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==Tactics== ===Raider Rush=== Yes. Oh, sorry, actual tactics. Take as many Warriors as you can, stuff them in as many Raiders as you can, have an Archon and some Incubi or Trueborn in a Venom (or two), and add Haemonculi to taste. Normally you don't need to worry about objectives (you're playing Dark Eldar, you're here to kill), but if you feel it's ''absolutely'' necessary, then take some Wracks in a Raider with a Haemonculi leader, and you'll have a decently hard-to-kill and hard-hitting unit to sit on an objective and distract the opponent from the rest of your army. Zoom around the table, shooting the tanks with dark lances and the troops with splinter weapons. Destroy everything. Bathe in pain tokens. Rinse. Repeat. * Take this one step further: Add the Duke to your list, a bitch barge of Shardborn, and put them together. 27 poisoned shots to hatefuck your opponent with. Oh and they wound on a 3+. Fuck yeah. ===Webway Portal=== In 6th Edition: you can't assault out of a Webway Portal, allies can't use it, and you lose whenever you have no models on the board. Also, you've got to keep 1/2 of your army on the table and units that have to be reserved (like Fliers and Drop Pods) don't count. Used to be, you could assault directly from the Portal, meaning that you were lethal the turn you came onto the board. Now? You've got to eat a turn of fire before you can be useful. The only remaining strength of a webway portal list is uncertainty. That and skipping a turn or two of the opponent's shooting. * Ally in Phoenix Lord Karandras, and attach him to your unit of choice, be it Harlies, Grotesques, or Beasts. Add in one or two haemies with Webway Portals and whatever other wargear you like. This unholy pile of fearless, powerfisting rape will now Infiltrate. This will work now with the eldar 6th ed codex. * Hellion blobs, Reavers, and Talos Pain Engines are all nice coming from a portal. Some people also like large blobs of Kabalites or Wyches on foot. * Keep in mind that you really need a fast moving scoring unit with this. * Consider plopping your shooting units behind an Aegis Defense Line with a Comms Relay, so you can reroll your reserve rolls. ===Deldar Footslog=== Haemonculi, retarded amounts of Wracks, portals, Beastmasters for wound allocation shenanigans, Scourges. It's dead hard with all the FNP, immune to anti-tank with WWPs, and actually more effective than you'd think. ===Venoms: Fuck The Win=== Simple list design, a single Haemonculus for HQ requirements, then get 3 units of 5 Trueborn with Blasters mounted in Venoms with Double Splinter Cannons, 6 units of 5 Warriors with a Blaster mounted in Venoms with Double Splinter Cannons, 3 Ravagers with default Triple Disintegrator Cannon setup and Nightshields. After that you should probably get any of the following: the Baron for the deployment advantage, Beastpacks for a "powerful" Assault unit that can nearly keep pace with the boats, 10 Scourges with 4 Splinter Cannons because nothing says asshole like unit that will hose IG power blobs and MCs in a single turn, 10 Scourges with 4 Haywire Blasters to completely rape vehicles, or Reavers if you're playing in a tournament where comp is taken seriously (applies only to Aussies and Kiwis because of whining players and TOs being too weak to let half-good armies hit the table without being penalized to the point of being unable to possibly take a top 20 spot). You have no idea how much this list rapes ork boy spam lists. Seriously, its completely retarded. The only disadvantadge with this list build is kill points where it can be crap, but you don't have to worry about it in most games. '''An Alternate Take'" The Court of the Archon can also take a Venom, bringing you up to 11 Venoms per force organisation chart. Kit your Archon with a Blaster and possibly Haywire Grenades if you want to. ===Trolling choice=== This list includes anything that puts your opponent's smile upside down as he sees his tanks being blown up by a lone squad of reaver jet bikes. Take an archon with a full court, a kabalite squad with a dark lance, a wych squad with a venom as a transport vehicle, a squad of six reaver jet bikes with two heat lances, a squad of hellions with a stun claw for extra trolling because it pulls independent characters away from any squad it was with, and a squad of scourges. Because they're dark eldar and because it fucks with any and all armies that attempt to draw line of sight or even assault, abuse the living '''FUCK''' out of the rule known as Fleet. Turbo boost your jet bikes to get within range of assaulting or to run away after successfully blowing up a tank. Hellions should just keep fucking with squads of infantry and keep attacking any lone HQ choices just to hear your enemy scream '''Motherfucker''' as you constantly drag his precious baby across the terrain. Scourges are there to take out any remaining tanks that the reavers missed the first time around. Kabalite squads should do the following: run, shoot, laugh, run, shoot, laugh. Wyches should follow the kabalite squad, assaulting anything that comes within 6' of them and with haywire grenades for only two points per model should make tanks run in fear. The song known as trololo is required when using this list. And remember the power from pain rule, because who doesn't want fearless and feel no pain rule on Wyches? ===Distraction/Flank=== Most smarter players will be able to see this coming and it can be tricky to maneuver, but if you pull it off you can steamroll even the strongest opponents. It usually only works if your enemy has vehicles in the rear. Take Sliscus and a whole force of raiders and ravagers. Gunboats are best but assault wyches in raiders don't hurt either. I like to take at least one raider with shock prows and haywire wyches. Take a talos and a beastmaster squad, along with maybe a couple raiders. Lead this force to flank the enemy from one side. They will panic and focus on them. Meanwhile, move your gunboats and ravagers to the either side of the map and try to get some shots from good angles at their vehicles. At the last second, move your raiders from the beastmaster squad over to your main fleet. You should have most of the enemy assault troops tied up with the beasts and talos. Now deepstrike some raiders from the Dukes ability behind their vehicles, move your fleet into position and wipe them out from behind. By the time they kill your beasts and talos, they'll have tons of burning wreckage to keep them trapped so your raiders can flee and prepare to kill the infantry. ===Lance Spam=== Do it at your peril. 6th edition is all about bringing the right tools for the job. Don't bitch when only bringing Lances doesn't work. Neither does only bringing melee or only bringing poison. The truth is, Dark Eldar do pretty well. Use Lances to pick out the killiest targets. Use Splinter Cannons to deal with the killiest troops. Assault their shooty stuff. ===Things you should note about 6th edition=== * Random movement, cover and feel no pain decrease to 5+, fleet's weirdness, the minor weakening of Furious Charge (did we really need a +1 Initiative bonus anyway? No, but our enemies COULD have used it BWAHAHAHAHA!), changes to assaults from vehicles (though open-top vehicles are assault vehicles, so we're cool), the power of overwatch vs. 5+/6+ armor, and the power weapon nerf really, really hurt assault based DE armies. Seriously fucked us in the face with a chainstrap-on. Assault sucks. Bring more guns. However, shooty DE got stronger than ever. * Wych suicide squads are amazing anti-tank, which is their only redeeming quality. * Most mission types have a 50/50 chance of being nightfighting now. We can see in the motherfucking dark. We are also some of the best alpha strikers in the game. Do the math. * Also, alpha striking while going second is safer now due to Nightfighting and the more forgiving deep strike rules. * The 5+ Jink save makes Flickerfields less of a must have than they once were, but are still nice in combat due to it being an an Invulnerable save, which is key on the first turn, and mandatory on our fliers if you can spare the points. * <strike>Your models can disembark after a 6" move, but</strike> raiders and venoms can now flat out 18" and get 4+ save. They aren't as great as they used to be for assault delivery, but you can't play DE assault anymore anyway. * Wound allocation made the Shattershard downright evil. Check its entry. Now check the new wound allocation rules. Engage trollface. The Shattershard just affects the particular models hit, meaning that they can't allocate those hits to any weaker models. You can wipe out special and upgrade characters with ease. * Everything that applies to Shattershards applies to Implosion Missiles (an upgrade for the Dark Eldar Voidraven). The wounds test is taken on majority wounds, so a character in a unit will be removed from play (Eternal Warrior won't save them) on a 2+ (it allows invul and cover saves, but it's still damn good). [[Category:Warhammer Tactics/Old]][[Category:Dark Eldar]] {{Warhammer_40k_Tactics}}
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