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Friday, April 8, 2011

Dark Eldar Codex Review: Part 9 - Fast Attack


Fast Attack is in kind of a weird place for the Dark Eldar; it's got some anti-tank, but it's also got some good melee which can be found other places to varying degrees. It does not, however, have a single vehicle of any kind, which can cause problems if you're looking for saturation. Fast Attack is generally not a slot you build your force around and thus one of the last slots to finalise in a list. This is exemplified as it is one of the places you have the most flexibility in choices, along with Elites. However, it's very important to remember it is one of the few places you can access melta type weapons and importantly, they are on excellent platforms. Before we start we’ll preface this by referring back to the Scourge and Reaver comparison and reminding everyone that Hellions should only be taken as Troops with the Baron. Let’s take a look at our remaining options then!

Scourges

Although they can put out some pretty respectable anti-infantry shooting with shardcarbines, the real reason you want these guys is the ability to cram a bunch of AT weapons onto them (2 per 5 models). Although most of the Dark Eldar army is fast and mobile enough to deliver anti-tank where it is needed, Scourges don't rely on a transport for this so are always going to move 12". This is great for weapons like Heat Lances and Haywire blasters which can be fired on the move.

In this respect Heat Lances are often the superior choice but Dark Lances are not actually bad either- being able to get to superior firing positions with their mobility is actually quite useful sometimes. Haywire Blasters are also excellent guns capable of stripping tanks of their ability to function but aren't exactly reliable in destroying tanks.

Blasters and Splinter Cannons aren't really good choices. Blasters come everywhere and often in more frequency (Trueborn) and splinter firepower is prevalent throughout the army. Shredders are also quite readily available through Warriors and as discussed in their review, aren't too flash but can help encourage your opponent to spread out. Solarite upgrade is worthless, don't bother as they shouldn't be in CC regardless though the Ld9 is nice against shooting deaths but generally not worth it.

Scourges in the end are mobile fire support with some utility. Having shardcarbines helps their anti-infantry power, especially when you get a full squad of 10. However, they are pretty fragile with T3/4+ and don't like landing in cover to ensure they get that 4+ cover save. They are in direct competition with Reavers as well in terms of weapon layout which the comparison post liked in the first paragraph covers more in-depth.


Reaver Jetbikes

Probably the best of the anti-tank in the Fast Attack slot since they're quick, relatively resilient (more so than Scourges generally) and can bring some unique guns. T4 and Skilled Riders mean you can survive most things  as you can move into terrain without fear of losing models too regularly (particularly those special weapons).  Reasonable against infantry with your basic gun and melee combat thanks to T4 and combat drugs, although charging Space Marines unsupported isn't the best of ideas. With a 36" move and anti-tank weapons these guys are excellent backfield harassers able to deal with tanks and backfield units thanks to their combat ability. Jump-shoot-jump is particularly important to keep these guys alive as you can stay out of range of weapons, LoS or assault and can give yourself clear line of sight when firing.

Having the option to both Turbo-boost or use your Eldar Jetbike scoot is very handy and gives them unprecedented maneuverability, which mitigates the range on their guns a lot. Heat Lances are generally preferable to Blasters, as you can get the latter all over your list but the former only in Fast Attack slots. The range of the Heat Lances is particularly benefited by JSJ as you can ensure the Reavers aren't exposed after they pop a tank. Three Reavers simply isn't reliable enough- with six being the sweet spot and nine being a more combat oriented choice (particularly with Duke).

Their drive-bys are a relatively unique ability to cause damage when they Turbo-boost. This is a nice bonus but isn't going to cause a massive amount of damage. The Arena Champion however is an upgrade to consider, particularly if you are running larger squads or the Duke. Ld8 is always annoying so the Ld9 helps against shooting deaths and in combat situations whilst a combat weapon + combat drugs really helps Reavers not just tie up backfield units but win combats reliably.

In the end Reavers are going to backfield harassment and utility units. They bring some excellent anti-tank to the table in Heat Lances and with their decent combat ability, drive-bys and splinter rifles have decent anti-infantry ability as well. Unlike Scourges these guys are going to be in the thick of it using their special abilities and statlines to ensure their survivability whilst being a royal pain to your opponents. 

Beastmasters

Seeeeeexy. One of the better CC units overall, in many ways comparable with Incubi- they have much better anti-horde applications but can still do a reasonable job of cutting down MEQs and whacking at tanks with the right setup. Beastmasters are shockingly, beasts, so have the excellent charge range of 19-24". This is fantastic out of a webway portal in midfield and even starting on your own board edge will get you across the field quickly. Move through cover allows them to take maximum advantage of terrain to increase their survivability but they don't have grenades. Attaching an Archon with a PGL if within a 6" charge range could help reduce this issue.

What's really interesting with this unit is the potential combination of units you can have due to three Beast options and the Beastmaster himself. To get the most from this unit you are going to have to combine different models to ensure the unit doesn't have any glaring weakneses. Let's take a look at each one separately.

Razorwings

Razorwings are awesome, with a big pile of wounds and Rending on their attacks but are only a paltry strength three. This will lead them to have some problems with T4 hordes (i.e. Orks) where there are a lot of bodies and Rending doesn't matter. They are also vulnerable to MCs and Power Fists or anything which is S6 in combat due to instant death. Low save means they aren't that durable either but five wounds certainly helps.

Khymeare

Khymerae are a good way to shrug off PFist wounds or other big, slow hitters or just make the unit more survivable overall with a 4++. They also put out pretty respectable damage for their points which is importantly at strength four. They are also a different initiative value from Razorwings and Clawed Fiends which ensures Rending hits are wasted due to wound allocation. These guys are best taken to increase the survivability of the unit in combat and suck up hits from your heavy hitters.

Clawed Fiends

Clawed Fiends are T5, which is generally irrelevant except for purposes of instant death. You are very unlikely to ever get a majority unit of Clawed Fiends since you can only take one per Beastmaster and this means the T5 is generally wasted. As mentioned before however, T5 can suck up S6/8 wounds and not die to instant death which is a very nice bonus to have. Clawed Fiends also get extra attacks as they take wounds, which is a nice way to take advantage of sloughing wounds onto them. These guys are quiet expensive though so you'd only want to look at taking one or two guys to take advantage of their high strength and toughness.

Beastmaster

Venom Blade is the only weapon upgrade to bother with for the squad, and even that isn't a given; more bodies is almost always nicer. The Beastmaters just aren't that hot in combat and are there for Ld purposes (8 compared to 5).

Mixing Khymerae/Razorwing or Fiend/Razorwing seems to be the way to go, since these give you good ways to take care of multiple units and also suck up wounds and allow the Razorwings to do the damage. Note the unit itself doesn't benefit from power from pain, so your base survivability is what you are stuck with and pain tokens may be 'wasted' on these guys unless you have ICs around which can move those tokens. A big negative against ICs and Beastmaster units however is they lose their ability to charge 12". Be very careful with this or you may be unable to assault at a very important juncture.

It's also important to note that Beastmasters only have Ld8. This is massively better than the Ld5 of the beasts but still pretty poor for a very scary combat unit. This isn't so much an issue in combat as you'll quite often win but against tank shocks you have a 2/9 chance of failing. Not great if you've got multiple units against multiple tanks.

All in all however Beastmasters are a great combat unit. They are fast and have a bunch of attacks to scare any opponent with and combining the different types of Beasts can ensure a unit is decently durable against different types of firepower whilst still combat effective.


Conclusions


All three of these units are really good and fill a very particular role in the Dark Eldar army. Scourges are mobile fire support, Reavers are mobile close-range support and Beastmasters are a great combat unit. This means there are very high opportunity costs for each unit in terms of what you are losing by not taking the other unit. Beastmasters in particular have this as you lose access to heat lances and AP1 which can really help a Dark Eldar army pop tanks. At the same time a single unit of Beastmasters can be great and use either Scourges or Reavers as your 'main' Fast Attack.

Comments (20)

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Just wondering, why does the duke make 9 man squads more viable? is it just due to the roll on the drugs table?
3 replies · active 732 weeks ago
Pretty much: It means you're less likely to get stuck with the one combat drug result that does absolutely nothing for Reavers.
why is it good to run the reavers in 6? is 5 doable as well?
It's one special weapon per 3 dudes. So 6 Reavers is 2 specials, 5 reavers is just 1.
you can get by without the Duke for 9man reavers but if you get the run upgrade or really the WS upgrade it is worthless pretty much.
Cause hitting marines on 3+ is worthless?
All the other results are statistically better in terms of offensive power, that's all. Re "Low damage output" from flybys, a unit of 9 with three Caltrops will wipe out a squad of Long Fangs every time it does it, and unless they get assaulted they are tougher to kill than Death Company. This forces your opponent to leave a squad as backup for his firebase, and even then a squad of 9 can sometimes see off even marines on the charge, depending on luck and drugs.

I rate squads of 5 Scourge with 2x haywires very highly, as you can basically point them at someone's MBT and say "You're supressed for the entire game until you deal with me" which takes a lot of the pressure off your more killy units.
3 replies · active 733 weeks ago
A unit of nine with three caltrops is also a LOT of points to be investing in just zooming around.
Given the damage they cause on anything you've managed to remove from a transport, I think they have very valid bang-for-buck, especially considering their amazing survivability vs anything without a Flamer template/protracted Assaults
Aye but you're also not assaulting or shooting your heat lances at anyone. It's great utility but expensive utility both in cost and opportunity cost.
Any ideas for alternates to GW's ludicrously expensive Beasts models? Chaos Warhounds for Khimeras maybe?
1 reply · active 733 weeks ago
Warhounds make good Khymerae, yes. Reaper does a pretty good "flock of crows" model, but it's also metal so you're still not exactly cheap- but $6 is better than $12 or whatever shit GW wants.

Basically just browse the Fantasy range for GW or any other company and you should find a bunch of options for Khymerae and Fiends. Razorwings are a little harder, but you should be able to dig something up.
da witcha's avatar

da witcha · 733 weeks ago

Yes, Warhounds.

@Kirbs: Several points:
- failing LD8 is 5/18, not 2/9
- Reavers need LD 9 against shooting but scourges dont? Inconsistent much? You re right though and i think you mean it right but the explanation is a bit off imo (they just get more out of it cause it helps in CC, generally bigger units for effectiveness etc)
- DE beast units dont have "move through cover"

Sadly a lot of "really? thx captain obvious" moments in the article. Maybe bring more of your own opinion in, you can do it xD
I just cant get the feeling out of my head that you rechew Steleks stuff and spit it out again....
6 replies · active 729 weeks ago
Reavers are in your face and therefore take more firepower, more likely to suffer 25% etc. and more likely to run more than one turn due to enemy proximity. It does help in CC though yes.

All Beasts have move through cover.

I can't talk for AbusePuppy & GWvsJohn (who wrote this with me) but I haven't seen all of Stelek's review. In the end as Mike generally says, 40k isn't rocket science and it's not that unthinkable to see more than one person come to a similar conclusion. You obviously did as well if you thought there were some no duh moments ^^ (though it is a review so it should include those for those who don't get them).
Reavers are more in your face, but Scourges are easier targets and still carry potent AT. Personnaly, I'd invest in a Solarite too.

It's pretty funny that some blog gurus claim to have come up with a particular list or idea. It's not like the majority of this stuff is hard to figure out for yourself, really.
I make claims (along with the co-maker of said list) to the always fun Blood Rodeo.

That is all.

<3 lol
Well, I guess I can give you that one, as I don't see anyone else ever even mention it (despite the fact that it's a good concept).
Jackwraith's avatar

Jackwraith · 729 weeks ago

Can someone point me to where in the book it says all Beasts have Move Through Cover? Neither p. 54 "Beasts" nor p. 75 "Move Through Cover" say anything like that. It does say that all Beasts have Fleet. Is that what you meant?
Tickle me sideways you're right. My bad guys!
Heat lances over blasters? I disagree. You have to be at 8" to fire the heat lance at full power, while with the blaster is always 18". This extra range gives more survability to the reavers

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