"Hi Kirby (and all others),
Nie blog you have going, its friendly and troll free which is always nice. I thought i'd run my Dark Eldar list by you and see what you think. Its been a while since I played Dark Eldar, but feel honour bound to revisit them with their new release. I've stuck to a similar list as my old armies and I think it should over most contingencies.
Sliscus 150
3 haemonculi 2w liquifier, 1w shatter shard 185
--------------
8 Bloodbrides 2w Shardnet/Implaler 1w hydra guantlets 175
+ Syren w powerweapon
Haywire grenades
+ Raider w flickerfield, nightshield. 80
8 Bloodbrides 2w Shardnet/Implaler 1w hydra guantlets 175
+ Syren w powerweapon
Haywire grenades
+ Raider w flickerfield, nightshield. 80
8 Bloodbrides 2w Shardnet/Implaler 1w hydra guantlets 175
+ Syren w powerweapon
Haywire grenades
+ Raider w flickerfield, nightshield. 80
5 Wracks 1w liquifier 60
+Venom + shuriken cannon + nightshields 75
---------------------------------------
9 Warriors 1w blaster 96
+ Raider w flickerfield, nightshield. 80
10 Warriors 1w blaster 1w shuriken cannon
+ Raider w flickerfield, nightshield. 80
------------------------------------
Ravager w nightshield, flickerfield 125
Ravager w nightshield, flickerfield 125
Ravager w nightshield, flickerfield 125
=1981 points
Wracks hold home objetive and venom hangs back as much as possible with ravagers or support, but have mobility if close in support is needed.
Bloodbrides have enough hitting power for most melee tasks and with haemonculi joining them and giving FnP means they can tar pit pretty effectively too.
Warriors hang around in raiders for lose support and Slicus who starts in the unit of 9 jumps out and joins the witches when required.
Your opinions and cricism is welcome.
ChrisH"
I like this list but think we can do some things to make it better. Main issue is there are only three units moving towards your opponent, the Bloodbrides so some more units like Reavers or Venoms moving forward I think are good options. Silcus is a good HQ but not sure he fits this list. He's not going to start with Bloodbrides as the Haemons are there and it seems like you're just taking him for his contraband ability when most of the Drug results will improve the Bloodbrides anyway. Dropping him frees up some points to get some more units moving forward and we can fiddle around with other things. Haywire grenades on the Bloodbrides...hmm, yes and no. They obviously allow the unit to not fail against vehicles/Dreadnoughts but at 2pts a model they are expensive so for the moment I think we can drop them, especially when you consider the number of DLs in the army atm and they ride around in DL Raiders. Shardnets = good but I'd personally go for three and give the Syren a Phantasm Grenade Launcher as well. Since Silcus isn't riding around with the Warriors we can also max them out and give them a cannon.
So what to do with the extra points? Well first off I think some Reavers with Heat Lances. This gives a couple more units heading towards the enemy and more armor busting (particularly with some AP1). The Warrior units are quite mobile as well with Splinter Cannon/Blaster combo so some upgrades on their Raiders like Splinter Racks can make them more potent as they get closer and bring more anti-infantry and anti-tank to bear. Putting this all together we get...
3x Haemon
3x 9x Bloodbrides w/3x Shardnet, Syren w/Power Weapon, PGL, Raider w/flicker, night shields
5x Wracks w/liquifier, Venom w/2x cannon, night shields
2x 10x Warriors w/cannon, blaster, Raider w/flicker, splinter racks, night shields
2x 3x Reavers w/heat lance
3x Ravagers w/flicker, night shields
Totals: 1994 points
61 infantry (6 jetbikes)
9 vehicles
No weapons on the Haemon but dropping some night shields on the Raiders frees points up for this. The Bloodbrides are expensive but are excellent tarpits with torrenting punch whilst the Raiders and Ravagers put down suppression fire. The Warriors and Reavers offer up a lot of mobility and more options in terms of anti-tank and anti-infantry whilst the Wracks are a solid objective holder whilst putting out 12 poisoned shots.
TimW · 768 weeks ago
The Dark Eldar Warrior squads seem to be lacking something (a problem with the codex right now, the troops aren't very good)..Sure they've got the blaster but that is one shot that is NOT ap1, making it unreliable for tank-hunting. It seems like if you want them to be able to tank-hunt they should have the blaster and the blast pistol, drop the splintercannon...but I think the Warrior squads can leave the tank-hunting to their transport and focus on mopping up remnant squads on the board. The splintercannon is probably the only upgrade I'd give them.
Joe G · 768 weeks ago
I kind of agree with you on the fact that a blaster is unreliable, but the rest of the logic doesn't sit well. I think the argument that only AP1 AT weapons are reliable is flawed. The reason Dark Lances/Blasters are unreliable has more to do w/ S8 and only a single d6 pen. If I roll on the chart, I'm generally happy. The problem is when I don't get to roll at all. The way I see to overcome this is redundancy. Preferably in the form of dark lances, but blasters can work as well. You can expect to get to roll on the table once per ravager, and similarly once per unit of trueborn with 3 blasters. All told, if I can get 5-6 rolls on the table per turn, I think I'm doing ok against most armies (depending on point level of course).
Kirby 118p · 768 weeks ago
DE Troops are quite good as well o.O. Wracks and Hellion swaps backed up by Warriors and Wyches? 4 good options? Yes please.
Sorrowshard · 768 weeks ago
Single units of three reavers don't do it for me, I recommend taking at least 2 heat lances in a unit to make it worth bothering and the extra bodies mean your meltas will resist torrent better, not to mention their fly overs will actually do something.
Why night shields on the raider ? To get the most out of the warriors they need to be within 18 at least and preferably 12, what on earth difference does it make to have them ? I find them fairly useless at long range too. If only going for one type of field , take the flicker as it protects you in CC too , something that really pissed of my CSM opponent recently when his DP bounced off then got poisonhosed to death. @ 12" with splinter racks warriors are awesome.
I would drop all the Night fields except the Ravager mounted ones and get those Haems some liquefiers and 2 syrens upgrade to agonisers or something.
Kirby 118p · 768 weeks ago
You could easily go with two bloodbride units but Iwouldn't replace them with a single trueborn unit. I'd probably go for more Reavers then and expand the squads. When you only have the points for small squads, multiples are better than one large squad hence 2x3 and 14 lances, backed up by a couple blasters and heat lances is fairly decent anti-tank.
Resv · 768 weeks ago
The thing that kinda bothers me about this list is that your Haemo's aren't helping your Blood Brides in their chosen tasks besides giving them a free pain token. If there was a way you could work out some points to get some of the rather outlandish arcane gear available then I think that would be a big help. Flesh Gauntlet, Agonizer, Liquifier Gun (personal favorite), and Scissor Hands are all quality options that will really help out your Haemonculi be more useful to your 'Brides. To do this I would think about possibly taking out one of your units of Warriors and buying up another unit of Wracks on a Venom. While I am not sold on this idea I do think it is worth a look as it can give you another strong unit of objective holders AND a bit more punch in CC.
Sorrowshard · 768 weeks ago
Stripped them off and saw no difference at all.
I would rather spend those same ten points that works all the time every time and even in CC
Kirby 118p · 768 weeks ago
Sorrowshard · 768 weeks ago
Used them for about six games and I think only once did they prevent shooting at me, just seem highly situational to me
neverXmoor · 768 weeks ago
Kirby 118p · 768 weeks ago
Joe G · 768 weeks ago
I think the point on night shields is that they generally don't do that much against backfield firepower past turn 1 on raiders (as you're probably advancing with them), and you need to move the raiders up close to the enemy anyway. If he wants to devote small arms fire to the raider, I'd rather him do that than shoot at my infantry. By dropping the nightshields on the bloodbrides, you can fit in 3 liquifiers on the haemonculi, which I think has greater utility.
Cyklown 51p · 768 weeks ago
Flamers are great and all, but aside from units in cover that extra chance to get your superwyches into combat is going to do a lot more of you.
Looking at the wych weapons, I'm rather into the razorflails even with the awesomeness of shardnets. Sure, they get more attacks on you, but with 2 around you're still nerfing a decent chunk of guys with proper model placement, and while they can stack poorly with some combat drugs the increase in hitting and wounding rates is rather impressive. Still, I suppose it's one of those cases where noncombat troops will die too quickly and against dedicated combat troops you really want the nerfing that is losing upwards of half of their attacks.
ChrisH · 768 weeks ago
I've done some changes to the initial list since I emailed it to Kirby. I'll dig up my list when I get home and post it.
As for nightshields, on raiders I think they are great for stopping rapid fire death, on ravagers I don't know yet, only battle reports I;ve seen don't seen to have ravagers equipped and i've yet to test the list out. This might give me some points for CC unprades for hemmies.
As for the hemmies, I think weather they assault or stay in the raider will be case dependent but I like the idea of the raider toting a d6 ap template as well.
I did the maths on razorflails vs hydra gauntlets and I think hydra gauntles work out better 90% of the time (based on average rolls). If your charging with bloodbrides and have an extra attack from drugs the flails win, otherwise gauntlets for more hitting damage (higher strength from drugs also alters this result). As such I prefer shardnet/impalers as i'd rather have that extra defence over (on average) 2.5 extra attacks.
Kirby 118p · 768 weeks ago
ChrisH · 768 weeks ago
HQ
Duke Sliscus =150
Haemonculus - liquifier
Haemonculus - liquifier
Haemonculus – Shattershard, power weapon =195
Elites
8 Bloodbrides - 2 shardnet/impaler, 1 hydra gauntlets, haywire grenades
+Syren - power weapon
+Raider - nightshield, flickerfield =255
8 Bloodbrides - 2 shardnet/impaler, 1 hydra gauntlets, haywire grenades
+ Syren - power weapon
+Raider - nightshield, flickerfield =255
5 trueborn - 2 splinter cannons
+Venom - splinter cannon, nightshield =155
Troops
9 Warriors - 1 blaster
+Raider - nightshield, flickerfield =176
10 Warriors - 1 blaster, 1 splinter cannon
+Raider - nightshield, flickerfield =195
9 Wracks - 1 liquifer
+Raider - nightshield, flickerfield, grisly trophies =185
Fast
3 Reavers - cluster caltrops =86
Heavy
Ravager - flickerfield =115
Ravager - flickerfield =115
Ravager - flickerfield =115
Total 1998
ChrisH · 768 weeks ago
i don't like agonisers, that extra 10 points for what is basically a +1 str some of the time (drugs/furious charge), id rather spend those points elsewhere.
Also given heatlances on reavers trade 1 spot vs the multiple flyby attacks, i'd rather just boost them back and forth.. May change after i test them.
Sorrowshard · 768 weeks ago
At 2k that list seems fairly low on AT , its possible to get over 40 lance weps at 2k , you should be shooting for around 25-35 by my reckoning.
thing is VS mech armies your reavers will have almost nothing/ nothing to fly over , the heat lances will give them something to do, it will also help with your At situation.
Flickers are amazing , they have pissed off all my opponents so far , seems I cant roll 5+ armour , but a 5++ for my transports , gold