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===Troop=== *'''Kabalite Warriors''' - You know them, you love them. They're your cheap scoring, your anti-tank, and your source of Raiders and Venoms. Taking a Splinter Cannon and adding in the Duke can be fun too if you're facing Tyranids. The big question is whether to take them in 5-man Venom or 10-man Raider squads - the 5 man squad puts out 17 poison shots (and 22 in rapid fire range) and costs 110 points, while the 10 man puts out an effective 13 to 27 poison shots at 160 points thanks to Splinter Racks. Either squad can take a blaster, but the presence of the Raider's Dark Lance and their ability to take another Dark Lance makes the 10 man squad better at early game and emergency tank-hunting. Once you get within Splinter Rifle range it's wasteful to shoot at tanks. Venoms are better at Alpha striking infantry from far away, so keeping them hidden behind Ravagers or stationary cover for much of the game is a good idea. ** tl;dr If you want somewhat (we're talking relative to the DE here) more durability and objective-camping ability in exchange for less initial fire power, take a pair of kitted-out raider squads. If you want more initial firepower take Venoms instead. 2 Raider Squads costs approximately 3 Venom Squads. ** Running 10-man squads disembarked and in area terrain also helps troop survivability. This way when the raider goes boom, you don't lose half the squad due to S4 hits and bad rolls. Give them a splinter cannon, and let them pour out shots. If you get turn 1, you can move up with the raider, disembark into some cover around midfield, and get even more done with them than you ever could in the raider. ** Strictly speaking,there isn't really much point to the shredder. Even though it is S6, it has no AP, meaning even Ork boys can take saves against the thing. Just buy a splinter cannon instead. Much better and no finicky blast templates to mess with. *'''Wych Squad''' - Good for tying up hard hitting combat units while a hekatrix murders them, though 6th edition's changes to power weapons have really hurt this strategy. Be sure to use these strategically (I always send them up against termies, and matching them against a previously stunclawed Special snowflake can be trollworthy) and send the wracks to do your grunt work as their weapons are pricey and they're quite fragile outside of CC (and in close combat), so make sure that they don't butcher a unit on the first turn in assault only to get gunned down the next turn. Hydra gauntlets are a standard choice for spamming attacks, shardnets are less useful in general combat but really shine in neutering elite enemy troops. However, 6th edition's changes - random assault rolls, weaker agonizers, worse feel no pain values, and overwatch, to which wyches are particularly and hilariously vulnerable - have really lessened the power of an already iffy squad. ** All is not lost, however - Wyches may be the best vehicle killers in the game due to haywire grenades, which are brilliant against tricky units like Land Raiders, even ones with Blessed Hull that are immune to the melta rule (rendering heat lances useless), and immune to lances (meaning that only the Void Lance can achieve a penetrating hit, and only then on a 6). Haywire grenades can absolutely spam glancing hits and score a penetrating hit on a 6. As nobody takes Bloodbrides, and it's rarely a good idea to take Trueborns in squads large enough to reliably roll a 6, Wyches are awesome against vehicles, with a 5 girl squad all but guaranteed to eat 3-5 hull points a turn. This is their new role on the battlefield- pop 5 suicidal wyches with haywire grenades in a 2-cannon Venom (a measly 125 points) and get what is essentially a guaranteed dead tank and a powerful anti-infantry vehicle. Also, one grenade per squad can be thrown in shooting phase - something many DE players forget to do, and when charging walkers this one extra haywire shot could be very handy. Remember though, the wyches are almost guaranteed to die the next turn, so make sure that the points trade off (60 points) is worth it - let the girls go after the heavy support choices, and leave the dedicated transports to haywire blasters and darklight weapons. Think of them as Fire Dragons that are twelve points cheaper and need to be 6" closer. ** It's also worth noting that plain, unupgraded Wyches will kill significantly more than their points cost in Terminators. That Invul save, combined with the low number of attacks terminators get means you can usually handle them. This holds true with any power weapon unit in the game. They struggle against equivalent points worth of generic dudes, unless you're packing a special character in there. ** If you're dead-set on using these girls to assault, one rather expensive and risky workaround exists for their above-mentioned overwatch vulnerability. Attach a haemonculus (preferably equipped for close combat) to ride along with them in a raider, but disembark your squad on one side of the vehicle and the haemy on the other side, splitting him from the squad and swiping his pain token while you're at it. [[DISTRACTION CARNIFEX|Now send him charging solo at your desired target, coercing your opponent into wasting their one overwatch volley for the turn on him.]] Your wyches can subsequently assault the same unit unscathed, unless the enemy unit holds their fire and decides they can kill your haemonculus in combat. To avoid such a possibility, the flesh gauntlet or scissor-hand are recommended as wargear to help convince your opponent that he is somewhat of a threat and thus should not be allowed to get in close; huskblades are probably not worth their steep price for this throwaway usage. Vexator masks provide a slim chance of surviving challenges for a measly 10 points. Also note that one-use items such as a shattershard or casket of flensing won't be wasted if he gets them off prior to assaulting.
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