Editing
Warhammer 40,000/6th Edition Tactics/Dark Eldar
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
===Battle Brothers=== *'''Eldar:''' Without a doubt, Eldar is the best choice, not just because Eldar is the new hotness right now. In particular, you benefit from being Battle Brothers, so the Craftworlders won't just spend the entire game looking at you funny. Farseers aren't necessarily as powerful anymore, but they're still an excellent support unit that can now use Guide on your Dark Eldar. Wave Serpents are also amazing, especially thanks to the Serpent Shield, which enables them to annihilate enemy transports. This is incredibly powerful when Craftworlders are the primary detachment, but doubly useful here, as they don't take up one of the precious allied FoC slots and they make up for the Dark Eldar's striking deficiency in killing enemy transports (come on, blasters and dark lances have never been a good deal). But what to put in them? Wraithguard, clearly. Sure, you probably don't want to waste your allied HQ slot on a Spiritseer (although that's not necessarily a terrible idea, especially since Wraith units are much better at capturing objectives than Dark Eldar Troops could ever hope to be), but even a single unit of Wraithguard in Wave Serpents can make a huge difference. If you want to be a truly terrible human being, you could take the Iyaden Supplement as Allies and take 5 Spiritseers and 2 units of Wraithguard for your troops (allowing you to spread your Spiritseers around both armies). You can also take the ever-useful Windrider Jetbikes as Troops (which works well thematically with Reaver Jetbikes), although this also cuts down on the number of Wave Serpents you can take (and trust us, you want to take as many Wave Serpents as possible). Still, this is a viable tactic that should be considered. And, of course, Wraithknights are awesome. The only unit to avoid (besides all the shit the Eldar Codex normally puts up with, like the flyers and the Howling Banshees) is the Autarch. Sadly, the FAQ says you can't apply the Reserve roll modifiers if he's in an allied detachment, which severely limits his utility. You might also want to steer away from the Avatar of Khaine; he's a great unit, make no mistake, but he's an expensive, slow, footslogging model that primarily buffs Craftworlders, and so his utility is also greatly cut. *'''Eldar Corsairs:''' The "other" Eldar force, introduced in [[Imperial Armour]] 11, the Eldar Corsairs lack the excellent psykers, Wave Serpents, and Wraith units of the Craftworlds, but they more than make up for that with their jet packs and Deep Strike dickery, combined with impressive amounts of firepower. Also, the Corsair Prince's ability to cause Night Fighting once per game works well with the Dark Eldar's innate Night Vision. Additionally, Corsairs can take up to five Fast tanks, all with actual armor, rather than the wet cardboard the Dark Eldar are known for.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
Edit source
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information