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Hi guys, I've been a long time fantasy player, and have recently been looking into 40k.
The recent annoucement of the new release of Dark Eldar, has got me really into the idea of starting 40k, and playing Dark Eldar, obviously.
Im wondering, what the best things to get to start a Dark Eldar army(around 1k to 1.25k points range).
Im a big fan of the Incubi and Mandrakes models, but have no clue how they work, or how useful they are.
Whats the standard HQ?
And also, whats the main playstyle of Dark Eldar like?
Thanks a lot guys, and hope to see you in the dark grim future
As a new player as well. I ordered the core stuff, 1 HQ and 2 Troops. This works out at about 500pts (with transports). = Archon, Warriors, Wyches, 2 x Raiders.
To expand to about 1K I would recommend a couple of ravagers (the heavy support) as they are about 105pts for 3 str 8 weapons (nice for land raiders, as needs 4s to glance, 5s to penetrate),
By all means get Incubi, I quite like the look of them and will have them as a support for my Archon..Then after that you could go with the reavers (jetbikes), some elite warriors/wyches is also good with a Haemonculus.
I recommend looking at the new codex (its in stores at the moment for preview), and going from there. I am working on a 1500pt list at the moment and is basically raiders/ravagers, archon, incubi, lots of elite wyches and haemonculus
Hope that helps
as an old time DE player from my early 40k days, and having to start DE from scratch again the advice given is quite solid. A basis of one wych and one warrior squad in raiders seems to be a standard requirment these days as you can then expand from there, two ravangers in my opinion is a good idea for higher point games, i used to have just one and obviously it was a prime target but make sure one is armed with disintegrators for some serious anti infantry power. Really if you are mounted in raiders one ravanger with dark lances is sufficient as raiders come with one dark lance as standard and that helps...
on the subject of incubi they at the moment rock as bodyguards and although in the new codex they are an elites choice they are still a cool unit to escort your archon, stick them in a raider and cause hell where ever you go. With the new pain points system they will become a seriously hard unit after they have killed things i think having 5 is a good place to start but i am thinking about having a bigger squad- more bodies always helps.
mandrakes under the current dex are seriously hard because their rules were written for 3rd edition and having a 3+ cover save and being able to jump out anywhere on the board currently is very handy. I am not sure how they work now though, but someone here could probably tell you.
anyway i hope that helps!
I would get a wych squad, a warrior squad and put them in raiders. Then I would get two incubi (to use 9) and stuck them in a raider and have your Archon ride around with them (give your archon Phantasm Grenades, it is a must to make incubi effective). I would also consider a Ravager. They are very good heavy support, effectively having a 48 inch range if needed.
Perhaps this list might work for you?
Archon, Agoniser, Phantasm Launcher, Clone Field and Ghost Plate= 135
5 Mandrakes= XXX
9 Incubi with Raider with Sail, Flickerfield= 273
10 Warriors with Blaster, Splinter Cannon, Raider with Flicker= 185
10 Wych with Razor-flail and Hydra Gauntlet with Hekatrix with Agoniser, In raider with Sail=215
Ravager with Flicker= 115
“When I give food to the poor, they call me a saint. When I ask why the poor have no food, they call me a Communist.”
Mandrakes unfortunately really suck in the new codex, which is a terrible shame because their new models are amazing. They are mediocre in combat, and modest in shooting-- but you have to get them a pain point first to unlock their shooting attack in the first place (which is basically a longer range Angelus Boltgun with pinning). This means you have to either win close combat, bear in mind Mandrakes have no grenades or power weapons; start the game joined by a Haemonculi, which means no infiltrating and having to then hoof it up field; or be babysit by a Chronos. Even once you get them a pain point, they still aren't all that impressive. Simply put, there's way better options in the army that are far more effective and still fluffy and cool.
Like Incubi for example. They're fantastic models and a very scary CC unit. Just resist the urge to take more than six or seven--it's a tarp! Six or seven incubi will be enough to handle pretty much any MEQ unit. Taking any more than that is points you could spend elsewhere. And you don't necessarily want your unit so big that it'll easily wipe out your enemy on the charge. Wiping out the enemy on your turn will leave you exposed to return fire (and your opponent will definitely want to shoot your Incubi). Now that Incubi aren't a retinue, I doubt I'll be putting my Archon with them. They're killy enough on their own, and I prefer to not have my eggs all in one fragile AV10 open-topped Raider basket.
Thanks so much for the help guys!
I'll probably pick up the codex and some warriors to start my painting.
Then move on too wyches, raiders and an Archon, till I get a grasp of the rules, and decide what elite, HS and FA units I want in my army.
Also, what are Helions like compared to Reavers?
Last edited by onawen; October 27th, 2010 at 23:15.
I can't comment too much on the playstyle of the new codex as I've only played two games with it. Back in 4th edition I used to run 6 10man double Dark Lance squads along with some Wyches, Incubi, and a decked out Archon which isn't really doable in the new codex. The army lists I played with the new codex had multiple squads of Warriors and Wyches along with a Razorwing Jetfighter and a squad of Incubi with Archon. The default playstyle is fast, fragile, and deadly, but with the addition of new units and changes to old units there might be multiple playstyles especially with a more Haemonculi oriented list.
League Stats: Orks 4W-1L-1T, CSM 4W-2L-0T, Dark Eldar 10W-6L-4T, Tau 3W-1L-1T, Blood Angels 4W-1L-1T, Imperial Guard 2W-1L-0T
Tourney Stats: Blood Angels 6W-0L-0T, Dark Eldar 2W-1L-0T
Looking over the new dex, it really seems like there will be two very viable builds. Super fast,strong, and fragile kabal lists with warriors, incubi, and wyches (splash in haemies and archons at your leisure) or the WWP Haemoncules style list, with a lot of warp beasts, wracks, and other hard to kill monsters in CC. I have only really taken two looks at the new dex, but that is what it screams at me.
Of course add reavers and helions as you choose, personally I think helions will be quite nasty in a WWP list as they can pull out that pesky IC for devouring by your beasts.