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Im new to the hobby and thinking of starting a dark eldar army.
I was thinking would 2 boxes of troops and an Archon be a decent core force or should i go for the £50 box and start from there?
Need to get myself a codex too
Get the battleforce, archon and another raider.
That is a great way to start the army.
Then its wyches, ravagers and so on..
"Playing it safe is the most popular way to fail." - Elliott Smith.
Hi Kulvax. Make sure you get the codex that says "second edition" on the front. That's the newest one. Also, make sure you get the 5th Edition Rulebook. You will need it to really understand the game.
For your forces, I think you are on the right track with the two boxes of Warriors and the Archon (you should use him as a Dracon for now). I would have you add a Raider into that force, just so you can start off with the mobility that DE enjoy. You should also look to get a few Warriors with Blasters (or you could convert some rifles into them if you're up for that). Then you can split up your warriors like this:
• Lord, 9 Warrior Retinue, Raider
• 10+ Warriors
• 10+ Warriors
You can field a total of 6 Splinter Cannons, 6 Blasters, and a Dark Lance with those groups, which will be a great mix against both infantry and vehicles. Once, you've gotten comfortable with them, you are free to add whatever you like. Extra Raiders are always nice, so are Incubi, Wyches, Jetbikes, or a Ravager. The best way to figure out what to buy is to write up an army list of around 1,000 points that you are happy with (the army lists message board is great if you need help with this), and then check off units on it like a shopping list. That way, you can avoid buying something you won't need later on.
Good luck with your new hobby!
Before you actually get into the army, read a bit and ask some experienced players to make sure that this is the army for you. DE have a very high learning curve and if you play an army that requires you to probably lose 100 times before you win once it might turn you off.
Obviously your first purchases should be the codex and all items necessary to start playing (dice, measuring tape, glue, etc.), the 5thED rulebook is also a good idea.
If you have the money for sure buy the battlebox - all the troops provided here you will most likely end up using. Neverthless, if you want to start slowly (500pts) as Krovin said start with 1 Lord, and 20 warriors.
Note: make sure you try as hard as you can to model correctly, in fun tabletop games people will let you use guys that do not actually have the equipment modeled on them correctly (ex. Archon/Dracon model with a punisher that you use as an agoniser); however, as soon as you want to bump up to a tournament nothing is worse then going through all your troops, ripping off arms, to model the right wargear on.
Decide what type of DE army style you want to play: WWP, gunboats, (or any new styles that 5thED allows us to start playing). Then start purchasing towards that.
So if you want to play a boat DE army buy a raider next, and so on.
Hope this helps,
Cheers guys for the great advice, so far i have the rule book and all the required items to begin playing so it's all down to choosing a force i want to play with.
I've heard the DE are the most difficult army to master and a mistake could be the difference between a win and a loss.
The army i would really like would be that is very fast and can pick the opponents army off in bursts so stuff like the jetbikes look like a good idea.
I think i will go for the battleforce and then add a box of men and a Dracon and then build from there.
Are Haemonculi a valid HQ choice at low point cost battles?
Haemonculi are probably the best choice in 500pt games and are always a good choice in any list, plus the new template rules for 5thED make their wargear (destructor/stinger) awesome, with scissorhands always being great. The nice thing is all this is for cheap 35-45pts.
Yes, Haemonculi are great for small games. Go with the Destructor variety instead of the Stinger. It's much better because it always hits several models, and has the potential to disallow all saves that aren't invulnerable. If he's joined a Raider squad, that can be a nasty surprise when the template can be shot from any edge on the hull!
Note that Stingers are a very fun weapon to use. Shoot the marines and watch them go "BOOM!"
Three more points in favour of Haemonculi:
2) Three per HQ slot
3) Make good webway portal (WWP) carriers
And if you're up for some model-bashing, a haemonculus on a reaver jetbike is a very entertaining unit - it's surprisingly tough, and the extra movement gets the destructor in range all the faster.
We as a race represent a war of movement, we are the nomads of 40K never stay still long in the one place and this alone makes us somewhat unique.
GW gave us the power to shift and redeploy at the expense of armour and toughness.
And as such you are reliant on creating more threats than you opponent can handle in a limited field, if you can keep that field limited you can win that battle and repeat the process across the board for 6 or so turns.
If you can micromanage like this and avoid a war of attrition on a wider front then you are a long way to understanding how a seemingly fragile army with little defense but a massive offense can win the day.
If you pick up DE as your first army I think that they are not that difficult to play well, but the caveat here is that you really do require a mentor as they are not in the least forgiving.
Fail that charge through a miscalculation and your toast, forget to use any of your abilities in a turn and your will probably lose that combat and lose sight of the mission objectives and you will feel like a fool.
Or put together a bad list and it all falls to dust.
The steep learning curve is usually experienced by those who don’t get good advice from the start or those that just want to experiment with some of the more useless choices or combinations in the Codex.
Theoretically we should have no useless choices to choose from but time warp that represents our Codex has left some of our fluffier units sadly lacking in the modern world – they simply don’t work effectively.
This results in successful DE tournament armies looking like clones of each other, but this has never bothered me overly.
So once you get to know that the rhythm of play with DE includes Movement with a capital ‘M’ it becomes crystal clear what you must do in order to win.
And indeed if you “can pick the opponents army off in bursts,” they won’t know what hit them.
In a controversy the instant we feel anger we have already ceased striving for the truth, and have begun striving for ourselves.