Editing
Warhammer 40,000/5th 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!
===Troop=== *'''Kabalite Warriors''' - You know them, you love them. They're your cheap scoring, your anti-tank, and your source of Raiders and Venoms. Taking a Splinter Cannon and adding in the Duke can be fun too if you're facing Tyranids. The big question is whether to take them in 5-man Venom or 10-man Raider squads - the 5 man squad puts out 17 poison shots (and 22 in rapid fire range) and costs between 100-125 points on average, while the 10 man puts out 10 or 20 poison shots at 155-200 points, but has access to a splinter cannon and to-hit re-rolls from the splinter rack upgrades. Any size squad can take blasters, but the presence of the Raider's Dark Lance helps the 10 man squad edge out on an emergency tank-hunting roll, but if they're forced into that wasteful situation, you've fucked up badly anyway. Take 3-4 venom squads in an Alpha strike list so you can put out 36-48 poison shots on the first turn backed by up to 4 blasters, and keep them hidden behind Ravagers or stationary cover for much of the game, because when a venom falls the squad inside is useless, and you're giving the opponent 6-8 easy kill points. If you want somewhat (we're talking relative to the DE here) more durability and objective-camping ability in exchange for less initial fire power, take a pair of kitted-out raider squads. *'''Wych Squad''' - Good for tying up hard hitting combat units while a hekatrix murders them. Be sure to use these strategically and send the wracks to do your grunt work as their weapons are pricey and they're quite fragile outside of CC, so take them in units of about 7 or 8 to assure they wont butcher a unit in assault then gunned down the next turn. Hydra gauntlets are a standard choice for spamming attacks, shardnets are less useful in general combat but really shine in neutering elite enemy troops. ** One interesting and overlooked attribute of the Wyches are their ability to take haywire grenades, brilliant against tricky shit like Blessed Hull Land-Raiders. These are immune to the melta rule (rendering heat lances useless), and immune to lances (meaning that only the Void Lance can achieve a penetrating hit, and only then on a 6). Haywire grenades though, can absolutely spam glancing hits and score a penetrating hit on a 6. As nobody takes Bloodbrides, and it's rarely a good idea to take Trueborns in squads large enough to reliably roll a 6, Wyches are awesome against that shit.
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