<?xml version="1.0" encoding="UTF-8"?>
<rss version="2.0">
	<channel>
		<title><![CDATA[Latest posts for the thread "2,000 Dark Eldar"]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/14.page</link>
		<description><![CDATA[Latest messages posted in the thread "2,000 Dark Eldar"]]></description>
		<generator>JForum - http://www.jforum.net</generator>
			<item>
				<title>2,000 Dark Eldar</title>
				<description><![CDATA[ <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: Archon: Huskblade, Splinter Pistol, Soul-Trap, Combat Drugs, Shadowfield, Phantasm Grenade Launcher (Warlord)<br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>: Haemonculus: Liquifier<br /> <br /> Elites: Incubi: (x4)<br /> <span class="glossaryitem" onmouseover='gp(458);'>DT</span>: Venom: x2 Splinter Cannons, Night Shields, Flickerfields<br /> <br /> Troops: Wyches:( x7) x1 Razor Flails, Hekatrix w/ Agonizer and Splinter Pistol<br /> <span class="glossaryitem" onmouseover='gp(458);'>DT</span>: Raider: Dark Lance, Night Shields<br /> <br /> Troops: Wracks: (x7), x1 Liquifier, Acothyst w/ Scissorhands<br /> <span class="glossaryitem" onmouseover='gp(458);'>DT</span>: Raider: Dark Lance, Night Shields<br /> <br /> Troops: Kabalite Warriors: (x10) x1 Blaster, x1 Splinter Cannon<br /> <span class="glossaryitem" onmouseover='gp(458);'>DT</span>: Raider: Dark Lance, Night Shields, Splinter Racks<br /> <br /> Troops: Kabalite Warriors: (x10) x1 Blaster, x1 Splinter Cannon<br /> <span class="glossaryitem" onmouseover='gp(458);'>DT</span>: Raider: Dark Lance, Night Shields, Splinter Racks<br /> <br /> <span class="glossaryitem" onmouseover='gp(35);'>FA</span>: Reavers: (x6) x2 Heat Lances, x2 Cluster Caltrops<br /> <br /> <span class="glossaryitem" onmouseover='gp(35);'>FA</span>: Reavers: (x6) x2 Heat Lances, x2 Cluster Caltrops<br /> <br /> <span class="glossaryitem" onmouseover='gp(35);'>FA</span>: Scourges: (x5) x2 Splinter Cannons<br /> <br /> <span class="glossaryitem" onmouseover='gp(57);'>HS</span>: Ravager: x3 Dark Lances<br /> <br /> <span class="glossaryitem" onmouseover='gp(57);'>HS</span>: Ravager: x3 Dark Lances<br /> <br /> <span class="glossaryitem" onmouseover='gp(57);'>HS</span>: Ravager: x3 Dark Lances<br /> <br /> The list above comes in at exactly 2000 points.  I am curious as to whether or not I am making any glaring errors in the force.  This is the natural evolution of a blended force I created (and that did rather well) in 5th edition, but it is now skewed more towards shooting.  Close quarters combat units are geared to be able to "mop up" or prevent "line breaks" as necessary.  <br /> <br /> Things of Interest:<br /> <br /> -The Archon provides flavor and becomes a psychological "baddie" (they either ignore him and he kills something important or they put too much power into taking him out).  <br /> <br /> -Cluster Caltrops are in the list because I find them to be far more viable in 6th now that Dark Eldar Reavers can cover 48" of open ground.  They bladevane enemy units and reap general havoc in the backfield until stopped.  I have found that with careful positioning flamer retaliation is not too common.  <br /> <br /> -Scourges are the hardest choice for me, but I put them in because they provide a few more splinter shots and look cool doing so.  They are also generally underestimated which helps a bit. <br /> <br /> -Lastly I used to run the Ravagers with Night Shields, but their armor 11 makes them a little more resilient against most small arms fire and the shields do not help much against heavier weaponry when it is pointed their direction.  ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/491706/5026091.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/491706/5026091.page</link>
				<pubDate><![CDATA[Thu, 29 Nov 2012 05:24:04]]> GMT</pubDate>
				<author><![CDATA[ Nightwolf829]]></author>
			</item>
			<item>
				<title>2,000 Dark Eldar</title>
				<description><![CDATA[ It looks pretty good. My main concern is with the scourges and their splinter cannon. You are paying 10 points extra for 1 more shot the turn they deep strike in. Also, scourges live and die by mobility, so having a static heavy weapon seems out of place. I would personally take heat lances or blasters just for the extra <span class="glossaryitem" onmouseover='gp(482);'>AT</span> power and assault effectiveness. If you are pressed for points, haywire blasters cost the same as splinter cannons and can help with <span class="glossaryitem" onmouseover='gp(482);'>AT</span>.<br /> <br /> I am not a fan of night shields on the radiers for the wytches and wracks, as well as the incubi ride(depending on how you use it). The idea is to get close at let the assault troops do the work; night shields wont matter much when you are a foot away. Aethersails would be better, or just go bare.<br /> <br /> I am not a huge fan of splinter racks, but they are okay if you are a fan. <br /> <br /> Agonziers got hit hard when they were made AP3. A venom blade can do more wounds and take on terminators, so unless <span class="glossaryitem" onmouseover='gp(95);'>MEQ</span> is spammed in your meta grab a venom blade. You could also get a <span class="glossaryitem" onmouseover='gp(542);'>PGL</span> or haywire grenades for your wytches in addition. <br /> <br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/491706/5026132.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/491706/5026132.page</link>
				<pubDate><![CDATA[Thu, 29 Nov 2012 05:44:54]]> GMT</pubDate>
				<author><![CDATA[ Dr. Serling]]></author>
			</item>
			<item>
				<title>2,000 Dark Eldar</title>
				<description><![CDATA[ I think the Wychs nigh-REQUIRE Haywires to stand a chance vs anything out of their element, you can get em these by dropping Scissorhands or something, otherwise a nice one.]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/491706/5026162.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/491706/5026162.page</link>
				<pubDate><![CDATA[Thu, 29 Nov 2012 06:03:35]]> GMT</pubDate>
				<author><![CDATA[ Smurfy]]></author>
			</item>
			<item>
				<title>Re:2,000 Dark Eldar</title>
				<description><![CDATA[ @Smurfy:  I am not sure how I overlooked Haywire grenades, but you make an excellent point in that regard.  I am not sure about dropping Scissorhands as it always seems to come in handy, but maybe dropping the agonizer for a venom blade would be the way to go.  Free up XX points for Haywires and a Venom blade leaving 1 pt left over.<br /> <br /> @Dr. Serling:  The Splinter Cannon is a Heavy 6 or Assault 4 weapon (all at the same range).  I find that Scourges want to be mobile until they find a good "roost" to blast the enemy from.  They can then fire on the move if the need ever arises to move forward or fall back.  I also worry that taking blasters and heat lances on the scourges clashes with the anti-infantry weaponry that they already have (and forces them to be closer -- splinter cannons do at least offer a range advantage).<br /> <br /> <i>Edit</i>;  Note on the Scourges; I start them on the field.  Deep-Striking the squad is near suicide.  I would rather have them on the board behind <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> blocking terrain to begin with and move to a good roost on the first turn.  <br /> <br /> Night Shields on the Wyches, Wracks, and Incubi dedicated transports serve to help protect them from small arms fire (rapid fire and assault weaponry) as well as protect them from the occasional heavy weapon I can manage to out maneuver (with pre-measuring this happens now more than ever; noting that it tends to work better against xenos races than Imperial ones).<br /> <br /> ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/491706/5026212.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/491706/5026212.page</link>
				<pubDate><![CDATA[Thu, 29 Nov 2012 06:29:51]]> GMT</pubDate>
				<author><![CDATA[ Nightwolf829]]></author>
			</item>
			<item>
				<title>Re:2,000 Dark Eldar</title>
				<description><![CDATA[ I agree with the above, add hwg's to the wyches and drop the <span class="glossaryitem" onmouseover='gp(546);'>NS</span> off the wrack, incubi, and wyche raiders and put them on the ravagers instead.  Other than that the list looks pretty solid<br /> <br /> <br /> <span style="font-size: 9px; line-height: normal;">Automatically Appended Next Post:</span><br /> oh and you may want to drop the scourges too, you could get a 3 man squad of trueborn with 2 <span class="glossaryitem" onmouseover='gp(382);'>SC</span>'s in a venom with 2 <span class="glossaryitem" onmouseover='gp(382);'>SC</span>'s for almost the same price]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/491706/5027887.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/491706/5027887.page</link>
				<pubDate><![CDATA[Thu, 29 Nov 2012 19:15:34]]> GMT</pubDate>
				<author><![CDATA[ flaming tadpole]]></author>
			</item>
	</channel>
</rss>