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Made in ca
Fresh-Faced New User




Calgary, Alberta

In the last 4 years roughly 50-60% of the armies entered in this tournament were either space marines or chaos space marines. I have only attended the last two years but out of 8 games 5 were played against marines. So while I haven't specifically tooled up the list to be anti marines (the game designers built the army to do that as is) it does explain why I am risking taking grotesques with a Punisher Archon.

Archon w punisher, helm, drugs, field, grenades, TALISMAN, ANIMUS VITAE

7 grotesques + Raider

DRACHITE w Agonizer, drugs, rack + Retinue (8) w grenades + succubus w agonizer,pistol +Raider

9 Wyches w grenades, 2 blasters + succubus w agonizer, pistol, t-RACK + Raider

Gun Boat - 10 warriors w splinter cannon, blaster + Raider

Sniper Squad x 3 (10 warriors w 2 dark lances)

10 Warriors w 2x splinter cannons

Talos

2 Ravagers w 3x dissintegrators, night shileds

The DRACHITE does not have grenades because he will use the always strike first drug if needed.

EDIT: I have edited out the horrorfexes and listed all changes in CAPS. That army total is now 1780.


05-03-03 Dark Angels (2800)
30-14-05 Dark Eldar (3500)
02-00-04 Ultramarines (1800) 
   
Made in us
Deadly Dark Eldar Warrior





In tournaments if you go punisher consider the Animus Vitae, could be highly beneficial if you are decent at taking slaves as I am  

I assume you mean a Dracite not a Dracon.  Dracon cannot take Wyches as a retinue.

I see no webway portals, so I hope cover is atleast somewhat decent in your area.   Without portals I am not a fan of the Talos, it is way too slow with WWP, unless you play city fight boards it will not see combat very easily and is a fire magnet which is still a good idea to have just for that.  4th edition is pocket powerfist in every squad, so it dies and is random in combat ta boot.

Consider screaming jets on one or both Ravagers, they are nice to have for a bit of variety, 2/3 of the RTT allow deepstrike.  I am not a big believer in night shields, but you may have better luck.  Ravagers are immune to small arms fire, being Armor 11 on front/sides, for the most part, so its only the big guns with big range that you are trying to nix.  Big guns have big str and range, and nightshields are pricey and those points are better spent beefing up your numbers.

Warriors w/ 2 cannons eh, strikes me as filler points, I would beef up the sniper squads, or take some Mandrakes(who are better than people think), or warp beast(very cheap and great counterassault for your sniper squads)

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





At the tournament level, the only competitive build of DE is portals. The weakening of transports in 4th, coupled with a complete reliance on terrain means that any raider based force is usually completely dependant on first turn to win. So De players took a hint from modern lists like Daemon bomb and Pod Marines. Portals allow you to keep your fragile, powerful units out of harms way until they are already in striking distance.

The basic plan is to have 2 large units with portals at the start of the game. Fewer than 2 portals, and you run the risk of having the portal be blocked off. (remember, a unit cannot move within 1" of an enemy unit) These units need to be rather large, or you may lose them to fire. (a warrior unit, for example, needs at least 15) The goal of your portal bearers is to move+fleet on turn 1, and then move and drop the portals on turn 2. Ideally, the portals should be around 18" apart to ensure maximum threat range. After that, the units usually become Dark Lance sniper platforms. (albeit sitting in the open with only a few models left, luckily your opponent has much bigger problems)

The best unit for coming out of the portal is definately wyches. 12" move+ 2" dimembark +D6 fleet +6-12" charge basically means you can hit anything on the board. Grotesques and Incubi make close seconds, losing only the fleet movement, but they have their uses as well. Shooty squads are tougher, as they rely on your CC troops disabling most of the return fire. Assuming this happens though, Ravagers (and to some extent raider gunships) can cause a lot of damage.

As for the list itself:

Don't 'think' about the animae, its a prerequisite with the punisher build.

Horrorfexes are (unfortunately) questionable in the 4th edition world of fearless and Ld10. (You have no idea how much I wish they were playable)

Splinter Cannons on ground based Warrior Squads can't compete with Dark Lances. (MEQ metagame strikes again!)

Be Joe Cool. 
   
Made in us
Fixture of Dakka




How would raiders with slave snares do? Would they be able to fly out of a blocked portal, snagging enemy troops along the way?
   
Made in us
Deadly Dark Eldar Warrior





Slave snares are ok, and its fluffy to do.  Extra VP's to boot.  But, sadly you can't move 24" and do it, but the FAQ says you can line up and get more than one squad with it, so if you get a marine then it has made the points back.

I've won a tournament without portals, but anything above 1500 I would take 2 portals, it makes you dependent on late game heroics or great reserve rolls, but its definately a surprise when a ton of assault troops comeout, like 2 Talos and some wyches led by a lord.

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





DE vehicle upgrades are all flash and no substance. None of the upgrades enhance the vehicles preformance, yet all of them jack up the cost of a vehicle that is vunerable to 95% of the weapons you will see at an RTT. Slave Snares jack up the cost of the Raider by more than 25%. To recoup these points, the raider has to live another turn after unloading its troops, followed by running over a viable (i.e. not locked in cc) target(s) and getting a kill. (in a field domoinated by MEQ) Thats 3 things that have to happen for slave snares to be cost effective, and all three are dubious. Basically every DE vehicle upgrade has similar problems.

edit: (oh sweet god it finally works)


Be Joe Cool. 
   
 
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