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==Formations== *'''Kabalite Raiding Party (Codex)''': An archon has to take a court, a unit of Incubi, Scourges, and Hellions each, a Ravager, and 6 Kabalite Warriors squads. Everyone but the Archon needs a Raider or Venom ** If the Archon's the Warlord, he gives a +1 bonus to all PFP. During the first turn (and all Night Fighting turns after), the Warriors gain a 5+ cover bonus while the rest gains a 6+ cover bonus from night fighting natural bonus, and they can re-roll for their codex Warlord Trait. ** Upgrade any or all of your Kabalites to Trueborn for a modest sum thanks to the FAQs. Blasters and Cannon just got more useful. ***There are two FAQ lists up, [http://www.blacklibrary.com/faqs-and-errata.html here] and [https://www.games-workshop.com/en-PL/Rules-Errata here], neither of which include such an update as of the December 2015 PDF, which is the latest at the time of this entry (both lists have the same PDF under different names for Dark Eldar). *'''Purge Coterie (Start Collecting!):''' An Archon takes a Raider with a squad of Kabalites, and they have a unit of Reavers backing them up. The Archon can pick an enemy unit within Line of Sight [[Awesome|(distance is irrelevant as long as the Archon can see)]] at the start of a turn, and all of the units in this formation gain Preferred Enemy against the target. Have a critical target that needs to go down? Look no further, just send the Purge Coterie at them. ** Also (arguably) can do the same Trueborn trick the Raiding Party can do. That shared entry has its perks. *'''Carnival of Pain (Apocalypse)''' - A Haemonculi Ancient/Urien must take 3+ Talos or Chronos. He can also opt for more Haemonculi, Wracks, or Grotesques. ** Enemies within 12" of the engines get -1T, which can be helpful when you mass up your fire. Also, fellow Spiky Elves with Pain Tokens within 12" of any member get to raise their FNP by 1 (Usually 4+). If they got 3 tokens, it's upped by 2 (usually to 3+). If you leave the engines out front and get the Haemonculi a safe distance away, it'll do more to help your forces. *'''Dark Olympiad (Apocalypse)''' - A Succubus/Lelith has to take 2+ units of Wyches and 1+ units of both Hellions and Reavers. They then have choices for Beastmasters and Bloodbrides (though who would want these?) ** The first bonus is that the entire army gets to roll for another drug (which stays at two even if you bring the Duke), which the beastmasters can now bring along. Also, if anyone here gets a pain token, then they can choose to give someone else within 24" a token as well, just to keep the party going. Seriously, if you're taking Dark Eldar to Apoc, this is the one you want. *'''Kabalite Web Strike (Apocalypse)''' - An Archon must take 1+ squads of Incubi, 1+ Ravagers, and 2+ squads of warriors, with options for Trueborn. Everybody must be in Raiders or Venoms. ** The lifeblood of this unit is their mandatory use of a special Arterial Webway Portal, represented by a Large Blast. It can be deployed outside of the enemy's deployment zone and can take vehicles, hence all the transports. They also get to re-roll missed hits the turn they arrive. This one can be kind of funny, since you can place your Webway portal (which, I remind you, is impassible terrain) ANYWHERE and can therefore use it as a giant obstacle to keep your opponent from getting downfield. Oh and I guess some truly nasty turn 1 Alpha Striking is good too. *'''Ravager Titan Hunters (Apocalypse)''' - 3-5 Ravagers, meant to kill Titans. ** When using the Arrowhead pattern, any Ravagers within 6" of the leader get Shrouded, which helps them survive a little longer against superheavies. The leader also gets a special ray that always fires first with 36", S4 AP-, and Assault 1. This weapon literally allows anyone else that fires on the thing it hits to ignore any force fields for the rest of the turn. Quite literally, this is a markerlight powered by torture and drugs. *'''Sickle Squadron (Apocalypse)''' - 3-5 Razorwings. ** These jets get a special Sicklewing Field. During movement, these jets can fire a non-vehicle enemy that passed under them with d3 S8 AP3 hits per member it moved under. Among those wounds, you can allocate one wound per Razorwing they went under, which will give them plenty of breathing room to fire. ===Warzone Valedor=== *'''The Murderflock (Apocalypse)''' - You need at least two squads of both Scourges and Hellions at max sizes. ** This is an ambush unit, plain and simple. The Unit starts in reserves and, once one unit Deep Strikes without scattering, the others can join in within 6" of that first unit without scattering. Meanwhile everyone else takes 2d6 S4 AP5 hits with Rending and, for every group of 5 unsaved wounds, you get a pain token for every unit (Meaning dealing 11 wounds gives everyone 3 tokens). *'''Storm of Blades (Apocalypse)''' - An Archon can take 3+ units of the following: Reavers, Scourges, Hellions, Razorwing Beastmasters, Warriors, and Trueborn. The latter two (and the Archon) have to be in transports, and if Raiders are taken, they need Aethersails. *Any unit may elect to gain the Skyfire USR at the start of the controlling player's shooting phase. ** This formation is meant for speed and as such, nobody can voluntarily disembark or go to ground. If they are forced to disembark for any reason, they have to give up a Pain Token or test for pinning if they have none. However, everyone can use Skyfire during their shooting phase. The raiders can also fire at the same time as they use the sails, and they can can move Flat-Out afterwards. **Jump Shoot Jump Sail-Raiders are awesome. This cannot be understated. *** Take Trueborns in Venoms. Trueborn can quite effectively drop a flier, the Venom can drop FMCs. Or alternatively mount them up in Raiders with sails and use the Flat Out move to hide back into cover after shooting. Give the Raider a lance to make most of its skyfiring capabilities. **For a comically expensive build that taps in at over a thousand points for three Raiders with optional Skyfire, perfect Deep Strikes, Jump Shoot Jump stupidity and Dakka for Days; Take three Units of 6 Kabalite Trueborn, 2 Dark Lances and 4 Blasters in each. These each buddy up with an Archon carrying a Blaster and Webway Portal. The Trueborn take Raider's as Dedicated Transports, kitting them out with the compulsory Advanced Aethersails and adding on Night Shields and a Dark Lance. This totals at 356 points per Raider, but you effectively get a skyfiring Ravager with perfect Deep Strikes and five extra S8 AP2 Lance shots at half range. For slightly more reasonable prices; drop the two non-compulsory Archons and just fly the Raiders on normally. ===Haemonculus Coven=== *'''Grotesquerie''' - A Haem/Urien joins 2 Grotesque squads. ** A cheap team that gives a new variant of Combat Drugs. Now the hulks get either: +1S, +1T, Fleet, Shred, Rage, 4+ FNP. All of them have their days, but that FNP and Fleet sound DELICIOUS. *'''Scarlet Epicureans''' - Haemy, Cronos, and 2 Wrack squads all teamed up. ** A shocking unit, this gives all Wracks within 12" of the Haem Precision Strike AND +1 on PFP (Before factoring the Master of Pain, so attaching gives you IWND by Turn 2), meaning immediate Fearless. In addition, if the Haemy is Warlord, then he automatically gets the WT giving suicidal victory lols. Pretty clear what you're supposed to be doing with everything. *'''Scalpel Squadron''' - 2 Wrack Squads in Venoms. Wait, that sounds way too easy... ** Its simplicity belies its goal as alpha strikers. If they win First Blood, they win d3 VP. The issue is that they DS on turn 1, meaning that they need to make sure that the thing they kill is not going to take too long to steal the kill. ***"Alpha strikers" doesn't quite cover it. Because these automatically arrive at the beginning of your first turn, it's entirely possible to leave the rest of your army in reserve and give the opponent the first turn, thereby forcing them to waste a turn shooting at precisely jack shit. *** This is basically the DE version of Drop Pod Assault, except you aren't forced to hold half of them back for a full turn in exchange for no deepstrike insurance. *'''Corpsethief Claw''' - 5 Talos in a single squad. Their first bonus is they gain Scout. 6" of additional movement after deployment helps alleviate their mediocre mobility. The other bonus is that for every non-vehicle unit they destroy in Assault they gain a VP. **This formation grants you a Dark Eldar '''deathstar'''. 15 T7 3+ wounds with FnP and the ability to redeploy that advance toward the enemy like a giant wall of fleshy doom. With 5 TL Haywire Blasters (fairly expensive but recommended upgrade) they own Vehicles (particularly transports) and [[rip and tear]] everyone who gets in their way with S7 AP2 attacks at WS5 and Init 4. Have to fight a Walker? TL Haywire Overwatch and 5 S10 AP2 attacks with re-rolls to pen. The only things that the Corpsethief Claw is vulnerable to is massed Poison fire (so, other DE), Grav-guns and Instant Death. Other than that, feel free to advance across the board and wipe the enemy out; this formation is great for competitive play as it can punish extreme MSU by racking up VP for science. You should strongly consider starting on the table and using Scout for the pregame move rather than Outflank, so you get a turn 2 charge rather than turn 3+. A Void Shield doesn't hurt either. *'''Dark Artisan''' - A Haemonculus, Talos and Cronos join together in a single unit. The Haemonculus cannot leave the unit, and no other character can join it. However, doing this gives the engines +1 WS/I. If he's Warlord, he also gains the FNP re-rolls '''OF 1''', which becomes useful for the retinue. **The real advantage to this formation is that it counters one of the major disadvantages of either Pain Engine, that they're slow as fuck. You want to get your torture devices in the fight? Grab a Webway Portal and you can drop these guys in your opponent's backfield or just start denying objectives. **Give the Cronos the Soul Probe and the Haemonculus the Nightmare Doll, stick the Haemonculus up front and watch him eat all those hits at T7, then take his saves at 3+ Feel No Pain. Oh someone fired a lascannon at it? Look Out Sir, clownbucket! ** Tired of slogging across the board? That Haemonculus can still take a Webway Portal for some precision deep striking hilarity... *'''Covenite Fleshcorps''' - Haem joins 3 Wracks with Raiders, but doesn't NEED to join a Raider. ** A basic formation that has a main goal of protecting the Wrack with the Haem's PFP boost spreading to all members within 12". This also gives him and the Wracks he joins the 4+ FNP WT if he is Warlord, which is a good bonus. *'''Carnival of Pain''' - Every formation in the book slapped together. All of them. ** Aside from everything coming at once (Phrasing!), Urien (or his Formation's replacement) spreads his PFP boost to the ENTIRE FORMATION. Everyone out of a vehicle also gets to re-roll 1's to-wound in combat. [[Category:Warhammer 40000 Tactics(7E)]] [[Category:Dark Eldar]] {{Warhammer_40k_Tactics}}
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