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![[Post New]](/s/i/i.gif) 2013/08/21 19:01:26
Subject: 1000 Point Dark Eldar Doubles List
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Neophyte undergoing Ritual of Detestation
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So I am getting ready for a doubles tournament. My partner is playing Necrons and I am playing Dark Eldar. Most likely, he is going to bring Imotekh who grants Night Fighting turn 1 and every turn you roll 1D6. If the number you roll is higher than the current game turn number, Night Fighting remains in effect. With that in mind (IDK what else my partner is bringing yet) with 1000 points for each of us, what do the rest of you recommend to tweak this list.
998 Point DE
HQ
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Duke Sliscus
Troops
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9 Kabalite Warriors
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Transport
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Raider
Dark Lance --
-Splinter Racks
-Nightshields
9 Kabalite Warriors
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Transport
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Raider
Dark Lance --
-Splinter Racks
-Nightshields
Elite
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3 Kabalite Trueborn
-2 Blasters
Venom
-Splinter Cannon
-Nightshields
Heavy Support
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Voidraven Bomber
-Nightshield
Ravager
3 Dark Lance
-Nightshields
Ravager 105
3 Dark Lance
-Nightshields
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This message was edited 1 time. Last update was at 2013/08/22 06:46:25
There's no kill like overkill. |
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![[Post New]](/s/i/i.gif) 2013/08/21 19:06:14
Subject: 1000 Point Dark Eldar Doubles List
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Trigger-Happy Baal Predator Pilot
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You cannot post individual point values for units and upgrades, please remove them. An example is this part of your list I corrected.
rathkoron wrote:
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9 Kabalite Warriors 161
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Transport
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Raider
Dark Lance --
-Splinter Racks
-Nightshields
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![[Post New]](/s/i/i.gif) 2013/08/22 06:44:53
Subject: 1000 Point Dark Eldar Doubles List
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Neophyte undergoing Ritual of Detestation
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Oh sorry
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There's no kill like overkill. |
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![[Post New]](/s/i/i.gif) 2013/08/22 17:58:07
Subject: 1000 Point Dark Eldar Doubles List
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Kabalite Conscript
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I would say lose the bomber to free up points for 1 or 2 more blasters in the trueborn squad and put more bodies on the table turn 1. Unless you are really worried about AA in your meta, you want to take maximum advantage of the automatic night fighting that doesn't affect you. I'd also say that i'd take another squad of kabalites, trueborn, or throw in a squad of wyches with haywire grenades for added AI and AT.
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I'm tired of these monkey loving snakes on this monday to friday plane!
Thanks TV editors. |
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![[Post New]](/s/i/i.gif) 2013/08/22 22:27:59
Subject: 1000 Point Dark Eldar Doubles List
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Kabalite Conscript
Jacksonville, FL
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Flicker fields? With more anti cover weapons hitting the table don't rely on moving your vehicle for its cover save especially when it is a main focus on the table, and if you keep the flier you never have to evade for the jink which keeps you from snap firing.
Two blasters are a waist of time, more then likely that unit will get scrapped unless you add onto it.
Being a double tournament, unless random teams, it helps to build a complimenting force with your teammate. Use them to fill counter your weakness as you counter theirs.
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-KCCO |
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![[Post New]](/s/i/i.gif) 2013/08/23 04:08:06
Subject: 1000 Point Dark Eldar Doubles List
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Neophyte undergoing Ritual of Detestation
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mhm...the thing we are using is Imotekh. He grants Nightfighting turn 1, additionally, every game turn, he rolls a D6. If the die comes up a number equal to or greater than the current game turn then Nightfighting continues. My partner is also taking an ADL with the Quad Gun, bringing a flier of his own and a Doomsday Arc. The other HQ choice he's taking will grant Nightfighting to the Doomsday Arc. (72" range if it doesn't move).
Nightfighting forces the enemy (even if mechanized) to move within 30" ...my vehicles are going to be moving to support Necron Troops by shooting the crap out of anything that gets close to them. The Necron Troops, by contrast will be shooting enemy armor (Gauss Weapons which always glance on a 6).
I do have a modified list which drops the venom and Sliscus, in favor of Asdrubel Vect and the 3 Trueborn will be with him...the blasters are replaced with Splinter Cannons. If necessary, Vect can man the gun on his own and the Trueborn can detach to shoot at other things.
Basically, because we have auto-nightfighting turn 1 and probably until the end of turn 3 or 4 and the ability to seize initiative, even against Orcs on a 4+ (Vect), we force the mechanized units to come close and don't have to worry about fliers much with Vect on the gun.
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There's no kill like overkill. |
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