvement to overall toughness) starting maximum distance forwards (12") then I could efectively drop the WWP 27" onto the board (12+6+3+6=27") which gains me an additional 3" then if I had simply moved for two full turns (and forced unit sto arrive on board edge) which should give me a element of board control over my opponant, especially if (for arguements sake) I can bring in 3 Talos (TL Splinter cnanons, TL Liquifiers) coming on on full wounds and allowing the enemy a mximum of 4 turns to deal with that threat

   
Made in us
Longtime Dakkanaut



Beaver Dam, WI

Carpe_Jugular wrote:
Hi there guys,

Now I am completely new to 40k and have never played a game in 6th edition, I dabbled a small amount in 5th but never amounted much play time.

However I do know that my playstyle (in non GW games) is very much an aggressive hit and run/ misdirection/ divide and conquer so it seemed to me that starting up Dark Eldar would fit into my playstyle well. I am not much of a gamer, more of a collector and painter however I would like to be able to take this army to a table and stand a reasonable chance of making a challenging game.

So having a brief flick through a copy of tthe Codex and the Rulebook I have constructed this list from the models that I like (and a monthly budget)

Archon – 110
Shadowfield, Blast Pistol, Venom Blade

I like this guy. My only question is you have gone cheap - venom blade and then turned around and added a blast pistol and shadowfield. My suggestion would be to lose the blast pistol and downgrade the shadow field to the next lowest one that allows you to ignore the first two hiits.

10 Warriors – 195
Blaster, Splinter Cannon
Raider, Dark Lance, Splinter Racks, Night Shields

Lose the blaster, this unit is there to shoot up troops.

9 Wyches – 213
Hexatrix (Blast Pistol, Agoniser), Haywire Grenades
Raider, Dark Lance
I agree switch this unit to 10 warriors with splintercannon. Give it Night Shield and Splinter Racks

5 Warriors – 125
Blaster
Venom, Dual Splinter Cannons

5 Warriors – 125
Blaster
Venom, Dual Splinter Cannons
put 5 wyches in each of these with haywire grenades and night sheilf fo the Venoms.
Ravager – 115
3 Dark Lances, Night Shield

Ravager – 115
3 Dark Lances, Night Shield
Both of these are good.


You have made a pricey wych leader with blast pistol and agonizer. I would rather you save those points, and if you want a buff female, make 1 an HQ choice, switch it to a 4-man unit of bloodbrides and let it go to town. Definitely lose the blastpistol... you can charge out of the vehicle and have spent the points for 5 haywire grenades. Use them.

My thoughts would be to perhaps add a venom with trueborn blaster armed guys. The other weakness right now is we have nothing for the archon... two ways to go here. 4 Incubi in a Venom that the Archon goes in OR spend the money and get a retinue to go with the archon... pricey in points and dollars and requiring a raider but two Medusae, two Vargul, one poison master and as many lizardmen, it makes for a very powerful attack unit.

As you grow, a Razorwing would be good. It provides some anti-tank but more importantly, some hoard control. We have some troop slots and fast attack slots available now I am a big believer in reavers but scourges or more kalabites in raiders would be another option. You also have one HQ slot available... Not sure which way you want to go here... 3 haemonculi ae a good choice for instance Archon, 6 Retinue with 3 close combat haemonculi... yields 3 pain tokens on your pain HTH unit... What FNP, Furious Charge and Fearless... nice.

2000
2000
WIP
3000
8000 
   
Made in gb
Deacon



Leeds, UK

@DAaddict, thank you for your insights, however I had made the majority of those chances (with a couple of exceptions) a few posts further down which I have quoted below for you.

However now I am looking at perhaps making a Haemi/Wrack/Grotesque/Talos WWP list to trail on vassal before I commit to making any purchases

Carpe_Jugular wrote:

Total Roster Cost: 999

HQ: Archon - 110 pts
Venom Blade, Blaster, Shadow Field

Troops: 10 Kabalite Warriors - 180 pts
Splinter Cannon,
Raider, Splinter Racks, Night Shields

Troops: 9 Kabalite Warriors - 161 pts
Raider, Splinter Racks, Night Shields

Troops: 5 Wyches - 125 pts
Haywire Grenades
Venom, Splinter Cannon

Troops: 5 Wyches - 115 pts
Haywire Grenades
Venom

Fast Attack: 3 Reavers - 78 pts
Heat Lance

Heavy Support: Ravager - 115 pts
3 Dark Lances, Night Shields

Heavy Support: Ravager - 115 pts
3 Dark Lances, Night Shields



   
Made in ca
Longtime Dakkanaut






You might try and put Grisley Trophues on one of your raiders - otherwise it is looking good.

 
   
Made in us
Longtime Dakkanaut



Beaver Dam, WI

Carpe_Jugular wrote:
@DAaddict, thank you for your insights, however I had made the majority of those chances (with a couple of exceptions) a few posts further down which I have quoted below for you.

However now I am looking at perhaps making a Haemi/Wrack/Grotesque/Talos WWP list to trail on vassal before I commit to making any purchases

Carpe_Jugular wrote:

Total Roster Cost: 999

HQ: Archon - 110 pts
Venom Blade, Blaster, Shadow Field

Troops: 10 Kabalite Warriors - 180 pts
Splinter Cannon,
Raider, Splinter Racks, Night Shields

Troops: 9 Kabalite Warriors - 161 pts
Raider, Splinter Racks, Night Shields

Troops: 5 Wyches - 125 pts
Haywire Grenades
Venom, Splinter Cannon

Troops: 5 Wyches - 115 pts
Haywire Grenades
Venom

Fast Attack: 3 Reavers - 78 pts
Heat Lance

Heavy Support: Ravager - 115 pts
3 Dark Lances, Night Shields

Heavy Support: Ravager - 115 pts
3 Dark Lances, Night Shields




I like the changes... still say dump the blaster on the archon. Add the extra kalabite with splinter cannon... Change one unit of wyches to hellbrides and drop it to 4 then the archon has his ride, you have the extra firepower of the splinter cannon all for the loss of a blaster and 1 hellbride,

2000
2000
WIP
3000
8000 
   
 
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