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Thread: Dark Eldar (DE) Strategy Guide 5th

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    Chapter Master bigbear bailey's Avatar
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    Dark Eldar (DE) Strategy Guide 5th

    Dark Eldar (DE) Strategy Guide

    The following article will covers all the uses of the units and abilities covered in the new DE codex released on November 6th, 2010. We did our best in this article to not spoil any rules, but give a rather indepth look at each subject of the book. So if you're looking for a word for word description on what's in the codex, then please look else where. Another big part to this is that you will HAVE to own the DE codex to understand what a lot of the explanations mean. It should also be noted that these opinions may not be exact truths, but rather a stance on things from myself. So with that being said, take it all with a grain of salt and enjoy the read!

    (Also feel free to comment on if you see another use, tactic, or conflict with anything mentioned below as this is a living document and will change as we go)

    Special thanks to Chris_, Tratchenberg, Souleater, Saldiven, squeekenator, Blaqkheart, Krayd, Kalishnikov-47, refyougee, hungry hungry hormagaunt, Rabid Bunny 666, Archibald_TK, teleologica, and Cosmic_girl for input.


    Army Wide Special Rules

    Fleet of Foot: With the new edition this allows us to shoot and then still get a average charge range of 8". It's not end all be all, but it does help compared to not having it.

    Night Vision USR: With night fight being so common at some point in our games now, this ability is really nice to have. Not granting cover saves of any kind will be a huge boost for our army both game and fluff wise. It always felt wierd being the raiders during the night tha never raided at night lol.

    Power From Pain: Most people think that this rule makes the Dark Eldar so unbalanced that they will be the next Blood Angels or Space Wolves. All I ask is that before you go all crazy and think that this is the end all be all, please think of when and how this rule will come into effect. The primary way to gain tokens is to destroy an enemy unit (excluding vehicles). This said most of your units are going to get chewed up before the goodies come to them. The problem with the old DE codex was that when most DE units ran low on models, they became almost useless. So I honestly feel this addition is a big help to counter that setback.

    IMPORTANT SIDE NOTE: There are other ways to gain pain tokens right off the bat, but with the the point cost to do so is justified to me as it's not really cheap and adds another kill point to your army. More detail on this are covered in the hammie.

    Combat Drugs: Unlike in the old codex, one roll is done at the start of the game and any model with combat drugs receives that bonus. I like the change as it keeps things simple. I also hate the change as it may hurt some units (example being the Archon and the +1 weapon skill, see below). I'll cover each roll in the following entries.

    1. 3d6 run: The least appealing of all the drugs but still comes in as a good all rounder. The only unit that loses out here is Reaver Jetbikes, but they should be zooming around the table anyway. This ability is great for getting across the table to get to an objective late game.
    2. +1 WS: This roll helps everyone to a great degree in CC. A good thing to note though is that while the roll really does nothing for the Archon, it does wonders for the Succubus. Increasing her weapon skill to 9 will mean that most marines will hit her on 5's, thus helping to overcome her fragility a little more if you charge her out of her squad alone. Even though this may not seem like that huge of a deal now, but with the change of challenging you can fight squads with out having to worry about a power fist killing her at the end of the round.
    3. +1 STR: This roll helps everyone to a great degree other then models with Agonizers, which to most wont be that big of a deal. Other than that the boost helps big time with the Soul Trap/Husk Blade combo described later on. Most DE models have Strength 3, so making our troopers as strong as the average marine helps a lot in melee. So as long as you have at least one squad of Wyches, Hellions or Reavers (if you intend to take those into CC), it's a good result. It should also be noted that this does not only affects fights against infantry, as it will make your troops strong enough to damage/destroy enemy transports, which is something Wyches and Reavers lack to begin with if no grenades are taken.
    4. Re-roll to wound: Again another close combat buff but this one really doesn't have a draw back unlike the former options. In some ways it could almost be considered better then a roll of 6 on the chart due to the shear CC greatness it invokes right away. Agonizers anyone?!
    5. +1 Attack: Yet another ability that will help your models get the job done better in CC. No brainer here why it's a good roll, but almost seems not as appealing as the +1 STR due to not being able to harm transports. Other than that though it helps everyone to a great extent.
    6. +1 Pain Token: Great ability as it will make most of your units a lot harder to kill. If they already start with a token normally, you even gain Furious Charge to boot, thus making them a lot more nasty in CC as well. The only problem I see with this result is that in most of the lists I build the units that I really want to live have a Haemunculus attached to them from the get go. It really doesn't hurt to leave him there so they get the Furious charge but the best tactical option is to disengage him and put him some where else where they can gain the FnP as well. All and all though, the fact stands that it will make your army as a whole a lot more survivable, which is something we're lacking compared to other armies' troopers.


    --------------------------------------------------------------------------
    Weaponry

    The Dark Eldar have a vast array of weapons at their disposal due to their slaves working daily to appease their masters. Here is a break down of what these nasty toys can do. As a side note, some weapons or gear will be addressed with their respective units.

    Ranged Weapons

    Lance weaponry: The Blaster, Blast Pistol, & Dark Lance (DL). They are great anti-tank weapons all around and we can take them in abundance. They are the poster child of our book, as they always have been, and are the main stay to kill enemy armor. If you ask someone what DE do game wise, he will probably say STR8 AP2 Lance. His fear is justified as they smash enemy tanks into dust.

    IMPORTANT SIDE NOTE: Once the tanks are gone start to fire on enemy elites troopers with them. Termies drop pretty hard from STR 8 ap 2.

    Disintegrator Cannon: Massive anti-Marine weapon. In some ways makes you miss the old “plasma cannon” that we used to have, but against smaller units it fairs much better. Best reason to have these is the AP 2 on it. Due to the massive amount of termies all over the game now, these guns make mince meat out of them.

    Splinter weaponry: The Splinter Pistol, Rifle, Cannon, Pods and Shard Carbine . Most players are going crazy that our whole army wounds on 4+ with all of these. However, the toughness 3 armies should be laughing at us. Our guns have always wounded GEQs on 4s anyway but unlike the previous Codex, our Splinter Cannons need 4's now to down the little bastards as well. Still, for losing out against our weaker kin the fact that we can hurt MEQs a lot easier makes it a nice addition to the book.

    Heat lance: The Dark Eldar melta, only usable with our Talos, Reavers, and Scourges. While it looks great on paper I feel that the units that can take them just don't fit the bill. Scourges are better at killing infantry or haywire blasting from a distance. If Reavers Jetbikes ever stop to shoot they'll die (for the most part). And the Talos is to slow to get within range to use it. Now out of all these units, the one best suited is the Talos, coming out of a Webway Portal. It's twin-linked on the big guy and the portal jump negates the slowness of him. It can also be used to decent effect on Reavers as well, as the Eldar Jetbike move can help you glide safely into cover and out of assault range,. But the question stands: do you need the Heat Lance with Lance weaponry all over?

    Haywire Blaster: Very good at taking tanks down in a short span with mass haywire fire. It's only available to Scourges and the Talos. Take two squads of scourges and two talo's and watch the tanks drop insanely fast.

    Shredder: For the points it's one of the best things in the book IMHO. Great at shooting hordes and can do shoot down most transports. DE have a good BS so don't worry too much about scattering. In most cases people will shun this though, due to the fact that it's either this or the Blaster. My take on it is, if the unit is meant to shoot tanks then take the Blaster, but if the unit is meant to kill infantry then take the Shredder. Some people swear on mixing up their squads to deal with all approaches but I feel specializing is the best route possible. If you are shooting your squad of Warriors at a tank, then you are losing those 8-32 poisoned shots you'd have fired at infantry. Something to think about. Last note to say about it though, is that if it scatters into your own squads, you could lose a lot of guys (double T so no FnP).


    Close Combat Weapons

    Agoniser: I figured this gizmo would have to go first on the CCW list. Hands down the best weapon we have (CC wise) for the point cost against 3+ marines. It's only downfalls are that it's worse than a Power Weapon against guard, as the combat drug roll of 3 or the +1 STR feels wasted when you have this equipped and that power axes can kill termies far better. Other than that, the fact that it murders tac marines and monstrous creatures on 4+ makes it just crazy.

    Husk Blade: If you get a drug result of +1 STR or re-roll to wound, or you have Furious Charge, then this thing will destroydicate (so great it gets its own word) anything in your path. Most used combo in the game for it will be Husk Blade with Soul trap. If you manage to get into CC with an MC or IC, you'll have STR 6 in no time. The only real downfall is its cost. If you need to trim points switch this out for the Djin Blade or the Electrocorrosive Whip.

    Djinn Blade: Cool if you have the points laying around, but random and scary if you roll doubles. Its rules are a bit confusing, so many people will use this thing wrong, thinking it's just a piece of wargear that gives you two power weapon (PW) attacks. In reality, it is a close combat power weapon itself, that just throws in two extra swings at normal strength. I will say though that the fact that it's only 5 points more than a PW means that if you really want a PW, instead of an Agoniser, then just take this thing. Just don't be surprised if you roll a double and have your Shadow Field drop before your enemy even gets to swing.

    Venom blade: Won't shine as bright as the Agoniser on most units, but good if you need to trim some points. Will insure you force a lot of saves vs. anything and is really better than the Agoniser against horde type units. Only really recommended on Haemmies and Sarges rather than an Archon. Also remember that if your STR is equal to the majority T of your CC target, you'll get to reroll to wound. Once your units start getting Furious Charge this can really start to pile up wounds.

    Electrocorrisive whip: The problem with this thing is that the Agoniser and the Husk Blade shine so much that they kind of put this in the dark. However, if you want a very hard to kill Lord, this weapon combined with a Clone Field is what you want. Don't forget that it's a power weapon as well, so if you're thinking about taking a PW to begin with you might as well spend the extra 5 points here.

    Arcane Wargear

    Commonly known as the wacky and weird section of the book. Different from the old Codex, this gear is now only usable by Haemonculi and their minions. The main thing to look at with these gadgets is the bang for the buck. I've split these up depending on role. So hold on to your seats as we take a in depth look at what these gizmos can really do!!!

    One-shot Weapons

    Archangel of Pain: At first glance this may not appear that great. It has incredible ability to ruin even the hardest enemy troops once you hit their lines but the fact they have to fail a leadership check and its random range is ehh. With some Tormentor Grenade Launchers on your Raiders, it'd be slightly more effective.

    Casket of Flensing: Some people will say this thing is garbage, but the bottom line is that it has its uses. If you've ever played Orks and don't mind the randomness of things at all, this is where you want to go with DE. Your average results are going to be 7 shots with either STR 3/4 or 1/6 and AP 3/4 or 1/6. That may sound confusing but the bottom line is that for its low cost, why not take it? It could just kill a whole squad of anything in your way or be as effective as a cap gun, but either way it will be fun. Best model to give it to is the Ancient as his BS 5 helps a lot!

    Crucible of Malediction: So you hate Psykers… well do I have a treat for you! Against most armies this thing will do subpar, but against Psyker-stacking Nids, Grey knights, and Eldar it could mean game over. Combined with a Raider's Torment Grenade Launchers (TGL), this can cause the enemy some big problems. The main problem with Psykers though is that they have high leadership. To overcome this, zoom a Raider with a TGL in the middle of their army and watch even the most resolute casters fail some tests. For best effect I would make sure you have at least two Raiders with TGLs to make this thing more effective than once per game.

    Dark Gate and Orb of Despair: Sure they craete a big boom but a couple of facts remain. Dark Gate has no AP and the Orb of Despair has short range. Because the Haemunculus carrying them shoots as bad as a Space Marine (yeah I said it), they aren't worth it to me. If you scatter into your own squad with double your toughness or AP 1 you could be watching your FnP guys going to see the Dark Prince sooner than expected.

    Shatter Shard: For its point cost, this thing is great. Good way to thin out a lot of tough opponents that are in high number, even if they are T4. One shot of this could be the deciding factor when you shoot at a unit of nobs or Nid warriors and if you really have to you can use it to thin a horde VERY easily. Another big thing to note bout it is that it hits each MODEL so you can snipe chrs, sargs, and weapons. However, it's just one shot, whereas the Liquifier gun can do it over and over again and is cheaper to boot. Up to your play style really.


    Close Combat Weapons

    Animus Vitae: Because it's a CCW, you'll only be using your base STR of 3 (or 4 depending on Furious Charge), but if you do manage to kill a model or two the rewards are well worth the cost. I see this thing as the ultimate points filler in any army that has a Haemonculus with it.

    Mindphase Gauntlet: The only use I see for this weapon is with a Grotesque Sarge canceling out characters with initiative lower than 3 or 4 (depending on FC). With that being said, the Flesh Gauntlet is a better choice even by those standards. Taking it on a Haemonculus will make your Wyches a better tar pit unit. But even then it's very situational as you'll need to strike first.

    Flesh Gauntlet: Great on the Grotesque Sarge and possibly the Haemonculus versus anything with multiple wounds, but without Eternal Warrior. Most people forget that any form of instant death also cancels the use of FnP, so that's another good thing about this weapon.

    Scissorhand: Very cool weapon capable of dealing out a slarge number of wounds. This coupled with the fact that it gives the low number of attack Haemonculus more swings is going to be the go spot for these guys. Only issue is that you can get a venom blade for 10 less points and it does almost the same number of wounds on average.


    Other Stuff

    Hex Rifle: A great weapon for an Haemonculus who's joining a shooty squad to make sure they don't fall back or die that easy. Aim it at a big guy and let it rip. Do realize, that this gun wont be a show stopper or anything, but it's fun. If you have your Haemie sitting in the rear lines, take this. As an added bonus, it's an assault sniper weapon, instead of heavy weapon, so you can shoot it on the move.

    Liquifier gun: One of the best flamers in 40k. You have a 50% of getting AP 1-3 so bye bye MEQs. Bottom line is it's cheap on the units that can take it and will help thin hordes if there are no heavily armored guys present.

    Stinger pistol: Bad AP, shots, and range means this thing really should have been a free piece of gear for the Haemonculus. Not worth the points. Man I miss the old one. Exploding models were so much fun!

    Vexitor Mask: No real need for this thing, seeing as for the points it's not that effective. If you really don't want your master of pain to go then throw this on him and it could just save his live! As said above, to use it to its best effect I suggest combining it with the TGL on a Raider to knock down the enemy's leadership.
    Last edited by bigbear bailey; 09-07-2012 at 01:45. Reason: Revision
    Dark Eldar Codex Guide pages 1-5
    http://www.warseer.com/forums/showthread.php?t=281268

    Part of the West Central Illinois Gaming Group (Quincy to be dead on) If you are in the are, hit me up and we can get a game in!

    http://www.youtube.com/watch?v=fYJ41tABxSA- First battle report TK vs Daemons

  2. #2

    Re: Dark Eldar (DE) Strategy Guide 5th

    First of all, interesting read. Will be more interesting if you keep it updated as you guys start playing with the new rules and can put in some more gaming examples.

    Anyway, you seem to have mixed up the drugs and there is the 5th one missing. The first one is definitely one of the less interesting ones, especially if you like Reavers which miss out big time on this... (might want to add that in the guide)
    Result 2 and 3 are reversed in your guide, 2 is WS, 3 is S. The only results (theoryhammering here, will get my first game with them in a week or so) I see as meehhh are 1 and 2. But they are both okay. The +1S is not so hot for chars with agonizers but chars with the huskblade/soultrap combo it is not too bad

    The real winners I see in the drugs section are the 4+ rolls.
    Last edited by Chris_; 31-10-2010 at 05:06.

  3. #3
    Chapter Master bigbear bailey's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    Wargear

    This section covers all the other stuff in the Codex.

    Clone Field: Makes you far more survivable, but also doesn't help you if even one force weapon attack makes it through. I like the Shadow Field better, but this is a cheaper option for your Archon.

    Ghost plate: Great on your Archon if you take a Clone Field, so he doesn't die to reg tac marines. If you have a Shadow Field though I feel that taking this is just over kill, but your choice really. Just remember what I said earlier in cost and effect. This cost a little more than another Warrior and I think he will get more work done than just armor.

    Plasma grenades: The Dark Eldar variant of assault grenades. Remember that assault grenades count as STR 4 vs tanks so Wyches can always hurt a Rhino (although weakly).

    Phantasm Grenade launcher (PGL): A great upgrade for your Archon if you have a squad of Incubi and don't want them to die because your armies best equipped squad doesn't have grenades. Other than that it's an okay upgrade for some squads and a waste for others, but far better than taking reg grenades on Warriors. Only advantage to taking the reg grenades is that if the Sarge dies to a torrent of fire, they all lose the ability. I would really recommend against taking both this and the reg grenades. Wyches to me scream waste because most people wont want to charge them at all, but rather shoot them do death.

    Shadow field: Time tested and mother approved. This thing will make your Archon unstoppable one game and a punk the next. Just try to limit the saves coming at him so he doesn't lose it.


    Soul trap: So if I take out some of their big dogs I end up as strong as a demolisher cannon? YES PLEASE! This is a must if you aren't taking a Agoniser on your Archon or Haemonculus Ancient. As said above, take a Husk blade with this at all cost unless points don't permit, in which case look at the Electrocorrosive whip.

    Webway Portal: One of the most destructive things in our book. Throw a Haemonculus in a Raider and zip him 12” first turn and drop this bad boy on the field. People will think twice about charging him as well, seeing as the unit that comes out will almost always be enough to prove their demise. Best use for this thing is to get Talos, Beastmaster squads, large Wych squads, Incubi, and Hellions into the fight ASAP! Also, it counts as impassable terrain, so you can get cover and block enemy movement with it as well.

    Vehicle Upgrades

    DE vehicles seem to be as tough as a paper air plane, but that doesn’t mean they can’t be as decked out as Mr. T! The main thing to remember here bout Raiders and Venoms is that they are going to die fast, so the cheaper the better. I think the best idea to consider these point fillers. The following section will cover DE vehicle upgrades and what you may want them for.

    Night shields- Put this on here first because it will be the most used upgrade for Raiders and Fighters. It’s main purpose is not to take you out of range of anti tank but honestly out of bolter fire range. With this bad boy a marine unit can only rapid fire your transports if they are within 6”! The less shots the better as a glance will still kill it on a roll of a 6 due to it being open topped.

    Best tactic with this is to stay around 19” away as this will keep you out of bolt gun range. If you wither the storm (best way to do so is by going at least 18” in your movement phase to get the 4++ cover save) then next turn go 12”,disembark, fleet, and charge. Another good thing to note about this is that it with the two new fliers in out army makes for a deadly combination. As almost all the missiles are 48" so you can hang back there throwing one a turn with no return fire coming back.

    Flicker fields- This upgrade is really only good when you take it on Bombers and Ravagers. The fact that these unit's should be around 36" away at all times you really don't need to take the night shields. The main reason that you don't really want to take this on Raiders is if the unit is really that important of a CC unit you should just move 24" and get that 4++ anyway (except against flamers which isn't that big of a deal). Main thing to see with this thing is that it's only a 5++ so don't expect it to save you against every shot.

    Splinter racks- A great way to get your warriors rapid fire guns to mow some infantry. Other then that it’s an okay upgrade and you have to know that all your raiders will die by the end of the game so do you really want to put to much on any of them?

    Retrofire Jets- Kind of cool but really starting on the table and going 24” in where it’s at. Save the points for elsewhere.

    Envenom blades- A okay upgrade but again, it’s better to save the points for else where. Could be great against units with the Rage USR.

    Rams- Kind of like the idea of this as tank shocking in a 24” line can catch people off guard and maybe break half their army off the table. Best used with the TGL upgrade.

    TGL- Great for the said reasons listed above, but again can be a points sink.

    Aethersails- Being able to go farther then 24" may seem dumb at first but after play testing it a ton I have come to this conclusion. If you are keeping a squad in reserve then use this on their raider and they will be in the enemy lines first turn. Sure they won't be able to charge, but a squad of 9 incubi with a hammie on top of any marine player will start to catch the fire, thus keeping the rest of your army alive! You can also use this extra movment to tank shock farther or snag more people on your chain snares!

    Grisly trophies- Good if you have a stand and shoot army. Hide your raider with your counter assault unit behind a building and make sure your men don’t run. Another great use to this is if you are slaming multiple raiders full of colse combat troops down someones thoat take two of the back ones with this so you don't have to worry about being pinned or breaking when your card boarb box with wings goes down!

    Chain snares- For the most part, if I wanted to do this I would take Reavers. It should be noted though that unlike their smaller biker cousins the snares hit EVERY unit in its path. On several raiders can make for a scary mess. It could be quite a few points but with a TGL, Ram, and this upgrade you could tank shock fear into a whole army of guard. Through and through though our Raiders are expensive enough, so I'd rather leave this at home.

    ----------------------------

    Now the Meat and potatoes, units! We well start with HQ’s and work our way down.

    Archon: The Big man on campus is back in this codex with improved stats from before for about the same points. Gaining plus one attack and a lot of gear stock that you would have had to pay for before he is still one of the best CCW monsters in the game! Good builds being:

    Husk blade or power weapon & soul trap, clone field & ghost plate or shadow field (users pref)

    Idea here being you attack enemies Independent chrs or Monstrous creatures and get to STR 10 as fast as possible. Once you have the souls he will become a combat monster causing instant death to all in his path and laughing at tanks armor as he crushes them aside. If you need 10-20 points bad in your list then you can just take the power weapon instead of the husk blade. This makes him a lot less effective at killing enemies chrs but there always has to be the poor mans build.

    Electrocorrosive whip & soul trap, clone field & ghost plate or shadow field (users pref)

    Idea here being that you jump on the enemies chrs and kill them with them not having enough high str hits back for him to do any real damage to you. Once he dies the skies the limits for you as STR 6 will make you near unstoppable.


    Agonizer & blast pistol, clone field & ghost plate or shadow field (users pref)

    Throw him at the nearest squad and watch him rip them up for his own cheap cost. Would recommend the succubus more for this approach though as she's cheaper.

    Important things to note: Combat drugs are a must on this guy as almost 88% of what you get will only make this guy better. Remember, Just say YES to drugs! If you plan on them escorting Incubi into the mix, then the Grenade launcher will make sure they kill all in their path before the blink of the eye. Even though the Archon can take a blaster it’s useless as he needs as many attacks as he can to tear things up. Only give him one if you REALLY need more anti tank (should also be said that a blast pistol is a good mix of the best of both worlds in this case).


    ------------------------------


    Succubus

    Most people over look her as she can’t have all the whoop lah of the Archon but I think she is honestly the best poor man HQ we can get.

    Important things to note: She comes with combat drugs and a 4++ save in CC base so that alone makes her cheaper then the Archon for what she does. With a weapon skill and initiative high enough to hit the Lord of Death on 3s and swinging before he can blink means she can almost take the big guy out by her self. As said above, if you roll the +1 weapon skill drug for your army with her in it it’s not really a waist as it makes her only able to be hit on 5’s by MEQ. Because you have to get rid of the Agonizer in order to get Wyche weapons they just don't hold wait with her, which is what may make Leilth more appealing if you you have both a PW and an impaler. Good build being:


    Agonizer & haywire grenades


    Cheap and able to kill large amounts of marines. If you have around 100 points laying around then she may be your girl!

    ----------------------------


    Homunculus/ Homunculus Ancient

    The main reason why these guys are going to hit the field is that they start with a feel pain token. Yeah sure they don’t appear to be the combat beast that the other HQs are, but it should also be noted that they can do some scraping as well. With that thought in mind I feel that it is a huge waist of points to just take this guy for the token alone.

    At first glance I thought the ancient was trash, but if you decide you like casket of souls (like I do) then why not take him with it and a agonizer. This makes hit a highly effective MEQ killer. Only real draw back is his cost, which is a much as two cheap hammies.

    Good builds being:

    Agonizer & Webway portal

    With 4 attacks on the charge he can drop enough MEQs to get his points back. While this may not seem appealing right off the bat you have to look at the big scope of things. If he joins a squad of Wyches or Warriors and they have another Agonizer in the unit then you are throwing 8 Agonizer attacks at the enemy and that can drop a lot of guys.

    Hex rifle, venom blade

    This is a great build for a homunculus as it allows him to join a squad that can sit back and rain some fire on the enemy and ensure they don’t die off like crazy while doing so. Main tactic I see for this build will be covered in the Mandrake entry. Only reason to take the venom blade is the said reason above. He’s not a show stopper in the CC department but 4 venom blade attacks are nothing to laugh at for the points it cost.

    Husk blade & soul trap

    I see this as the least common build and it should be said that it will only work best with the Ancient. Same idea here as the Archon Soul stealer build, but he’s a little less survivable then the boss man. I will say that I think it’s the best to do if you want a all themed homunculus army though.

    Scissor hands/Venom blade & liquefier gun

    The amount of wounds this guy can do can smash a Ork boy horde fast, just stay away from instant death while doing so. Could be the best way to go even against marines due to the shear saves forced.

    Important notes: When covering the Pain Masters I didn’t get to into the arcane war gear, as I covered it all earlier in it’s own section. As I said before, most of them are just good point fillers, but some can be game breakers as well. This is another great thing about the homunculus, the fact that he can do SO much. I’ll be the first to warn you though by saying that you should try not to get to wrapped up in all the things he can take, as to much to quick will make you lose the valuable points you need to fill out your armies body count.

    Other things to see about this guy that don’t catch the eye right off the bat are that he has no fleet and no access to plasma grenades. The first of these two problems can hurt some units as they rely on the normal 6” charge rather then insuring it with a fleet move (Wyches come to mind first as they need his pain token right off the bat so they survive better). The latter of the two problems can only be solved by taking a phantasm grenade launcher or just waiting to be charge instead (Hex Rifle build).

    -----------------------


    The Court of the Archon

    If you liked the wacky and random body guard units of the Witch/Daemon Hunter books then start slobbering as now we can a similar unit! The main thing you can see with ours compared to its founding father unit is that ours is indefinitely CC based. There are 4 different critters making up this rag tag band so lets starting probing at them.

    Medusae- This brain sucker is addition as you should almost always want a flamer template dropped bro you charge to thin hordes a little. The fact that its abilities are a little random may make you want to look away but with the cost that it is I think you should weather the random storm and take a least one if you take the Court. I just noticed that these guys have LD9 so if your Archon leaves then they're needed to not break.

    Ur-Ghuls- The only reason to take one of these ugly things is the fact that it allows you a good number of STR 4/5 (depending on charge or not) attacks and can take the hit if needed so you don’t lose the big combat dealers in the squad as fast. They also have a great INT so they can drag down some men before they knew what hit them.

    Lhamaeans- Her ability is near useless as the Archon shouldn’t be toting around a poisoned weapon, and the fact that she has a low number of attacks may put her on the back burner. Good side is she’s the cheapest thing in the unit and can pull off 1-2 wounds consistently in CC with near anything. The bottom line for her though is that she is easy to kill and with to many T3 models in the unit it will take away from the units survivability as a whole so I say leave her at home. I did just noticed that these guys also have LD9 so if your Archon leaves then they're needed to not break.

    Sslyths- Here are the main reason to take this unit. A min of three will be needed in every squad as to really deal out the hurt though. With a high T and FnP to boot they will defiantly make some players read your codex in a hurry. Good build being:


    1 Medusaes
    1 Ur-ghuls
    1 Lahamaean
    (total above number never going higher then 3 men/women so the T of the unit is counted at 5 for the unit in CC, but sadly will be counted at T3 to shooting so you’ll have to kill one of the above if you take a wound from the raider blowing up)
    3 Sslyths
    1 archon (any gear of your choice but NEEDS the Phantasm grenade launcher)
    1 raider

    Important notes: This unit is pretty tough and will be both cool and fun to see on the table. Only real issue is that you can get a unit of Incubi for cheaper that will kill MEQs a lot better then them. Another bad thing about this unit is that they don’t have the Power from Pain army wide rule on the combat masters. This is combated by the unit having FnP and Furious charge on most of the units. The only way this can be good is if you kill three units with them with your Archon is still up, just move the big guy to a new squad and he will take all his tokens with him and the squad will still have FnP. I think this unit is the other end of the spectrum for body guards to the Archon. If you are sick of hordes, then these guys will do better at killing them then Incubi will, but if you go against a lot of MEQs then leave these guys at home and call your local Incubi temple for assistance. Another thing pointed out by others that I didn't notice right off the bat was that you are REQUIRED to have at least one of each type in the squad.


    --------------------------

    Incubi

    Almost seems fitting that they are next as they are most commonly used as the Archons best friends other then the Court. This unit is one of the few things in the book that I see most players losing their minds over and spending WAY to many points on them, so I think it’s fair to say they need more on them then “just point and click”.

    Klavex- Something to think about is that he's almost the same cost as another Incubi. Murderous assault doesn't really seem that good to me as you won't be fighting to many ICs with these guys as they are a hammer unit. If you do decide to take a Klavex then it's a must that you give him the onslaught ability. Although it may cost as much as another Incubi, I think on average it will do far more then 3 attacks (really depending on the squad size). The Demi klaves are also to many points to me. You can get another guy for 2 more points. The blood stone on the other hand is great as it can allow you to drop a decent amount of guys before you go in. It doesn't say one shot only for it so you can do it every time you go in. Another great thing about it is that it can kill enough Marines to allow you a dual charge as the original target will require far less attacks to kill them then before. All this for less then half a Incubi? Yes please.

    Squad size- The biggest thing to talk bout here with these guys is squad size. At first glance most people are going to want to go Archon, 8 Incubi, 1 Klavex, with both powers. WRONG! The only reason you would want a unit like that is if you know the Emperor is going to be on the field and because that never happens then lets see what else we can do with them. Good builds being:

    1 Archon (NEEDS the Phantasm grenade launcher)
    5 Incubi
    1 Raider

    Or

    6 Incubi
    1 Klavex (blood stone)
    1 Raider

    These units will kill most things in the game with a single charge and isn’t a crazy point sink to boot. Yes, sometimes what you charge wont die like lemmings pointed towards a cliff but if you put to many points into these guys they will fail you big time. If you kill to much you will get shot to death so some times holding, instead of wiping then enemy, is better in most cases. If you don’t trust me then ask Khorne players what it feels like when they kill everything on the charge and are staring at every gun barrel the enemy has to offer.
    Last edited by bigbear bailey; 08-02-2012 at 15:53.
    Dark Eldar Codex Guide pages 1-5
    http://www.warseer.com/forums/showthread.php?t=281268

    Part of the West Central Illinois Gaming Group (Quincy to be dead on) If you are in the are, hit me up and we can get a game in!

    http://www.youtube.com/watch?v=fYJ41tABxSA- First battle report TK vs Daemons

  4. #4
    Chapter Master bigbear bailey's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    Grotesques

    So GW thought the old ones just weren’t transformed enough so why not redo them completely! While this was a cool thought, I don’t know if they really hit it on the head when they tried. For all intents they are fast Ogryn with out grenades and when you take into account that you have to have a IC in the unit at all times to baby sit so they don’t kill themselves that only leaves room for 4 of them in a raider. On top of all that if the IC isn’t a Archon with Phantasm grenade launcher then the unit will lose out on that fast INT they had to begin with. Being some resilient to start with is a and the fact that they can have a liquefier and a Sarg with a flesh gauntlet is nice though. Another thing to think about with the Sarge is that the venom blade will re roll to wound vs really anything in the game on the charge. Good builds being:

    10 Grotesques, liquefier, aberration w/ flesh gauntlet
    1 Archon (any gear of your choice but NEEDS the Phantasm grenade launcher)

    (out of a Webway portal)

    Or

    1 Raider
    4 Grotesques, liquefier, aberration w/ flesh gauntlet
    1 Archon agonizer and NEEDS the Phantasm grenade launcher
    or
    1 succubus with a agonizer

    The agonizer chrs are great in these unit builds as it adds a much needed power weapon to the unit.

    Important notes:
    As said before these guys just didn’t get as good as what I feel they could have been. With no fail to really be horrifying and the fact that they don’t have fleet in a fast army really brings them down. If you do take a weapon on the Sarge it will make him double armed as it is not a "upgrade" of any weapon but rather GAINING it. These guys are tough and can take a major hit from the enemy and keep going.

    ---------------------


    Wracks

    Maybe after GW got done with the last entry they decided that people would be mad they couldn’t use their old models that they had for grotesques. So what better to do then make them a new CC monster unit! Good builds being:

    8 wracks, 1 liquifier gun, 1 Acothlyst with Agonizer/Venom blade
    1 homunculus (any CC layout)
    1 Raider
    Only reason that you want the Pain Master in the unit is to give them FC so that they can re roll to wound against MEQs. Problem being they have no grenades. That being said a Archon with a Phantasm grenade launcher sounds good with them so you can get the token real fast!

    5 wracks with hexrifle
    A squad like this is great for throwing off a pain token to a Archon or succubus before the end of the first turn. Just make sure you have a hammie some where in the list and so the squads not useless once its all said and done!

    Important note: As said above they have no grenades so that can be a major set back. They fact that you can have 2 liquefiers and a Agonizer in the unit is incredible. Add that to the fact that you can take them as troops with the Pain Master in there and I don’t see why a unit of these wouldn’t be fielded! Another good tactic is to take them in large squads and make sure half their squad is in cover moving up field. This will give your army a 4++ and 4+ vs shooting and they can cover a large area (this is only with a walking build of course). It's also important to note that if the Acothyst will only ever count as being double armed if he takes a poisoned weapon (scissor hand or venom blade). This is due to the "two special weapons rule" in the rule book (page 42). The two agonizer attacks are still worth it to me though, as it helps get rid of termies that are in your way. Seeing as how people always forget this I figure it's worth mentioning. If you take a liquifier on a member of the squad, that member REPLACES one of his poisoned weapons with the liquifer so he's no longer double armed.

    Mandrakes

    All I hear is people going on and on about these guys and how sad they are that they weren’t as good as what they wanted. The sad part is that they are, but just not in the sense that you would think. Looking at stats, if appears very obvious that these guys are CC gurus. The fact the Serge can’t take a cool weapon and they don’t have rending makes you want to turn your head…. DON’T! This units main function is, believe it or not, to shoot. Infiltrate them around 13” ahead of your battle line and have a Homunculus near by in a raider. First turn drive him up and join the unit. When the shooting phase comes around laugh as you throw 20 STR 4 pinning rounds at the enemy and if your really lucky they will be useless next turn. The fact that these things (being neither a DE or a monster really) have BS 4 further proves the point. On top of it all when they get shot back they have a 3++ save to shooting AND FnP from the Hammie. After you let all those shots out you can drop a Webway Portal with the Hammie and you are in great position to watch all the rest of your army come screaming on to the table. Once they get charged you will see where the CC greatness comes in for them. 20 STR4 INT5 attacks will knock most MEQs off their high horse. Another great thing to say about them is with 2 Pain Tokens they can destroy a transport in no time. Good build being:

    10 Mandrakes
    1 homunculus, hex rifle, Webway portal

    Important note: With no grenades this unit can’t really do anything in the charging department. Remember That not only charging into but through cover makes you swing last unless you have grenades. Again if you take a Archon with the Phantasm grenade launcher if you want to make them charge happy, but then you lose out on that nice shooting attack right off the bat. Another thing to be said about the Sarge is the fact that he has LD 9 which can make the unit better at holding it's ground.


    True born

    So being grown in a tank isn’t good enough for all DE, and that’s where these guys come into play. Another way to think of them is a poor mans stern guard. These guys have another attack then the average warrior and access to many different weapons. Good builds being:


    10 Trueborn with shard carbines
    1 Raider

    Very good harass unit that can really lay some fire into anything that has a wound profile. Kind of the poor mans Scourges.

    5 Trueborn, 4 blasters
    1 venom, 2 splinter cannons

    These guys will destroy most tanks in one volley. No need to get into to much with these guys.


    10 Trueborn, 4 shredders
    1 raider, splinter racks

    I just love the idea of dropping 4 STR 6 blast on people and watching them fail saves ha ha. I will say that this unit can do a lot or a little depending on how I do with the scatter, but hey it’s fun.

    5 Trueborn, 2 splinter cannons & 3 shredders
    1 Venom, night shields, 2 splinter cannons

    Great at killing infantry in mass as well. Essentially it's really just a different approach to the above squad but I like it none the less.

    Important notes: While these guys are the “stern guard” of the DE they don’t have the staying power that their father unit does. Be warned that if their transport goes down the enemy will kill them FAST. I’m also not a huge fan of the suicide 5 man units but I know people love them for some reason so I made sure to include them. Another quick thing to say is that the Duke can make the first of these builds incredibly horrifying with the number of wounds it will deal out. A fact that makes them better then scourges in that sense.

    ---------------------------------------------

    Harlequins

    The jokesters of the laughing God have finally come to our book. Bad part of these guys is that to be effective they have to have a shadow seer and the kiss upgrade. This makes them dead on the same points as a Incubi and can’t take a transport. On the up side they are hard to shoot and if they make it there they can do the same if not better to hordes that Incubi do. Really not an OMG unit but not bad either. Good build being:


    9 Harlequins, 9 kisses
    1 shadow seer

    A lot of attacks and praying in cover to get you when you get close.

    Important note: This units not really new to the game and has been discussed else where. Best tactic I see is as a screening unit for your foot units, thus giving then a 4++ save. Another great way to go is 5 with a hammie in the unit with a WWP. This insures they you get him to where he needs to go to drop the portal off, albeit at a slower rate then a raider.


    --------------------------------------

    Hekatrix Blood brides

    Really our “vanguard vets” these girls are just Wyches with +1 attack. I wont get into these girls to much, as I will cover Wyches in the later entries, but it appears that these girls are made to ride in Raiders. The units main ability is to the fact that they can take a Wyche weapon per every three men/women. Good builds being:


    8 blood brides 3 hydra gauntlets/ Impaliers
    1 Syren, Agonizer
    1 Raider

    Important notes: The fact that they are Wyches that can't hold objectives hurts them pretty bad. It should be said that if you take 9 Wyches that it won't hurt the number of weapons the squad can take, thus making them a great IC delivery squad. The Impaliers are key if you really want to keep your HQ safe as well.

    ----------------------------------------------

    Kabalite Warriors

    So our main stay murderers are back and better then ever (by some standards). The ups and downs of warriors are covered a lot in the Splinter weapons section. The more I look at these guys though I can see that they are really one of the best bang for the bucks troopers in the game, especially once they gain a pain token. Good builds being:

    10 warriors, blaster & Dark lance

    I see these guys taking the place of our former double dark lance toting squads. Great anti tank squads that can also do some damage to infantry if need be. Other then knocking out tanks they will also be huge in holding objectives for us as they are cheap and a troop choice.

    10 warriors, splinter cannon & blaster or Shredder
    1 raider, Splinter racks & night shields

    This squad will be great for either being the best of both worlds or just specializing in knocking out enemy troops. To me Raiders are better suited with getting CC troops into the mix but I have sen them used to good effect.

    20 warriors, 2 splinter cannons, 2 shredders, Sybrite, Agonizer, PGL
    1 homunculus (any CC build)

    I used these horde squads all the time in the last book and it appears that it's gotten even better now that we have FnP with the Homunculus. Once you get to get charged you will have a lot of I 5 attacks and the Agonizer makes quick work of marines. The PGL is very useful because it's cost is the same as arming 20 warriors with grenades so why not take it instead and get two for the price of one.

    --------------------------------------------------

    Wyches

    Everyone needs entertainment, and it seems the DE don't like TVs so this is where these girls/boys come into play. When they were a elite slot they were okay, but now that they can hold objectives I see them reentering the spot light.

    The biggest thing to cover with these guys is the special weapons that they can field. The Impaler is okay to tie people up, but as I'll say earlier I enjoy killing more then stalling. The other two weapons allow for more blood letting in CC. I honestly feel the Hydra gauntlets take the cake though because your average roll for attacks is going to be a 3 or 4, thus resulting in basically having another Wyche present. A lot will argue that the Razor flail is better but you have to remember that the re roll to wound combat drug roll does nothing for them and the risk reward factor the the hydra can't be underestimated. Good builds being:


    9 Wyches, 2 Shardnet and Impalers
    1 Hekatrix, agonizer
    1 raider, night shields

    This will be peoples "tie up unit". I've never been a fan of using Wyches to hold people up as my goal will always be to kill them. I have seen people use them to good effect though, holding up elite squads until something nasty can come and end the stalemate.


    9 Wyches, 2 hydra gauntlets
    1 Hekatrix, Agonizer
    1 Raider, night shield

    I use this unit the most as I feel they can give out a crazy amount of wounds 3/4s of the time with the right drug roll. Shimmy them up field and when the time is right jump out fleet and charge.


    14 Wyches, 3 hydra gauntlets
    1 Hekatrix, Agonizer
    1 Homunculus (any CC build)
    (All coming out of a Webway portal)

    This squad will come running and screaming out of the portal ready to kill anything in their way. With FnP they don't have to worry about getting shot to much if they don't get the charge (the Hammie doesn't have fleet).


    Important notes: With ++ saves in CC they can be quite hard to kill when up close. Problem is that once they are out of CC they seem to die FAST to bolter fire. Most people will say that this makes Wyches not really a viable unit compared to warriors but they (as with anything else in the codex) can become rather tough with some help from the Hammie and make sure you hug cover if your card board box gets wrecked.

    Main thing to say about these guys is that they can take haywire gernades for REALLY cheap. I almost always take a squad of 10 now with just the gernades and let them lose at the nearest enemy armor.

    -------------------------------------------

    Hellions

    The old fluff apparently wasn't good enough so now we have these SLC punks riding "skate boards" in our armies. These guys are pretty impressive, and this is with out taking into account what the Barron does for them. IMO these guys are the best Webway unit in the book. Here's my reasoning why. If some one surrounds a Webway portal then you may not pull a squad out as they have to stay out of 1" of a enemy unit. Hellions being jump infantry ignore that fact by flying over the squad and then charging them. With the jump packs in mind they come screaming out of the Webway almost guaranteeing they charge where they want. The last fact being that they are so fragile that with out a Webway they would get shot to death in no time. Some people think they are also a great screening unit for raiders as they are such large models that they will almost always give raiders a cover save so you won't need flicker fields. Good builds being:

    9 or 14 Hellions
    1 Hellarch, agonizer & PGL (PGL is a must as they don't come with Plasma Grenades)
    (usually best with a Webway)

    19 Hellions
    1 Hellarch, agonizer & PGL
    1 Baron

    This unit is great as they are scoring and can really deal out some pain. In order to get the best effect out of them I highly recommend adding a Hammie to get the FnP token and then making him leave to join another squad first turn (leaving the Token when he goes).

    Important notes: As said above if these guys/girls are caught out in the open, then consider them dead. Another good idea for them is to fly them right next to cove and then run into it so you won't have to roll dangerous terrain. Another thing I forgot to say before is about the Stun Claw. While this thing is a fun gizmo I don't really see it in competitive builds. The Agonizer will kill people (or the IC in question) so it's not really that impressive. The only time I see it being a big help is if you have two units in CC with blood angels and one of them grabs the priest and pulls him far enough out of the way that he can't give the squad the FnP. Again though, one Agonizer attack and he's gone period but it's what ever.

    ---------------------------------------

    Scourges

    Our former flying DE are turning themselves into bird men now. You would think the fact that their bones are getting hollowed to fly easier should make them easier to kill then before but instead they have a 4+ save! I guess this only makes sense as they have the most money out of all out units, so Ghost armor is cheap to them. This unit reminds me of a mix combination of Dark Reapers and swooping hawks. Main thing to notice there is that both units are meant to kill infantry. I know they have options to get anti tank but in all reality it seems to me that they will only really be good at mowing infantry down. There is MAYBE one exception to this though. Good builds being:

    10 scourges

    Yeah that's it for one for them. Cheap, throwing out 30 shots a turn, and the fact that a splinter cannon cost almost half a guy makes them almost not taking for these guys.

    10 scourges, 4 splinter cannons

    Main reason it do this so to hope that when you do get into position that you will be able to shoot all guns at once. If you are just 24" away and shooting just the splinter cannons as heavy then it's only 24 shots, where if you just had all carbine and moved forward 6" you would shoot 30. This build is better then the first one though when you think of causality wise. If you lose 5 guys from this unit, who cares, but 5 from the other squads drops it's shooting effectiveness by a lot.

    5 scourges 2 haywire blasters

    This squad will almost always do something to any armor it shoots. Once you get 4 squads shooting the haywire blasters the enemy will start to hate them!

    5 scourges with 2 heat lances

    Deep strike and kill a Land raider. Only issuse is once they do, they're dead!
    Last edited by bigbear bailey; 01-02-2012 at 21:09.
    Dark Eldar Codex Guide pages 1-5
    http://www.warseer.com/forums/showthread.php?t=281268

    Part of the West Central Illinois Gaming Group (Quincy to be dead on) If you are in the are, hit me up and we can get a game in!

    http://www.youtube.com/watch?v=fYJ41tABxSA- First battle report TK vs Daemons

  5. #5

    Re: Dark Eldar (DE) Strategy Guide 5th

    And now a word from our sponsors:

    Special Characters

    Asdrubal Vect


    The big cheese himself comes in two flavours: Brie and Gouda. The only reason not to run Vect is his point cost. If you run him in Brie configuration without his pimped out ride, he still needs an escort but at the cost of a Land Raider you’re going to want to think twice. Of course, he can kill Mephiston in a single round of combat so you’re getting value for what you pay and he makes a great addition to any squad you care to take.

    Now, if you like fielding Deathstars and you don’t care how many points you’re loading into on unit, you’re going to want to field him in Gouda configuration with his pimped out Dais of Destruction that combines the Raider’s transport capacity with the Ravager’s firepower and close to a Land Raider’s armour value.

    Even so, at this point you’re really going to want to alpha strike with everything you have, the point cost of just Vect in his Dais without the compulsory passengers makes him a huge flying target. Buying this unit basically means you’re committing yourself to wrecking the enemy’s face before you get wrecked first. To this end, I’d recommend filling the Dais up with Incubi with a Klavex and simply crushing one enemy unit per round, with or without a transport.

    While he can kill anything with his beat stick of doom (he WILL hit, he WILL wound, probably with all of his attacks… hope you have an invulnerable save!) special mention has to go to the absurdity of the Obsidian Orb, a blast weapon that WILL wound and WILL hit thanks to Vect’s godly ballistic skill. Oh, and it heals him. Others have also made a good point that as a tank killer, the Obsidian Orb is amazing... but as has also been pointed out this is WRONG! The Orb doesn't work on anything without a Ld value, sorry for the confusion.

    In short, he’s expensive but worth every point. Just be smart and avoid line of sight to heavy weapons and strike like a thunderbolt out of nowhere.

    Special mention has to go with running Vect with Baron Sathonyx, if you REALLY feel you must have the first turn. And if you're running Vect, you obviously want first turn.


    Duke Sliscus

    So, you’re thinking of doing a combined Wych/Warrior army and you want a HQ that buffs both into the upper atmosphere of badass. Of course, he himself has to be a badass as well. But then, he also has to be cheap because between squads of 10 and Raiders, you’re running out of points. On top of that, you’d like some deployment shenanigans. In short, you want Duke Sliscus.

    The downside here is that Sliscus is nasty in combat but he’s not at the top of the combat totem pole. That being said, what he does have with his sort-of-but-not-rending attacks is really sweet.

    Where he is at is the buffs to your army. You’re pretty much going to slip him in with a unit of Splinter spam Trueborn all the time, probably in a Raider with Splinter Racks. This is a unit that will cut down a horde of Ork Boyz , ‘gants or MCs at range. If you need to save points, Warriors will serve and be scoring.

    Then, you’re going to want to take things with combat drugs with this guy. Hellions, Wyches, Bloodbrides and Reavers love it. In fact, if you want a second string HQ with Sliscus, consider a Succubus or Baron Sathonyx, even though you’ll lose out on Haemonculi. Scoring Hellions with the right combat drug can bring the pain and screen more valuable Raiders and a Succubus with the right equipment can shred a unit of marines or most ICs for cheap.

    He’s also your go-to guy if you want to run a Way of Saimm Hainn/Fritz style null deployment army where you start everything in reserve. If this is the case, you might pair him up with Lady Malys for ultimate deployment shenanigans at the expense of hitting power. With this set-up, you want everything in Raiders or Venoms, so you’ll be going troop heavy with Warriors, Wyches, Trueborn and and maybe Bloodbrides or Incubi supported by Ravagers which is a nice core force that can take second turn and just pounce on the objectives in the endgame for the win.

    Don’t look past this guy if you’re doing an old codex style walking list, however. He’s cheap, his enhancement is even better on large units and he adds some close combat power to your front line.

    Edit: This guy has a downside, he only has 2 wounds. Probably want to keep him tucked away with a bunch of meatsh... bodyguards.


    Drazhar

    Everyone’s favourite Phoenix Lord is back and he brings with him a choice selection of torments for your opposition. That is if your selection was a constant stream of power weapon attacks that will pretty much always hit and wound, in which case Drazhar is your banquet.

    Basically, Drazhar is an assassin. You point him at an enemy independent character with a bodyguard of Incubi to soak up wounds and he goes and kills them. It’s that simple. Drazhar is the point and click seeking missile of the codex, he and his squad will rack up Pain Tokens like a nine year old with a credit card in a candy store.

    To that end, the only tactical thought Drazhar might require is having a Haemonculus or other IC join his unit to bleed off some of those pain tokens and give them to other squads.

    Drazhar’s expensive and he won’t be duelling Mephiston and winning unless he’s lucky, so don’t start thinking he’s the new black. AP2 weapons will ruin his day, so the usual caveat of being sneaky with DE also applies to this guy.

    Edit: As as been pointed out, Drazhar's ability to move around in combat effectively makes him immune to power fists and other high strength or power weapons (or both). Fortunately you don't have to worry about Instant Death.

    Also, another big downside to Drazhar, the limitation of what units he can join really hurts him once his bodyguard is gone. Multiple squads is an option but hurts your point total and limits elite choices.


    Lelith Hespherax


    Where Drazhar is the character assassin, Lelith assassinates whole units. Of marines. In one turn.

    It’s not immediately obvious exactly how hard she is to kill in close combat, her WS makes her that much harder to hit for most units unless they’re elite or characters. Other than that, she’s cheaper than Drazhar and about as kill crazy, just remember to be sneaky and avoid getting shot as much as possible.

    Edit in response to Trachenberg: Your mathammer is correct. 3 things, however. First of all, Lelith gives you an opportunity to do much more than that average, if you get lucky. There is an element of risk vs. reward to the DE army and a few things in it give mathammer the finger. Second thing is, chances are, Lelith isn't going to take a wound back between her WS and her dodge save, so you start forcing morale checks. This is a big deal because of her initiative to most squads and a bigger deal if the enemy is fearless or has ATSKNF as they start taking more casualties (read ATSKNF, they hit the No Retreat! rule!). Lastly, Lelith will kill ICs in an enemy unit much like Drazhar does.

    I'm sorry, I did gloss over Lelith a little after doing Drazhar. Really, they're the same type of character. Like Drazhar and Incubi, I'd put her is in a unit of Bloodbrides to maximize the number of Wych weapons her unit can field. Her shardnet can reduce the number of power fist attacks coming her way as well, you'll have to be unlucky to get her punked by instant death.

    I should have said she can assassinate a unit of marines in one turn rather than make the blanket statement. She is about as expensive as my Soulstealer Archon build (see Bigbear's post above) which I'd much prefer to field but Lelith is far from a bad choice for a similar point cost.

    Edit edit: Apparently I also need to point out that Lelith gets much better with 2 pain tokens and gets FNP and FC. I'll reiterate, hoevever, that you're quite likely to win combat with Lelith and win on the sweeping advance.


    Lady Malys

    The deployment shenanigans character, Malys is probably beast paired with an IC that can deliver the pain where she can’t. She cannot face up against tough enemies and expect to prevail, her only real weapon goes away and isn’t that great to begin with.

    However, if you REALLY want to kill Mephiston and you don’t mind how many points you spend to do it, adding her to a unit with a tooled up Archon, Drazhar or Vect will help. Even then, Mephy will sill wreck you.

    Where she’s really at is the deployment shenanigans she borrowed off Eldrad and supercharged. That’s what you’re really paying for here. It’s nice in Dawn of War because you can slip one unit up close to force the enemy back as far as possible then take advantage of nightshields and deploy as far back as possible. You can also deploy a unit of Incubi out in the open to make them a tempting target, then redeploy them anywhere, leaving the enemy out in the cold if they reacted to you. The trick is to offer the enemy something they simply can’t refuse.


    Urien Rakarth

    There are some units that are a pleasure to field because they do their job at bargain basement point costs. Special Characters are usually designed to fit into this area of unit design. Urien Rakath is not one of these units.

    For his point cost, you could buy 3 ordinary Haemonculi and get more use out them than you will Urien because of the number of pain tokens they dish out. The only benefit to fielding Urien is that he’s harder to kill and goes well with Grotesques.

    It’s not like you’ll go home after fielding Urien and cry into your pillow, however. He’s a solid choice for a coven themed list if you don’t want to go 6 Haemonculi. If I fielded him myself, I’d go with a 10 strong Grotesque unit coming out of a Webway Portal.


    The Decapitator

    Speaking of overpriced… sometimes you wonder what games designers are thinking. Decrappytator is supposed to be a character assassin and yet he has gigantic sumbling blocks in doing his job for his insane point cost. I thought after Sgt. Telion and the Guard codex, we were over this kind of thing but I was wrong.

    You might think he’s meant to join a unit of Mandrakes, yet he cannot. He appears out of nowhere then stands around waiting to be shot for a turn. If he appears in cover, he will strike last if he charges. If his enemy is in cover, he will strike last if he charges. This would be fine if his weapon was better than a gimpy Huskblade, please note that the Archon with the soulstealer build can be cheaper than this guy. Heck, if you want to kill something, take a Succubus, she’s cheaper and killier. That he takes up a HQ slot is criminal.

    This guy has one use that might be worth considering if he wasn’t so point heavy. You deploy him on an empty objective in terrain in your opponent’s deployment zone and he contests the objective. That’s it. Go to ground, sit there and just deny the objective. You want to be charged, you cannot charge yourself. If you get shot, you have a godly cover save and a few wounds. You get a nice shooting attack that might pin someone if you manage to do a wound, which is annoying. Of course, if anything serious assaults you, he’s still dead and you’ve blown a crapton of points.

    Decrappytator is the ‘Rudy’ of the Dark Eldar codex. He is the Dark Eldar victory cigar. Basically if you take this guy, you’re saying ‘look, you’re so crap I beat you with a point handicap while giving you a free kill point’.

    His fluff, however, is awesome.


    Baron Sathonyx

    This guy is the sleeper hit of the codex. No, he doesn’t have Vect’s solid gold cheese or Drazhar and Lelith’s sheer kill power. Heck, he’s not even as great in combat as a bog standard Archon or Succubus, though he remains competant. What he does do is turn Hellions into a powerhouse.

    Without Sathonyx, I’m not as impressed with Hellions as a fast attack choice compared to the other stuff you can get out of that. With Sathonyx, my only concern is fitting in all my troop choices into the list.

    Sliding and assaulting into cover, holding an objective, putting this guy at the head of 20 Hellions will ensure that that objective will he held against almost anything. They are shooty, they are assaulty, they are fast and they are tough as long as you utilize cover. Most of all, Sathonyx is cheap as chips and you still get to mess with your opponent’s deployment. What more can you ask?

    The only downside is that you might not want to use a HQ slot on him. If you’re not planning on fielding Hellions at all, then naturally you won’t go to this guy. If you do, however, he’s worth considering.

    As mentioned above, running this guy with Vect gives you close to a lock on first turn. If you're running an Alpha Strike, these guys are your HQs.

    Edit: Please note that Sathonyx does NOT have combat drugs, at least until an errata. No S8 on charge, sorry guys.
    Last edited by DeviantApostle; 07-11-2010 at 03:57.
    Archon of the Ravenous Void Kabal.

  6. #6

    Re: Dark Eldar (DE) Strategy Guide 5th

    Am I missing something on Lelith?

    On the charge against guardsmen she kills 4 (12 attacks, 8 hits, 4 dead), even less against marines (2.45 dead). Sure she's relatively hard to kill for troops choices as they'll need 5's to hit but S3 and no rerolls of any sort means she isn't that effective at killing for her cost.

    An Archon with agoniser/shadowfield comes in around 100 points and will put 2 wounds on (pretty much) anything in the game.

  7. #7

    Re: Dark Eldar (DE) Strategy Guide 5th

    Ok, I'll expand on Lelith's profile above.

    Thanks for your comments!
    Last edited by DeviantApostle; 31-10-2010 at 11:28.
    Archon of the Ravenous Void Kabal.

  8. #8

    Re: Dark Eldar (DE) Strategy Guide 5th

    I'd actually rather have the following Archon than Lelith, they are about the same points cost:

    Archon
    Blast Pistol (or Splinter)
    Huskblade
    Soultrap
    Djin Blade
    Combat drugs
    Shadow field

    Gives you 6+2 on the charge. He will usually hit on 3+, after killing an IC/MC he will become a real monster that starts wounding most things on 2+. I have to try if this set-up is really worth the 10 warriors in a raider that he costs though

  9. #9
    Commander squeekenator's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    Glad to see so many positive things said about Sliscus. I was already considering staring DE, having briefly been into them a couple of years back, and once I saw the phrase 'David Bowie in space' I knew that I was destined to collect that army. Fortunately, the Warriors and Wyches army is exactly what I wanted anyway (never been a fan of Haemonculi and their creations), so it seems that this is going to be the perfect army for me.

    EDIT: I'd just like to add that his 'sort-of-but-not-rending attacks' are stastically speaking equal to an agoniser against anything with a 3+ save and toughness 4 or higher. Against anything with a lower save or T3 or less, his super-sharp poison is stronger. His basic combat stats are weaker than an Archon's, but he can still do some pretty good damage.
    Last edited by squeekenator; 31-10-2010 at 11:44.

  10. #10

    Re: Dark Eldar (DE) Strategy Guide 5th

    Cris_: Don't roll doubles with the Djin Blade...

    Squeekenator: Thanks for the comments! I also agree with you. Sliscus will certainly be in one of my army builds. I was really comparing him to the Huskblade/Soultrap combo, and I'd just written Vect's before reviewing him...
    Archon of the Ravenous Void Kabal.

  11. #11

    Re: Dark Eldar (DE) Strategy Guide 5th

    Quote Originally Posted by DeviantApostle View Post
    Cris_: Don't roll doubles with the Djin Blade...
    I wasn't planning on it Huskblading yourself does not trigger the Soul trap huh?

  12. #12

    Re: Dark Eldar (DE) Strategy Guide 5th

    Heh, actually it's rather a pity you can't kill one of your own Haemonculi with it to get the bonus.

    What? It's not like he won't get better...
    Archon of the Ravenous Void Kabal.

  13. #13

    Re: Dark Eldar (DE) Strategy Guide 5th

    Wait, I thought the Djin Blade is a separate weapon in itself - you can't add it to another weapon.

    The codex says it's a power weapon and gives it a visual description of what it looks like (and there is even a picture of one) - it's under "Weapons" along with all the other weapons.

    I do not think its a "buff" and even Lady Malys Djin blade is not a buff, its a weapon. I am not saying you can't take it with the HB but why? The Husk Blade is better.
    Got Tokens?

  14. #14

    Re: Dark Eldar (DE) Strategy Guide 5th

    It's much like the Lightning Claw giving shooting attacks re-rolls by RAW, the Djin Blade's written the same way. You don't get the bonus attack because they are 2 special weapons but you get bonus attacks due to the rule of the Djin Blade... of course, if you use it with the Huskblade you might as well just write off the Archon. It's worse than using a Daemon Weapon.

    If someone can tell me I'm wrong and can point to a page number that clears it all up, I would be very much obliged.

    Edit: After reviewing the comments below, I'm going to create another topic in the Rules section of the forum or answer Stiltion in the Dark Eldar Tactica thread so as not to clog the strategy guide. Please, let's take this elsewhere.
    Last edited by DeviantApostle; 31-10-2010 at 23:44.
    Archon of the Ravenous Void Kabal.

  15. #15

    Re: Dark Eldar (DE) Strategy Guide 5th

    Quote Originally Posted by DeviantApostle View Post
    You don't get the bonus attack because they are 2 special weapons
    If you dual-wield them, that is. The fact that the Djin Blade (much like the Animus Vitae) seems to be a CCW that does not replace base gear would suggest that, if having replaced his CCW with a special weapon (let's go with an Agoniser) your Archon would still be carrying his Splinter Pistol (or whatever he exchanged it for), enabling him to attack with either Agoniser/Pistol, Djin Blade/Pistol or Agoniser/Djin Blade.

    Quote Originally Posted by DeviantApostle View Post
    But you get bonus attacks due to the rule of the Djin Blade...
    Quote Originally Posted by DeviantApostle View Post
    Of course, if you use it with the Huskblade you might as well just write off the Archon. It's worse than using a Daemon Weapon.
    This here's a strange nut. Would you really get the bonus attacks if you weren't using it? And would those bonus attacks benefit from the special effects of a Huskblade/Agoniser?

    Quote Originally Posted by DeviantApostle View Post
    If someone can tell me I'm wrong and can point to a page number that clears it all up, I would be very much obliged.
    The way I had originally assumed it worked, all things considered, would be that the Djin Blade gives two extra attacks at s3 (+ any bonus for drugs or furious charge) performed in addition to any normal attacks made with a weapon chosen to replace his original CCW. Now I don't know what to think anymore.
    Quote Originally Posted by ursvamp View Post
    Ah, the Homoculi...
    The Haemonculi's more colourful cousins

  16. #16

    Re: Dark Eldar (DE) Strategy Guide 5th

    I'll give it a shot since your Lightning Claw example doesn't apply in this case.

    BRB, page 42, last paragraph labeled "Two Different Special Weapons". It says, "When it is your turn to attack, these models must choose which weapon to use that turn, but they never get the bonus attack for using two such weapons."

    Looks to me like:

    You have to pick which weapon you are using, pick the Husk Blade and use it's powers and the other weapon can't grant you a bonus attack (which the Djin Blade says it does, it provides the bearer with "two bonus attacks").

    Now are you saying the Djin Blade can grant me 2 extra blaster pistol shots like how the Lightning Claw rule you are providing? I do not think I would try that either.
    Got Tokens?

  17. #17

    Re: Dark Eldar (DE) Strategy Guide 5th

    My problem comes from the points you pay for her, You can have an archon with agoniser/shadowfield and another barebones archon/haemonculi/succubus for her cost. Spend a couple more points and the 2nd HQ has your weapon of choice with roughly the same potential of killing as Lelith and twice as many wounds for your opponents to get through.

    Sure the 2nd HQ is relatively easy to kill (succubus with agoniser would my pick if you aren't looking to get wracks as troops) but 2 is better than 1 in pretty much everyway for 10-20 points more (can't remember shadowfield cost off the top of my head).

  18. #18
    Brother Sergeant Mandor's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    Quote Originally Posted by Tratchenberg View Post
    Am I missing something on Lelith?

    On the charge against guardsmen she kills 4 (12 attacks, 8 hits, 4 dead), even less against marines (2.45 dead). Sure she's relatively hard to kill for troops choices as they'll need 5's to hit but S3 and no rerolls of any sort means she isn't that effective at killing for her cost.

    An Archon with agoniser/shadowfield comes in around 100 points and will put 2 wounds on (pretty much) anything in the game.
    I think the thing with Lelith is that you want to get two Pain Points on her and her unit asap, to have her gain Furious Charge. Lelith + Haemy + Wracks in a Raider or out of a WWP comes to mind.

  19. #19
    Brother Sergeant
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    Re: Dark Eldar (DE) Strategy Guide 5th

    Wow, this is a really awesome post, but it would have been more organized if you would have reserved some spots before continuing it. I love what I am seeing though, and it is reassuring me on certain tactics and builds that I am considering. Thank you for all of the great posts and keep them coming!

    P.S. I know this is nit-picking, but some of the grammar issues are killing me! As an English Major, it bugs me. I may copy and paste this into a word processor tomorrow when I have time, and send it to you in a PM so that it is presented better to the readers.

  20. #20
    Chapter Master bigbear bailey's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    -----------------------------------

    Beastmasters

    Very Ironic to me that the unit is called Beastmaster when really they don't really do anything compared to the beast. A name like beast pack would have been better, but that's getting off track. This unit squeezes into the number two slot of best Webway units because only because they can't take grenades. Worse then that, adding a Archon in there to give them a PGL will help in the short game attack but they will lose out on their 12" charge. Other then that a great unit, with really only one build I can think of that will go the distance. Good build being:

    2 beast master
    1 beast master Venom blade or Agonizer (both are good but with only one attack base with the master is he really going to get his points back? That's why I like the Venom blade as it's cheap and it will make sure his 3 attacks force some saves for sure, especially if he gets Furious charge)
    10 Khymare
    2 Razorwing Flocks
    (out of Webway Portal)

    This unit will throw a CRAZY number of attacks at the enemy and has a great 4++ save to back it up. Out of a Webway portal deployed only 15" up (due to 12" raider move and disembark) these guys will really make some of your opponents worry.

    Important notes: Only real issues I have with them is that they have LD 8 max with out a IC attached and the Clawed Fiend is near useless. In most cases you should be winning most combats so who cares about that. The latter of the two problems is a shame as well considering that it's cool to have a big monster hanging out in your army. The main thing he's good at is taking wounds to get more STR 5 attacks but in most cases the Razorwing Flocks are better at that as well. At first glance you would think his toughness is there to make the unit harder to wound but in reality I feel it's there to soak up power fist wounds as he can't be instant killed by them. On top of it all he only seems to gain from the fact that they swung on him to begin with. The only other thing I see them good for is anti horde, as STR 5 will kill more Orks then rending any day and also have a better time in taking out tanks as well. I still feel that he's to many points for what he does though. Another fact to note is that Razorwing Flocks have 5 wounds and are not swarms for some reason. This is great for taking bolter saves on them if they are in cover. This will save one of your warp beast lives and you can do it 4 times before some one really has to die (in sets of two of course).

    ------------------------------------

    Reavers

    Some times DE don't want to slow down to cut peoples heads off. When this thought becomes a constant in a DEs mind, they go and buy a Jet bike a the fun begins. This unit got a LOT better in this book mainly to the fact that they did a great job integrating the fluff to game rules, which is really hard to do some times. The main use for these guys so to zoom all over the table and cause massive amounts of saves without ever losing that 3+ cover save granted by turbo boosting. Remember that when you take a upgrade like Grav talons then it does NOT replace the regular D3+1 hits (as the best I can see). Good builds being:

    9 Reavers, 2 Cluster Cantrops, 1 Grav-talon

    Zoom past infantry and cause 6 d 3 STR 4 hits, 1 d 3 pinning hits, and 2 d 6 STR 6 hits! This could wreck most infantry squads and with some luck (aided by TGLs on raiders) could pin them to!

    9 Reavers, 3 Heat lances or 3 Blasters

    Both are great at anti tank and both can use that jet bike save to get into cover so they don't get chewed up. And don't get to worried about dieing to dangerous terrain as they guys have skilled rider! I see the blaster being more effective here because at 24" away after they shoot can allow them to get out of a lot of enemy fire.

    Important note: While people are going crazy over the heat lances and the fact that these guys/girls get a 3+ cover save all game I haven't heard a lot of people mention that a flamer kills these guys faster then raid in a roach hole. Another to be said about these guys is that they really don't gain to much from combat drugs as they will either be zooming around or trying to be Tau crises suits. Still though, they are a fun and competitive unit that, as I said before, Phil did a great job with this time.


    Raiders

    If Dark Lances aren't our poster child then this thing is. I have yet to see at least one list with out a Raider showing it's card board face at least once. It's major advantages are really covered in the Vehicle upgrade section. I won't even get into the mass amounts of builds you can do with this thing as it would take me around 30 more pages and as said above just look in the Upgrade section.

    Important notes: Being a cardboard box is not only this things greatest weakness, but also its biggest strength. It allows for a consistent 24" charge due to fleet and disembark and to boot has a DL to kill any armor after words. It also has the option of taking Disentigrator instead of the DL but that's really up to you. I only recommend switching if you have your anti tank locked down with the rest of your list. Another great thing about this being opened top is that when the crew are firing out of it you measure from the tip of the tank for ALL shots. This allows for more fire being able to get laid out at a unit dead on 12" away with little to no fire back in return due to night shields.

    ------------------------------------------

    Venom

    It's strengths lie in the fact that its good for Incubi, 5 man warrior blaster squads, or Trueborn squads but it should be noted that it comes with Flicker Fields. This isn't a big deal to me as I think it's a crap upgrade due to the point cost (in most situations), but for free why not! The main difference to it and the Raider though is the fact that it can have two splinter cannons. Being on a tank they will always fire with the heavy profile and because they have no strength, thus making them defensive weapons, they can both be fired after moving 12".

    Important notes: Other uses are covered in Vehicle War gear section and the Raider entry.

    -------------------------------

    Ravager

    As I said in the Distergrator entry this thing can murder FnP units and 2+ save units in no time. It's main goal though is going to be a 3 DL wielding tank murderer. Only real upgrade wroth taking to me is flciker fields. This allows the tank some much needed survivability.

    Talos

    Some times you have to maim and torture some one so bad the only thing you can do with them is to put them in a robotic body and watch them go mad with rage, slaughtering all in it's path. The Talos has become insane as it has Power from Pain now and with chain flails you almost insure that you will kill at least 3 marines a turn without much return damage. Like other walkers he needs to have support in CC in order to be really efficient.

    Talos, haywire launcher

    Good bullet magnet that will slow down enemy tanks, if not blow them up. Real goal of this guy is just to take shots so your Raiders have a chance.

    Talos, Heat lance, chain flails
    (out of Webway portal)

    Can crack open a tank and eat the goodness inside. Best use for the heat lance IMO.

    Talos, Twin linked liquifier and extra close combat weapon
    (out of Webway portal)

    If you roll a 3 or lower on the AP the re roll to wound it will kill a lot of guys and make the charge that much easier.

    Important notes: This guy is slow, so as said above he needs to go through a Webway portal. If not he will catch a LOT of fire, which in all honesty, isn't always a bad thing. When all is said and done he is a great Heavy to the book, only real problem being all our heavies are really nice!

    Cronos Parasite Engine

    This guy is like a baby Talos but his only real draw back is that he doesn't have as many CC attacks compared to his big brother. Good part about him though is he's just as tough to kill and also has power from pain. The cool part about this guy is that every time he kills something he may give a Pain Token to any squad within 12" of him. Yeah that sounds cool and all, but his real strength lies in the fact that he has a gun called Spirt Vortex. This thing will rack up the kills and also let you throw Pain tokens ALL over the place. Good builds being:

    Cronos, Spirit vortex

    He just walks up field throwing out covering fire and making his buddies better.

    Cronos, Spirit probe, Spirit Vortex
    (Out of Webway portal)

    A great way to get a 3 (if not 4 ) of Pain Tokens in one turn and can hold up units until help gets there.

    Important Notes: Gaining a Token from just one "set" of wounds my not seem that prominent, but you have to remember that the Cronos can take BOTH of the guns so they can gain up to 3 tokens a turn (four if it kills the squad, but that last token ONLY goes to him)


    ------------------------------

    Razorwing Jetfighters

    The other new craze in 5th edition is fliers so of course we got two of them! It really fits our army though as the DE are all about lightning fast raids and Alpha strikes. The first of the two aircraft is very good at dealing with enemy infantry. Replace the twin linked splinter rifle with a splinter cannon the Dark lances with Disentigrators and move in first turn and let the missiles fly. After that you can rip into enemy infantry to good effect. Good build:


    Missiles: I really like the Necrotrix missiles. They cause pinning, are poisoned, and a large blast so what's there not to like. I have also noticed a lot of people talking about Shatterfield missiles but the issue with these things is the AP-. How is that a big deal? Well, if you don't know AP- causes a -1 on the vehicle damage chart and allows anyone a save out of cover. This could be a big deal as every wound counts when Alpha striking. The Implosion missiles are okay in my book, as they can really wipe out tough infantry but I also feel that mass saves will do the same thing.


    Razorwing jetfighter, 4 Necroscythe missiles, 1 splinter cannon, 1 disitigrator cannon

    Once you Alpha strike someone with this thing it becomes some what of a weaker Ravager. I wouldn't really worry about deep striking it either as it really one of the best regular reserve units in the game.


    Important notes: It's really fragile so don't expect it to live long after it drops it's payload. As said above in the Night shield entry, the night shields can make this thing truly scary as a whole game threat rather then just one turn Alpha striking. Compared to the bomber this thing is far cheaper and I think it will do about the same job. It's also important to note that due to aerial assault it can move 12" and fire all guns, thus increasing it's mobile killing power.



    --------------------------------------------------

    Voidraven Bomber

    This bigger, more armored of the two fliers this thing can do the best of both worlds for our army. The great thing about it is the fact that you can come in first turn and shoot all your missiles to kill a large formation of infantry, to then next turn bomb a tank and call it quits. Only real issue here is that for being a bomber it only has one bomb and after that and the Alpha strike you are just shooting void lances at tanks.

    Missiles: I really like the Necrotrix missiles. They cause pinning, are poisoned, and a large blast so what's there not to like. I have also noticed a lot of people talking about Shatterfield missiles but the issue with these things is the AP-. How is that a big deal? Well, if you don't know AP- causes a -1 on the vehicle damage chart and allows anyone a save out of cover. This could be a big deal as every wound counts when Alpha striking. The Implosion missiles are okay in my book, as they can really wipe out tough infantry but I also feel that mass saves will do the same thing.

    Voidraven bomber, 4 Necroscythe missiles, 2 void lances, 1 void mine

    The great thing about this is fact that you can come in first turn and shoot all your missiles to kill a large formation of infantry, to then next turn bomb a tank and call it quits.

    Important notes: I don't see why you wouldn't take a Ravager for this role as it's cheaper and we already have a million of them ha ha. It's also important to note that due to aerial assault it can move 12" and fire all guns, thus increasing it's mobile killing power. As said above in the Night shield entry, the night shields can make this thing truly scary as a whole game threat rather then just one turn Alpha striking.


    ----------------------------------------



    So it's all done now... I am going to have some one edit it all and then I will make it in PDF format. Been great working on this for and with you all.

    Next one I'm doing is Orks... so get ready!
    Last edited by bigbear bailey; 10-01-2012 at 21:54.
    Dark Eldar Codex Guide pages 1-5
    http://www.warseer.com/forums/showthread.php?t=281268

    Part of the West Central Illinois Gaming Group (Quincy to be dead on) If you are in the are, hit me up and we can get a game in!

    http://www.youtube.com/watch?v=fYJ41tABxSA- First battle report TK vs Daemons

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