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===Fast Attack=== *'''Hellions''' - The street gangs of the Dark Eldar. They pretty much require hopping from cover to use, for they're fragile as all-get. If they do get into melee, they hit about as hard (arguably harder) than the average Blood Angel assault marine. They also die rather quickly if you don't give them cover and/or Feel No Pain. The Baron turns one of his units into a proper cover-generator for any further units you wish to take. As Fast Attack, they're passable though fairly underwhelming, though the new Hammer of Wrath rules has made them much better hitters. And since you can't hold objectives in vehicles any more, Hellions are the go to late game objective grabbers with the Baron. *'''Scourges''' - Formerly one of the most inefficient Heavy Support choices in all of 40k, Scourges have gotten pumped up considerably and moved to fast attack where they can see some actual use. They're quite versatile; they can easily shred lighter units with their default weapons, and can be deployed in smaller squads with Dark Lances or Splinter Cannons for troubleshooting vehicle, infantry, or independent character targets. As tempting as it may be to take dark lances, they should be ignored. Point being, take the heatlances or blasters for tankbusting (and their mobility and good accuracy does support this), but the short range of these weapons mean that you will be quite vulnerable - and at the points-cost Scourges are, that's not a risk you really want to take. On the plus side, they've got excellent armor for Dark Eldar, with a 4+ armor save and 6+ Invulnerable save due to their Ghostplate armor. With their mobility, they can be complete pains in the ass - just bear in mind that they are expensive at 22 points a piece. ** Haywire blasters are now unbelievable, unlimited vehicle-rape, and are better at taking down vehicles than Dark Lances. Haywire Scourges are also one of the few Dark Eldar units that don't have to specialize in anti-tank/anti-vehicle to be good - a first turn salvo of 4 haywires from a 10 man unit has a decent chance of cracking a vehicle (or letting a raider's lance finish the job with a glance), and then the Scourges can mow down the unit inside with 18 poison shots and 4 Strength 4 shots. The main problem with such a build is is inefficiency - 260 points for only four guys who can do vehicle damage is rather wasteful, and it does hurt its anti-infantry role due to taking up the space of those four splinter cannons. *'''Beastmasters''' - Cool and deadly. As beasts, they move 12" and aren't slowed by difficult terrain when moving or charging. They are a bucket of wounds, loaded with rending attacks, and most importantly are one of the few Invulnerable saves you get. Need mobile cover? This is your unit. Need to discourage people from exiting their metal boxes? This is your unit (among many others of course). Do you want to go to town converting monsters? This is your unit again. Also, think about joining the Baron onto the squad to grant the squad stealth alongside both assault and defence grenades, not to mention a front end 2++ save to troll your opponent with. ** Clawed Fiends are OK, decent at dishing out strength 5 attacks and absorbing wounds (but only take one at most, it's an expensive beatstick), Khymerae are decent filler, not bad on the charge, and can usually eat daemon prince face, but the MVP of beasts are the Razorwing flock - 5 rending attacks and 5 wounds are amazing when taken in large numbers. ** This unit can also be used as a cheap fire magnet. Two Beastmasters with 4 Razorwing Flocks comes to 84 points, 22 Wounds, and 24 Rending attacks on the charge. Doesn't make a bad for a throw away unit. *'''Reaver Jetbikes''' - ZOOOOM! These guys move 12", then can turbo another 36" in the shooting phase and Bladevane the crap out of anyone they pass over, which is a risky tactic that can be greatly rewarding in the hands of a skilled player. Reavers with cluster caltrops are extremely fragile for their price, but can hit hard. Out of their anti-tank options, the Heat Lances are cheaper and, being a melta weapon, have the potential of doing lots more damage to vehicles, but having to get your bikes within 9" to do so makes them much more vulnerable to an enemy counterattack if not done correctly (Don't forget your extra 2d6 inches of movement in the assault phase due to being an Eldar jetbike). The boring-old Blasters are safer, the extra effective range letting you pop in and out of cover to fire more easily. Squads of 6 or 9 with 2 or 3 Lances/Blasters are ideal, with 3 Reavers being both unreliable and extremely fragile. The Arena Champion is optional but nice, the extra leadership being useful for standing versus tankshocks, and for the extra Venom Blade, though you should find a way to get a pain token before you consider assault with them. Remember they get 3 attacks on the charge per model, 4 for the champ, because they remembered to bring their knives. * '''Raven''' - An old as balls FW Flyer, now with strafing run and +1 cover on evade (to 4+). It can reroll the scatter if it's within 12" of another skimmer or flyer. Mounts two dark lances and a heavy 10 splinter cannon. Way overpriced at 205 pts (the much better Razorwing will be 195 when fully kitted out), but hey, it's fast attack now, freeing your HS slots - which would mean something if we didn't already have four good-to-great Fast Attack options. Despite strafing run USR, this flyer can actually do good as AtA fighter, especially against flying monstrous creatures - those flying Tyrants and Bloodthirsters would explode from the sheer amount of poisoned and lance shots this bird deliver. Air-to-Air may be its best use, since we're not exactly lacking anti-infantry fire (and Scourges do it much better for only a little bit more).
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