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===Troops=== *'''Kabalite Warriors''' - You know them, you love them. They're your cheap scoring, your anti-tank, and your source of Raiders and Venoms. 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''' - Unfortunately Wyches can no longer take Haywire grenades. (Re-read the book) One of our few methods for close range anti-tank is gone, but with the new Combat Drugs and the new way Power From Pain works, just pray your Wych squad lasts until they get Furious Charge. This combined with a lucky Combat Drug roll will still mean these Wyches mulch through Hordes with a bunch of high initiative attacks. Give them a Raider to improve their mobility as always, and consider deepstriking them to avoid their useless first turn. **With all of their previous tricks taken from them such as Haywire or Wych weaponry that reduces numbers of attacks. Wyches best function now seems to be as delivery vectors for your Succubus, since they can hold high value units such as Terminators in place while Lilith/Succubus steadily dismantles them. As mentioned above they also function against low value Hordes by striking first with massed attacks, but other Dark Eldar units such as Beastmasters can do that better. ** All three Wych weapon choices are AP5, S-, and 5 points each. It should be noted that ALL weapons mentioned are taken on both hands, meaning that they'll always get another attack for having a second melee weapon. Each grants a particular type of rerolls. *** Shardnet and Impaler: Reroll 1s both To-Hit and To-Wound *** Razorflails: Reroll failed To Hit *** Hydra Gauntlets: Reroll failed To Wound ** At first glance, these three choices seem roughly identical. However, Weapon Skill 4 means that Wyches will only hit on 5s against WS9 and up. To be honest, if Wyches are against something with WS9, they're there as a tarpit, not to do damage. Razorflails, thus, are mostly trash. The Shardnet and Impaler, condoning rerolls of all 1s in close combat, seems useful. However, it quickly pales in comparison to the last weapon. Hydra Gauntlets, thanks to the Shred rule, re-roll ALL to-wound rolls. This is a much bigger boon than any of the competition. Wyches are Strength 3, meaning they'll wound Space Marines on 5s. Re-rolling this is much more important than rerolling the 3s to hit, since there are simply more chances to fail. The benefits against Toughness 3 units are also notable; most Toughness 3 models are also WS3, meaning the Wyches already hit them on 3s, rendering razorflails relatively redundant. ** '''Another take''' - There is a lot of negativity surrounding Wyches in the 7E codex, but consider this: While you are unable to spam ungodly amounts of Haywire Grenades as before, you can still give them to your Hekatrix and the rest of the ladies do still have Plasma Grenades which are more than sufficient for cracking open light and some medium vehicles. If you get lucky with your Combat Drugs and last until Turn 4, then you will be Strength 5 on the charge too, which is even better. Couple this with the large number of attacks, FNP and the 4++ Dodge and you have a really nasty melee unit that can comfortably hold its own against any other Troops choice out there, seriously threaten anything with T6 or lower, and can also function as a tarpit or character delivery squad as required. The one thing they can't really do is hold on to objectives, and obviously keep them away from units with multiple flamers. If used correctly though, Wyches can be absolutely '''terrifying''' to your opponent. Don't underestimate them. ** '''Another take Part 2''' - 150 Points gets you 10 Wyches with 3 Hydra Gauntlets and Hekatrix with an Agonizer. You're killing almost 3 MEQ at Initiative 6, and that's not even factoring in Combat Drugs. As long as you roll one of the good ones (Attack, WS, or S), pump that up to almost 4. Do they have furious charge from PFP? That's now MORE than 5 MEQ dead. This doesn't even count their pistol shots. Yes, that means you can mathematically wipe an entire Sternguard, Devastator, or objective-camping Tac squad in one turn of combat! Deepstrike the Raider, jink like your life depends on it (it does), and send the ladies in against anything MEQ or worse and you WILL see your enemies die horribly. Of course Incubi could also do this (and do it against TEQ), and they have a 3+ save, but the smaller squad size and lack of grenades really hurts. Think about it -- where else can you get 3 attacks on the charge at WS4 (maybe 5!) and I6 with assault grenades and a 4+ invul in close combat for 10 points per model? The hekatrix costs 55 points but puts out 4 Poison 4+ AP3 CC attacks at I6. They're not that bad!
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