For you Dark Eldar players out there I have been scouring the new rulebook to find a selection of new rules which can benefit us in many wonderful ways which I am going to list below...
Some of these will likely of been covered already in other threads... I am scouring the book at the moment looking for as much useful information as possible, I will keep updating the thread as I go...
There are some MAJOR winners in the Dark Eldar Codex with 7th edition. The Reaver Jetbikes quite frankly are monstrous now...
If you find something else you think would be good on this page drop me a
PM and I will add it...
Battle Brothers in Allied Transports
This is quite a fun one, it probably benefits Eldar more than Dark Eldar as you can put Banshees in a Raider or the Dais (can start in the Dais as its not a dedicated transport) and effectively allow them access to an assault vehicle.
My 2 favorite ideas here however are as follows.
1. Vect, Archon (Phantasm Grenade Laucher), Tantalus (Heavy Support, Forgeworld), 7x Wraithblades (Swords) - Archon gives unit Assault and Defensive Grenades, Tantalus is Armor 12 with 2 6 shot Disintegrators and has a capacity of 16! I think everyone can see where I am going with this one...
2. Vect, Dais, 9x Fire Dragons - Again this is a simple one, 9 Fusion shots and Vects S10 shot, if that doesnt work you can always jump out and use your Melta Bombs as well in
CC, and Vects Haywire Grenade.
Farseers with Reaver Jetbikes
This is never going to be as powerful as a Seer Council however with the correct mixture of Psychic powers (and perhaps a pain token from a Haemo starting in the unit or combat drugs) you have a unit with a 4+ Invul, Ignores Cover, Possible Rerollable saves (3+ from boosting or 2+ with night fighting),
FNP, Furious Charge with 2x Tokens and you can make them Fearless if you invest more pts in the Shard. The main bonus with this unit however is with the below as used in conjunction with Bladevanes / Caltrops and Perfect Timing you are going to wreak face!
You could also go for Malefic powers here and try to get Sanctuary, 3+ re-rollable Invul (with Forewarning and Fortune).
Misfortune
1. The new Misfortune psychic ability gives rending to the unit it is cast at. While this doesnt sound amazing you have to consider what this does to Dark Eldar Poison Weapons. Against Vehicles Poison Weapons are only S1, however it is now possible with Rends to glance vehicles to death on their rear armor. If you move the Farseer up in the movement phase as per the above and then misfortune something you have a very good chance of killing it!
2. For shooting at Deathstars and the like. Against 2+ rerollable invuls it doesnt help much but if you get misfortune and perfect timing you can effectively wound on a 4+, ignore cover and rend with Poison Weapons. No more silly 2+ Terminator Saves, Wraithknights are going to cry massively and Tyranids will likely just want to roll over and die...
3. Heat Lances can now pen Land Raiders so if you are playing a Dark Angels Dakka list with a Librarian behind a Land Raider or 2 you can bladevane the Librarian, remove the invul save bubble and if you don't kill the Land Raiders you can at the very least shoot them the turn after. Dont forget, if you have Farseers in the unit you can also Rend with those. Which not terribly helpful against Land Raiders as they can penetrate them anyway they will be useful against anything armor 15 (Lemon Russ with a Dozer Blade).
4. this affects
CC attacks, Wyches, Grotesques, Reavers, Beastpacks and 2+ Poison
CC attacks rejoice! Even the lowly Kabalite Warrior can now do something useful in
CC. Beastpacks and Grotesques especially are going to benefit from this...!
5. Rear armor of Flyers. I think all Dark Eldar players are with me when we voice our dispproval of our Poison Weapons not being able to shoot things like Helldrakes. Well now we can shoot them in the ass and glance them to death with poison weapons. While I agree its not the best use of the weapons it could certainly come in handy.
6. Eldar Allies will love this as well, those 24 shot Scatter Laser War Walkers are pissing themselves laughing right now... Ability to rend or Penetrate a Land Raider or simply Rend something with a 2+ Armor will be amazing...
7 Required to Destroy Vehicles
I think this speaks for itself, as open topped have a +1 at least we gain some survivability.
Jink now Forces Snap Shots
Luckily for the Dark Eldar we have Flickerfields to protect us. This change in the book while not specifically good for Dark Eldar armies themselves actually helps a lot with killing things like Wave Serpents. As you have to state if you are jinking now before you are even shot at it means we can simply feign shooting at a Wave Serpent with perhaps 1 Dark Lance on a Raider and then just ignore the Wave Serpent while it has to snap shot the next turn. This will definitely help with our survivability.
Also with regards to Reavers, if they Jink it doesn't really do anything, turbo boosting blade vane attacks auto hit so snap shooting doesn't make a difference...
Night Fighting now gives Stealth
This does not state a distance, its just straight up in effect, this benefits Dark Eldar in a number of ways, Reavers that turbo boost are going to get a 2+ cover save (another special benefit to the Jetbikes!) and our vehicles are going to get some nice 3+ saves if starting behind a ruin. Of course this is a slight nerf from the 6th ED Rule as we could have a 2+ in a ruin and ignore it ourselves, however for Turbo Boosting Jetbikes this will be amazing.
Necron Come the Apocalypse Allies
Those problems we have with Flyers are now over. As we can take Necron allies I think 2 Nightscythes and a Doom Scythe will sort that problem out. Currently unless using Forgeworld you can only take 1 Eldar Crimson Hunter in an allied detachment. While I love the Razorwing's the fact they are better for shooting troops and only armor 10 makes we not want to use them. What could be more useful for Dark Eldar than cheap Flyers...!
Bonus number 2, Solar Pulse, night fighting for 2 turns for those lovely Stealth bonus'.
Flyers Destroyed on a Immobilized Result
Roll a 1 or 2 on another roll after immobilizing a Flyer and its coming down... Lances are great for killing flyers however I personally have a habit of rolling 4's all the time! The other important detail here is that on a roll of 3+ the result drops to a crew shaken result meaning only snap shots... Either way we benefit greatly with this one...
Perils of the Warp Table
Those Grisly Trophies just became golden for more than just basic Leadership tests!
Deep Striking Wraithguard
The Deployment rules for Dedicated Transports state that a Dedicated Transport can only be deployed with the unit that bought it. It doesnt however say that you can keep the vehicle in reserve and stick another unit in it. This one might need an
FAQ or just a general conversation however the theory is sound. Stick Wraithguard with D-Scythes in a Raider (or a Tantalus if you have Forgeworld models, as these are not dedicated transports you can do what you like!), add Retrofire Jets, drop them in Turn 2 and make your opponent cry (just hope you don't scatter considering how close you need to be to fire them!). You can disembark the turn they arrive and if you take Iyanden you can Battle Focus them (make sure you have a Spiritseer!). This could be rather scary...!
S9 Fearless Grotesques
Urien, Farseer with Sanctic and Hammerhand. S9 on the charge. Again, mix with Misfortune and your laughing... Lob them in a Raider and send them off into the sunset.
3+ Invul Beastpack
Farseers, Sanctic (Sanctuary) and Fortune. Also if you get Hammerhand you have S6 Khymerae!
Deep Strike Reserves
As the 50% limit has been removed its possible to deep strike in almost the entire army. This would work perfect with Duke Sliscus in your list as you can drop a massive amount of units in on turn 2 without the risk of them being shot up (except for interceptor).
This could be used to great advantage with an allied Autarch, a Comms Relay Bastion and a mixed unit in the Bastion (Haemos + Grotesques/Wraiths + Autarch) so you have units on the board turn 1 and don't get tabled.
This way you get a 2+ re-rollable to reserves and you can bring in Flyers (3x Razorwings, 1x Crimson Hunter) plus Trueborn Venoms / Raiders and some Venoms with Kabbies in for Holding Objectives.
Duke Sliscus now has a lot more uses than ever before...
Demon Summoning
5x Iyanden Spiritseers, 1x Farseer / Eldrad, 1x Grotesque Unit, 1x Urien
Roll on Malefic and try to get Sacrifice. Use either the Grotesques to tank the wounds taken when summoning (Urien recovers a wound automatically every turn. If summoning with Spiritseers only use 1 warp charge dice so you don't peril.
Farseers should use Incursion or Summoning to try and get Pink Horrors or Screamers.
Spiritseers should use Sacrifice to try and generate a Herald.
Sacrifice says no saves of any kind allowed, I dont know if that means
FNP is allowed or not, but if it is then the Grotesques can do that job, otherwise you can tank a few on Urien as he automatically recovers a wound per turn...
If all else fails the Spiritseers should still get some use out of 1, 2 and 3 on the Malefic table as who doesnt like Beam and Torrent Spells..!
Mega Alpha Strike (Possible Apocalypse Only)
1x Kabalite Stormsurge Formation (from White Dwarf), 1x Tantalus or Dais, Vect, 9x Iyanden Spiritseers (or 8 plus a Haemonculus).
Put Vect & 9 Spiritseers in the Dais and roll all the Spiritseers on Telepathy and Runes of Battle. You need to get Terrify and Psychic Shriek from Telepathy and Embolden / Horrify from Runes of Battle.
Hopefully you go first or steal initiative on a 4+. The Kabalite Stormsurge automatically comes in turn 1 and doesnt scatter, place the Archons Raider first right slap bang on the middle of your opponents troops. Now spread 2 More Raiders full of Trueborn (Shardcarbines and / or Blasters) near them and then 9 Reavers Jetbikes with Blaster Upgrades. None of these scatter but must be within 12". Next move up the Dais with the Spiritseers in it 6" and disembark them so you are in range of the enemy (cant use Maledictions from inside vehicles now!).
This is when the fun begins, the Kabalite Stormsurge formation reduces all enemy units by -3 Leadership, now in the Psychic phase cast Horrify on a number of nearby units reducing their leadership by another -3, once this is completed start casting Terrify (another -1 to leadership and forces an instant morale check). Any units hit with this little combo should have a leadership of no higher than 3 and will likely high tail it off the board forthwith. If anything doesn't run away throw some Psychic Shrieks at it to force a Leadership test after the shooting phase.
Anything that is left over shoot the hell out of it with your Trueborn and Reavers and fire off the Raiders Dark Lances at any vehicles they have laying around (hopefully in the rear arc). At the Very least their leadership will be -3 from the formation so its likely something will still run away. Also don't forget you still have the shooting from the rest of your army which started on the board to help with this...
Worst case scenario you make a few units run away or at least dwindle them down. Best case scenario your opponent cries and gives you his hand.
With 10 Spiritseers you should have 10 dice +
d6 which should be more than enough unless you are fighting Demons. If you are fighting demons I would hope the alpha strike from all the vehicles and troops does the job as a lot of the spells will be dispelled.
To add insult to injury it would probably be wise to drop a Spiritseer for a Haemonculus and give him the Crucible. You might be able to make some of those stupid demons simply disappear!
The best part about the formation is also that the Raiders count as Zooming Flyers until turn 2, so no enemy charges and snap shots only!
I would suggest investing in a Tantalus for this little tactic and ditching Vect because you save around 200 pts!.
To give you an idea on how this work this list is a starting point for 1750.
Primary Iyanden
5x Spiritseers
5x Spiritseers
5x Windrider Jetbikes
5x Windrider Jetbikes
Allied Dark Eldar
1x Archon (Formation)
1x Haemonculus - Shattershard, Crucible (Allied)
5x Warriors - Raider (Formation)
5x Warriors - Raider (Formation)
5x Warriors - Raider (Formation)
3x Reavers - 1x Blaster (Formation)
3x Reavers - 1x Blaster (Formation)
3x Reavers - 1x Blaster (Formation)
1x Tantalus (Allied)
Psychic Grotesque Deathstar (more for a laugh than a serious list)
If you fancy running around with a unit that costs a crazy amount of points but is absolutely brutal this might be for you. Minimum Troops Required...
Using Dark Eldar as a Primary and Eldar x3 and Iyanden as Secondary's you can produce something rather nasty for your enemy.
Required Items
5x Spiritseers (Iyanden Allies)
1x Lelith Hesperax
1x Eldrad (Eldar Allies)
1x Urien Rakarth
2x Farseer
10x Grotesques
4x Guardian Jetbike Squads
2x
DE Troops of whatever persuasion
Minimum troops from all detachments.
Comes in at 1395 points. 1750pts total with Troops.
What does this do for you...
1. Majority Toughness 5 (until you lose 3 Grotesques or Urien).
2. Eldrad is pretty likely to get Fortune so you "should" have rerollable saves.
3. 1x Farseer rolls on Divination, hopefully you get Perfect Timing and Misfortune for Ignores Cover and Rending, other Farseer rolls on Sanctic hoping for Hammerhand and Sactuary.
4. Spiritseers roll on Telepathy, anyone who doesnt get Shrouding or Invisibility will still have plenty of fun spells to cast. You need to also try and get Drain and Empower from ROB.
5. Urien grants the Grotesques extra pain tokens essentially making all the Dark Eldar units have
FNP, Furious Charge and Fearless.
6. 20 Warp Charge dice a turn +
D6.
7. 30 T5 Wounds with
FNP (hopefully you get the 4+ invul power).
8. Lelith will have likely 11 attacks on the Charge, ignoring armor saves at Strength 4 or 5.
9. Upgrade the Grotesques for S6 from Urien. After Empower they are S7, after Furious Charge they are S8 and after Hammerhand they are S10.
10. Assuming you get the charge in you will have 40 S10 attacks with Rending & Re-Rolls to hit from the Grotesques allowing you to Instakill almost anything, Baron will have 6 S8 attacks, Urien will have 5 Instant Death attacks (which rend, wound on a 3+ and can likely be rerolled because of poison and S6, Eldrad will have a Rending, Fleshbane force weapon, Farseers & Spiritseers will have Rending Fleshbane Weapons. All being well you should be able to multicharge about 5 separate units and wipe them all out.
11. Tank Lascannons on Urien, he automatically regenerates a wound every turn.
12. Move up through cover for a 2+ rerollable cover save (taken on the Grotesques who have 3 wounds each) or the 4+ invul form Perfect Timing (if you get it) and dont forget the
FNP as well.
Dark Eldar Unbound - No Allies
Best list I have found so far when playing with this is as follows (this is 1600pts, feel free to adjust as required):
1x Haemonculus (Shattershard, Venom Blade)
4x Wracks
5x Wyches - Haywire Grenades
5x Wyches - Haywire Grenades
5x Warriors
4x Venoms - Dual Cannons
1x Ravager - 3x Disintegrators, Flickerfield
4x Ravager - 3x Dark Lances, Flickerfield
3x Razorwing Jetfighters - 4x Monoscythe Missiles, Dual Cannons, Flickerfields
Played 4 games with this so far against Chaos, Grey Knights, Dark Angels and Dark Angels / Knights, all the Marine lists got tabled and the Chaos list had only some zombies and typhus left.
Performs well against just about anything...
Iyanden Beastpack with Flyer Support - 1848 pts
This list works well by denying your opponant easy kills. Please note that this is Eldar heavy so the purists out there might not like it.
Requirements:
1x Jetseer - Stones, Shard
5x Spiritseers
1x Baron Sathonix
2x3 Jetbikes
2x5 Kabalites in Venoms
Full Khymerae Beastpack
1x Razorwing Jetfighter
3x Crimson Hunter
Tactics are pretty simple, everything except the Beastpack starts in reserves and comes in for an Alpha Strike turn 2.
The Beastpack is nasty for a number of reasons. Rolling the Farseer on Fate or Divination (depending on opponants levels of shooting) can yield rending & ignores cover or doom and fortune. Pick as you please.
Spiritseers roll 2x on Telepathy, 2x on Sanctic and 1x on Battle. You are hoping here for Shrouding, Invisibility, Hammerhand, Sanctuary and either +1 Strength or +1
WS on Runes of Battle.
This unit is expensive but it murders anything it comes into contact with. Especially if you go with Rending and get Hammerhand and +1 Strength as it means the Khymerae can actually explode Land Raiders which is very useful.
Flyers speak for themselves, 6's to hit them for the most part means your opponent has to shoot at either the invisible beastpack or the flyers. No matter which they shoot the others are going to wreak everything.
13 Psychic Dice inst the best but it still should be enough to get powers off.
Deep Strike Assault - 1320
This is my favourite tactic so far, so much fun to play and works well if your opponent doesn't have too much interceptor. Works even better if you have a 1 for Warlord Trait from Strategic as you can deep strike into Ruins for a 3+ cover save.
Deploy Bastion in corner with Autarch, Wracks, Haemo and Sliscus in or behind it.
Deep strike everything else. Plenty of points to spare for most things. I took 2 Wave Serpents and Dire Avengers.
Requirements:
1x Bastion
1x Autarch (Shard)
1x Duke Sliscus
3x Dissie Ravager
5x Venoms with Wyches & Haywire Grenades
Haemonculus
5x Wracks