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Hi this is a general Dark Eldar Tactica followed by a unit by unit review of the codex including diferent ways of running squads and a few basic tactics for individual squads. Any Advice on how to improve it are welcome and all comments are welcome.Dark eldar Tactica
Hope you enjoy it Roferl.1.Aggression .Tactics
As dark eldar ar a race of piratical raider we always attack. on the tabletop this means we do not camp on objectives and even our frailest units will be seen right at the front of the action. also this means that if our tanks (with shock prow) can't shoot it wont stand around being useless it will do any thing in its power to help the rest ramming into you opponents or tank shocking your enemy that vital inch closer.
2.The devestating pass assault.
The devestating pass assault is characterised in trueborn heavy armies. Turn 1 trueborn squadsflat out so that theyíre within 18-24Ē of your opponent but behind cover preferably line of sight blocking. your CC units move forwad so theyre within 15Ē of you opponents front line. warriors jump ahead of the rest providing cover. this means your opponent might shoots at them wich is fine because more of your CC units will be able to assault or they can ignore them wich is fine to because they will help cause more damage to your opponents armour. turn 2 trueborns move out from behind cover and pop infantry bearing tanks CC units move up 6Ē disembark then run, meanwhile their tanks target other infantry bearing tanks. warriors going last. if one of the units that just walked out of the tank is incredibly tough (i.e TH SS Termies)warriors(if still alive shoot it), then multi charge every thing that just stepped out in a huge melee.
3.the ram of doom.
this is in an experimental tactic that will only work with a very close combat orientated list. all your vehicles need shockprow and enhanced ethersails. turn 1 your ravagers shoot the biggest threat at close range anti-tank. the rest of your vehicles move flat out and ram your opponents tanks. then they use ethersails to tank shock to tank shock his infintry and hopefully breaks a few of them turn 2 Assault everything.
If anyone would like me to include another tactic I didnít mention pm me and Iíll see about including it.
archons are cheap and when upgraded right monsters in CC witha multitude of weapons to choose from and brilliant wargear. a shadowfield is a must as without it your archon is incredibly easy to kill. the best weapons option for him are venom blade if you want him very cheap, or agoniser giving him the capacity to deal with Termies and MCs.
never take these as their role is identicle to that of the archon but it can’t take any upgraded armour so can be shot to pieces and even In CC only has a 4+ save.
these are almost always worth it as they are incredibly cheap, give feel no pain to any squad he joins, has a wide range of arcane wargear available and you can take up to 3 independantly acting. they are also ideal characters for WWP lists
Almost never worth it, first of all he costs a lot, 2econd he need a transport or he wont do anything and the only transport available to him is 200pts, then 3rd he needs a squad with him to survie and there need to be nine of them, all of this adds up to a minimum of about 600pts for an incredibly fragile CC unit with some tacky rules.
she isn’t exceptional at CC (about equal to an 100pt archon) but she does have some cool rules, crystal heart is very situational but precognisant can be the turning point in a game. if you have 1st turn you re-deploy a trueborn strike so that it takes place turn 1 right into your opponents deadliest tank allowing your wyches, wracks, etc. to move foreward reletively unmolested.
while excellent in CC his point cost makes him unlikely to ever see the tabletop, also he doesn’t do anything for your army as a whole.
the amount of attack she gets is scary but the problem is shes only S3 and too fragile to justify her point cost.
though costly in a coven style list he could be very useful ensuring almost every thing in your army starts of with feel no pain and furious charge wich is incredibly useful considering your army is aCC orientated list
on of our best HQ choices he gives immense bonusses to your army as a whole, giving better combat drugs results for wyches, improving the deadliness of the squad he is equiped to and last but not least can allow to deepstrike all the tanks in your list. this can be incredibly useful against a gunline list wich can rip you apart by giving you juicy shots at back armour allowing for a wych charge the following turn
never worth it.
Comparatively he sucks at CC and making helions troops doesn’t help ever.
This is an incredibly powerful CC unit capable of ripping up any MEQ unit and even holding there own against termies. incubi are an ideal unit for your HQ to shelter with.
when running incubi a transport is a must otherwise they donít have enough speed to get to your opponents lines without being blown up after getting close turn 4. it is almost never worth to buy the klaivex upgrade mainly due to the points cost but also because his weapons are pretty meh and his power wont really help the squad that much. Here are the most viable way of running them.
4 incubi in venom w extra splinter cannon 153+ HQ, this is a small and affordable retinue for your primary HQ still capable of slicing through most squads but also will be easier to hide from incoming fire.
7 incubi in a raider w flicker field 254+HQ(optional), this is a larger squad that will really dish out pain in huge amounts. this squad however will probably be targeted by your enemy and is fairly pricy for a fire magnet, on the other hand if you can screen it long enough for it to get into combat. it could well be the turning point in the battle 7 incubi plus a HQ will probably masacre anything your opponent in CC.
Grots are an incredibly tough and kill unit however unless you play them right they will be a disaster. first of all a haemy is a must without it they canít function. the liquifier gun is an invaluable upgrades especially for smaller squads who might other wise be stuck in CC with on unit too long and wont be able too achieve its full killing potential. with grotesques try to stick with squads between 3-4 because they need be rushed to the enemy lines quickly so that the carnage fest can begin. also when in CC make sure to screen you IC because if he dies your Grotesques will follow him ever through berserk rampage or through failed leadership tests. the most viable way to run them is.
4 grotesques w liquifier gun in raider w flickerfield.Haemonculous w liquifier gun attatched. 280pts. the pros are theyíre survivable and can dish out a lot of pain. cons high points cost and if your IC dies they will crumple.
donít even consider these unless running them as troops in wich case they are exeptional. read more at wracks continued.
donít take these guys. the only conceivable way I can see these being run is in a squad of 5 infiltrating close to your opponents campers but why do that when you can just flat out a CC unit over there, like wyches or wracks wich can actually hold the objective
While decent at CC they donít compare with our other monsters at CC. for example 1 halequin with harlequins kiss is equal in points to an incubi or just over 2 wyches. also the canít take a transport so you have to use someone elses transports for them to be even vagely useful.
this is an amazing unit wich can be used as both anti-tank and anti infantry with devestating results. out of the 2 I would probably pick using it for anti-tank purposes. truebon strikes are incredibly swift and will crush even the heaviest tanks. the right upgrades for trueborn are eather 4 blasters or 3 shredders and 2 splinter cannons. trueborn always need a tank but the question is wich. the raider for the dark lance or a venom to hide them behind cover as they advance and splinter the squads that climb out of the recently destroyed tank, it all depends on how you style the rest of you army is styled, if it needs to get into CC then the raider is the answer but if you are a ranged fan then the venom is better as killing the guys inside is almost as important as killing the tank itself. the most viable ways to run trueborn are.
4 trueborn w 4 blasters in a raider w flicker fields 178pts. deadly strike squad but needs to get cover saves 3+ preferably before the turn it attacks.
4 trueborn w 4 blasters in venom w extra splinter cannon 173pts. the idea is it bounds out of cover pops the tank and the the venom shoots the guys inside.
5 trueborn 2 splinter cannons 3 shredders in a venom with extra splinter cannon 160pts. your dedicated anti-infantry
these guys arenít worth it. they are just wyches at a higher points cost with slightly better stats but that arenít scoring.
warriors are a solid scoring unit but on top of that they are our only troop unit that can shoot. therefore warriors form up the backbone of most lists. 10 warriors with a splinter cannon and a blaster in a raider for survivability can even put out a decent amount of fire power while maintaining the other needs of a scoring unit. as a general rule don’t use warriors to camp on objectives as you incredible speed will get you anywhere you want really quick. instead always have them at the front of the battle making a nuisance killing stuff and taking shots away from the deadlier component of your list like trueborn and incubi. the most viable way to run them are.
10 warriors blaster, splinter cannon in raider flicker field 185pts
5 warriors blaster in raider w flicker field 130pts
Wyches are CC monsters with a 4+ invo in CC and heeps of other stuff these will beat almost any other CC troop choice of any other army of similar total net value. for wyches the hekatrix upgrade is well worth it give her an agoniser and you will have a chance if a MC assaults you but it will also kill almost 2 meqs on the charge automatically making its points back. squad special weapons shardnet impalers are the best option it helps your survivability allowing your hekatrix to deal more damage if your opponents are Termies or similar. it is also advisable to take a haemy with the squad so that if your raider blows up at least more than 50%percent will survive. wyches should always be played aggresively no matter the mission they need to tear out the opponents throat. what you should aim to do is get the wyches out of there tank on the opponents lines while your warriors/trueborn/ravagers blow open your opponents tanks so there infantry comes spilling out. the most viable way to run wyches are:
9 wyches shardnet impaler, hekatrix agoniser in a raider 200pts + HQ expensive unit wich will beat almost anything in CC, needs to be screened turn 1.
5 wyches shardnet impaler in a raider 130pts Cheap unit still capable of tying up and slowy defeating tactical marine or equivalent.
3. Wracks (continued)
Wracks are our hardiest troop choice, they start with feel no pain, good at CC and get a liquifier gun. wracks however should not be used as campers as you wont be able to do anything with them, instead you should use Wracks to eather head strait into the centre of the combat with wyches of go for your enemies home objective and first flame then assault his squad after jumping his line in their raider. the best way to run wracks is:
7 wracks liquifier gun in raider w flicker field
4. Helions (continued)
don’t use them as troop because u need a rubbish HQ and they are too many points for not enough output.
donít use them as they are too many points for not enough output. for example for the price 10 hellions I can get 1o warriors w splinter cannon in a raider
again like with helions to high a price for to low an out put. althou if you know youíll face necrons haywire blasters might be useful.
this is a peculiar unit wich Iíve never played but it might be worth it in a WWP list though with a mix between khymerae and razorwing flocks these would probably work better in large units so you can multi charge your opponent and dice him to bits.
this unit is very iffy but used right can be a nightmare to you opponents list. you need a medium sized squad for them to work , almost never take the special anti-tank weapons as reavers are a dedicated anti infantry unit ideal for taking out pesky devestator, long fang or purifier squads. the best upgrades for them are cluster caltrops as you donít wanít to get into combat againt anything any way. the most viable way to run reavers are:
6 reavers 2 cluster caltrops 172 pts expensiv but may save a lot of tanks as it causes an average of 3 1/3 unsaved wounds to an MeQ per turn wich will take of some special weapons against units like long fangs.
this is amazing its the best output for price anti-tank in the game with AV11 front and side it also isn’t able to be taken down by small arms fire!!! the best upgrades for it are flickerfields (night shields are good to but only situationally) always take at least one of these in you army as it’s the perfect choice for killing your opponents heavy tanks so you Assault units and trueborn can move up without crashing down and dying.
don’t take this for while it’s a decent MC and dangerous to hordes its fragile and can’t compare with our other Heavy support choices.
this can be incredibly useful unit in a WWP list that relies on getting a first turn charge to survive. a cronos can act as a fail safe giving you units feel no pain if you can’t make the charge so you will still be partially intact next turn.
4. razorwing jetfighter
this tank is priceless for dark eldar as it will give you the means to combat massive horde armies like orks and tyrannids. 4 S6 AP5 large blast will scar mosts hordes however they are not without problems, primarily one shot misiles players will often get tempted to fire only 2 of its templates turn 1 against hordes so you can spread the pain around while this seems fine on paper the problem is you become a massive fire magnet after your opponent sees the damage you can do, also there is nothing wrong with a jetfighter after its out of missiles you can just use it as another ravager and can also be used for turn 5 tank shocking and contesting.
5. Voidraven bomber
while a well upgraded voidraven bomber is a razorwing jetfighter but supperior in almost every way it is inadvisable to used this in anything but highpoint games due too point cost, when using it use it in almost the identicle way as a razorwing jetfighter.
comments and feedback are greatly appreciated,
Couple of things (in absolutly no order):
Razorwings/Voidravens are not tanks so they cannot Tank Shock.
If your Incubi don't have an Archon with them they need a klaivex for the Ld boost.
Wracks also benefit greatly from an acothyst for the Ld boost.
Wyches with haywires are a great unit.
While what you said about the baron is true, you're leaving out all of his benefits. He'll give you first turn about as often as vect for less than half the cost, and his phantasm launcher and stealth rule make for some very good (if somewhat unusual combos). My favorites to date are Baron plus Beasts, and Baron plus Incubi.
The meat things seek to destroy ourselves. They hunt us as we hunt them but they are weak and uncertain. Bring them understanding of the power of ourselves through our strength and their fear. The inferior flesh will be entirely destroyed, all fragments will be smashed. Ourselves will fight to the last, all weak flesh must be consumed
frist of all thanks for the quick reply Bug_n_Orks
[QUOTE=Bugs_n_Orks;1823788]Couple of things (in absolutly no order):
thanks once again for the quick reply and telling me my razorwing can't tank shock i'm going to have to adjust how i use him
Don't take this the wrong way but this is a horribly set out and incredibly biased tactica. You've only given rudimentary explanations for your opinions and making comments like "Don't take these." isn't constructive or helpful to people who are trying to get an objective, informative idea of the units in the army.
If you want to see what a good tactica looks like, there's one on the Empire sub-forum that is spectacular. A post dedicated to each unit with their pros and cons, general strategies, common loadouts and the kind of playstyles they work well with.
In fact, I think I'll start a similar one myself. Good day sir. /rant
"I like your style. You make up your own rules, just like me. Bean counters said I couldn't fire a man just for being in a wheelchair. Did it anyway. Ramps are expensive." - Cave Johnson, Portal 2
thank your very much for starting this Tactica. In the other thread there is a link to Dahsofpepper his Tactica on how to win with DE, which I find very useful.
I wanted to point out the following points:
10 Wracks allow 2x LG and I believe they need the Acothyst for Ld, you could give him an Agoniser but I personally feel it is too expensive.
In my book haywire blasters are great: 2+ to glance is ideal for stunlocking vehicles. That is why I run a Scourges squad.
Klaivex has init 6 and is ideal vs IC's but I must admit it becomes a point sink. I moved away from incubi because of the number of PW these days in list.
Most important for DE is that they need to have a list with components all helping to crush the opponent: it should not be your goal to win by holding objectives, that is only plan B.
About the tactic for Trueborn Blaster squads: I would advise the following: move Venom 12" disembark 2" into cover or round the vehicle and shoot 18". Which results in a maximum range of 33", which helps popping tanks turn 1. This would make it more viable to go for 1 turn charge with Wyches. I personally don't really try for it because they 'only' have an 21-26" charge range, if your target isn't in cover, which any decent opponent will know and don't offer you that possibility.
About the Talos: I don't really see why it is too vulnerable: if it draws fire it will be AT fire, thus your skimmers don't take shots. So your skimmers drop their payload off in CC, if they ignore your Talos too long it will arrive in CC and eat their vehicles and infantry, save targets with an ++ save and power fists.
It also has nice Weapon choices: haywire blaster for longer distance and heat-lance if you deploy it from WWP.
Last edited by El_Jairo; May 3rd, 2011 at 13:30.