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Made in us
Regular Dakkanaut




HQ

1 Archon - agonizer, splinter pistol and combat drugs 106

1 Haemonculus - destructor and scissorhand 45

1 Master Shaper - evicerator 63

Elite

5 Mandrakes 75

8 Wytches  - succubus and goblet of spite 109

1 Raider - disintegrator 60

5 Warp beasts 60

1 Beastmaster 15

Troops

10 Warriors - 1 blaster and 1 splinter cannon 95

1 Raider - disintegrator 60

10 Warriors - 1 blaster and 1 splinter cannon 95

1 Raider - disintegrator 60

10 Warriors - 1 blaster and 1 splinter cannon 95

1 Raider - disintegrator 60

20 Kroot Carnivores - 1 shaper and 1 evicerator 206

Fast

20 Kroot & 20 Kroot Hounds - 1 shaper, 1evicerator, surefoot charm, blood or stalker and hyperactive nymune organs 396

Heavy

1 Ravager - 3 disintegrators and nightshield 135

1 Ravager - 3 disintegrators and nightshield 135

1 Ravager - 3 disintegrators and nightshield 135

Total 2005

I haven't been playing DE very long, bout 6 monthes.  I was initially attracted to a mainly foot army, but have found it very soft and unwieldly.  I've attempted to play more to their strengths with this list while still keeping a rather large foot element in the kroot.  I don't play competitively, just with a small circle of friends who are all mainly MEQ players.  I rarely face much armour except for the odd dreadnaught or defiler.  I play several MEQ armies myself so have attempted to build a very power armour unfriendly list that focuses on firepower and maneuver while including a few very tough assault units to tie up enemy firebasing.  Let me know what you think. 

   
Made in us
Regular Dakkanaut



south florida

cant have 3 HQ,s

New Official WC forums http://www.40kwreckingcrew.aceboard.com

 
   
Made in us
Deadly Dark Eldar Warrior





Well you missed out on the shadowfield, which many slap on the Archon as essential.  Where is the Archon going to be?  On foot, with the wyches?

3 HQ's is a no no.  Drop the Haemmie unless he is necessary.  I love the acid flamer but I don't see him fitting in here.

Goblet of spite hampers the wyches.  It lets opponents hit back on a 3+ always.  Just buy wych weapons, and maybe plasma grenades.  The succubi deserves an agonizer and splinter pistol.

Raider squads are support, they are better off being sniper squads(warriors with Dark Lances that provide static fire support).  I prefer more wyches, but the kroot could fill that bill. 

Night shields on the Ravagers are ok, but not really necessary, one DL and 2 dissie is a much more optimal config for tank busting and anti-troop.

I see zero Dark Lances.  Blasters are short ranged versions, but you need Dark Lances to compete vs armor.  I know you only play mainly MEQ, but 10 man 2 Dark Lance toting warriors is 100 points, and can survive in cover much longer than a Ravager. 

You don't need kroot, but I guess it's certainly interesting.  I prefer my DE in WW portals, but this could work with the some of the above modifications.

"Confidence is my weapon, arrogance my armor"
 
   
Made in us
Tough Tyrant Guard





Sacramento, ca

 the army i run at  2k is  soild try this

<table cellspacing="0" cellpadding="0" border="0"> <tbody> <tr> <td class="Normal" valign="top">:</td> <td>

HQ

1 Archon - agonizer, splinter pistol and combat drugs 106

1 Haemonculus - destructor and scissorhand 45

1 Master Shaper - evicerator 63

</td> </tr> </tbody> </table>

1 Dracon with  agonizer,pistol, shadow field, drugs

with 6 incubi master with drugs , raider(DL) horroflex

1 wytch lt( cant remember the name)  agonizer, drugs, splinter pistol

 

Elitle

10 man drakes

9 wytches with plasma grenades, wytch weapons Raider with  slave nets

succubuss drugs and  agonizer, pistol

8 wytches with haywire ,plasma and  wytch weapons, two blaster and succubuss with agonzier and drugs and pistol

Warriors

5 , 10 man squad with two DL each

1 Raider(DL) squad,  splinter cannon, blaster 10 man with a succubus with WWP

 Heavy

3 ravagers with  three Dissis and night shields

 

   
Made in us
Deadly Dark Eldar Warrior





Anything above 1500 points and you should use an Archon for fluff and his higher stats in a large game.

Incubi master is a huge point sink/waste, another 2 incubi for less will do better.  All you get is a bump to init, LD and an extra attack for nearly double the points.  If you give him drugs and anything else you are already in Drazhar territory, and he owns just as much as a lord.  For that matter Drazhar does much better and has cool special rules to boot.  Doubling wounds is stellar, and switching places is a great skill.

I like a Dracon and Drazhar together personally.  Archon gets a field and Dracon with Drazhar protecting him is a nasty surprise that will win many combats before others even get to their initiative.  What Dark Eldar have 3+ armor???  Well who doesn't anymore lol.  Heh.

"Confidence is my weapon, arrogance my armor"
 
   
Made in us
Regular Dakkanaut




Well, the goblet and one raider disintegrator can be replaced with with wytch weapons. I don't see the three hqs as a problem in a friendly game as none of them are really overpowered. Haemonculi really shouldn't count as hqs. I never use a shadowfield as my Archon is always with my wytchs. My opponents usually play Death Guard, Necrons and vanilla Chaos. The most armour I've ever encountered is 1 defiler, 1 dreadnaught and 1 rhino. Though its possible to get poned should I encounter significant armour, it rarely occures as my buddies are as troop happy as me. I don't trust a unit of 10 warriors. Even one turn in the open can spell disaster and 36 inches is a tad close for just 2 lance shots per turn. Web portals are fun, but the kroot are there to form the solid combat force and to take fire that the skimmers might otherwise attract. The raiders are to support the kroot and the ravagers are to nibble at units in power armour. The kroot hounds led by master shaper are the tip of the spear and should be in combat in 1 turn. Theres very little that can take this unit down if you're smart who it assaults and keep them in cc as long as possible. The carnivore unit will sit in a jungle and snipe till they're needed in cc support. With their infil, 4+ cover in woods, str 4 guns and strong cc skill I find them a much better deal than a comperable unit of warriors. The raider units will all disembark at one spot and form a small firebase. While the raiders will continue to nibble.
   
Made in gb
Daring Dark Eldar Raider Rider




Between a rock and a hard place

I don't see the three hqs as a problem in a friendly game as none of them are really overpowered.


You may feel that way, but doubtless your opponent will disagree. Don't take the chance. Stick to the rules.

"The Imperium looks at it this way. Your armor can either protect you from an anti-tank rocket, or a garden hose. But not both".
DragonPup

"I'd rather be drowned in options than parched in the desert of GW's production schedule."
Phryxis 
   
Made in us
Regular Dakkanaut




LOL, I do appreciate the constructive criticism, but its not going to be a problem. The guys I play with have been playing 40k with me for 3 to 10 years and none of us have ever been rules sticklers. Its only been in the last 2 yrs or so I've started to really learn every rule and to stick to them, I finally broke down and bought a $70 rulebook.
Now if my friends have a problem with the hqs its simple to swap out the Haemonculus for some extra drakes. I understand this point when playing in tournies, at the local GW or gaming club. For 10 yrs now I've played with the same 4-5 people. Its never been a problem for any of us to stretch the rules a bit as long as its not considered overpowered or too cheesey.
Imo its not necessarily how you play the game as long as both players agree on said rules, its having fun and enjoying the game. When playing against anyone that long you can usually guess 75 to 85 percent of their list in advance, the same goes for them of you. Some might find that a bit dry, but I find it makes me a bit more creative and flexible with tactics. "Fool me once. Fool me twice... if you fooled once you won't be fooled again."
   
 
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