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Is it viable to field a Dark Elf army with a distinct "raider" theme to it? I'm a huge fan of themed lists, and I may possibly consider getting into FB while I wait for Dark Eldar to get updated in the 40k scene. At least, I'd like to begin brainstorming about it now. I enjoy playing Dark Elves on FUMBBL (Blood Bowl) and I've always been drawn to them in FB and in 40k, but never really started playing.
Basically, what I'd be looking at (without having access to the army book) is something like a Dreadlord, a few units of Corsairs, Harpies (would one squad of ~6 be decent?), a block or two of Warriors (possibly with crossbows), Reaper bolt throwers, and maybe one detachment of Executioners or Black Guard (I like the look of Executioners better, but I've read that Black Guard are possibly better?).
What do you guys think of that sort of theme? What's missing, or what should I add? I would want the army to have a very distinct "ship" feel to it, constantly on the move.
I would consider Dark Riders, too.. converting them from Glade Riders, most likely.
Can a list like this be competitive, or are there units in the Dark Elf army book that are must-haves to win?
Cheers for any thoughts.
just thought i'd point you in the direction of this thread: http://www.librarium-online.com/foru...der-theme.html (New DE army - Raider theme)
it doesn't answer your question, and you've probably looked at it already, but its just got a couple of ideas in it worth thinking about
I'm starting dark elves right after i've painted the next 67 space marines all sitting on my desk... hehe.
'War does not determine who is right, only who is left'
I am President of the Brunel University wargames society - PM me if interested.
It is a viable theme. Since raiding parties IRL are made up of small units, the MSU approach is best. Esp considering that is how corsairs are best run as.
The must include units for a raiding force:
Harpies: part of the power of raids is the terror and disorganization caused by it, harpies mess up an opponents plans. Rule #36: When the going gets tough, the tough call for close air support.
Dark riders: raiders need a strong fast unit to strike quickly and respond to any resistance quickly, dark riders are great at this role. Rule #27: Don’t be afraid to be the first to resort to violence.
Corsairs: they are where most of the fluff for raiding comes from. Rule #13: Do unto others.
Shades: Often raids are well scouted ahead of time, and spies often neutralize the opposing forces defenses before they even realize they are under attack. Shades are perfect in this role (war machine hunting) Rule #12: A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head.
CoKs: The war party leader needs a body guard of his hand picked chosen, to be able to handle any opposing elite units. CoKs are just what was ordered. Rule #6: If violence wasn’t your last resort, you failed to resort to enough of it.
Hydra: Rule #1: Pillage, then burn.
The rules I cite comes from seven habits of highly effective pirates. Schlock Mercenary is the source material.