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Wednesday, November 10, 2010

First Crack at a Dark Eldar List


Author's Note: It's been quite a while since I've published anything. During this time I have written a bunch of college papers, finished projects, and played 40K. I've won a couple tournaments and with the winnings have started the army I've always wanted to play, Dark Eldar. I'm not going to steal anyone's thunder by doing a review or whatever, just going through some of my thought processes. Also, if I have time I'm going to start a section on Combat Patrol because I think it's awesome.
Also I lost the email with the "Click for more pink" HTML code, could someone do that for me please :) Also tell me what it is lol.

So after taking my dear sweet time reading the undeniably phenomenal Dark Eldar codex cover-to-cover, I sat down and in the course of about 2 hours cranked out an exploratory 1500 pt list, trying for a balanced all comers approach that is fun to play as well as functional.

It is a little skimmer heavy, probably using about as many as I could see myself using (perhaps one more Raider/Ravager max at higher point totals). The reason for this is because I was weened on mech and its proving difficult to really stretch out and focus on a more foot-based army, but I'm sure once I'm more comfortable with the codex I'll be able to wrap my head around things.

List, then tactics of course.


HQ: 100 pts
2 Haemonculi

Elite: 437 pts
6 Mandrakes
1 Nightfiend
3 Kabalite Trueborn w/ 2 Dark Lance
Venom w/ 2 Splinter Cannons, Flickerfield, Night Shield
3 Kabalite Trueborn w/ 2 Dark Lance
Venom w/ 2 Splinter cannons, Flickerfield, Night Shield

Troops: 580 pts
10 Warriors w/ Blaster
Raider w/ Shock Prow
10 Warriors w/ Blaster
Raider w/ Shock Prow
10 Wracks w/ 2 Liquifier Gun
10 Wracks w/ 2 Liquifier Gun

Fast Attack: 162 pts
3 Reaver Jetbikes w/ 1 Blaster
3 Reaver Jetbikes w/ 1 Blaster

Heavy Support: 220 pts
Ravager w/ Disintegrator, 2 Dark Lance, Shock Prow
Ravager w/ Disintegrator, 2 Dark Lance, Shock Prow

1499 pts

Ok, there is a lot to cover here. Turn one, the Haemonculi either attempt to give something their pain tokens (such as the Mandrakes, Wracks, Reavers, whatever) then go and babysit the Wracks as the Wracks hold objectives. With two Liquifier Gun templates not even Marines want to get too close to you. Also Furious Charge Wracks can lay some smack down on another opposing troop choice if need be (but don't think you can take on shit like Tyranid Warriors or something).

The Mandrakes are there for early game pressure, try to infiltrate that full 12 in" away and let your Lances rip, hopefully opening one or two transports for your Mandrakes to get at and devourer. Once they get that first token they become somewhat threatening, hopefully pinning a squad then while still in cover to make full use of their stealth. The Nightfiend is for LD 9.

The Trueborn are utilized to take full advantage of the 36" range of everything in their package. Stay back and plink away while moving 6" if necessary. I know its 161 pts but it isn't too terrible for 12 poison shots and 2 lance shots at 36 in" protected by both a Night Shield and Flickerfield at BS 4. Or maybe it is. I think it is an interesting enough concept to try though.

The Warriors do what Warriors have done for ages, fly around in their Raider and shoot things. Except this time even without Dark Lances most infantry doesn't want to be hit by their guns. Raider down and facing a tank/dread? No worry, you've got a Blaster to help take care of that.

Reaver squads are there to hide behind terrain/other skimmers and pop out to nuke a tank, or even perhaps a small infantry squad. Giving them FNP can be sort of a big deal, but don't except this unit to last after blasting something. I think Blaster>Heat Lance for now just because Heat Lance can't insta-gib multi-wound T4 dudes.

Ravagers are there to ravage tanks and heavy infantry. I know I know, Disintegrators are like so totally last fall, but honestly they give the tank a smidgen more anti-infantry fire for only having "pretty decent" anti-mech capability. This may change though.

Oh yeah, Shock Prow for most underestimated upgrade all damn day. DO NOT underestimate the power of tank shocking/ramming. Something people will learn is not to put so many upgrades on Raiders, leave it at 2 max or prepare to cry when your 85 pt+ love cruisers are boltered down for being too big of point sinks.

Concerns I have about the list:
Reavers: Better as Scourges? One group or two? Heat Lances or Blasters? Arena Champ seems interesting.

Wyches instead of Warriors? Not sure how to get the points for more CC punch into the list without. Honestly I think Wyches would be really good in this list but the points are tight.

Shock Prows on Ravagers? No one would see it coming (except those that read this). I don't really think its worth it though.

Thanks for reading this book I just wrote. Any suggestions or ideas?

Comments (8)

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You cannot move a transport at all and fire the Dark lances, which kinda sucks , better off with blasters on the T born.
Tratchenberg's avatar

Tratchenberg · 756 weeks ago

I like the idea of double splinter cannon trueborn in a venom personally.

I'd drop the nightshields then you could give the haemonculi hexrifles (or whatever you like as they have nothing) and try snipe MCs or other multiwound models.

Or you can mix things up a bit and use it to change warriors to wyches, 9 wyches, wych weapon, agoniser in a raider is ~190, about the cost of the warriors + the points from dropping nightshields. As its a smaller squad you can start them mounted with a haemonculi rather than having to mount up turn 1.
Anon is correct- your Venoms are not mobile if you want to fire their Lances, which is why I'm iffy on them. I think I would rather have either a Blaster team in a Venom or Cannon/Carbine in a Raider (break transports, kill what comes out with either version.) Duality is your friend.

Why Mandrakes? What do they bring to the list? I don't have the same dislike most people do for them, but they NEED a pain token and you don't really seem to have a specific use for them.

Your Warriors seem set to engage at short ranges- they might benefit from having a Sybarite with a Blast Pistol added. Also, Flickerfield drastically ups your survivability, although I'm not sure that will help any. It seems worth considering.

Heat Lance > Blaster on Reavers, I think. The Lance needs to be within 9" to be effective, but that's not really a problem, and at those ranges it is majorly superior against basically everything. You have abundant access to Blasters elsewhere, better to take your unique weapons where you can get them.

Why the Disintegrators on the Ravagers? You generally want to keep your guns focused, and the list has lots of AP2 already. Also, Shock Prow is cool but 5++ is cooler when you have no reason to close in from 36".

I think you've got a good core to the and I realize I'm far from having a strong grasp on the army myself, but there seems to be some significant flaws still.
No 5+ or -6" shields for your Raiders? I think av10 open topped needs some kid gloves to keep those flimsy Deldar out of harms way.
Echo swapping the Darklances on the Trueborn for blasters, that way you can be mobile and still fire. You can also take 3 instread of just 2.
Mandrakes will probably end up being a waste, you'll drop them soon enough.

I'm also confused why you would only swap one dark lance on the Ravager to a Disentegrator? Either you're shooting at armour or your shooting at infantry, you can't do both at the same time. Also, you gonna want 5++ on your raiders if you want them to survive. With the 5++ they are less likely to take damage than a Rhino (but when you do, you're more likely to explode). I think the 5++ is definately worth it.

As for the blasters on the reavers, well, I think that will take some play testing to see which one ends up being more worthwhile, Heatlance or Blasters.
I really recommend taking blasters on the Reavers. The issue with Heat Lances is that you have to be pretty close to engage with 2d6 and Reavers don't like being close to anything. Also, engaging at 18 inches with the Blasters you can find a good spot to shoot from and then take that additional 6 inch move during the assault phase getting your fragile bikes out of harms way.
meisterkai's avatar

meisterkai · 756 weeks ago

Thanks for the responses everyone, as I said this is very much a work in progress with me toying with different ideas from the codex, allow me to defend some of my ideas though :)

@Mandrakes: What do they bring to the list you ask? Well for one thing they provide target saturation/first wave of assault. Some armies are not going to want Mandrakes 12in" from their line from the get go, and even without a pain token a group of 7 will be able to take out 5 Marines or probably 10 GEQs. Do you try to shoot at the Mandrakes with stealth active (if you can see them) or fire at those Raiders coming across? I don't believe they NEED a pain token to be effective, they are already cheap for what they do IMO. They are obviously a tactically flexible unit that some armies (like mechdar) can ignore, while others (any foot army really) can't completely. They bring something unique to the army and I think people will see this once people start testing them. Would I take them at 2K points...probably not but I think they have their place at lower point games, hence me not running straight to 2K.

@The Trueborn: I'm not sold on Blaster Trueborn at all. I've played with Fire Dragon squads for a couple of months now and honestly I don't see them being that much better, you are still only going to down maybe one vehicle (and maybe its contents) before you get blown out of the sky for being next to your opponent. At least with my configuration you can escape into cover turn 1, and snipe at duders with 2 anti-tank shots and 12 pretty dedicated anti-infantry shots without worrying about being boltered to death. I don't think DE need suicide squads but I could be wrong about this, again this is me trying it out.

@ Heat Lance vs Blaster: I'm not sold on this myself either, but I would rather stay that extra range away if possible for now. Being able to hide in cover instead of having to be really close to reliably kill a tank I think could be a rather big deal, but the Heat Lance does have a higher chance to kill most vehicles (with Blasters being better against multi-wound T4 guys). Needs playtesting!

@Disintegrator: One per Ravager was an idea I had to see if the weapon still holds any weight. It allows you to torrent heavy infantry a little better without much dip in anti-tank ability (you're still hitting someone with 2 Dark Lances, and you could get something with the Disintegrator against weaker vehicles). I think at lower points the gun might be justified, again probably not at 2K. Why not have a bit of duality on the tank? Being stronger vs Long Fangs and other stuff Ravagers don't like can't be a bad thing.

@Sybarites: I had them in the list at first but had to drop them due to point concerns. They did have Blast Pistols but I just gave the Warriors Blasters instead. I could take off the Night Shields on the Venoms to scrounge up just enough points for 2 Sybarites to give the Warrior squads LD9, which might be worth it. I'll be testing that one out.

and finally, the most contentious piece of this work:

@Flickerfields: Honestly I hate them. I don't think they are worth the points 80% of the time. I wish Venoms were cheaper and didn't come with them. Reason being, either you have 4+ cover with every vehicle and you might die, or you don't and you get shot down. Everyone knows that GW dice tend to roll lower (MIT tests and whatnot) meaning how often will you actually get to benefit from this piece of gear without already having a 4+ from something else? IMO saying "if you don't want your Raiders to get shot down" doesn't hold any water, they will get shot down if you fly them towards the enemy unless you are just a lucky son of a gun. Of course you could get Redeemer luck and roll 5's and 6's against Autocannons all day, but for 10 points (or is it 5) I just don't think its worth it unless you are flying more than 12 towards a CC squad. To this end they might be worth it on Ravagers, but instead I took...

@Shock Prow: Scouts coming in? Got annoying infantry in the way? Pesky outflankers? Meister Kai here for the Shock Prow. One fell swoop, and you'll clean the coop with Shock Prow. Use it to clear up troops stuck on objectives or Wolf Scouts on your tail. For just a one time price of 5 points (call now for free S&H) you can leave your opponent shocked and awed with the Shock Prow.

Seriously though, being able to play the tank shock game gives the list just that much more flexibility than slapping 5-15 points of "trying not to die" on a Raider chassis. People need to get over the fact that all your Raiders will probably die throughout the game, it even says this in the back of the codex lol.
1 reply · active 756 weeks ago
I can see the Mandrakes as saturation in some lists, but I don't think you have enough of a strong assault/early threat component for them to be worthwhile. You aren't really threatening an assault until turn 2-3 at the earliest, so Mandrakes end up being a stranded element in my eyes.

Blaster Trueborn aren't the end-all be-all of the lists, or even the default build for Trueborn, but I think they are useful. My concern is that you want your squads to stay mobile to take advantage of the DE's advantages- to this end giving them Shardcarbines/Splinter Cannons and sitting them in a Raider could be an option also. I think the essential point is that you want the package to be able to handle both infantry and vehicles.

Heat Lance vs. Blaster is more of a personal view; there are advantages to each of them. I think having multiple gun profiles to hurt different targets is good, and Heat Lances are good for guaranteeing a transport kill.

I disagree on the Disintegrator, though. Focus is key- the gun ranges do not mix well, nor do their choices of targets. (Yes, Lances are AP2, but you want to be using them to crack transports, not kill heavy infantry.) DE have plenty of tools for killing heavy infantry if that's what you're worried about- Incubi, Harlequins, Archons, etc, can all do a nasty job, and torrenting works against anything less than a Terminator. I think running a triple-Dis Ravager is a possibility, but don't mix your guns.

Blasters over Sybarites w/Pistol is obviously superior, no argument there.

I disagree on Flickerfields- sure, you will have cover from Flat Out sometimes, but many other times you will need to shoot/disembark and will not; the Field gives you a chance to stay alive there. Are your Raiders going to die a lot? Sure, but that's not the same thing as consigning them to an early grave. It is worthwhile to try and protect them long enough to get the squads inside doing what they need to (and maybe to kill a vehicle or two in the process.) While every Raider doesn't need upgrades, they are worth considering, at least- especially if you are playing the stand-off game at 36" they are a huge boon. On Ravagers I think they are basically a necessity, given the cost and how high they will be ranked as targets.

Shock Prow is pretty good, but I don't like it on backfield units (like Ravagers.) I'd rather have a survivability upgrade than an offense one- DE already have lots of offense. Jet over some Warriors and wipe those dumb little Scouts out- teach them what happens when you isolate yourself, don't just spook them a bit.

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