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===HQ=== '''Note''': Characters in Transports are kind of a pain due to capacity being 5, 10, or 16, while many other armies have an odd number for their transports so you can fit in a character. Because only Yvraine and The Visarch (and technically The Yncarne but yeah...) ignore keyword rules with transports, you have to either buy a Venom just for the character (inefficient use of points), put multiple characters into a Venom (puts so many eggs into one basket it will draw fire from the Empire vs Dwarfs game from the nearby Warhammer Age of Sigmar table) or put them with a 9-Elf unit in a Raider (gimps a unit, but is the most viable option). Just keep this in mind if you are taking multiple HQ units. ====Kabals==== *'''Archon:''' The very customizable leader for your {{WH40Kkeyword|<kabal>}} army. Has the standard re-roll 1s to hit aura. He comes stock with a Huskblade, which you can switch out for an Agoniser, Power Sword, or Venom Blade, and a Splinter Pistol, which you can swap out for a Blast Pistol, or, using the Index, a Blaster. Can also take a Phantasm Grenade Launcher, again using the Index. No reason not to splurge, really, since all his upgrades are useful. The Blaster will do work if you plan on keeping your Archons in their Venoms, and is a very worthy purchase. If you do wanna get in melee, then by all means go for a Blast Pistol and Huskblade, because you will just murder any multiwound characters with that setup. ** Archon has an in-built 2++ (that is not re-rollable by any means), which is lost after the first failed save roll, meaning he might tank a surprising amount of attacks, or might whiff immediately, and lose in invuln for the game. Don't count on it to perform. Saw one deployed aggressively during a tournament killed by eliminators top of turn one because he rolled a one on his very first save roll. Don't EVER count on his invuln to save him. If it does, awesome! but any time you really need him to make it, assume you'll whiff the first roll and lose it. Gonna say it one more time, because the person who wrote in this article before me seemed to be in love with this character as the "best objective camper in the game!!!!" because he has a 2+ invuln and a 6+ fnp from power from pain. DO NOT COUNT ON HIS INVULN SAVE TO WORK, EVER. BTW, to address the guy who wrote that the archon is the best obj camper, literally almost any other character in the game is as good, or better than him (other than maybe guard characters, but they have oodles of cheap troops to camp objectives or screen objective camping characters). Ignoring points restrictions, something like a terminator character with T5, and a 2+ 4++ (I could also site guilliman, with T6, 2+ 3++, 9W, and the ability to get back up when he dies as the best objective camping character, but I won't.), will last way longer than an archon. Even trying to keep the same faction and points value, a Succubus or Haemonculus both have similar points value, and have access to a 4+ invuln, that won't go away when you roll a 1, and the Haemonculus even has T5 (after his buff), plus they both get the same 6+ fnp. *The Agonizer deals with T4 and up 1 wound models while the Huskblade deals with T3 and T4 characters and other multiwound models (Swarms especially). '''Ynnari note:''' A thing to keep in mind with a Ynnari Archon you get a quality of life bonus. Simply put your reroll 1's bubble will not only affect your Kabal units but your other Ynnari Drukhari too! Kabalites, Wyches, Incubi, etc. This opens up a wide variety of opportunities so be mindful of the tricks you can pull that the others can't. ====Cults==== *'''Succubus:''' Buff Vector for your {{WH40Kkeyword|<wych cult>}} units. Still only 4 attacks, but there are now so many ways to get around this limitation or make the most of what she can do that it hardly matters anymore. She lets Wyches reroll 1s To Hit in melee, which, for her and from turn 3 on for everything will probably mean they will be hitting on 2+ rerollable (yay!). The Succubus herself comes stock with an Archite Glaive, which lowers her Hit rolls to 3+, but if you absolutely must ensure you hit she comes with an Agonizer as well (the Glaive will usually outperform it anyhow, even against infantry). Her 4++ Dodge Save (that works outside of close combat now! Double yay!) will also keep her safe that much longer and don't ever forget about her drugs. All in all, this codex is exactly what the Succubus needed to truly shine as a badass leader for your Wyches! ** Succubi can (and should) swap the Agonizer for a Blast Pistol, which can deal with the heavily armored targets they struggle with in melee. ** You can also replace both the glaive and agonizer with a wych cult weapon. For the love of Khaine, do this! Don't take the Razorflails, though, you're wasting the re-rolls to hit and the extra attack or two aren't worth it compared to the other options. but Hydra Gauntlets can also be nice to make sure your attacks have a better chance of wounding, and the shardnet & impaler are definitely the best of the three against anything with more than one wound. ** The Red Grief Succubus can be one of the best and cheapest duelists of the Drukhari. First, with the specific Archite Glaive Relic 'The Blood Glaive' (which you should absolutely take because it doesn't have a negative modifier to hit like the stock weapon!) and Adrenalight she can make 5 S6 AP-3 DD3 attacks which will basically never miss, or with Grave Lotus 4 S7 attacks and if you fancy dropping a couple of CP on Hyperstimm Backlash to make her S8, you can giggle at the mental image of your Succubus bisecting tanks and Dreadnoughts with her Glaive. That alone makes her quite good, but add the Red Grief Warlord trait, and she reaches a 3++ Inv save - or take Stimm Addict for both A5 and S7 at the same time (still not usually worth it, but your mileage may vary). Throw in a Blast Pistol as well for good measure and it only costs 60 points total for a model that can go toe-to-toe with characters and monsters that are double or sometimes even triple her points cost! A true champion of the Commorrite arenas! ** Another option is to take a Cult of Strife Succubus with a Triptych Whip and just bury your opponent under the sheer volume of attacks. 8 Poisoned Attacks (9 with the +1 Attack Drug) at AP-2 is nothing to sneeze at. ** A Cursed Blade Succubus with hydra gauntlets, the Precision Blows trait, and Traitor's Embrace relic may be useful to deal with almost any target character thanks to amount of mortal wounds she can cause. ** Take a Cursed Blade Succubus with the Treacherous deceiver trait, Traitor's embrace relic and a shardnet and impaler and watch as enemy HQs have no choice but to kill your 55 pt succubus and take ALL the mortal wounds in return. You'd be giving up slay the warlord, but in games where that isn't worth any points - or if you're using Alliance of Agony so your Succubus wasn't the real warlord anyway - this can be a hilariously effective character assassin. '''Ynnari note:''' A thing to keep in mind with a Ynnari Succubus, you get a quality of life bonus. Simply put your reroll 1's bubble will not only affect your Wych units but your other Ynnari Drukhari too! Kabalites, Wyches, Incubi, etc. This opens up a wide variety of opportunities so be mindful of the tricks you can pull that the others can't ====Covens==== *'''Haemonculus:''' A nasty little Character for your {{WH40Kkeyword|<haemonculus coven>}} army. On the one hand, he's a buff vector that flat increases your {{WH40Kkeyword|<haemonculus coven>}}'s Toughness by 1 within 6". This makes Grotesques all but immune to small arms fire and is generally nice. However, the Haemonculus is now actually an impressive combat character. Like all {{WH40Kkeyword|<haemonculus coven>}} units he comes stock with a 5++ Invulnerable save, so combined with his 5 Wounds and effective Toughness of 5 and the PFP save he can survive quite a bit. But he also has 5 attacks and access to all the nasty poisoned weapons you could want. Give him an Electrocorrosive Whip and go Character-hunting or take a Scissorhand or Venomblade and kill scores of light infantry. Just, don't send him after Vehicles. Can also take a Crucible of Malediction, which is a nasty anti-Psyker tool and since it is apparently free, you should always take one along, just in case you find yourself surrounded by Grey Knights. **Going by RAW, the Aura can buff the toughness of Raiders and Venoms that have the same {{WH40Kkeyword|<haemonculus coven>}} tag. Remember that you need to be actually standing ''outside'' the Vehicle for it to have an effect. Outside meaning in an easy target for Deep Strikers, Snipers and Bikers. **Take Experimental Creations and Master Nemsine, and now, you wound anything below T5 on a 2+. This makes the Haemonculus an even better character hunter and, when placed near a few squads of wracks, potentially makes them wound on 3+ instead of 4+. ====Special Characters==== =====Cult of Strife===== *'''Lelith Hesperax:''' The Queen of the Arena came out of the codex much closer to her classic form. Instead of doing drugs, she simply chooses a stat each turn and gains that bonus. 3++ special Dodge now works outside of combat, and she still has bucketloads of attacks that will never miss. She re-rolls failed hits and wounds against other Characters, meaning she does an average of about 3 wounds on T4-T5 characters at AP-4 D1 each. Then her hair gets 2 more attacks (yep!) to put maybe another wound plus another from her obsession. Even things with Storm Shields might not be able to count on their invulnerable saves protecting them from all of her attacks. She can swap out one of her knives for an impaler, but the extra point of damage from the impaler isn't worth the reduced AP or the loss of the other extra attack for having two of the knives(unless your going up against characters with an invuln save 1 higher than their armor save, of which their are plenty). ** The Cult of Strife WT is what really makes her shine. On a charge, she'll make 6 attacks with her two blades (and that's ''without'' choosing +1A) and 2 with her hair, which will translate to ''more than 6.8 blade hits'' and ''more than 2.7 hair hits''. [[Rape|With the Strength boost you are looking at 3.86 dead Marines or 5.75 dead Guardsmen per charge before Turn 3]], and [[Rip and Tear| 4.96 dead Marines or 7.39 dead Guardsmen as of Turn 3]]. The Attacks boost will get you substantially fewer kills against these targets - with the sheer number of swings Lelith gets, you want to only choose +1A when +1S won't help, such as if you find yourself stabbing a T8+ target. And we haven't even started with [[Anal_Circumference |what she can do to characters]] (even [[Chapter Master Smashfucker | SMASHFUCKER]] needs to be wary of her due to Re-rolls to Wound and boatloads of AP-4 attacks). Very solid choice and probably our best HQ choice now. [[Rage| Vect must be furious]]. She can also bully Monsters, TEQs, and Bikes with the sheer number of S4, AP-4 attacks she can put out (Exploding Flavour or Soulburst Flavour), and the Cruel Deception Stratagem will let her keep getting those bonus attacks from her Obsession again and again while keeping her safe from anything that a 3++ alone might not protect her from. =====Prophets of Flesh===== *'''Urien Rakarth:''' Dead hard, and awesome in all the ways a Haemy is awesome. T6 due to his own buff, and halves damage; this dude will take a lot of firepower to bring down. However, being equipped with only a meh Ichor Injector and some bog-standard Haemonculus Tools, he is none too scary in melee. He does have an aura that inflicts mortal wounds on enemies within 3" of him on a 6+, though, which can act as a deterrent against enemy charges. ** He now buffs {{W40Kkeyword|Prophets of Flesh}} Strength and Leadership too. Wracks won't notice much, but your Grotesques and Pain Engines will. See your opponents' faces as your menagerie drills a hole through their army. ** Remember thanks to the FAQ everyone is equipped with a regular close combat weapon. If Wracks are fighting T3 GEQ forgo the Haemonculus tools and enjoy wounding on 3s next to Urien. =====Unaffiliated===== *'''Drazhar:''' The baddest motherfucker in an army of bad motherfuckers gained an additional wound and a 5+ invulnerable save! He still has his amazing Phoenix Lord tier stat line and his buff now gives +1 to wound for all Incubi units within 6 inches. Shit just got real and heads will roll. He also packs a tormentor just to make sure whatever survives his charge decides to book it. Drazhar now sports the Executioner's Demiklaives which offers the same single/double version but with D2 on each profile. Furthermore, he now rightfully has Lethal Precision so he's D4 on any 6s to wound. If you make him your warlord then he gets to re-roll all failed wound rolls! ** Dual-Blades offer 6/12 S4 AP-2 D2 (D4 on 6s) attacks for hacking down hordes and 2W primaris marines. Sheer number of attacks suggests this will likely be your go-to mode. ** Single-Blade gives you 4/8 S5 AP-3 D2 (D4 on 6s) attacks for hacking down anything T5 or higher. ** Probably best to take this guy in a transport with his incubi friends as they all lack ranged weapons, try out a raider or if you're feeling spicy, a Tantalus. Just keep in mind that he will always will be a big and scary target and needs support to get him in the front line where he is best. Watch out for units with good charge distances as he is massively hamstrung when he can't get that meaty charge.
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