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  1. #1
    Senior Member Talljester's Avatar
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    First Dark Eldar List 1000pts crtics

    Archon
    Agoniser
    Shadow Field
    Total 110


    4 Blood Brides
    Syren
    Agoniser
    Total 82


    3 Kabalite Trueborn
    2 Splinter Cannons
    Total 56


    3 Kabalite Trueborn
    2 Splinter Cannons
    Total 56


    3 Venoms
    Splinter Cannons
    Total 195


    2x5 Wyches
    Hekatrix
    Agonisers
    Total 160


    2 Venoms
    Splinter Cannons
    Total 130


    Ravager


    Ravager


    999

    what do you guys think?
    I was going to try and isolate and eliminate enemy units one by one,
    sweeping across the board from one flank,
    critics please?

    Death to the Alien!
    who likes cockroaches anyway.
    Ordos Xenos 4/0/3

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  3. #2
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    I am questioning the effectiveness of a unit of 4 wytches, expecally without a pain point, even though they are the elites and have the arcon with them (i assume). The second thing is a lack of tank poping power. 6 lances split on 2 vehicles means that a max of 2 tanks will die. I would suggest dropping the bloodbrides and getting 2 haemonculus with flamers (forgot what they are called). Also switching the wytches venoms over to raiders. Your wytches will start with an extra pain point, you will get 2 more lances and 2 flying flamers. Don't know if the points add up because i don't have my book with me, but i will look tonight and look the points over.

  4. #3
    Senior Member El_Jairo's Avatar
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    They point are very true about 5 T3 bodies with 6+ save: they will die very swiftly. Solid advice there. I would advice to drop the Archon too, if you are going for Heamies anyway, I'm afraid you will need the points.

    Furthermore it might not hurt to add some upgrades on your skimmers: Flickerfields and Night Shields for starters. Grisley Trophies on transports and maybe some Enhanced Aethersails or even a Shock Prows might proof usefull. Even the Tormentor Grenade Launcher can have its fun uses but be aware not to overspend. That is where this list is lacking: two good hits on your ravagers and you will be without AT for at least a turn.

    You should work out alternative, Haywire Grenades on the Wyches,...

    My advice would be to add maybe also blaster born, as now you have mainly AI shooting, which you won't need as much with larger and more durable wyche squads. Popping transports is more important now (in 5th).

  5. #4
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    What about something like this?

    Haemonculus with liquifier 60
    Haemonculus with liquifier 60

    5 trueborn, 3 shardcarbines 2 splinter cannons, venom with cannon 160
    5 trueborn, 3 shardcarbines 2 splinter cannons, venom with cannon 160

    5 wytches, special weapon, hekatrix, agonizer, raider with flickerfield 165
    5 wytches, special weapon, hekatrix, agonizer, raider with flickerfield 165

    ravanger, flickerfield 115
    ravanger, flickerfield 115

    You could also drop some of the trueborn to get more wytches if you feel the squad is too small. The trueborn put out 23 shots+12 from the vehicle on the move at a range of 18", or 27+12 if not moving. Two squads means 70 shots at up to 4 different targets, plus 2 flamers. The wytches can fly around and take objectives, or jump out and assault with a pain point. Your vehicles also have some protection on them and there is a little more anti-tank in the list.
    Last edited by thatrandomguy; May 19th, 2012 at 02:58.

  6. #5
    Senior Member El_Jairo's Avatar
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    Well, it starts to move in the right direction but you still have a lot of AI shooting and less AT.
    I'm no real fan of investing in shardcarbines as their range is still limited.

    5 wyches is really small, even with a Heamy in their squad. For reference, without cover 22,5 bolter shots will kill the Wyches and 12 are needed for the Heamy. This seems a lot but keep in mind that 10 Marines in Rapid Fire are 20 shots and that there will be better weapons shooting at you too. The main problem will be to walk up to your enemies and this can take more than one turn...

    Basically you need AT fire to be able to protect your transports: if you choose to use your Raider to shoot their DL, they can only move 12" and will be in LoS for counter fire. Especially if you fail to disable their target.

    But maybe your current meta has more infantry than tanks and your list will work a lot better.

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