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===Elite=== *'''Wracks''' - The article for these guys should really be written under "Troops" as that is almost always where you'll see them anyway. Cheap, extremely effective, and outright deadly if used right, they're almost as tough to kill as the standard Space Marine - and are a lot better at taking them in assault; the moment they grab their second token... Stuff is going to die in a horrible fashion. There are several ways to use them; either a minimal squad as a "scoring upgrade" for a Raider, as well as a token for an IC to gank, a 5-+Liquifier escort for a Haemonculus, or a 10-strong unit in Raider, going full-turkey. As a rule, the Acothyst is too expensive for his cost, especially since with dual poison blades, the assorted melee options are that much less attractive. *'''Grotesques''' - 'Ogryn Syndrome' at its worst. They're slow, lack power weapons, clog up transports, and have chance to go full retard if you don't leave a Haemonculus to babysit them. In an Urien Rakarth led webway portal army they could hypothetically be of some use, but practically ''anything'' else would be a better use of your elite slots. **'''An Alternate Take:''' You only need 3 of these guys and a Haemonculus anyway. The unit has a lot of high-strength attacks and the ability to double-tap a unit with Liquifiers, giving a secondary means to punch out tanks that suffer stuns/immobilized results against the lances in your army. The fact they can only take a Raider is not too much of a concern either, since they do opposing roles. Against the right armies (Chimera-spam Guard come to mind), while having them explode is a situational bonus, hilariously useful when it goes off according to plan. **'''Another Alternate Take:''' These bastards are really just a squad of mini MCs. And they are hilarious against tarpits with that full retard ability in case you feel like throwing 5 out of a WWP and giving them free reign. Throw some on a tarpit of guardsman and watch as they mulch away at the guys. If they somehow manage to make it through that without the game ending after that they become a nice living wall of wounds, which could help your other guys immensely. *'''Incubi''' - The best assault troops in the army, with the best saves, and power weapons that give them +1 strength and strike with AP2 at their normal (high) initiative. Unlike the old codex, they still have fleet despite their good armour saves, and though they lack the shooting capacity of the Tormentor Helm, they cost 3 less points, and you can get them locked in combat on turn 2. They are basically MEQs (and our best MEQ/TEQ-killers) and act like Eldar aspect warriors (Striking Scorpions with a bit of Howling Banshees thrown in, which is weird because Banshees will butcher Incubi IF THE BANSHEES CHARGE FIRST). Klaivex (the Exarch analogue) is good for assassination duty ("That Runepriest is going down!"), Onslaught can also be worth it for dealing with larger units, and the Demiklaive and Bloodstone can allow for some amusing combinations, but only if you have points to burn. Possibly the second best Elite choices for Dark Eldar, after Trueborns. *'''Mandrakes''' - Stat for stat, point for point, they're the worst Infiltrators in the game, and Infiltrators aren't that good to begin with. Unfortunately, their models are awesome, leading to the long running joke: "[[counts as|So what do ''your'' Mandrakes count as?]]" Independent Characters can't join Infiltrators during deployment, so despite early speculation, you can't attach a haemonculus or archon to a mandrake unit to get it to the front lines. And now Mandrakes can't even assault after coming out of reserves, so they're much worse than they once were. Even though they look awesome, we really have to stop trying to make Mandrakes work. They refuse to. **If you're dead set on taking Infiltrators, use Allies. Eldar Rangers or Pathfinders are amazing Snipers, Striking Scorpions are better at the melee thing. Or take Shrike with a ton of Terminators. **The trick to getting them their first kill is to bring Reavers or lots of Venoms and to hurt something before sending the Mandrakes in. Also, it helps to use full squads and to attack the far flank. **Apparently you can outflank them and bring along a Haemy to provide them with a Liquifier Gun and a Pain token. *'''Harlequins''' - Incubi are the same slot, same cost, have power from pain, and can actually take transports, but Harlequins have some uses - at least, if the 6th Ed Eldar FAQ is applicable to us (confirmed). They have Shrouded and Stealth now instead of the 2d6x2 check, so they have a constant 4+ cover save since Shrouded grants the 5+ save and Stealth improves it by 1, making them a decent Webway portal/IC escort. They can also take fusion pistols and come with Hit & Run, unlike incubi who are vulnerable to being tarpitted and crumped by a rampaging dreadnought or maulerfiend. Like with fielding them for Eldar, if you're just going to take the bare unit, don't bother. Harlequin Kisses, Troupe Master and Shadowseer are mandatory and a Fusion Pistol or 2 wouldn't go amiss. **'''Note:''' [[Warhammer_40,000/6th_Edition_Tactics/Eldar_Corsairs|Eldar Corsairs]] can stick these guys in Venoms, so taking Corsairs allies is worth considering if you have points to spare for the HQ/Troop tax. *'''Kabalite Trueborn''' - At first glance their +1 attacks and leadership appear deceptively lackluster. The Trueborn's real strength is their access to some of the DE's shiniest bits. Take a small squad loaded for bear, stick them in a Venom, and let the hunt begin. Time has proven these guys to be the best of the elite choices, with only the Incubi and the Wracks (which are troops, anyway) as viable competitors. They really force you to ask yourself, "why am I taking _________ instead of trueborns?" *'''Hekatrix Bloodbrides''' - Just what you were afraid Trueborn were. Ever so slightly beefed up Wyches with a slightly higher concentration of heavy weapons. Nothing that a Wych couldn't do cheaper or an Incubi couldn't do better. 6th edition changed wyches' role so heavily that this unit should never be used. ** '''An Alternate Take:''' Wyches often lack the oomph to kill off a unit unassisted. Bloodbrides tend to do pretty well when dropped off on someone's back lines and given free reign. Or let them escort your archon with clone field and take 3x shardnet and impaler. Then challenge a IC with your archon and watch the poor thing strike with 3 attacks less and if he hits you can negate D3 hits.Their lack of scoring can suck though.
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