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  1. #1
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    Hq
    Dark eldar Archon lord
    agoniser, combat drugs, haywire grenades, splinter pistol, plasma grenades, shawdow feild, terrorfex, hell mask
    4 incubi with punishers
    5 warriors with 2 splinter cannons
    all on raider with dark lance and horrofex

    raider squad #1
    9 warriors with one splinter cannon
    1 sybriate with terrorfex, haywire grenades, combat drugs, agoniser, plasma grenades, hell mask
    all on raider with dark lance and horrofex

    raider squad #2
    same as above

    warrior squad # 1
    12 warriors with two dark lances
    sybriate with terrorfex, agoniser, hell mask

    warrior squad #2
    same as # warrior squad # 1

    warrior squad #3
    same as # warrior squad # 1

    reaver jetbike squad
    4 reaver jetbikes
    reaver succubus with agoniser, plasma grenades, haywire grenades, combat drugs, hell mask

    decapitator mandrake champion

    talos

    for an upcoming rouge trader tournament


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  3. #2
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    Any Advice?

  4. #3
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    Ok, let's have a look..

    Hq
    Dark eldar Archon lord
    agoniser, combat drugs, haywire grenades, splinter pistol, plasma grenades, shawdow feild, terrorfex, hell mask
    4 incubi with punishers
    5 warriors with 2 splinter cannons
    all on raider with dark lance and horrofex
    Drop the Lord's terrorfex, it's not that good for a close combat specialist. With the new assault rules you cannot charge another unit than that which you shoot at, and pinning a unit which you will charge a few seconds later is pointless. He will also spend most of the time in close combat. It might be useful if you wiped out an enemy unit and you cannot reach another one, but it's within terrorfex range though.
    Definitely drop the five warriors. I know, it's temping to have those two splinter cannons, but they will die quickly and bring your HQ below 50% - a little bad luck and a 250+pts unit runs off the table. Drop them, and get a fifth incubus. They also won't shoot that often, as the HQ should be in close combat as soon as possible.

    raider squad #1
    9 warriors with one splinter cannon
    1 sybriate with terrorfex, haywire grenades, combat drugs, agoniser, plasma grenades, hell mask
    all on raider with dark lance and horrofex

    raider squad #2
    same as above
    These aren't optimal. Definitely add a blaster to both raider squads, and drop a lot of wargear from the sybarithe. Drop the haywires, the plasmas, the hell mask and the combat drugs.
    The grenades and the masks aren't necessary and rarely worth the points (tanks can be dealt with with lances and blasters), the hell mask is useless for a normal character when you use the new assault rules (which are common in RTTs), and the combat drugs aren't worth the points on a one wound character either: You have to use two drug options in order to have a chance to get the points back, but then you risk killing your character who is crucial for the efficiency of that squad. The chance to kill your character with two combat drug options is SIX times as "good" as the chance to kill a marine character with a plasma pistol: A marine character gets his 3+ armour save against this wound, and he uses the pistol only once per turn. The drugs can be used twice per turn. Better invest the points into something else.

    warrior squad # 1
    12 warriors with two dark lances
    sybriate with terrorfex, agoniser, hell mask

    warrior squad #2
    same as # warrior squad # 1

    warrior squad #3
    same as # warrior squad # 1
    To be honest, these are horribly inefficient.
    You equipped a character for close combat/close range in a squad which is supposed to stay stationary in order to fire the lances, and which is supposed to stay far away from the enemy.
    Either use ten warriors with two lances and nothing else, or 13/17 warriors with two splinter cannons, two blasters, and eventually with a sybarithe (no hell mask&#33.
    You also could use minimal raider squads, 5 warriors, with nothing but a lance. Deploy them seperately from the raider and operate independently with both the raider (as mobile cover and in order to benefit from its weapons) and with the small squad (like one of those ten man two lance squads).
    Replace them with whatever.

    reaver jetbike squad
    4 reaver jetbikes
    reaver succubus with agoniser, plasma grenades, haywire grenades, combat drugs, hell mask
    These require some modification. Boost the squad size to six models (after dropping the combat drugs from the sybarithes you have enough spare points for this), and add two blasters. Then you have three meat shield reavers, and that's exactly as many casualties the squad can take without being below 50%.
    Concerning the succubus...the usual points apply. Do not use that much wargear. Change it to a power weapon, tormentor helm and in this case haywires.
    The hell mask is almost useless with the new assault rules, plasmas aren't that good either (they are cheap but nevertheless rarely worth the points). A reaver succubus shouldn't have a combat drugs, as she already gets this random drug roll, which will get replaced by the drug dispenser - so you pay 25pts for the ability to choose the effect at will, and since most effects are equal good, you usually *have to* choose two effects in order to stand a chance to get the points of the drug dispenser back (since the suc loses her default drugs a drug dispenser is even worse on her than on a normal sybarithe, who loses nothing) - again you risk to kill your important character.
    She doesn't need an agonizer either, as she already is S4. Therefore she will wound most normal infantry on 4+ or ven 3+, and you would waste a S+1 drug roll (assuming that you don't use a drug dispenser). The t-helm will give you a cheap extra attack in close combat, the haywires help you to finish off vehicles which survived the blaster shots.

    decapitator mandrake champion
    I doubt that special characters are allowed in a RTT. But even if they are, this guy isn't that good, way too random.

    talos
    A talos is very very slow. I'd prefer a ravager with three disintegrators.

    Generally, your list relies a lot on pinning. You'll have serious problems against
    fearless armies, and you really lack disintegrators and wyches - field some of them instead of those warrior squads.

    jwu

  5. #4
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    The only different from ArchonAstaroth is:

    Change all of your raiders to have disintegrators and drop the horrorfex. DE kill, not pin.

    Drop the reavers altogether

    Bring 2 Talos, maybe 3.

    Decapitator requires on unit of mandrakes to be in the army, since mandrakes suck, lose him.

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