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Hey everyone, I have recently re-taken up my Dark Eldar army, and was wondering what everyone thought of my list. I'll post my general tactics idea later in the post. Just so you know, I'll play this straight out of the codex, no 4th edition interference (unless, maybe a new codex...?)
Dracon and Retinue: Raider, Horrorfex, Screaming jets, Tormentor Helm, Soul Seeker Ammo, 9 warriors with 2 splinter cannons and 7 splinter rifles.
Mandrakes: 9 Mandrakes: Splinter pistols and close combat weapons, Shadow Skin, Hidden Deployment.
Wyches: 10 Wyches: Wyche Weapons, Combat Drugs, 4+ invulnerable in close combat 6+ standard.
Warp Beasts: 5 Warpbeasts and 1 Beast Master: Agonizer and Splinter pistol for beast master.
2 Raider Squads : 9 Splinter Rifles and 1 Splinter Cannon.
All Raiders: Dark Lance, and a Horrorfex.
2 Sniper Squads: 8 Splinter Rifles and 2 Dark Lances.
Reaver Jet Bike squad 1: 5 Revers: Jet Bike, Splinter Rifle, Splinter Pistol, Combat Drugs, Sybarite with Terrorfex.
Reaver Jet bike squad 2: 5 Revers: Jet Bike, Splinter Rifle, Splinter Pistol, Combat Drugs.
Ravager: 1 Ravager: 3 Disintegrators.
Alright, so here is my plan:
I group my wyches, and on sniper squad together, and get them into some cover pretty quickly near the middle back of the field, hoping for some good cover up closer to the enemy nearby. I then put the other Sniper squad in some cover either close by or on the other side of the board. One of my Mandrake counters goes in between them just in case some one deepstrikes up there. I group my raiders on one side, excluding my lords because he deepstrikes. My Reaver squad without the Sybarite goes with them. My reaver squad with sybarite goes with my Ravager on the other side of the board. My remaining two Mandrake counters go up the board as fast as they can hoping to influence the battle in any way they can. Once turns are rolled, we go on with the game. My raiders go as fast as they can up the sides of the board and so does my ravager. The Reavers both act as escort to them, and hopefully distract some of the fire. The Sniper squads go up too, behind the raiders and hopes for either target priority to save them, or being out of sight and out of mind. At this point it can go in 2 ways. If the enemy has been coaxed out of his hiding space, then I bring my lord and his retinue in deepstriking. Trying to get it reight behind all the enemies, but behind some cover so no one can shoot him up. Then i activate the power boost on my reavers and they take up position on either side of the dracons raider, and with a 24" move i know i'll be able to get behind some cover. I have essentially imprisoned the enemy. Now is the fun part. Some of you, i'm sure, were wondering why i took so many horrorfexs. I haven't actually seen anyone use them, then again i only know two dark eldar players. the horrorfexs, especially with their modifiers to leadership, are perfect pinning machines. I may even drop some warriors or two warpbeasts to get trophy racks on my raiders for that extra -1 LD. And with all those leadership modifiers in the immediate area, they are sure to keep their heads down. If the army has ant fearless or synapse units preventing this from happening, I’ll target them with the dark lances on all three of my raiders, probably in conjunction with my sniper squads, and if need be my disintegrators on my ravager. Then, I start shooting everyone up, right after i disembarked of course (dang raiders just cant take a shot). My splinter cannons and rifles should be able to take out several opponents. My wyche's and beast master's splinter pistols are probably not in range yet, but as soon as they are I will open up on my enemies’ models. Then, with my mandrake tokens in play, I reveal them closest to where is needed and take a fleet of foot roll to the nearest enemy squad, or mission objective depending on what the mission is. My lord and my reavers can't do anything right now because he just deep struck and can't disembark, while my reavers activated their turbo boosters. Next is the assault phase. My wyches and beasts probably get stuck in some where along the start of the enemy lines, and tear everyone up. My mandrakes will be essentially hot tar, keeping a commander or certain squad unable to move or assault whom they want, while taking out some of them in the process. Then it goes to his turn, and poor guy can't do anything. The fearless squad he had earlier is gone, his commander who could be used to break the morale loss is stuck in combat, and all of his models are on the ground wetting themselves. So, what ever little he can do probably won't affect me at all. Then it comes to my turn again and I keep shooting. My foot slogging warriors take out tanks, or high profile targets. My Raider squads all keep shooting everything up, attempting to stay out of combat. My ravager takes out whatever it can in terms of tanks, and with three disintegrators that shouldn't be too hard. My lord can finally disembark with his retinue, and probably will get off and stay back and shoot with his soul seeker ammo. My reavers will either come a little closer and use their splinter rifles and pistols, or just charge it all with whatever drugs they have in their system. If needed, I’ll fire off a couple of horrorfexs or terrorfexs and get my raiders out of their. They might just get out of line of sight and hide there, being scoring squads and such. Or if the mission has objectives, they'll take those as soon as they can. By this time, we probably won't need the pinning weapons anyway. My opponents turn, he still really can't do anything, and his army is diminishing before his very eyes. His tanks by this turn are either crippled and not in use, or destroyed. Some of his squad are under half of their original numbers, and they are soon to be gone. So, he does what he can, and gives game control back to me. Depending on how many people he has left and my mood, I may continue this shooting, assaulting with some things. I still have a terrorfex on my reaver succubus to keep an un-assaulted squad's head down. From there, I pretty much have the game as I want it till it's over.
I notice the flaws in my plan, like raiders have crap armor, and any anti-tank weaponry can take them down, I know this. But with my reavers so close to him, and my lord coming in anytime he wants, he will probably let my raiders be for the most part.
Please critique my army list! I would've included a WWB, but my friends all seem to yell cheese whenever it's in my list. Thanks for your time!
Last edited by 'Fex Man; January 21st, 2008 at 15:11. Reason: mis-spelling
I like your tactics, and your list is good. Using the Dracon as a Shooting monster is a little unorthodox. But if it works it works.
This thread my end up moving to the DE Army list Sub-Section.
Help the kin TAKE your soul, I mean, take your soul...
I play Vassal. I'm in V40K Open Ladder.
-Dracons are NOT meant for shooting use jump haemys with random ap flamers for shooting.
-mandrakes are weak and anything that is worth deepstriking will crush mandrakes.
-wyches suck without a raider and agoniser succubus.
-raider squads need a blaster.
-screaming jets is one of those dumb dark eldar vehicle upgrades.
-i reccomend some more disentegrators on some raiders but thats just personal opinion.
-reavers arent too good at close combat and i reccomend outfitting them with blasters for tank hunting and using raiders with dissies to make up for troop killing. well their ok at close combat but incubi/wyches do it better.
-terrorfex is bad, costs too much take it off for horrorfex on the ravager.
-the dark eldar lords retinue can be swapped to incubi, these are close combat monsters and come at the cost of a reaver.
Last edited by Sesshomuronay; January 21st, 2008 at 17:34.
I really don't see where this list is going. You have a great deal of shooting, but very little close combat firepower, where DE excel. Just remember, DE are shock troops, they are not meant for protracted combat, and that includes extended shooting phases. Besides, a lot of De anti-MEQ power comes from the CC phase. Therefore, I recommend: Tooling the reaver succubi, raider and succubi on the wytches, night shields on the ravager, sybarites for the raider warrier squads, and dropping the mandrakes.
I normally don’t comment on tactics but from what I have learnt about DE here are a few recommendations on the army composition and the roles for the units.
1. The HQ seems to be armed with just a Tormentor Helm (?), add a Punisher and go troop hunting here or an Agoniser and go lone monster hunting without the retinue.
2. The retinue won’t get much use from soul seeking ammo, try it but in my opinion it’s overpriced. (And you do realize that its only the rifle, pistol and Helm that can use this wargear? – the cannons are exempt.)
3. Screaming jets have never been a favorite of mine due to being random in its placement and the troops cant disembark the turn it arrives and becomes the priority target for every enemy gun and due to entanglement this is not good.
4. The overall function of the HQ + retinue seems to be split between firing for the retinue against close combat for the Lord. Pick one function and leave it at that.
5. Mandrakes, tricky to use due to their “lack of punch” but you seem to have a good use for them.
6. The Wyches should exist to provide ablative armour for their Succubus, as it’s this beauty armed with an Agoniser that will provide most of your kill rate. Include a Succubus always! And the choice of a Raider should always go here, if you are strapped for points then drop the transport from one of the Raider squads.
7. Raider squads are fine as is. Don’t be tempted to upgrade these disposable transports beyond what you already have, unless it’s for learning.
8. Warp beasts are good for a devastating charge but they simply MUST get that charge.
9. Sniper squads tend to camp the entire game but don’t be afraid to lose a turn of fire to adjust their firing lanes during the game.
10. The Reavers Succubus is armed with what besides the Terrorfex? Some recommend just a power weapon here and call it a close combat squad and if that’s the case then make this squad larger so the Succubus can last longer in combat. The other squad could be the reverse and be designed for Tank hunting with 3 Reavers and only 2 with blasters. Bit of a death or glory unit here for fast anti armour.
11. The Ravager is great and if armed with disintegrators its place is versing troops but it needs the protection of cover and distraction provided by other units being in front of it.
As a general tip, don’t try to multitask any DE unit apart from Warriors. Have a good idea what function that unit will play on the battlefield before the game starts and use your speed to place them there.
Canny deployment will cut down the distance any unit will have to travel to be effective, for example, Wyches just love being directly opposite Terminators when deploying as this is their intended target. You seem to have a set deployment pattern in mind and this in itself is good but be prepared to react a bit more than this to counter our opponent “before” the game starts.
Anyway the best knowledge is learned through doing, try something, make a mental note and you will evolve your army to suit your playing style.
In a controversy the instant we feel anger we have already ceased striving for the truth, and have begun striving for ourselves.
First off, thank you all for replying and giving me feed back. I kept it in mind as i worked through everything. I had to drop the mandrakes, 4 warriors, and 2 warp beasts, but for what i added in defense, it should work well. I'll probably follow all my tactics, with some flexibility to react to my opponents deployment choices. I'll just adress the new units tactics and uses with you, because i don't want to make the post really long.
Dracon and Retinue: Raider, Horrorfex, Tormentor Helm, Poisoned Blades, Splinter Rifle, 9 warriors with 2 splinter cannons and 7 splinter rifles.
Raider Wyches: 9 Wyches: Wyche Weapons, Combat Drugs, 4+ invulnerable in close combat 6+ standard, Succubus, Agonizer, Gruesome talisman.
Wyches 1: 5 wyches: Wyche weapons, Combat Drugs.
Wyches 2: 5 wyches: Wyche weapons, Combat Drugs.
Warp Beasts: 3 beasts, Agonizer and Splinter pistol.
Raider Squad: 8 Splinter Rifles and 1 Splinter Cannon.
Sniper Squad: Splinter Rifles and 2 Dark Lances.
Reaver Jet Bike 1: 5 Jet Bikes, Splinter Rifle, Splinter Pistol, Combat Drugs, Power weapon, Gruesome Talisman.
Reaver Jet Bike 2: Jet Bikes, 1 splinter rifle, 2 Blasters, splinter Pistols, Combat Drugs.
Raiders: Dark Lances and Horrorfexs.
Ravager: Disintegrators, Night Shield.
My Dracon and retinue can still shoot if they want, But can also help with a good charge from the wyches. This doesent really take away from either's effectiveness, but adds to the versatility.
The Wyches in the Raider will more than likely tag along with the other raiders and do pretty much what they do. They will, of course charge as soon as they can though.
The only reason I have two 5 man Wyche squads is to aid in the flexibility it gives with deployment, sniper gaurding, and drug use. My warp beasts will now sit back and help in the middle of them, probably helping wipe up close to dead squads.
I followed wicky wacky's suggestion for my reavers, and they'll certainly see more game effectivness.
I added the Night Shield to my ravager, and glad i did. I didn't really look at this entry because i was tired, but it sounds amazing, especially combined with the long range of the Disintegrators. I'll probably use them to kill tanks first still, because they are essentially dark lances with -1 strength. After all the tanks are gone, i'll focus on infantry, but till then i'll be afraid from vehicle killing tanks.
Please, if you see anything still wrong with the list, feel free to comment. Thanks again
Woops! Remember 'Fex Man, here on LO we post our army lists in our race-specific Army List subforum. I'm going to move this thread to the proper place.
Thank you, i accidently put it here instead. Anyone have anything to put on my list yet? I could really use some more help.
First off, let me thank you all for helping me out, your pointers have all helped. Secondly, the list was actually very effective. I ran circles around some space marines, who thought that they should only shoot at the ravager, sadly learning that they were out of range for the whole time (very bolter and heavy bolter friendly list) My wyches came in and ripped them up, while all my splinter shots really packed a punch on some poor unlucky tactical squad. My Tank hunting Reavers were able to take out his predator and razorback, pinning his devastators from getting closer to my raiders. I next went up against tau, and had my list handed to me. He killed all my raiders, and i was able to destroy one or two of his skimmers. He thought that his kroot could go head to head with my wyches, he was wrong. I got him with my raider wyches (whom he shot at last) and my other wyche squads, really taking out the whole unit. Sadly, this left them open to tau fire, and they didn't like it. My last game was against some slaneesh chaos marines. They were great against my list (my tactic of pinning all the squads with horrorfexs didn't work, they're all fearless!). Luckily he was playtesting his army too, and he didn't have experienced veterans to help him. He forgot to include anti-tank weaponry except on his land raide, so i was able to get up close and personal. The first turn of firing proved pitiful with my warior squads, but my anti-infantry reavers made mincemeat of his havocs. The next turn of firing was much more promising, and saw the end of two sqauds of marines. My wyches were great, helping me out a ton, while my warpbeasts moved up to try at his lord with rather smallish retinue. Then, right when my warpbeasts were about to get some game action, i destroyed the objective (we were playing sabatoge). All in all, a good list. I may drop the warpbeast pack and add more wyches to the squads, because i never saw a place where it was useful in combat. My wyches pretty much take care of anything that needs taking care of. I'll try that revision later. Thanks again for all of your help!