Editing
Warhammer 40,000/9th 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!
===Wych Cults=== The lightning fast past of the melee half of the faction, Cult units have incredible movement speeds and bring death by a thousand cuts. The embodiment of a glass cannon, however, they are basically naked and can't really take being fired at. ====HQ==== <tabs> <tab name="Succubus"> *Buff Vector for your {{WH40Kkeyword|<wych cult>}} units and a decently priced melee beatstick. Comes with 6 attacks by default, with so many ways to make the most of what she can do. She lets her girls re-roll 1s to wound in melee, which is a sore sight better for them; only problem is ensuring she's nearby to provide her 6" aura, as the Wyches may sometimes charge out of range of it. The Succubus herself comes stock with an Archite Glaive, which lost its hit penalty while remaining just as deadly, and can be paired with a pistol or an agoniser. 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 maintained what the Succubus needed to truly shine as a badass leader for your Wyches! ** Succubi can (and maybe should) swap the Agoniser for a Blast Pistol, which can deal with the heavily armored targets they struggle with in melee. No Escape does make it more likely you'll find yourself in a situation where you want to fire a 6" pistol. ** You can also replace both the glaive and agoniser with a wych cult weapon. The razorflails make her a bigger whirlwind of pain, 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. ** At all times, bear in mind that a Succubus + Wyches have an uphill battle in front of them trying to compete with Drazhar + Incubi. One of the ways you can do that is by leaning into Objective Secured, but another is No Escape. When in doubt, bring more shardnets. </tab> <tab name="Master Succubus (Upgrade)"> *Indeed, there is also an upgrade for Succubi despite the lack of one historically. Cool! **'''Show Stealer:''' Your mistress can consolidate an additional 3" and does not need to move towards the closest enemy when doing so. Now your Succubus can engage in Harlequin style shenanigans by jumping in and out of combat while ignoring all return hits. Feel free to combine with the Red Grief unique strat to get back into your transport! **'''Relic - The Dancer's Edge:''' Pretty fierce for a melee weapon, S+2 AP-4 D2 and any 6 to wound bypasses Invulns. **'''Warlord Trait - Whirlwind of Death:''' Turn your succubus into a horde-blender! Before consolidation, you can improve their attacks to 3+however many models there are within 2". **'''Hekatrix Bloodbrides:''' They're back too. Whenever you grab a master succubus (or Lelith), you can make a pack of wyches into Bloodbrides. They get 2+WS and +1Ld, and any time they trigger Blade Artists, they improve their AP by 3, enough to gut space marines. </tab> </tabs> '''Ynnari note:''' A thing to keep in mind with a Ynnari Succubus, you get a quality of life bonus. Simply put your re-roll 1s 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 ====Troops==== *'''Wyches:''' The fast melee option. 10 points per model and you get a unit that comes with 3 attacks by default, one bonus from their weapons and plenty of ways to boost this number up. Like all wych cult units they get combat drugs which can let you tweak 'em to fit whatever targets you're going up against, but who are we kidding, you'll pick Adrenalight. They excel at tying up infantry units, with their 6++ increasing to a 4++ against melee attacks, alongside No Escape and all of the weapon options you can take being pretty anti-infantry focused as well. You should also just about exclusively stick to infantry with them, too. Relatively low innate strength combined with the fact that vehicles and monsters now have Big Guns Never Tire, which lets them shoot into them while in engagement range, their 6++ won't help all that much against even basic bolters crapping their rapid fire shots into them. Also remember that you have Grenades! If you are charging from within 6" then always toss a grenade before charging. For alternative models, look at Blood Vestals from Raging Heroes. **Hekatrices (Hekatrixen?) can take blast pistols for 5 points, which is a shockingly reasonable upgrade given No Escape increases the chances you'll be in melee long enough to shoot a pistol, but the points cost is quite steep given its optimal targets are what Wyches are worst at fighting. You can also swap the melee weapon out for a power sword, which is an agoniser but worse, or an agoniser, which is ''ok''. You can also take a phantasm grenade launcher, which is generally a much stronger upgrade than the blast pistol. **'''Pro-tip:''' After disembarking, charge their Raider or Venom into combat first! Dark Eldar vehicles are actually not too bad in melee, unlike lumbering Imperial vehicles, and your Wyches will thank you when the enemy can't blast them off the board on the way in. **'''Hekatrix Bloodbrides:''' If you take Lelith or a Master Succubus, you can upgrade one pack of Wyches, improving their WS to 2+, their Ld to 9/8, and changing Blade Artists to add -3 to AP when they roll a nat 6 to wound. This won't change much about your loadouts, but it will make your base Wyches a lot more dangerous when they get lucky. ====Not Elites==== Because they are Elites but can only be taken when you have Beasts, which makes them use no actual slots. *'''Beastmaster:''' Little more than a buff vector for all the beasts. If they stick close to him, they reroll 1s To Hit and can use his Leadership, plus he can make a pack of them charge in the Command Phase even if they advanced. Now comes stock with an Agoniser for melee, but he is hardly spectacular in a fight, even with combat drugs and obsessions. Same ranged weapon as Hellions too, just in case you wanted to fly around harassing infantry. **The Beastmaster doesn't take up a slot if you have any beasts, but you can't take a Beastmaster unless you have at least one Beast in the detachment (why you'd want to do that is a mystery). Also, it can't get Warlord Traits. Make sure to double check if whatever you're playing in is using Legends rules or not, because if they are you can give him back his now free Beastmaster's Scourge, letting you use that 4 points elsewhere. **'''A Note About Drugs:''' Always, ALWAYS give the Beastmaster Splintermind. The +1Ld makes his ‘shared leadership’ Aura much more potent, and he’s not really ‘fighty’ enough to justify any of the other Drugs. ====Fast Attack==== *'''[[Hellions]]:''' Junkies on hoverboards, now with T4 and 2W and 3 attacks base. Their glaives have been upgraded to -1AP, which stacks with Blade Artists. At 17ppm they're great at getting into melee and the bane of 2W units but, they're still tall, wide, and a squad of them has a massive footprint on the table. Don't expect their new stats to save them from bolter fire, they're still rather easy to kill but they're now actually viable. **There's really no bad combat drug combination for them as all of them improve a stat they can use. Best advice is just roll randomly for 2 effects. **As far as cult obsessions, you can't go wrong with any of them. Cursed Blade is probably the most obvious choice as it takes them to S5 before combat drugs, making them even more horrific for space marines. *'''Reavers:''' Junkies on bikes. By Drukhari standards, Reavers are indestructible juggernauts with T4 2W and a 4+ save. They combine decent shooting (Splinter Rifle and Splinter Pistol) with decent melee (S+1 AP-1 Bladevanes). They can also take either a heat lance or a blaster for every three models in the unit, each for 10 points. The difference comes down to whether you prefer assault S8 AP-4 DD6 (Blaster) or heavy S8 AP-4 DD6+2 (Heat Lance). Finally, they can take either Cluster Caltrops or a Grav Talon, at a rate of one per three models for 5 points. The difference is, the former can deal Mortal Wounds when the Reavers Fall Back while the latter can deal Mortal Wounds when the Reavers charge. Your choice. **Given that it turns these guys into T5, 2W models with a 4+ save, Reavers are the best candidate for Painbringer, and it should really be your default Drug of choice. A big group of these with Cluster Caltrops is one of the best tarpits in the army that your opponent '''really''' doesn't want to fall back from. **With the Eviscerating Fly-By strategem, Reavers have regained their old wonderfully fluffy tactic of simply flying over something and causing damage! A unit of 9 bikes will reliably put a mortal wound or two on something which can be a nice way to soften up a target before a charge. **Agonisers and power swords are only 5 points so consider them on your Arena Champions if you have the spare points. **Remember with the 'Hunt From the Shadows' strat these guys have a 2+ save in cover. =====Beasts===== As of the new Codex, you can only take 3 Beasts per detachment, and the detachment itself must contain at least 1 Beastmaster. Not actually CULT...but they need a Beastmaster who is, so, they're in the CULT section. *'''Clawed Fiends:''' Horrifying but overlooked. Lots of Wounds, high Toughness and lots of attacks at high strength and AP-2 D2. Its only weakness, the 4+ WS, is remedied by the Beastmaster granting it rerolls. *'''Khymerae:''' Decent harassers with a 5++. Basic stat line of a marine but much cheaper and 3 cc attack, able fill up small hole in your deployment zone to deny alpha attempt. **'''Alternate Models''': Dire Wolves work pretty well as a cheaper and plastic alternative. Just green stuff the undead bits and add in spikey bits and job done. **'''Alternate Models''': Necrohounds from maxmini.eu make an excellent dark city style alternative. **'''Alternate Models''': Displacer Beasts from D&D Nulzu's miniatures are dirt cheap, comes with a 40mm base, and they come pre-primed. Did I mention they're a dime a dozen? **'''Alternate Models''': Warcry Raptoryx comes in sets of six and basically requires no conversion other than putting on 40 mm round bases. Scary birds and come with some Some Furies. *'''Razorwing Flocks:''' Horrible Strength and Toughness of 2, but with Instant Death being a thing of the past, all you can see are the 4 wounds per flock and no longer have the insane attacks from the codex, but a fluffy -1 AP with 4 attacks each. For best results, throw them at big stuff like Wraithknights. You'll wound most things on 6+ anyway so might as well make those 6s count. 48 wounds for a maxed out unit and 48 attacks for 144 points (if I'm mathing right and not totally retarded) is great for a throwaway unit. These will either be ignored or shots will be dedicated to stopping them. Plus how badass would you feel if your Archon could just summon murders of murder birds to the field? Be sure to use these things like a tau shield drones, let your bird bois soak those lascannon shots so your raiders can nice and close. Then charge the birds in to soak the flamers in overwatch. Saves your Raider the trouble from losing out on his juicy dark lance by charging in. **'''Alternate Models''': These things are disgustingly overpriced IRL. So if you aren't running tourneys and want a cheap alternative use the Murder of Crowz from zombicide. The model looks a little janky, but it might mean that you can actually afford these guys.https://youtu.be/WAvzmqw8qxI you could also get the new Ravening Direflock endless spell from AoS, which gives you 3 bases **'''Bird Block''': With 4 wounds each, and insane mobility for the cost, the best uses I have found for them is to use the birdies to soak smites or send them to form a wall to stop an enemy unit moving onto an objective. Units of 4 are best for this imo. Seriously though, play GK or TS and watch their now incrementing smites need 4 casts to kill a single unit. ***'''Bird Block Prime''': Dropping a Razorwing Bomb into a Ynnari detachment and slapping the Yncarne down nearby lets you buff their defence with a 5++/6+++ and Morale-Immunity aura - not exactly the best use for the Yncarne, but with 3 units of 12, that's some 144 wounds to chew through! If you want absolute board control, accept no substitutes.
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