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====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.
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