Welcome to Librarium Online!
So basically im new to the Dark Eldar. I have been reading on the forums but not contributing greatly. I play vanilla marines and GK. I just started recently making a collection of DE. I recieved a few models from my friends as well so it may be out of the ordinary but im playing with what i have. Any advice would be great. btw i will be playing mainly tyranids/tau
Lelith - 175
Saronthyx - 105
x1 squad of ten hellions, helliarch, grenade launcher, agoniser - 205
x1 squad of ten whyches, haywire grenades, hekatrix, venomblade, raider, sails, ns - 210
x1 squad of ten kalabite warriors w/blaster, splinter, sybarite, venom blade, raider, ns, sails -
x5 incubi w/ klaivex, demiklaives, bloodstone, venom, sails, ns - 220
x1 squad of nine broodbrides, x1 razorflail, hydra, shardnet, syren, grenade, agoniser, raider sails ns - 272
x1 squad of 3 reavers, blaster, talon, champ, ag - 121
its a few points over but my buddies and i arent really sttrict a about a few points. basically this lsit works with the models i have any helps or critiques would be greatly appreciated. i do have one more squad of kalabite warriors if that helps. Thank you
1) Drop the Sails and Night Shields from your vehicles and get the Flicker Fields (Venom come with FF) instead. Tau Crisis suits are very mobile and pack a lot of punch (depending on how they are geared up) so the lose of 6 inches isn't going to help you much...not to mention all the Tau long ranged weapons that can punch right through AV10.
2) With the points you save from doing #1 you should be able to put in some if not all of the extra Warrior squad. If you don't have a vehicle for them, I would park them in as heavy of cover as you can find near a backfield objective. This will free up your other 3 more mobile troop squads to claim other objectives.
3) If you still have enough points left over (and your friends are cool with it) I would say that your Venom has the second splinter cannon on it (if it hasn't been modeled this way already). That will give you 12 move and shoot anti-infantry/MC shots which should prove helpful against anything with a toughness value (most Tau and all Tyranids).
For future games I would recommend getting more Troops and Heavy Support options when you can. Dark Eldar don't have the armor saves Marines do so more troop options to hold those objectives is always helpful. Dark Eldar have some good Heavy Support options that can move fast and still fire all their weapons...never a bad thing.
Good luck and have fun.
And let us know how your battle turns out.
When i look at the heavy support options i can see how others would be more beneficial, but what would be the most cost effective in which ways? and thanks for the advice i will edit that when i get home from work and repost in a bit.
There are three heavy support options I like the best (again though...this is all just my opinion)
1) the Ravager - Thanks to a special rule it has it can move 12 inches and still fire all three weapons (I would recommend keeping the Dark Lances)
2) the Razorwing Jetfighter - has the same move fast and shoot all special rule as the Ravager but only gets 2 Dark Lances. However it also gets 4 missiles that can be used against light armor or infantry and can get a splinter cannon which can be used against infantry. Also this vehicle is not open top so attacks don't get bonuses on the damage table.
3) the Talos Pain Engine - It is a Monstrous Creature with multiple wound, armor save and high strength and toughness. It can be armed with a wide variety of weapons. My preferred load-out is to give it twin-linked haywire blasters (to stun vehicles and keep them from moving and/or shooting for a turn), an additional close combat weapon and chain flails (to give a better chance at the maximum number of attacks). When assaulting a vehicle, MCs roll 2d6 + str to see if they pen...and that is against rear armor. It is slower than the skimmer type vehicles and in the mechanized age we seem to be in, MCs can't just walk up the middle of the field unscathed. But with the Talos' stats only heavy weapons (or poison weapons) are going to hurt it so with cover and screens it shouldn't be too hard to keep it safe.
Some will say only take 3 Ravagers if you want to be tournament competitive but I would say look over all the options and see which ones seem fun to you and fit your play style and/or army theme best.
So i battled my Tyranid bud. Unfortunately i did lose. We played an objective. He uses a genestealer/monstrous creature spam. With this spam he also has two of the shooty monstrous creature for nids (I cant remember his name off the top of my head but each has two str 10 ap 4 shots). He got first turn so that kinda screwed me. The raider w/ Lelith got immobolised first turn. FYI he outflanks all of his genestealers. So some damage first turn. nothing too big. Btw i did change all the advice u gave omegabob they were quite insightful. I shot him up a little. i did not do much damafe... most of his M.C. have 4 to 6 wounds. I moved my Hellions from cover to cover as well as hiding behind it with my jetbikes. it was a little inconvenient but it better ensured their safety.
Turn two, three packs of genestealers came on. one on my side. one to my left. and one on his side. the one behind me tore through my kabalite squad in cover. i had a godsend with his rolls w/ the M.C. w/ the monstrous creatures that were shooting me up. they all missed. I unloaded lelith and was close enough so i was able to assault his genestealers. in that aspect i was able to kill them. i lost only two bloodbrides. i pulled together what i had left and basically harasses the best i could with ranged.
The rest of the game basically goes he got all of his genestealers to outflank and took or contested objectives. he one with 3 obj two contest. to two contest and one
Sorry to hear that you lost but don't get discouraged. I'm guessing your friend has been playing Tyranids for a while and Dark Eldar take some getting used to especially after playing Space Marines (I play Blood Angels too). I am curious, when his Genestealers attack your Warrior in cover did the Warriors get to attack first or do the Genestealers have something that lets them attack into cover at normal initiative (don't remember what a Genestealer's initiative is) even without assault grenades? Also, did you do some assaulting with your Hellions once they were in range to?
With some more practice (and models to round out your force better) you should start getting some wins in. Good luck and keep us posted.
Genestealers have init 6, broodlord 7. but no they did not attack at normal init. he had rending claws on all of his genes. and he got very lucky literally 5 sixs on the wound. genestealers are
str 4 verses our tough 3 so didnt work out in my favor... so much lucky rends. My hellions did assault one of the genestealer squads. i didnt think it was the smartest idea but it was a squad i had already softened up to half str.
may i ask what do you like in the ravager/raven/pain engine area and kind of why. im just trying to get a little more knowledgeable about the units. i can read what they do, but that doesnt necesarily mean thats what will usually happen in a game
Majority of people agree that the Ravager is the most efficient option. You get a good bang for your buck with being able to move 12” and shoot 3 DL’s, able to have 5+ invulnerable save and general mobility. This frees up some extra points to put into other units when compared to a voidraven/razorwing. You will see these bad boys in most competitive and tournament lists. One thing to keep in mind is that these vehicles do not last long and that you need to use them as if they are going to be destroyed the next turn. These would probably be the better option for a beginner/intermediate as they have good range and you have a good chance of popping/disabling enemy armor.
The Voidraven Bomber is a viable option but costs a bit more and even though it’s not open topped and has AV11, it also should be considered to last minimal turns. Taking the base model will provide you with some more potent dark matter shooting with S9 lance and access to one tank busting bomb of equal stats. You can upgrade missiles on it to be more flexible for anti-infantry but the price in turn goes up. This can be used by a beginner but requires a bit more tact than just zooming around the battlefield shooting at stuff. A good tactic would be to keep it in reserves and just go all out when it comes into play, attacking at a choice target and dropping its bomb expecting it to go down next turn.
The Razorwing is more suited for anti-infantry but in a pinch can use the two DL’s it has to pop some armor. The missiles it comes with can wipe out swarms of bugs or devastate infantry squads in one salvo. Its lighter armor allows a higher chance to be smashed but again you cant play Dark Eldar and expect your vehicles to finish a game without a scratch. This is the better option if you want variety but will be slightly less effective at tank hunting than a Ravager.
The Talos can fill the anti-armor role well. When equipped with heat lances or haywire launcher it can reach them at medium range. If it can close in on enemy armor then it has a solid chance of popping it. Like the Razorwing it can be flexible as anti-infantry or able to go after tougher targets that your weaker guys are having issues with. The drawback is that its slow and will get lit up while trying to chase after faster armor. You can combat this by using a web way portal and have a few of them come charging out of that. It works and can be competitive depending on placement of the portal and how well you roll to bring them in. Its also a cheaper option than the Voidraven and Razorwing but may be more difficult with someone who lacks experience with good portal placement or knowledge of picking and choosing your target.
Hope that helps.
The best thing that I learned after I started playing Dark Eldar is as follows (it works especially well with a fast, mostly mounted list). This one tactic alone has given me the majority of my wins with Dark Eldar.
- If your opponent gets first turn, start in reserve. If you think there is even a chance of your opponent stealing the initiative, start in reserve.
This works so well for me, because it gives you a whole turn to see what your opponent is planning on doing and lets you adapt to the situation. It's also really frustrating for opponents because they lose any sort of alpha strike they were hoping for and you have the added bonus of them not being able to look at your deployment and trying to predict what you are doing.
My opponents have regularly begun dreading that first turn where they sit there shuffling their army around and doing nothing while trying to guess where in my deployment I will come on. Then to have me zoom 12 inches onto the board with the majority of my list while unleashing a fusillade of dark lances (hopefully) taking out the big threats.
As for the heavy support choices, in my opinion, with a mounted army such as yours the two best options are ravagers and razorwings. Choosing between the two comes down to how many points you have, and whether your list is lacking in anti-armor, or anti-infantry.