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Thread: 1999 Dark eldar 6th Ed list

  1. #1

    1999 Dark eldar 6th Ed list

    40K Army: Dark Eldar
    HQ
    Succubus w/ Venom blade (70 pts)

    Elites
    Incubi x4 (153 pts)
    Venom w/ splinter cannon upgrade

    Harlequins x7: Harlequin’s kiss x7, Fusion pistol x2, Shadowseer upgrade (204 pts)

    Trueborn x3: 2 splinter cannons (121 pts)
    Venom w/ splinter cannon upgrade

    Troops
    Kabalite Warriors x10: 1 splinter Cannon (100 pts)
    Kabalite Warriors x10: 1 splinter Cannon (100 pts)
    Kabalite Warriors x10: 1 splinter Cannon (100 pts)

    Wracks x10: 2 liquefiers (120 pts)


    Wyches x9: All w/ haywire grenades, Succubus w/ venom blade (183 pts)
    Raider
    Wyches x9: All w/ haywire grenades, Succubus w/ venom blade (183 pts)
    Raider

    Fast Attack


    Beastmasters: 2 beastmasters, 5 khymerae, 2 razorwing flocks (114 pts)

    Beastmasters: 2 beastmasters, 4 khymerae, 2 razorwing flocks (102 pts)

    Reaver Jetbikes x3: 1 heat lance (78 pts)





    Heavy Support
    Ravager (105 pts)
    Ravager (105 pts)

    Razorwing Jetfighter (165 pts)
    -Disintegrator Cannons x2
    -Splinter Cannon
    -Flickerfield


    Been fiddling with it with ages and i'm still not that happy with it ^^

  2. #2

    Re: 1999 Dark eldar 6th Ed list

    The trueborn squad seems a little out of place, too few members and not enough weapon options.

    Very little anti tank

    Lots of troops is good to see, but perhaps a little more balance could be of some use.

    Perhaps drop the reavers and 1 of either foot warriors or wracks to bolster your trueborn or add a second squad of them.

    Just a few Idea's your list isnt far off, but I can see why your not quite happy with it.

  3. #3

    Re: 1999 Dark eldar 6th Ed list

    So should i put more trueborn with carabines or blasters?

  4. #4

    Re: 1999 Dark eldar 6th Ed list

    Anything else?

  5. #5
    Chapter Master Gaargod's Avatar
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    Re: 1999 Dark eldar 6th Ed list

    What, no! The trueborn are great with 2 splinter cannons. I'd say give the Venoms nightshields though, as it really helps to allow you to use their long range to best effect - taking carbines or blasters means you want to be within 18".

    However, some things are odd... For example, try gunboats (10x warriors with splinter cannon in a raider with lance, nightshields and splinter racks = 180) rather than footslogging warriors, for a lot more mobility.
    The wracks need a ride.
    The ravagers need nightshields, same reason as trueborn.


    What are you doing with the Succubus? Doesn't add too much extra damage, and a haemonculus will give you a pain point instead.
    Quote Originally Posted by HellRaid View Post
    Gaargod... I think you win.
    Quote Originally Posted by theunwantedbeing View Post
    Give the guy a power penknife
    Provided it has sword, maul and hammer attachments he can freely switch in game :P

  6. #6

    Re: 1999 Dark eldar 6th Ed list

    Are the harlequins worth it? or should i drop them to be able to afford the raiders and upgraes?

  7. #7
    Chapter Master Gaargod's Avatar
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    Re: 1999 Dark eldar 6th Ed list

    Harlequins are a good unit for killing termies (on the charge, they'll kill like 3 or 4 5++ termies). However, to do that they really need Doom from a Farseer (fortune doesn't hurt, neither). So then you're going into allies, which is... eh, up to you. Personally, I'd say it's not necessary - kill termies with weight of fire and call it a day.
    Quote Originally Posted by HellRaid View Post
    Gaargod... I think you win.
    Quote Originally Posted by theunwantedbeing View Post
    Give the guy a power penknife
    Provided it has sword, maul and hammer attachments he can freely switch in game :P

  8. #8

    Re: 1999 Dark eldar 6th Ed list

    Quote Originally Posted by Tanguy View Post
    HQ
    Succubus w/ Venom blade (70 pts)

    Elites
    Incubi x4 (153 pts)
    Venom w/ splinter cannon upgrade

    Harlequins x7: Harlequin’s kiss x7, Fusion pistol x2, Shadowseer upgrade (204 pts)

    Trueborn x3: 2 splinter cannons (121 pts)
    Venom w/ splinter cannon upgrade

    Troops
    Kabalite Warriors x10: 1 splinter Cannon (100 pts)
    Kabalite Warriors x10: 1 splinter Cannon (100 pts)
    Kabalite Warriors x10: 1 splinter Cannon (100 pts)

    Wracks x10: 2 liquefiers (120 pts)


    Wyches x9: All w/ haywire grenades, Succubus w/ venom blade (183 pts)
    Raider
    Wyches x9: All w/ haywire grenades, Succubus w/ venom blade (183 pts)
    Raider

    Fast Attack


    Beastmasters: 2 beastmasters, 5 khymerae, 2 razorwing flocks (114 pts)

    Beastmasters: 2 beastmasters, 4 khymerae, 2 razorwing flocks (102 pts)

    Reaver Jetbikes x3: 1 heat lance (78 pts)





    Heavy Support
    Ravager (105 pts)
    Ravager (105 pts)

    Razorwing Jetfighter (165 pts)
    -Disintegrator Cannons x2
    -Splinter Cannon
    -Flickerfield


    Been fiddling with it with ages and i'm still not that happy with it ^^
    Incubi are not worth it id take them out.

    Id equip my true borne with dark lances and have them stand back and shoot heavy while your venoms take care of infantry.

    Id maximize my jet bike squad no real need for a heat lance.

    Id also add more beasts.

    No Haemonclus?

    On a side note I'm surprised how little units you actually have for 2000 pts.
    For the Greater Good!!!

  9. #9

    Re: 1999 Dark eldar 6th Ed list

    Well it's 93 units and 7 vehicles...

  10. #10

    Re: 1999 Dark eldar 6th Ed list

    ya but 10 man warriors unit.. I dont know just seems very easy to kill.. I'm not saying its a bad army.. In my 1850 army I feel as thought I have more units...
    For the Greater Good!!!

  11. #11

    Re: 1999 Dark eldar 6th Ed list

    Kabalite Warriors can generally survive longer now that they are effective on the move at 24". That is a sizeable range to maintain some cover while shooting. Remember that with cover (5+ or 4+), KWs are more efficient than most troops during the course of a full game due to their nice output of poisoned shots for relatively low cost.

    Transports can be used effectively, but Raiders & especially Venoms are more of a liability now that they wreck more often and explode with S4 on the inside.

    The Wracks are a good add. They got better now that ID is the only way to nullify FNP, since they have T4. Liquefiers got better too, now that you can overwatch for D3 more hits with them.

    The Incubi ARE still plenty good, just only against MEQ, not terminators. That was their primary role before, due to the influx of TH/SS, so I won't join the masses in shunning them. What I will say, though, is that they probably need a Raider instead of a Venom. The loss of a HP is just too much for the meager improvement of two SCs over a disintegrator. The disintegrator will help with those TEQs & MEQs, as well.

    Wyches... make me sad now. I had so many of them in 5th coming out of portals to wreck some face. Now they just have to pray none of the enemy units can hit them. They are even better in assaults against vehicles now, and if they trap most of the passengers in their wrecked transport, they will have been hugely cost-effective. Unfortunately, none of that matters if they can't make it to their target in the first place. My rambling aside, I am going to try throwing a small unit of Wyches into my list because 5 Wyches are good enough to destroy most vehicles, and they only cost 125 points in a Venom. It's the old addage of "If I can throw enough different threats at you, there's no way you can stop them all in time."

    Beastmasters are a great choice, even more so now that they move 12" every turn and can climb up ruins. I'm liking the composition of Khymerae & Flocks for versatility, but I almost think you might be better off with just Khymerae because they help the squad last longer and still have lots of S4 attacks to overwhelm good armor (or to hit rear AV10). A squad of 10 Khymerae can now take just about any vehicle, short of a Land Raider or Monolith, which Flocks can't hurt either.

    I am concerned by the distinct lack of Reavers. They are SOOO GOOOOOOD right now that it's almost mandatory to take not only a small tank hunting squad, but at least a couple squads of 6. Since you are filling up your FA slots with Beastmasters though, a single large squad of 9-10 Reavers would be acceptible. Why so many? They now turbo boost 12+36", and still get their 3+ cover thanks to skilled rider & jink. Or they can fire weapons while maintaining a 5+ jink and JSJ 2D6" back away without taking a dangerous terrain test. Or they can now follow up their shots with an assault with extra Hammer of Wrath attacks. They are still S3, so those 37-41 attacks will only result in about 6 wounds (more with a champion toting a venom blade). But considering you can fire into them first with Relentless, and Reavers also have combat drugs which usually go to waste, it all starts to add up. You're likely to end the assault with minimum lost Reavers still engaged with very few of the targeted enemy squad, so unless another enemy charges in to help, your jetbikes will clean up and be relatively unscathed for your next turn.

    Everything else looks good, although Harlequins can be very hit or miss. In summary, the changes I'd make:

    • Fewer Wyches - down to a single squad as cheap as possible, use those points on something that will stick around
    • More Wracks - they are a great answer to the cheap high-strength guns that we often see pointed our direction
    • More Reavers - because they are better than just about any other choice right now
    • More Khymerae instead of Flocks - just as deadly, survive longer against S6/ID, slightly cheaper, & look more awesome
    • Replace Venoms with Raiders - more versatile disintegrators, +1HP, better capacity

    At 1999 points is feeling decidedly cramped these days. You're basically maximizing how difficult it is to construct a competitive lst against armies where their 6 Troops are usually the most effective part of the army (like most Space Marine flavors). At 2500-3000 points things start to get really exciting for DE, as they can take more of their army as the effective choices in the codex.
    Last edited by Krovin-Rezh; 24-07-2012 at 21:41.
    KR

  12. #12

    Re: 1999 Dark eldar 6th Ed list

    Quote Originally Posted by Krovin-Rezh View Post
    Kabalite Warriors can generally survive longer now that they are effective on the move at 24". That is a sizeable range to maintain some cover while shooting. Remember that with cover (5+ or 4+), KWs are more efficient than most troops during the course of a full game due to their nice output of poisoned shots for relatively low cost.

    Transports can be used effectively, but Raiders & especially Venoms are more of a liability now that they wreck more often and explode with S4 on the inside.

    The Wracks are a good add. They got better now that ID is the only way to nullify FNP, since they have T4. Liquefiers got better too, now that you can overwatch for D3 more hits with them.

    The Incubi ARE still plenty good, just only against MEQ, not terminators. That was their primary role before, due to the influx of TH/SS, so I won't join the masses in shunning them. What I will say, though, is that they probably need a Raider instead of a Venom. The loss of a HP is just too much for the meager improvement of two SCs over a disintegrator. The disintegrator will help with those TEQs & MEQs, as well.

    Wyches... make me sad now. I had so many of them in 5th coming out of portals to wreck some face. Now they just have to pray none of the enemy units can hit them. They are even better in assaults against vehicles now, and if they trap most of the passengers in their wrecked transport, they will have been hugely cost-effective. Unfortunately, none of that matters if they can't make it to their target in the first place. My rambling aside, I am going to try throwing a small unit of Wyches into my list because 5 Wyches are good enough to destroy most vehicles, and they only cost 125 points in a Venom. It's the old addage of "If I can throw enough different threats at you, there's no way you can stop them all in time."

    Beastmasters are a great choice, even more so now that they move 12" every turn and can climb up ruins. I'm liking the composition of Khymerae & Flocks for versatility, but I almost think you might be better off with just Khymerae because they help the squad last longer and still have lots of S4 attacks to overwhelm good armor (or to hit rear AV10). A squad of 10 Khymerae can now take just about any vehicle, short of a Land Raider or Monolith, which Flocks can't hurt either.

    I am concerned by the distinct lack of Reavers. They are SOOO GOOOOOOD right now that it's almost mandatory to take not only a small tank hunting squad, but at least a couple squads of 6. Since you are filling up your FA slots with Beastmasters though, a single large squad of 9-10 Reavers would be acceptible. Why so many? They now turbo boost 12+36", and still get their 3+ cover thanks to skilled rider & jink. Or they can fire weapons while maintaining a 5+ jink and JSJ 2D6" back away without taking a dangerous terrain test. Or they can now follow up their shots with an assault with extra Hammer of Wrath attacks. They are still S3, so those 37-41 attacks will only result in about 6 wounds (more with a champion toting a venom blade). But considering you can fire into them first with Relentless, and Reavers also have combat drugs which usually go to waste, it all starts to add up. You're likely to end the assault with minimum lost Reavers still engaged with very few of the targeted enemy squad, so unless another enemy charges in to help, your jetbikes will clean up and be relatively unscathed for your next turn.

    Everything else looks good, although Harlequins can be very hit or miss. In summary, the changes I'd make:

    • Fewer Wyches - down to a single squad as cheap as possible, use those points on something that will stick around
    • More Wracks - they are a great answer to the cheap high-strength guns that we often see pointed our direction
    • More Reavers - because they are better than just about any other choice right now
    • More Khymerae instead of Flocks - just as deadly, survive longer against S6/ID, slightly cheaper, & look more awesome
    • Replace Venoms with Raiders - more versatile disintegrators, +1HP, better capacity

    At 1999 points is feeling decidedly cramped these days. You're basically maximizing how difficult it is to construct a competitive lst against armies where their 6 Troops are usually the most effective part of the army (like most Space Marine flavors). At 2500-3000 points things start to get really exciting for DE, as they can take more of their army as the effective choices in the codex.
    Ok I agree with a great deal of your points but here is where we differ.

    -Incubi are not good in a competitive light infact they are boarderline not usable for the DE imo. Basically for 22 pts sure they can take out a tactica squad... but why woudl I use them for that. 2nd if they charge into cover they attack last no plasma grenades... for the life of me I dont know why. Can't do anyting against vehicles or termys can't score... Sure they are cool but no good imo. I dont think ill ever take a unit of them sigh...

    -Wyches are still awesome just more so in raiders espically if the raider can deep strike. 4+ invlnerbles in cc, nice with feel no pain seeing how power weapons dont make them loose feel no pain. They score, have haywire grenades, t6 drugs and have poision pistols. imo they are still beast.

    Other than that the rest I agree with you.
    For the Greater Good!!!

  13. #13
    Chapter Master Gaargod's Avatar
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    Re: 1999 Dark eldar 6th Ed list

    Quote Originally Posted by AUN'SHI View Post
    Ok I agree with a great deal of your points but here is where we differ.

    -Incubi are not good in a competitive light infact they are boarderline not usable for the DE imo. Basically for 22 pts sure they can take out a tactica squad... but why woudl I use them for that. 2nd if they charge into cover they attack last no plasma grenades... for the life of me I dont know why. Can't do anyting against vehicles or termys can't score... Sure they are cool but no good imo. I dont think ill ever take a unit of them sigh...

    -Wyches are still awesome just more so in raiders espically if the raider can deep strike. 4+ invlnerbles in cc, nice with feel no pain seeing how power weapons dont make them loose feel no pain. They score, have haywire grenades, t6 drugs and have poision pistols. imo they are still beast.

    Other than that the rest I agree with you.

    What now?

    Personally, I'm kind of on the border for Incubi. They're not bad at all, but I prefer other units (hit and run style), so I don't have the points for them. They also work significantly better with character support - an Archon with PGL can provide those assault grenades, for instance, or Drazhar/Lelith for anti-TEQ (technically, Archon with power axe + shadowfield works too). I just prefer massed wounds to remove those squads.

    Wyches do indeed still work. They're no longer automatic choices (they dislike several new rules), but they're still fairly solid - scoring, in particular, redeems them a lot. However, don't have raiders deepstrike... ever. It's much more random, and your raiders can go 30" in a turn, to get a 4+ cover (or less and shoot).
    Quote Originally Posted by HellRaid View Post
    Gaargod... I think you win.
    Quote Originally Posted by theunwantedbeing View Post
    Give the guy a power penknife
    Provided it has sword, maul and hammer attachments he can freely switch in game :P

  14. #14

    Re: 1999 Dark eldar 6th Ed list

    Solid points made by both sides.

    Incubi aren't wasted on Tactical Marines and the like. It's not like they die in the process of taking one out. Given the opportunity, Incubi could wade through multiple squads of Marines with minimal loses. But why pay the points for this ability when you could shoot them instead? Map control. Having a strong, resilient unit at the frontlines which is able to push through the enemy allows the lighter scoring units to move onto new objectives uncontested.

    This is one of the major paradigm shifts going from 5th to 6th edition. Before we could just zoom out and capture/contest several objectives with our troops in fast skimmers. Now we need our units on the ground for a couple turns to do the same thing, and that means they need protection and the ability to overpower enemy forces on key areas of the board. Not only do pur troops not have the punch needed to fill this role themselves, but it's also folly to be putting your scoring units in more danger than necessary. Best to let the non-scoring choices absorb the brunt of the enemy pushback. Incubi are good for this, as are Beastmaster packs, Grotesques, Reavers, Talos, and to some degree Flyers.

    Wyches
    Being scoring doesn't help if the unit isn't in close combat on an objective, because they sure aren't going to deny or hold an objective any other way. Against many of the lists we are likely to face (ex: SW razorbacks, CWE scatterlasers, IG Chimeras), Wyches don't stand a chance of even reaching a single enemy unit, transported or not. They are too high in threat value and too easy a target.
    KR

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