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				<title>Dark Eldar 2000pts </title>
				<description><![CDATA[ Kinda new to Warhammer Tabletop so please?<br /> So, I've been thinking about this list for awhile now and it is a little heavy AI but hey who knows right<br /> <font color='red'><br /> FastAtk-5 Beastmasters w/ 25 khymerae <br /> FastAtk-10 scourges <br /> Elite- 5 trueborn (w/ 4 blasters 1 <span class="glossaryitem" onmouseover='gp(540);'>DL</span> and haywires) in Venom (w/2nd SplinterC)<br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>/Elite- 9 Trueborn (w/ 9 shardcarbines) and Duke sliscus in Raider (w/ GruesomeTrophies/nightsheild) <br /> Troops-4 X 10 Kabalite in Raider (w/ Splinter racks)  <br /> Heavy S-Razorwing (w/ Dizzies /SplinterC /4 Shatterfeild /flickerfeild)</font><br /> Comes around 1993<br /> <br /> Any advice is welcome. <img src="/s/i/a/8f7b3f87df347f2cf6c1e7d5e119a067.gif" border="0"> <br /> Especially whether or not the Blasterborn and the Raiders <span class="glossaryitem" onmouseover='gp(540);'>DL</span>'s Will do the trick?]]></description>
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				<pubDate><![CDATA[Mon, 5 Nov 2012 10:55:51]]> GMT</pubDate>
				<author><![CDATA[ Andarthmouth]]></author>
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				<title>Re:Dark Eldar 2000pts </title>
				<description><![CDATA[ Howdy! <br />  <br /> There's a few things you'll probably want to tweek. As far as the fast attack goes I usually run 10 khymera and 6 razorwing flocks, razorwings are great with all the rends they can dish out and the khymera are decent in <span class="glossaryitem" onmouseover='gp(19);'>cc</span> but are better at taking blows so the razorwings can keep on doing their rendy goodness <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"> next I would drop the scouges and use reavers with a couple <span class="glossaryitem" onmouseover='gp(492);'>HL</span>'s instead, there isnt really anything that scourges can do that reavers cant do better except maybe anti <span class="glossaryitem" onmouseover='gp(93);'>MC</span>, so I think they would probably be a better choice. <br /> <br /> Your elites look good, except that you might want to drop the <span class="glossaryitem" onmouseover='gp(540);'>DL</span> and HWG's off the one squad because for most of the game the <span class="glossaryitem" onmouseover='gp(540);'>DL</span> will be hitting at BS1 which really wont make it worth the 25pts you have to pay for it. <br /> <br /> Other than that the list looks good and if you do make the changes you'll probably have enough points left to get a 5 man wyche squad with hwg in a venom which will help out with the lack of <span class="glossaryitem" onmouseover='gp(482);'>AT</span>. Best of luck!  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Mon, 5 Nov 2012 21:18:26]]> GMT</pubDate>
				<author><![CDATA[ flaming tadpole]]></author>
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				<title>Dark Eldar 2000pts </title>
				<description><![CDATA[ I actually like the fact that it's not all venoms everywhere.<br /> I do agree with mini frog above me, mix up the beasts, it makes em go a little farther.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 5 Nov 2012 22:15:42]]> GMT</pubDate>
				<author><![CDATA[ dpal666]]></author>
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				<title>Dark Eldar 2000pts </title>
				<description><![CDATA[ I am a total fan of the duke and all of his magical wonderfulness, but have you considered taking Baron Sathonyx (or whatever it is) with your beasts? Also you may want to reconsider taking carbines for your trueborn as their 18" range will allow many troop types to move and shoot at your raider. I would suggest taking two splinter cannons and just normal rifles but upgrade the raider to have splinter racks.<br /> <br /> Otherwise if that's your thing go for it, it's ballzy]]></description>
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				<pubDate><![CDATA[Mon, 5 Nov 2012 22:50:52]]> GMT</pubDate>
				<author><![CDATA[ Barrywise]]></author>
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				<title>Dark Eldar 2000pts </title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/ee34f492d07b21714ded5732313cc422.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/487116/4948834.page"><b>dpal666 wrote:</b></a><br/>I actually like the fact that it's not all venoms everywhere.<br /> I do agree with mini frog above me, mix up the beasts, it makes em go a little farther.<br /> <br /> </div></blockquote> <span class="glossaryitem" onmouseover='gp(84);'>lol</span>! dont forget im on fire too  <img src="/s/i/a/a634d4056bc15b21ef25d1960801aa76.gif" border="0"> ]]></description>
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				<pubDate><![CDATA[Mon, 5 Nov 2012 23:28:27]]> GMT</pubDate>
				<author><![CDATA[ flaming tadpole]]></author>
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				<title>Dark Eldar 2000pts </title>
				<description><![CDATA[ Cool thanks and i like the splinter cannons on the Trueborn in the raider but 18'  assault 3 poison 3+ trumps 24" rapidfire poison 3+ in my mind.<br /> <br /> I love Baron Sathonyx but i not running anything with Drugs so kinda a not totally worth it but hes cheap and you go first alot i have an apocalypse army that runs him and vect and its just blissful.<br /> <br /> The blasterborn in the venom are tried and undeniably worth it drop them off at a tank line and 5 str8 ap2 shots followed by 5 haywire assault is enough for anything i usually run 2<br /> <br /> The scourges are literally there to handle <span class="glossaryitem" onmouseover='gp(93);'>MC</span>'s but i geuss with the Duke raider i need not worry really <br /> <br /> And the beastmasters I know that razorwings are helpful but at 25 Khymerae is really an assault buffer for my raiders that tends to abolishwhatever stands by it especially at 75 str4 assault attacks and a 4+ invulns just makes me giddy thinking about it<br /> <br /> so all around im thinking of pulling scourges for reavers maybe a fat squads or drop them for Blasterborn venom?<br /> <br /> <br /> also should i pull the razorwing?<br /> <br /> P.S. "We are gathered here today to pay our respects to our dear late friend <span class="glossaryitem" onmouseover='gp(308);'>MSU</span>...."]]></description>
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				<pubDate><![CDATA[Tue, 6 Nov 2012 06:28:49]]> GMT</pubDate>
				<author><![CDATA[ Andarthmouth]]></author>
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				<title>Dark Eldar 2000pts </title>
				<description><![CDATA[ If you want to run 10 warriors, give them a splinter cannon, no reason not to. 4 troops is not near enough for dark eldar at 2k points either, even if they're 10 strong. Add another squad, and consider running at least 2 squads with 5 men and a blaster (in either style transport).<br /> <br /> Keep the razorwing, but give it dark lances and keep the standard missiles.<br /> <br /> I don't mind the unit with Duke too much. You'd probably be better served getting 2 <span class="glossaryitem" onmouseover='gp(382);'>SCs</span> and a few with rifles. Your other unit with 4 blasters and 1 <span class="glossaryitem" onmouseover='gp(540);'>DL</span> is not ideal. Split it up into 2x3 with 3 blasters for better antitank. Don't give them haywires. The last thing you want is for your trueborn to be in melee with a vehicle exploding it and killing themselves.<br /> <br /> If you HAVE to run big beast packs, run 4 BM, 10 Khymerae, and 4 <span class="glossaryitem" onmouseover='gp(744);'>RW</span> flocks. Comes to 228 points instead of 360.<br /> <br /> Scourges are okay, but don't put 10 with just standard war gear. If you want to use them, break them up into groups of 5 and tool them with either dark lances, haywire blasters, or splinter cannons. In this setup, since you really need more <span class="glossaryitem" onmouseover='gp(482);'>AT</span>, give them haywires.<br /> <br /> This list has some good elements, it just needs refined to include at least 1 more troop squad, and more antitank, unless you're absolutely positive you're never going to play anyone with more than a few vehicles.]]></description>
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				<pubDate><![CDATA[Tue, 6 Nov 2012 06:53:59]]> GMT</pubDate>
				<author><![CDATA[ Tinsil]]></author>
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				<title>Dark Eldar 2000pts </title>
				<description><![CDATA[ I think <span class="glossaryitem" onmouseover='gp(27);'>DE</span> is for noobs. JK LULZ!! Na, seriously they're a tough army to use and they will take time to fine tune... It seems that there should be a <span class="glossaryitem" onmouseover='gp(27);'>DE</span> poll on beastmasters. Hah!<br /> <br /> Hobbes, thats what ya should do <span class="glossaryitem" onmouseover='gp(84);'>lol</span> Start a poll ]]></description>
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				<pubDate><![CDATA[Tue, 13 Nov 2012 02:25:18]]> GMT</pubDate>
				<author><![CDATA[ xSoulgrinderx]]></author>
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				<title>Dark Eldar 2000pts </title>
				<description><![CDATA[ Alright so you're going for the whole shardcarbines at 18", understood. Just know that I'm not sure if the Nightshields reduces the range of the guns by 6" and therefore reduces their rapid fire range by 3". If this did then i'd say yes this is your best option but know that the 153 points you spent for the trueborn for 18 hits per round can be compared to the 16 hits per round of a rapid firing splinter racked warriors at 81 points, <br /> <br /> If you then compare roughly the same amount of points you can get 2 X trueborn, 2 raiders to 3 X  9 warriors in 3 raiders. (17 pt difference) so the warriors have more wounds, more dark lances and have better range but the trueborn have better damage output.<br /> <br /> Basically I'd use the warriors to whittle down enemies, trying to stay out of range and when a squad is finally ready to die, i'd get in close and gun em all down, getting a pain token, switching which squad finishes units to only get <span class="glossaryitem" onmouseover='gp(265);'>FnP</span> which will be useful for capping objectives later in the game.<br /> <br /> *NOTE* The Raiders i used were different for the 2 groups, Trueborn had flickerfield and nightshields. Warriros had flickerfield and splinter racks. <br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> oh also as a final note, the trueborn might be better than i thought because you might not need night shields with the new wound allocation killing the nearest models, you might get enough models that your opponent will be out of range anyways for rapidfiring. but if your opponent does try to bunch up his units to try and negate that, it's a perfect opportunity for your razorwing or if he makes a line of men, it'd be a great opportunity to take Eldar allies with a vibro cannon.<br /> <br /> Anyways good luck, hope you enjoy the dark beauty of the Dark Eldar]]></description>
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				<pubDate><![CDATA[Tue, 13 Nov 2012 22:22:23]]> GMT</pubDate>
				<author><![CDATA[ Barrywise]]></author>
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				<title>Re:Dark Eldar 2000pts </title>
				<description><![CDATA[ <blockquote class="uncited"><div>"If you then compare roughly the same amount of points you can get 2 X trueborn, 2 raiders to 3 X 9 warriors in 3 raiders. (17 pt difference) so the warriors have more wounds, more dark lances and have better range but the trueborn have better damage output. "</div></blockquote><br /> <br /> @Barrywise<br /> <br /> As Andarthmouth's most common opponent, Ive ran against both these methods (against daemons mostly) and have found that the Trueborn are quite effective. I cant play with fateweaver anymore simply because of scourges and 22 twinlinked psn shots coming from each raider is the biggest pain in the ass to deal with. That and those damned 5+ IV saves on the vehicles. One big problem weve been running into is properly loading out a Razorwing. Hes been fighting daemons mostly, but thats a unique oppoent since the daemon deployment is ass backwards. <br /> <br /> Basically what im asking is... How should Andarthmouth load out his Razonwings to fight A) Daemons and B) Mechs?<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 14 Nov 2012 16:00:46]]> GMT</pubDate>
				<author><![CDATA[ xSoulgrinderx]]></author>
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				<title>Re:Dark Eldar 2000pts </title>
				<description><![CDATA[ depending on how many models have them, haywires are great.<br /> ]]></description>
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				<pubDate><![CDATA[Wed, 14 Nov 2012 16:13:27]]> GMT</pubDate>
				<author><![CDATA[ trollingthesystem]]></author>
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				<title>Dark Eldar 2000pts </title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/487116/4976933.page"><b>Barrywise wrote:</b></a><br/>Alright so you're going for the whole shardcarbines at 18", understood. Just know that I'm not sure if the Nightshields reduces the range of the guns by 6" and therefore reduces their rapid fire range by 3". If this did then i'd say yes this is your best option but know that the 153 points you spent for the trueborn for 18 hits per round can be compared to the 16 hits per round of a rapid firing splinter racked warriors at 81 points</div></blockquote><br /> <br /> I'd like to point out that 9 shardcarbines is 27 shots. They are assault 3 at 18 inches, compared to 18 <span class="glossaryitem" onmouseover='gp(126);'>TL</span> rapid fire at 12 inches. There is a big enough difference.]]></description>
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				<pubDate><![CDATA[Thu, 15 Nov 2012 00:40:28]]> GMT</pubDate>
				<author><![CDATA[ syranas]]></author>
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				<title>Re:Dark Eldar 2000pts </title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(546);'>NS</span> reduces rapid fire range by 6" It was <span class="glossaryitem" onmouseover='gp(36);'>FAQ</span>'d... but then again that was the old rules, so I'm not sure <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0">]]></description>
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				<pubDate><![CDATA[Fri, 16 Nov 2012 20:31:10]]> GMT</pubDate>
				<author><![CDATA[ nickick]]></author>
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