Switch Theme:

Dark Eldar Tactics (7th Edition)  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Sinewy Scourge




Warrington, UK

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

This message was edited 35 times. Last update was at 2014/07/23 11:58:28


Website: http://www.northernwarlords.co.uk

Facebook: https://www.facebook.com/northernwarlords

Dark Eldar 35,000pts
Craftworld Eldar 27,500pts
+ 10,000pts of Ynnari, Corsairs & Harlequins 
   
Made in us
Daemonic Dreadnought






Necrons could cast solar pulse from reserve, but the troops inside the scythe can't score.

I think the big win is the increase in vehicle durability. The old msu vehicle lists will do well shooting cc deathstars that have a 2++ reroll in CC only.

2++ reroll out of cc will be rare now. Fortuned reavers with a 2+/3+ rerollable jink will be beasts until they are hit by ignore cover.

Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
Made in gb
Sinewy Scourge




Warrington, UK

 schadenfreude wrote:
Necrons could cast solar pulse from reserve, but the troops inside the scythe can't score.

I think the big win is the increase in vehicle durability. The old msu vehicle lists will do well shooting cc deathstars that have a 2++ reroll in CC only.

2++ reroll out of cc will be rare now. Fortuned reavers with a 2+/3+ rerollable jink will be beasts until they are hit by ignore cover.


Indeed, the Solar Pulse is a massive win, I actually forgot to put that on the list so I will add it in now. Thanks for jogging my memory.

Hopefully the Reavers will be good with the 2+ Jink considering they should have FNP too they will be a total nightmare to remove...

This message was edited 4 times. Last update was at 2014/05/26 11:14:58


Website: http://www.northernwarlords.co.uk

Facebook: https://www.facebook.com/northernwarlords

Dark Eldar 35,000pts
Craftworld Eldar 27,500pts
+ 10,000pts of Ynnari, Corsairs & Harlequins 
   
Made in us
Hellish Haemonculus






Boskydell, IL

Shingen wrote:

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.


This is so evil it should be a war crime. I'ma do it likkity split!

In 6th, you still deployed your whole army, even if you were deploying them into reserve, didn't you? I don't think the Wraithguard in a Raider would work. Tantalus is just fine, though!

Here's another one, btw.

Eldrad and Urien's Excellent Adventure
If Eldrad focuses on Malefic Daemonology, then sticking him in with Urien Rakarth might help. If they roll the Sacrifice power, then they can get the Herald for essentially free (since you still get the FNP on it, and even if that fails, Urien will heal it the very next turn). In an Eldar primary, add another daemonology psyker to double your fun. A unit of grots can suck up any additional wounds.

Welcome to the Freakshow!

(Leadership-shenanigans for Eldar of all types.) 
   
Made in gb
Sinewy Scourge




Warrington, UK

Sounds good Jim, I will check it and add it if it works that way

Website: http://www.northernwarlords.co.uk

Facebook: https://www.facebook.com/northernwarlords

Dark Eldar 35,000pts
Craftworld Eldar 27,500pts
+ 10,000pts of Ynnari, Corsairs & Harlequins 
   
Made in us
Hellish Haemonculus






Boskydell, IL

Also, the new 50% reserves rules plus the Stronghold Assault rules give me lovely ideas for WWP lists again.

If you took a Bastion with an escape hatch, you could potentially drop the WWP inside your opponent's deployment zone on the first turn. With a comms relay and a buttload of dudes in Reserve, you could overcome the 'Doofus Phase' (where all your guys have to stand around not assaulting) via target saturation.

Welcome to the Freakshow!

(Leadership-shenanigans for Eldar of all types.) 
   
Made in us
Screaming Shining Spear





I like the Idea of Deep Striking Wraithguard, but it probably would not be very reliable. The scatter would kill it, and a Spiritseer wont fit with them in the Raider so probably no Battle Focus. Now, if there were some sort of item or rule that granted no scatter for Deep Strike, this could work well.

As for the Banshees in the Dias, that sounds like some good fun! Probably too expensive to be worth it though.

Rending poison sounds sick.

4000 points: Craftworld Mymeara 
   
Made in gb
Sinewy Scourge




Warrington, UK

 Jimsolo wrote:
Also, the new 50% reserves rules plus the Stronghold Assault rules give me lovely ideas for WWP lists again.

If you took a Bastion with an escape hatch, you could potentially drop the WWP inside your opponent's deployment zone on the first turn. With a comms relay and a buttload of dudes in Reserve, you could overcome the 'Doofus Phase' (where all your guys have to stand around not assaulting) via target saturation.


I like the sound of this, drop a few Talos in there Will have a look and post it again if I think it might work


Automatically Appended Next Post:
 extremefreak17 wrote:
I like the Idea of Deep Striking Wraithguard, but it probably would not be very reliable. The scatter would kill it, and a Spiritseer wont fit with them in the Raider so probably no Battle Focus. Now, if there were some sort of item or rule that granted no scatter for Deep Strike, this could work well.

As for the Banshees in the Dias, that sounds like some good fun! Probably too expensive to be worth it though.

Rending poison sounds sick.


You can now get out of transports 6" when they deep strike so if you use a Tantalus you can drop it 12" away from the enemy, move up 6", battle focus 6" and then have all the D-Scythes right in their faces...


Automatically Appended Next Post:
Added another tactical idea (at the very bottom).

Seems like a bit of a overpowered little move to me but I will use it regardless

This message was edited 2 times. Last update was at 2014/05/26 14:46:52


Website: http://www.northernwarlords.co.uk

Facebook: https://www.facebook.com/northernwarlords

Dark Eldar 35,000pts
Craftworld Eldar 27,500pts
+ 10,000pts of Ynnari, Corsairs & Harlequins 
   
Made in us
Hellish Haemonculus






Boskydell, IL

Here's a question: you seem to be advocating the Stormsurge.

Are formations allowed in general play? I kind of thought they were Apoc only. If not, then I'm fielding that bidniss DIRECTLY.

Welcome to the Freakshow!

(Leadership-shenanigans for Eldar of all types.) 
   
Made in gb
Sinewy Scourge




Warrington, UK

Page 121 of the 7th Ed Codex.

Right hand side in the black column. Doesnt say anything about Apoc, only thing it does say is you can use it in unbound armies if you wish as well so I guess you can do so.

Website: http://www.northernwarlords.co.uk

Facebook: https://www.facebook.com/northernwarlords

Dark Eldar 35,000pts
Craftworld Eldar 27,500pts
+ 10,000pts of Ynnari, Corsairs & Harlequins 
   
Made in us
Regular Dakkanaut




The data sheet for the storm surge formation says it's for apocalypse.

Also the tantalus is a huge models and will encounter the same problems as a deep striking monolith. The risk of a mishap will be high, and it 200+ points before you add the wraith guard. If you pull it off it would be a fun turn though.
   
Made in us
Hellish Haemonculus






Boskydell, IL

Aren't all formations Apoc selections, though?

Welcome to the Freakshow!

(Leadership-shenanigans for Eldar of all types.) 
   
Made in us
Regular Dakkanaut




No there are some that say they can be used in any game
   
Made in gb
Sinewy Scourge




Warrington, UK

I can't see where it says apocalypse only. It says it has no restrictions.

Website: http://www.northernwarlords.co.uk

Facebook: https://www.facebook.com/northernwarlords

Dark Eldar 35,000pts
Craftworld Eldar 27,500pts
+ 10,000pts of Ynnari, Corsairs & Harlequins 
   
Made in us
Hellish Haemonculus






Boskydell, IL

I just looked at it again, and it looks like Apocalypse is only mentioned in the introduction of the article, but an Apoc restriction doesn't appear anywhere in the actual rules.

Welcome to the Freakshow!

(Leadership-shenanigans for Eldar of all types.) 
   
Made in us
Regular Dakkanaut




It's at the very top where it says: The Rules Apocalypse data sheet

And then again in the introduction to the data sheet, and then again in the new data sheet portion.
   
Made in gb
Sinewy Scourge




Warrington, UK

I'm looking at it now and it has no restrictions. As per the 7th edition codex it's legal to use.

I'll mark it as apocalypse just in case.

Website: http://www.northernwarlords.co.uk

Facebook: https://www.facebook.com/northernwarlords

Dark Eldar 35,000pts
Craftworld Eldar 27,500pts
+ 10,000pts of Ynnari, Corsairs & Harlequins 
   
Made in us
Regular Dakkanaut




I kinda hope you're right and it is available in regular games. It's a great formation.
   
Made in gb
Sinewy Scourge




Warrington, UK

Played my first game of 7th tonight, I can honestly say that Misfortune for shooting armies is amazing...

First turn the Reavers and Farseer moved up, Misfortuned Tiggy and his Terminator friends (storm shields) and the 1 Venom in range managed to kill 3 of them.


Website: http://www.northernwarlords.co.uk

Facebook: https://www.facebook.com/northernwarlords

Dark Eldar 35,000pts
Craftworld Eldar 27,500pts
+ 10,000pts of Ynnari, Corsairs & Harlequins 
   
Made in us
Hellish Haemonculus






Boskydell, IL

When it comes to Misfortune, the re-rolled armor saves are great. But the Rending part of the equation, I think, looks a little tastier on paper than it actually is in reality. Back in 6th, I had countless occasions where I needed to fall back on the Rending potential of Assault Cannons or Sniper Rifles to take down vehicles, and was almost always disappointed. I think Misfortune is certainly good enough to include, but that it would probably more productive to keep the 'Rending on vehicles' as a Hail Mary pass.

Regarding the Stormsurge, while the article mentions Apocalypse, the data sheet with the actual rules on it never mentions Apocalypse.

I'm spitballing, but prior to 7th edition, were there any formations that were legal for regular 40k?


Automatically Appended Next Post:
Also, it appears that the proscription against allies using your Webway Portals is gone.

There may be some wiggle room to argue whether the Portal still qualifies as 'equipment' once dropped (meaning only Eldar and CWE can benefit from the portals) or not (in which case all of your allies regardless of relationship can use it!) but this opens up a whole carton of shenanigans.

This message was edited 1 time. Last update was at 2014/05/28 04:57:06


Welcome to the Freakshow!

(Leadership-shenanigans for Eldar of all types.) 
   
Made in gb
Sinewy Scourge




Warrington, UK

It makes sense that Eldar can use them, aanything else is pushing it really


Automatically Appended Next Post:
Misfortune is a tricky one. For most armies it's awful but for DE who can easily put out over 125 shots a turn its game changing.

These rends also affect disintegrators meaning you can actually glance land raiders with them or pen wave serpents, makes a huge difference (I run dissie ravagers not lances).


Automatically Appended Next Post:
Also affects reavers bladevanes which is fantastic if you have perfect timing on.

This message was edited 2 times. Last update was at 2014/05/28 06:28:08


Website: http://www.northernwarlords.co.uk

Facebook: https://www.facebook.com/northernwarlords

Dark Eldar 35,000pts
Craftworld Eldar 27,500pts
+ 10,000pts of Ynnari, Corsairs & Harlequins 
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

Shingen wrote:

Misfortune is a tricky one. For most armies it's awful but for DE who can easily put out over 125 shots a turn its game changing.

These rends also affect disintegrators meaning you can actually glance land raiders with them or pen wave serpents, makes a huge difference (I run dissie ravagers not lances).


Misfortune to get rending to kill vehicles is only useful if you only have vehicles to shoot at. It is far far better to have for your splinter shots going through high armor save units.

Using it to kill 1 vehicle means you are spending your warp change for the turn, risking perils, and then a ton of splinter shots to glance stuff. Huge opportunity cost to potentially kill 1 vehicle, where it could have been used to kill a TON of infantry.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in gb
Sinewy Scourge




Warrington, UK

I was just pointing out it's possible in a pinch not that it should be used for that.

Terminators, marines of both types, monsterous creatures etc would be a better use.

Website: http://www.northernwarlords.co.uk

Facebook: https://www.facebook.com/northernwarlords

Dark Eldar 35,000pts
Craftworld Eldar 27,500pts
+ 10,000pts of Ynnari, Corsairs & Harlequins 
   
Made in us
Regular Dakkanaut



Portland, OR

I'm going to give Phantasm Launchers a shot next time I play- defensive grenades now can be thrown as a Blind blast! That seems very strong to me against certain armies, and not bad against Marines either.

   
Made in us
Haemonculi Flesh Apprentice






You failed to point out what we lost in 7th. Our primary AT weapons now only kill on a 6! That screws DE more then we gained regarding the new table. It takes 3 ravagers to kill a single rhino on average now!

We don't have a mid strength high rate of fir weapon, S6-7, which are the best option to knock out armor still.

Sure allies can help with this, but that isn't the point of the thread since we are looking at DE in 7th. Also since anyone can take anyone now.

   
Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

Then maybe that weapon should no longer be our primary way of AT. While every armies AT has been blunted somewhat, only Dark Eldar and Necrons can truly say that they can mount an AT offensive based on Haywire. Scourges can carry 2 Haywire Blasters per 5 guys, any unit of Wyches or Trueborn can carry Haywire Grenades and the Forge World Reaper is a Ravager that swaps 3 Dark Lances for a single Str 7 shot which causes D3 Haywire hits. Not saying Blasters and Dark Lances are useless, they will be quite good at knocking off guns and immobilizing things, but our Haywire Weapons are just as effective and more importantly, reliable, as ever.

Haywire Wyches are indeed a bit of a suicide unit, but they do gain you access to a Venom, which is always nice. Scourges are a bit better now they are scoring, fast, and have a fair bit of fire power. 2 Units of 5 with 2 Haywire Blasters could make there way into some lists. The Reaper suffers from single shot syndrome i grant you, but guide/prescience help masses with this if you take allies or if not, simply take 2. The Void Raven is still a great weapon, if less likely to explode. How would you feel about swapping your 3 Ravagers for 2 Reapers and a Flyer?

 
   
Made in gb
Sinewy Scourge




Warrington, UK

My primary AT is heat lances on reavers and haywire grenades, I don't even run Lances (although I have a few blasterborn).

Website: http://www.northernwarlords.co.uk

Facebook: https://www.facebook.com/northernwarlords

Dark Eldar 35,000pts
Craftworld Eldar 27,500pts
+ 10,000pts of Ynnari, Corsairs & Harlequins 
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

 ALEXisAWESOME wrote:
Then maybe that weapon should no longer be our primary way of AT. While every armies AT has been blunted somewhat, only Dark Eldar and Necrons can truly say that they can mount an AT offensive based on Haywire. Scourges can carry 2 Haywire Blasters per 5 guys, any unit of Wyches or Trueborn can carry Haywire Grenades and the Forge World Reaper is a Ravager that swaps 3 Dark Lances for a single Str 7 shot which causes D3 Haywire hits. Not saying Blasters and Dark Lances are useless, they will be quite good at knocking off guns and immobilizing things, but our Haywire Weapons are just as effective and more importantly, reliable, as ever.

Haywire Wyches are indeed a bit of a suicide unit, but they do gain you access to a Venom, which is always nice. Scourges are a bit better now they are scoring, fast, and have a fair bit of fire power. 2 Units of 5 with 2 Haywire Blasters could make there way into some lists. The Reaper suffers from single shot syndrome i grant you, but guide/prescience help masses with this if you take allies or if not, simply take 2. The Void Raven is still a great weapon, if less likely to explode. How would you feel about swapping your 3 Ravagers for 2 Reapers and a Flyer?


Tau can also take haywire grenades, iff tau players ever read their codex beyond the ultra competitive 5 riptide army

Haywire blasters arent so great on scourges. not enough shots.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in gb
Sinewy Scourge




Warrington, UK

Primary AT on Dark Eldar should be Haywire really. Scourges with 4 Haywire Blasters are really good now if you DS them, probably more so than blasters.

Considering Knights and Super Heavys / Lords of war are in the game I'd suggest Haywire for AT, ap2 dissies for killing troops.

This message was edited 1 time. Last update was at 2014/05/28 17:15:31


Website: http://www.northernwarlords.co.uk

Facebook: https://www.facebook.com/northernwarlords

Dark Eldar 35,000pts
Craftworld Eldar 27,500pts
+ 10,000pts of Ynnari, Corsairs & Harlequins 
   
Made in us
Haemonculi Flesh Apprentice






Shingen wrote:
Primary AT on Dark Eldar should be Haywire really. Scourges with 4 Haywire Blasters are really good now if you DS them, probably more so than blasters.

Considering Knights and Super Heavys / Lords of war are in the game I'd suggest Haywire for AT, ap2 dissies for killing troops.


Haywire is not that great honesttly. 10 scourge runs you 220 before weapons dude. Thats what 260 you want to deep strike. That's horrible AT, nnot to mention now your wasting all those shard carbines while you strip a couple HP's off a rhino. 4 shots only gets you 2.68 hits then you need 2+ and they need to fail cover if they have it. haywire is neat and can be awesome to knock off that odd last HP but its hardly the answer.

heat lances are only available on a few units as well:

Talos= which is way to slow and needs to run every turn to justify its pts.

reavers= Need to be boosting and bladevaning to be worth it, other wise your trading 1 unit for a cheaper transport. If yuio jink, don't expect to hit with those lances.

Scourges= Again WAY to pricey and fragile and with HL they will need to gamble with deepstrike. Again your trading an expensive unit for a trransport generally. Even killing a land raider doesn't justify the trade at 260.

Even had trueborn been allowed to carry HB it wouldn't be worth it. It's the lack of shots. 4 HB isn't marginally more efficient at stripping HP off rhinos then blasters, except now you can't penetrate 2+ save units like centurions and oblits.


My hope is for dissy's to go up in strength to 6 with the update. Also the addition of some sort of mid strength cheap assault weapon for our elites. Possibly just changing shredders profile to be more like a death-spinner.


   
 
Forum Index » 40K General Discussion
Go to: