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Faustus
10-16-2010, 01:31 AM
Hey people, Dark Eldar are being release, as you might have noticed... Anyway, I made a list for I have had more than a good look at the codex. I was really digging Duke Siliscus, so I made a liost with him. Hopefully A can make it work everything is fasyt and will be able to deepstrike and destroy tanks and infantry at an amazing rate. So let me know what you think and brainstorm with me about evil piraty space elves.. yarr!

HQ

Duke Siliscus

Haemonculuc
-Liquefier gun

TROOPS

8 Wyches
-Hekatrix
-power weapon
-shardnet and impaler
Raider
-enhanced aether sail

the Duke and the haemonculus will be joining the wych unit, i prefered the shardnet over hydra gauntlets and razorflails, because a couple of extra normal attacks didn't seem that interesting, instead I will be putting the shardnet next to the Duke and haemonculus so models striking at these ICs will do it at -1A. For the rest the unit will have 4++ save in CC and FNP so quite durable for T3 half naked pansies.
I figured the raider wouldn't need a flickerfield or nightshield as it will be going flatout to get close and will have a 3+ cover save.

10 warriors
-splinter cannon
Raider
-Splinter racks

10 warriors
-splinter cannon
Raider
-Splinter racks

5 warriors
-shredder
raider

5 warriors
-shredder
raider

5 warriors
raider

some warriors, simplistic but effective bringing my total dark labces to 6 and still have effective anti-infantry with all that poison and in the big squads my squads have re-rollable splinter rifles and 1 unit will be wounding everything on a 3+!

FAST ATTACK

6 reavers
-2 heatlances

6 reavers
-2 heatlances

more anti-tank and speedy goodness. turbo boosting and doing possibly damage while getting into position. bringing total anti tank goodness to 10 guns (more coming)

HEAVY SUPPORT

Voidraven bomber
-nightshield

S9 lances, yumm... But I might trade it for the other aeroplane as it has 4 free missiles for anti-infantry.

Ravager
-Nightshield

Ravager
-Nightshield

Maybe I should put some desintegrators on these babies... but I haven't read yet if you can take some lances AND desintegrators on 1 ravager (like 2 lances 1 desintegrator) that would be nice. but still I feel the anti infantry is solid and I have enough lances to wipe whole marine squads and fry MCs like it is nothing.

so there it is, 1750 points

possibly 18 lances and deepstrike goodness, and likely better combat drugs and better poison, all from the greatest drugdealer in the universe.

C&C will be appriecieted :)

isotope99
10-16-2010, 04:43 AM
Looks generally solid but I think you're going to have a few problems if you're going the deep strike route.

Loving the duke's army wide special rules generally.

If you're going to be using the Duke for deep striking, you're going to have a turn exposed when you land
and can't go flat out :eek:

I'm not sold on the 3*5 warriors in raiders.
Personally, I would trade for 10 wyches in a raider to back up the duke and 5 warriors in a venom or raider. This would leave enough points to buy some blasters if you're worrying about the reduction in anti-mech and their range isn't a problem if deep striking..
This combination is 2 less kill points and takes advantage of the duke's combat drugs re-roll rule.

I'd probably also try and find the 10 points for a flickerfield for the voidraven/razorwing as its expensive and less likely to get a cover save when moving 12" to fire its weapons.

The reaver units look good, but I'm not sure they combo all that well with an all deep strike army.

Faustus
10-17-2010, 02:27 AM
Thanks for C&C! I see yout points, How would you tool up a squad of wyches anyway? Agoniser for Hekatrix I think and the othwer special weapons? I find them not all that interesting, just a way to do more S3 attacks. so Shardne causing less attacks to come my way, let more models live so I still have more attacks... So IMO shardnet is better.

I like the venom idea, I even considdered taking 3, but 1 will be enough and 1 unit of wyches instead of 2*5 warriors.

About deepstriking and bikes, I think bikes will be able to stay out line of sight and pop up when the rest of your army come availaible. and 3+ cover from boosting should keep them safe. just fly around a bit. this could also be the case for sliscus and his Wyches, if terrain permits it. But will have to test that theory :)

so:

HQ

Sliscus

haemonculus
-liquefier gun

TROOPS

8 Wyches
-Hekatrix
-power weapon
-shardnet
Raider

10 Wyches
-Hekatrix
-Agoniser
-shardnet
-Raider

10 warriors
-splinter cannon
-raider
-splinter racks

10 warriors
-splinter cannon
-raider
-splinter racks

5 warriors
-Blaster
-Venom
-additional splinter cannon

FAST ATTACK

6 Reavers
-2 heat lance

6 Reavers
-2 heat lance

HEAVY SUPPORT'

Ravager
-2 Dark Lances
-1 Desintegrator cannon
-Night shield

Ravager
-2 Dark Lances
-1 Desintegrator cannon
-Night shield

Voidraven Bomber
-Nightshield
-Flicker Field

total: 1752 (meh darn 2 points ;) )

Mal
10-17-2010, 03:06 AM
are you putting plasma grenades on the wyches (or at least the phantasm grenade launcher)?

if your not then you'll be fighting at I1 in cover... a very bad state of affairs for wyches...

Honestly im not sold on the new fliers, they seem nice enough, but they are nothing really special... also the new dissy rules are terrible... S5 AP2 Heavy 3.... bad, very bad.

isotope99
10-17-2010, 03:22 AM
I think Wyches are one of the few units that actually get plasma grenades already and the launcher just gives them defensive grenades (which is why it is cheaper for wyches than for the Archon).

Mal
10-17-2010, 03:59 AM
No they don't. In the new codex plasma grenades are 2pts per model. I made a point of paying careful attention to the wyches section when reading it yestrday since im building a wych cult list ;)

Faustus
10-17-2010, 06:18 AM
besides the grenades anything else about the list :) ? And if taking grenades, what should I drop?

Mal
10-17-2010, 03:55 PM
I need to correct myself here... i've now got a copy of the codex infront of me... wyches do get free plasma grenades... sorry guys, my bad.

Its the haywire that are 2pts per model... oops :p

BuFFo
10-17-2010, 06:39 PM
Get Flicker Fields on your Ravagers.

Once you do, you'll never get a Ravager without a Flicker Field ever again.

The new cost of a Nightshield + Flicker field is STILL 5 points cheaper than a Nightshield alone in the current Dark Eldar codex anyway!

Faustus
10-24-2010, 08:13 AM
thanks for all comments so far. I might be revising some things in the list, insert some wracks for durable scoring units and hard to get rid of KPs, also with their poison weapons and liquefier guns they can handle all kind of opponents.

So here is another try

HQ

Duke Sliscus

haemonculus
-liquifier gun

ELITE

9 kabalite trueborn
-2 splintercannons
-4 splinter carabines
-2 blasters
Raider
-flickerfield
= 257

seems like a nice ride for the duke, benefitting from poison, and might be able to do something in the assault phase.

TROOPS

10 warriors
-splinter cannon
Raider
-splinter racks
= 170

9 Wyches
-hekatrix+agoniser
-shardnet&impaler
Raider
= 190

wches escort haemonculus, FNP for these gals and find a small unit for the secnd PP for a squad of FNP FC chicks on speed.

5 warriors
-blaster
venom
= 125

10 wracks
-2x liquefier gun
raider
= 180

FAST ATTACK

6 reavers
-2x heat lances
= 156

6 reavers
-2x heat lances
= 156

HEAVY SUPPORT

Ravager
-2 lances, 1 desintegrator cannon
-flicker field, night shield
= 125

Ravager
-2 lances, 1 desintegrator cannon
-flicker field, night shield
= 125

Voidraven bomber
-flicker field, nightshield
= 165

okay now it is 1849 points, but it looks like it can handle all kind of opponents. looks like my ultimate army will be in 1850 league ;)

edit: for 1750 points maybe downgrade the kabalite trueborn and have one less funky unit but still let the duke fly around in a splinter rifle shooting boat with splinter racks..

Ahrimaneus
10-24-2010, 08:11 PM
Im curious as to how you see this army working synergy-wise. Why not give some examples of how you intend for your units to all work together in different scenarios. While they all seem like solid choices individually, I'm having trouble visualizing how this list will perform. Also, your trueborn I believe have 2 special weapons too many. I'm pretty sure you can only take 2 heavies and 4 specials total. On top of that, it seems like you're trying to make them do a little too much for that one unit. The Duke allows you 3+ poison, so why not just load up on that and throw splinter racks on the raider as well? I usually find that trying to kit a unit to do 2 different things makes them ok at both, and therefore effective at neither. Either go total AT with 4 blasters and throw the cannons on since you'll be moving and firing anyways, or otherwise go all poison weapons and leave the AT to someone else. Also, I feel the lack of a true dedicated CC unit is going to hurt you. Wyches and Wracks are decent at best and more tarpit units than they are true CC monsters. A unit of incubi would go a long way toward remedying this.

Just my two cents