Dark Eldar... What Are Their Pros And Cons - Warhammer 40K Fantasy
 

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  1. #1
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    I have been thinking about starting a dark eldar army, but I know nothing about their stats. Also rumor is that GW is going to kill dark eldar off in 4th edition. Is this true? Any info will be greatly appreciated.

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  3. #2
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    GW won't kill off DE for a while...we just got a revised codex, and that one is compatible to 4th edition 40k - so at least until the *fifth* edition is published (which will take a while...), DE have a valid and playable codex.

    Dark Eldar are one of the least played armies, but one of the coolest. If you win with DE, then you probably won because of tactical skill, less because of lucky dice. Dark Eldar are extremely effective if used by a good player, and they fail horribly if the player doesn't know what he is doing. They're a "win big or lose big" army.

    In general, DE are the most fragile army in the game. Nothing in their list can take much damage (exception: talos), all their vehicles are open topped skimmers with armour 11 at best - a heavy support choice is their only thing which is immune against bolters. Everything else, including the vehicles, can be destroyed by S4 weaponry. That's their disadvantage...but their advantages help you a lot to "hide" this weakness: DE are the most mobile army in the game, you can easily make an army list in which *everything* can move 24". For this purpose DE got the best transport and some of the best bikes in the game. Dark Eldar also pack a lot of punch, so a game with them is based on guerilla tactics - use your superior speed to concentrate your enormous punch against a small part of the enemy army, leave nothing which could strike back (this way denying your opponent a chance to take advantage of your fragility), then proceed with the next target.

    Dark Eldar also have lots of specialist thingies:
    Wyches can stand toe to toe with every other close combat specialist at equal points, even genestealers or khorne berzerkers in average lose against wyches. With the new assault rules wyches easily wear down wraithlords. Only pariahs, Chaos Lords with dread axe, and C'tan stand a chance against them. Banshees are dead meat when cought in close combat by wyches. They are extremely fragile against shooting though.

    The HQ (incubi) shreds everything in power armour to small pieces, and the Lord was the meanest close combat character in the entire game before Codex Necrons was released (C'tan...)

    Ravagers are the best anti power armour vehicle in the game.
    For 20 more points than a war walker with two star cannons you get a slightly better (&#33 firepower, four times the speed (&#33, and immunity to bolters (AV11).

    jwu

  4. #3
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    eveytrhing there is true. de have there speed not onyl in movement (raiders and fleet of foot) but also in cc(initivie) they also have an amazing cc weapon(agonizer) which when ocmbined iwht combat druges...is outstnding. i wouldnt recommed de to a new player. they are way to hard to play for a new player. i have 2 armies and im nto even ready to play de. but if u are a good tactician then yu will gain alot of respect if u win wiht de. they are a great army to paly against which in the long run is most of the time better then winnig every tourney u enter. it gets boring.

    if yur gonna start a de army...dont let ppl discourage you and dont let failure discourage you. every time u lose u get better...u know wat to do and wat not to d, wat units u like, which ones u dont. its better then winning all the time. have fun and good luck.
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  5. #4
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    Well I just got the codex. They seem to have kick ass characters&#33; I made an H.q. so here it is. (somethings might be wrong though since I dont have the codex on hand. going just on memory)

    Dark Eldar Lord Archon
    - hell mask
    - haywire grenades
    - agonizers
    - blaster (couldnt find the cost of one in the codex)
    - shadow field (i think thats the name, give 2+ invuln.)

    Retinue of Incubi
    - 2 have blasters

    Transport
    Raider
    -slave snags
    -trophy rack
    - shadow field
    - scythes

    Total about 358 pts.
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  6. #5
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    No offense, but you did exactly the typical newbie mistakes when equipping a DE HQ (but since you *are* new to DE, this is nothing to be ashamed of )

    Dark Eldar Lord Archon
    - hell mask
    - haywire grenades
    - agonizers
    - blaster (couldnt find the cost of one in the codex)
    - shadow field (i think thats the name, give 2+ invuln.)
    A DE Lord cannot have a blaster, that&#39;s why there is no point cost for it in the armoury. It&#39;s only available as squad upgrades for normal non-character models.
    Add a splinter pistol and combat drugs (reroll misses and A+1 are the best choices when you use an agonizer, taking two drug options is an acceptable risk. Only three are an "emergency option").

    Retinue of Incubi
    - 2 have blasters
    Do not, never, use more than six incubi. In combination with a tooled up Archon you should use only five, six are for a Dracon.
    With more than this you will probably annihilate your target on the charge, and then you&#39;re exposed to enemy shooting. It&#39;s better to deliver a crushing blow but not to annihilate them, and to finish them off in the enemy&#39;s close combat phase. Then you can advance to the next target without being shot up.
    Also do not use blasters in the HQ. These incubi lose their punishers, and that&#39;s simply not worth the points (you also lose the charge attacks with the new assault rules if you shoot). It might look strange not to use this opportunity, but trust me, no veteran DE player uses blasters in a retinue of incubi.

    Transport
    Raider
    -slave snags
    -trophy rack
    - shadow field
    - scythes
    This raider has way too many upgrades. Raiders should have either a disintegrator or a horrorfex (only one of these things, never both&#33, that is all. Raiders are fragile, don&#39;t waste additional points on things that already are high priority targets of your opponent. Even a night shield isn&#39;t that good on a raider. It&#39;s use it to outrange heavy bolters and plasma cannons with a ravager, but a raider (especially the HQ one) has to get close. Then the HQ will disembark and you don&#39;t need to care about that raider anymore (just park it in front of a devastor squad, blocking its LOS hehe).

    jwu

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    Thanks for the input. I guess that explains the thing about the blaster&#33; As for the incubi, I forgot to tell how many I had. I had 5. Thanks for pointing out that giving a blaster to them would take away their punisher. I kinda figured that the raider had too much in it. Oh well Im new to DE... Thanks again&#33; I will revise my H.Q.
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  8. #7
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    ok here is the reivsed H.Q. I focused the lord on messing with leadership.
    Dark Eldar Lord Archon
    - splinter pistol
    - Agonisers
    - Combat Drugs
    - Haywire Grenades
    - Hell Mask
    - Plasma grenades
    - Terrorfex ( Is it worth it?)
    - Archangel (Is it worth it?)
    - 137 pts.

    Retinue Incubi
    -5 incubi (should I upgrade one to a Master?)
    -125 pts.

    Tansport Raider
    - Scythes
    - Horrofex (Should I give it to the raider or the Lord)
    - 70 pts.
    Total 332 pts.
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  9. #8
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    I&#39;ll help you out.

    In a 1500 point battle or less, you won&#39;t find the archon of much use. Take a Dracon and save those points for something else. If theres anything you need to know about making an army, points should be stressed a lot.

    Change archon to dracon, take out the haywire (cus your not gonna use such an expensive model just to handle tanks). Terror...no, dont pin a squad when you can simply charge w/ retinue and destroy it anyways. Same thing for archangel, it would be a waste to pin a squad that you could of killed single-handedly by just assaulting.

    Incubi fine. Dont upgrade to master. 5 is perfect. Blisters come in 2s so if you get 6 then thats perfectly acceptable too.

    Raider-eh you could put scythes if you know your opponent will assault mainly (tyranids). If you can spare the points, then take em off. Ive only gotten my raiders assaulted by tyranids anyways and only once. You cant put horrors on archons, just the vehicle hence the name "vehicle upgrades".

    Ill also give you this tip (if u want to use it). If you put a Animus Vitae on an dracon w/ punisher and tormentor helm instead of agonizer and splinter pistol, you can get a strength 6 dracon w/ power weapon wounding marines on 2+.

    Have fun and welcome to the world of dark eldar my friend.

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