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==Secondary Objectives== You can pick three of these to score more points in a game, some thoughts on each of 'em are below. You can only take one from each category. Also keep in mind that these are only the generic ones, there are a few mission-specific ones too. <tabs> <tab name="Purge the Enemy"> These ones focus on killing specific things. Put some thought into these when you actually see your opponent's army. *''Assassinate'': 3 VP for each {{W40kKeyword|Character}} you kill. Theoretically easy points against armies that rely on 'em, like Guard or Craftworlds. Outside of murdering the units around your opponent's characters, your best bet is to use your speed and exploiting their positioning. For Kabals, you could cram a Venom full of Warriors and speeding it up to be within range to unload their shots into whatever character. Normal rifles will work fine for this given most characters tend to have invuln saves, though a blaster that gets lucky can easily score this in one shot for you. Melee is where this shines though, so long as you aren't up against marines. Cults and Covens should be able to blend through anything that isn't a dedicated melee unit and if a character heroically intervenes, they're an eligible target too. Some other prime candidates include Incubi, Mandrakes and even a razorwing if you can find a gap behind a character. *''Beasts for the Arenas'' ({{W40kKeyword|Drukhari}} only): At the end of the battle, gain 3 VP for each enemy {{W40kKeyword|monster, cavalry}}, or {{W40kKeyword|beast}} killed by a {{W40kKeyword|<wych cult>}} unit with a melee attack. If it was a {{W40kKeyword|Titanic}}, gain 5 VP instead. *''Bring it Down'': 2 VP for any {{W40kKeyword|Monster}} or {{W40kKeyword|Vehicle}} you kill with 10 or less wounds, 3 VP for any with over 10 wounds. Kabals have it easiest here, with their access to Ravagers and being able to stick a blaster in every venom, though Reapers are a good candidate for the two other subfactions too. Scourges and Taloses can take haywire which will certainly aid in this, and Cults can give their Hekatrixes blast pistols, which will certainly help. **Works nicely with the 'Test of Skill' custom wych obsession. *''Take them Alive!'' ({{W40kKeyword|Drukhari}} only): Score 3 VP per battle round for destroying a {{W40kKeyword|Character}} or {{W40kKeyword|Monster}} ''unit'' with a melee attack, down to 1 VP if it ''isn't'' a {{W40kKeyword|Character}}, {{W40kKeyword|Monster}}, or {{W40kKeyword|Vehicle}} (so 0 for vehicles). Avoid this against Vehicle spam. *''Titan Slayers'': 10 VP if you kill one {{W40kKeyword|Titanic}} model, but you max out at 15 if you kill more than one. Pretty niche but almost an auto-take against knight lists. A lot of the previous applies here, especially haywire. *''Slay the Warlord'': 6 VP for killing the warlord. Straightforward, though most tend to keep their warlords wrapped in groups of infantry or out of sight. Unless they've only got one character, which is quite unlikely, you're likely better off taking assassinate. </tab> <tab name="No Mercy, No Respite"> Loss-based, essentially. Focuses on having less stuff destroyed than your opponent for scoring, or destroying more depending on your perspective. *''Thin Their Ranks'': Essentially 1 VP for every 10 models you kill, or 1 for a model with 10 wounds. Ideal for horde armies, like Guard or Orks, blows ass against elite armies like Custodes. The sheer amount of poison you can crap out should make guardsmen easy pickings, though for full points your opponent needs at least 150 models, minus ten for however many 10+ wound ones they have. **Perfect against Orks. Raiders with splinter racks can melt through those boys. *''Attrition'': At the end of each turn, you win 4 VP if you have killed more enemy units then the enemy killed your units. Heavily dependent on your list as well as theirs. Probably not a good pick, given you're likely focused on the number of bodies you have and t3 5+ units are easy pickings for just about everything. However, Covens being obscenely tough could get some use outta this. *''While We Stand, We Fight'': Select the three most expensive ''models'' in your army, counting all the wargear options. For each of these models that remains at the end of the game, you earn 5 VP. Likely gonna be some of your bigger skimmers, though those are still pretty fragile and are likely to take some serious fire. Probably a pass. *''First Strike'': 5 VP if you kill an enemy unit during the first turn, adding 3 more VP if you kill more enemy units than they kill your units during the first round. Ehh... you give up 7 possible points just by taking this, so you probably wanna pass. *''Fear and Terror'' ({{W40kKeyword|Drukhari}} only): Score 1 VP at the end of each Battle Round for each ''model'' that fled from an enemy unit during that battle round. </tab> <tab name="Battlefield Supremacy"> Movement-based stuff, here we go! You should probably auto-take one of these. *''Engage on All Fronts'': Score 2 VP if you have units totally within 3 table quarters and more than 6" away from the center of the board. You instead get 3 VP if you have units totally within each quarter and more than 6" away from the center of the table. Should be relatively easy to score, what with the abundance of Venoms and whatnot if you're running pure Drukhari. *''Linebreaker'': 6 VP at the turn's end if you get 2+ units (excluding {{W40kKeyword|Aircraft}}) in the enemy deployment zone. Easy enough to get there, though staying alive is more the challenge. A raider full of Grotesques may be a decent pick for one of these but for Kabals and Covens, it'll definitely be hard to score unless you're content sacrificing units. **Can work with mandrakes and scourges. Even a venom that has dropped off its cargo (e.g. incubi on an objective) and has nothing to do. Needs planning around in list-building but not unrealistic. *''Total Domination'': 3 VP if you own more than half the board's objectives. Similar to the previous, easy to get to, harder to hold onto. Covens are a good bet for holding these but for Cults, send your transports to grab 'em after they've unloaded their cargo. Kabals meanwhile tend to have pretty decent range, making them good candidates for holding backline objectives, so a pure Kabal list probably won't want to take this one. *''Herd the Prey'' ({{W40kKeyword|Drukhari}} only): At the end of each battle round after the first, you score 2 VP for each table quarter that your opponent does not have a unit wholly within. **This gives your opponent control over your points, but against gunlines and DG, it can be fun. Especially if you can lock them in melee so they can't move up the board. </tab> <tab name="Shadow Operations"> A lot of these are action based. They each have their own rules but all universally share some traits. You can't perform them if you've advanced or fell back with the unit you want to do it with or are within engagement range of an enemy unit. Character auras don't work while they are doing this, and the action fails if your unit does basically anything - moves, advances, charges, falls back, shoots, casts a psyker power, or heroically intervenes. *''Investigate Sites'': Your {{W40kKeyword|Infantry}} units (excluding {{W40kKeyword|Character}}) gain a new action each turn. If they move within 6" of the table center and end the turn with no units (excluding {{W40kKeyword|Aircraft}}) within 6" of them, you win 3 VP. Again, Coven units will be good for holding these for multiple turns, especially since this is exclusive to infantry. *''Repair Teleport Homer'': Your {{W40kKeyword|Infantry}} units (sans {{W40kKeyword|Character}}) gain a new action each turn. If they move so they're totally within the enemy DZ and have them survive until your next command phase, you win 5 VP. Mandrakes can do this for you if they are in a secluded corner behind cover with their inherent deepstrike and are a prime candidate to do so, given you cannot deepstrike until turn 2 nor score secondaries until turn 2 either. However, speeding a venom up there and dropping off a cheap unit into the corner might not hurt either, especially if they're behind some piece of terrain. *''Raise the Banners High'': Your {{W40kKeyword|Infantry}} units gain a new action each turn in an attempt to emulate [[Dawn of War]]. When they move next to an objective that isn't within range of an enemy unit (excluding {{W40kKeyword|Aircraft}}), they can choose to plant a flag at the start of your next command phase so long as they still aren't threatened. At the end of every Command Phase and at the end of the game, you score 1 VP for each flag you have on an objective. Be sure to guard your objectives, as the enemy can immediately rip down your flags when they control your objectives. Keep in mind that this is done at the start of your turn, so you can freely advance onto objectives in the previous turn and do this just fine. </tab> <tab name="Warpcraft"> Only one of these is relevant for scoring for you, unless you're souping in some other army with yours. See their articles for commentary on scoring those. Otherwise, this is your only real choice if you're running pure Dark Eldar. *''Abhor the Witch'': You can't take any {{W40kKeyword|Psyker}} units for this, not that you can anyway. You gain 5 VP for any {{W40kKeyword|Psyker}} {{W40kKeyword|Character}} you kill and 3 VP for any other {{W40kKeyword|Psyker}} units killed. As most psykers tend to be characters, assassinate tactics will likely be similar to this. Otherwise, you can use the Helm of Spite to aid in this. As with any non-psyker army, if playing against Thousand Sons or Grey Knights, automatically pick this. </tab> </tabs>
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