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===Desperate Allies=== One bit note going into this section: Dark Eldar may seem to be problematic allies due to the limited selection of Battle Brothers, but they very,very good at overcoming the distance restrictions. They can outpace anyone, or come in to play deepstriking, so don't pay that Desperate Allies shit no mind, OK? The Dark Eldar are great FRIENDS. *'''Adepta Sororitas:''' Sisters aren't the fastest force in the galaxy, but they do pack some nasty horde shredding with their flamers, and Dominions can crunch any vehicle in the game with their cover-ignoring meltas. There are some options here, especially since Sisters do have a lot more staying power than your guys, but it's not the most efficient pairing. RIP fluff... than again think of those orgies. *'''Black Templars:''' They're the same as Vanilla, although they aren't as effective since BT mostly prefer to RIP AND TEAR. Go with a different chapter tactic, as we don't need close combat units. *'''Chaos Space Marines:''' The spikey ones offers anti-tank and cheap tarpits. Take Typhus with Plague Zombies or have some Chaos spawns (Perferable with the Mark of Nurgle- AH SHIT!!! GAAAAA- ([[chaos spawn|BRRRLGRABRAGHABRRRRR]]))) act as a routine for the Sorcerer. Bikers can have two Meltaguns no matter what the size is, although it's better to take more since Jinking will make them snap fire on their next turn. Give them either the Mark of Nurgle or (I dare say it) Slaanesh with an Icon of Excess so they'll survive longer. Terminators with Combi-Meltas and a Chainfist can deep strike and eat a couple of tanks before they inevitably die. Or if you're looking for something to destroy light-medium tanks and a bit of anti-air, the Forgefiend doesn't disappoint. *'''Chaos Daemons:''' They offer you anti-air, albeit not necessarily as efficiently as Tau. Firstly, there's the Soul Grinder, especially with the Mark of Nurgle; he's pretty amazing in Chaos Daemons and he's just as good here. Just park him in cover and blow up anything that moves, while laughing that the enemy can't get past his 2+ cover save, and, of course, you can hide a Herald of Tzeentch behind it and hit it with Presience every turn. The other (hilarious) option is Bloodletters. You see, they get BS 5. And Heralds get BS 7. So, just park them behind a convenient Aegis Defense Line with Quad Gun, and watch as you get a unit that can shoot down enemy aircraft, weather tons of enemy shooting, and, of course, slaughter in close combat anything that gets too close. Finally, you could always take a Bloodthirster and swat enemy fliers out of the sky. It's not really that effective (especially at 250+ points), but it's certainly funny, and that's every Archon's second-highest goal (after inflicting pain, of course). **As for fluff, there's a few options that actually make a modicum of sense. First off, Khorne hates Slaanesh almost as much as the Dark Eldar do, so perhaps a rogue Archon stuck a deal with a Bloodthirster so they both get to slaughter the minions of the Dark Prince. You could also say the Archon is the best Beastmaster EVAR and say he captured some Daemons for his amusement; it happened in the fluff thought it bit the DE in the ass, but, hey, [[Kaldor Draigo|there are worse things in the actual fluff]]. And, finally, there have been some slight mentions to Dark Eldar that actively courted the attention of She Who Thirsts, believing that, if they served him/her/it well enough, he/she/it/ might grant them Daemonhood instead of eating their souls. This is probably a bad idea, but then, whatever works... (Definition of worship is performing a ritual to earn the attention of a god/deity. So performing torture(ritual)is worshipping Slaanesh. Every Dark eldar is said to hate he/she/it. They hate themselves too...) *'''Imperial Guard:''' Tanks are good addition when you need something that can take a hit and survive: not something that is easily or cost-effectively found in DE codices. Plant Leman Russ Executioner or few Hydras to home objectives to snipe and/or keep airspace clear. Beware artillery and large-blasting Leman Russes since it is extremely easy to mistakenly scatter over and accidentally blow up your own Raiders/etc. All in all, IG is good ally to provide staying power and cheap, warm bodies to fill your home objectives. Just don't expect to see the earthshattering blast barrages from AM. Also also Infantry blobs and weapon teams combined with Company Command squad mean that you can order "Ignores Cover" to your blob, giving your army some well-needed ignores cover weapons to counter those pesky Venomthropes and Malanthropes. *'''Inquisition:''' Coming soon. *'''Orks:''' A Kult of Speed list is pretty nice. Go with either a Warboss with Biker Nobs - expensive but synergistic - or a Warboss/Big Mek with Kustom Force Field with one or two mobz of 30 Boyz (possibly 'Ardboyz for added staying power, but then the price tag skyrockets). Dark Eldar can really use a tough, huge horde like that, and the Dark Eldar can press so deep into the field so early that a Mob won't be a high priority target until it comes crashing in, as well as ameliorating the effects of One Eye Open. Orks also offer large hordes of T4 models and thick armour from Meganobz, drawing some fire from your more fragile troops, and some good anti-light vehicle fire (hello Deffguns and Flash Gitz). From a fluff perspective, maybe the Dark Eldar promised the Orks lots of dakka if they help them kill some guys (DE are about taking captives), or the Orks were attacking already and the Dark Eldar joined in and took their side, use your imagination. *'''Space Marines:''' A Biker Captain and a Bike Squad would work well, for much the same reason as a Kult of Speed list. *'''Space Wolves:''' Coming soon. *'''Tau Empire:''' Dark Eldar are very much a shooting army (at least in 6th edition), although in a very different way than Tau. As such, Tau have little we actually need; they don't have any infantry units with actual staying power, nor are their tanks so radically better than ours that we might be tempted to take one (and remember, you would only be able to take one). The one thing they ''do'' have is easy access to Skyfire, which Dark Eldar absolutely lack. Also, Riptides. And Riptides are so absolutely amazing that you might be tempted to ally with Tau just for one of them. In any case, the best option is probably a Commander with a Crisis Squad, kitted out to fill any holes in your shooting firepower (and if you ally with Farsight Enclaves, that Crisis Squad can be Troops!), with a Riptide as a [[DISTRACTION CARNIFEX]] of sorts (after all, who'll shoot at your Raiders and Venoms when there's a Riptide over there?). Don't forget that a Riptide with the Heavy Burst Cannon and a Velocity Tracker is a pretty scary AA unit (12 Skyfiring Rending S6 shots? OW.) in addition to a fire magnet. You could also try a gunline detachment with a Cadre Fireblade and a squad of Fire Warriors (and maybe some missile-packing Broadsides), although they probably won't last much longer than regular Kabalite Warriors. Perhaps you could have a few Dark Eldar combat units to make people think twice about attacking the Tau in combat (Fire Warriors are a less promising target for CC if there's an allied Beastmaster pack or Incubi unit next to them). In any case, you don't have to worry much about One Eye Open, since your Dark Eldar are more than able to range far ahead and away from your Tau allies. **Also, don't Kroot just ''feel'' like a Dark Eldar unit? Wouldn't it be great if there was a Master Shaper HQ and you could just take an all-Kroot allied detachment? Oh well...
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