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===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 (for some reason...), 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 solid though not as great as they used to be, but twin-linked scatter lasers plus a shuriken cannon is still a reasonable transport wrecker. 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, for one troll-tastic option. Sure, you probably don't want to waste your allied HQ slot on a Spiritseer, but even a single unit of Wraithguard in Wave Serpents can make a huge difference. 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. Falcons, Fire Prisms and Night Spinners now come in squadrons - that's an efficient use of an HS slot to get long-range fire support with more staying power than a Ravager. Depending on your target, the Falcon's pulse laser/brightlance/shuriken cannon combination might even do better than three dark lances. Falcons get to do double-duty, too, schlepping around Fire Dragons, Dark Reapers or maybe even Blasterborn. There is no longer anything that prevents the Autarch's Reserves shenanigans from benefitting your army, so consider taking him to accompany your Reavers and help the Flyers/Deep Strike stuff come when you want them. Wraithknights and the Avatar are Lords of War now, so <s>they're pretty much out of the running</s> just take another troop choice and your good to go. Howling Banshees no longer suck, since they ignore charging through terrain and the new Banshee Mask is made of win, but Incubi are deadlier and a little more durable, so it's kind of a toss-up. Crimson Hunters aren't bad at all, but they're not clearly superior to the Razorwing for anything other than air-to-air. Also, while taking Divination is usually a good choice, for Dark Eldar allies, it might be a good idea to grab Runes of Fate for your Farseer; The boosted range on things like Guide and Doom is important for hyper-mobile armies like Dark Eldar. RISKY GORGONZOLA - Farseer on Jetbike with Windrider Jetbikes for ablative wounds, can be a terrible addition to most Dark Eldar forces. Rolling all your dice on Telepathy to gain Shrouding is amazing. All units within 6" gain Shrouded (never saw that coming). That means turn one your Warrior stuffed Raiders, are looking at a 2+ cover save on the first turn, and any turns involving Night Fighting, that can't be canceled by Flash Lights, Tau trickery or other Night Fighters (3+ cover save for everything else). It breaks down like this, Hunt from the Shadows (5+ cover save for Troops/6+ for non-Troops), Nightshield (Stealth), Shrouding (Shrouded). Risky tactic will involve you hugging your force around the Farseer. If it pays, drink your opponents tears, if not, well..... *'''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. '''Supporting Arguments:''' Corsars are great and they fit the Dark Eldar playstyle very well, but other than access to Eldar vehicles (for which you should just bring Eldar) they don't offer you much that other armies can't do better. If you want assault, bring Harleuins. If you want tankiness, then as earler, bring Eldar. If you want to have '''''Night Fighting EVERY TURN''''' then bring Imperial Armour 11, a Corsair Prince and some Jetpack Troops in an allied Detachment. Oh, and a cup. You want a cup for your oponents tears. *'''[[Harlequins]]: '''Now with their own codex, the harlequins can return as the "good" guys. They bring a fair amount to the table, with some nice tricks. Although they are comparable to your units, they are a little more durable and just as deadly - plus which, standard Troupes do the job your Wyches ''should'' be doing. They are also perfect as supports for your more squishy things, such as the new Shadowseer and her bag o' tricks, giving some real protection to your more vulnerable units and possibly giving -4LD when in 6" when used with the Armour of Misery and Mask of Secrets. Engage [[troll|Troll face]] if you wound with a death jester, as non-Fearless units now take a morale check at -6(!)LD, then send them towards a unit for butchering. Yep, even sticks to Marines! Rinse. Repeat. Laugh like a maniac. Harlequins also work excellently with Haemonculi Covens, because the two armies complement each other and each covers the other's weaknesses. Opponent packed lots of bolters and flamers? Send Grotesques his way and leave your Troupes free to hit other targets. Take a Cast of Players Formation, give them a Haemonculus with Webway Portal for Death Jester damage at -5 and Psychic Shriek at -3. For Titan Hunting, nothing in the game beats Wraith guard + Archon with Blaster and WWP.
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