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===Fast Attack=== *'''Hellions''' - The street gangs of the Dark Eldar. They pretty much require hopping from cover to use, for they're fragile as all-get. If they do get into melee, they hit about as hard (arguably harder) than the average Blood Angel assault marine. They also die rather quickly if you don't give them cover and/or Feel No Pain. The Baron turns one of his units into a proper cover-generator for any further units you wish to take (remember only 50% of models have to be in cover to get the cover bonus. You can afford to string your guys out a bit). As Fast Attack, they're passable though fairly underwhelming. **'''An Alternate Take:''' Whilst Hellions seem statted as a light/crap melee unit, what they can do quite well is fly around double tapping small units like Devastators or small Firewarrior teams with Twin-Linked Splinter Pods and then assault the crap out of the unit as if they were faster moving Wyches with better pistols. Using big swarms of Hellions is a terrible idea but 8-10 of them will provide a nice harassing unit that achieves its goal if 2 or more enemy heavy weapon units fire on it instead of your Venoms or Raiders that turn. *'''Scourges''' - Formerly one of the most inefficient Heavy Support choices in all of 40k, Scourges have gotten pumped up considerably and moved to fast attack where they can see some actual use. They're quite versatile; they can easily shred lighter units with their default weapons, and can be deployed in smaller squads with Dark Lances or Splinter Cannons for troubleshooting vehicle, infantry, or independent character targets. As tempting as it may be to take dark lances, they should be ignored. The dark lance will rob you of your mobility and force you to either move or shoot. Fast attack choices that don't move are worthless. Point being, take the heatlances or blasters for tankbusting (and their mobility and good accuracy does support this), but the short range of these weapons mean that you will be quite vulnerable - and at the points-cost Scourges are, that's not a risk you really want to take. On the plus side, they've got excellent armor for Dark Eldar, with a 4+ armor save and 6+ Invulnerable save due to their Ghostplate armor. With their mobility, they can be complete pains in the ass - just bear in mind that they are expensive at 22 points a piece. *'''Beastmasters''' - Cool and deadly. As beasts, they move 24" a turn, but unlike the rest of the Fast Attack choices, they take Difficult Terrain tests. They wound allocate like crazy, can bring a lot of rending attacks, but most importantly are one of the few Invulnerable saves you get. Need mobile cover? This is your unit. Need to discourage people from exiting their metal boxes? This is your unit (among many others of course). Do you want to go to town converting monsters? This is your unit again. ** Clawed Fiends are OK, decent at dishing out strength 5 attacks and absorbing wounds (but only take one at most, it's an expensive beatstick), Khymerae are decent filler and not bad on the charge, but the MVP of beasts are the Razorwing flock - 5 rending attacks and 5 wounds are amazing when taken in large numbers. *'''Reaver Jetbikes''' - ZOOOOM, motherfucker! Their most obvious application is Bladevaning infantry units, which is a risky tactics that can be greatly rewarding in the hands of a skilled player - reavers with cluster caltrops are extremely fragile for their price, but can hit harder in a single phase - the ''movement phase,'' mind you - than most units can do in an entire day. Out of the anti-tank options, the Heat Lances are cheaper and, being a melta weapon, have the potential of doing lots more damage to vehicles, but having to get your bikes within 9" to do so makes them much more vulnerable to an enemy counterattack if not done correctly. The boring-old Blasters are safer, the extra effective range letting you pop in and out of cover to fire more easily. Squads of 6 or 9 with 2 or 3 Lances/Blasters are ideal, with 3 Reavers being both unreliable and extremely fragile. The Arena Champion is optional but nice, the extra leadership being useful for standing versus tankshocks, and for the extra Venom Blade, though you should find a way to get a pain token before you consider assault with them. Remember they get 3 attacks on the charge per model, 4 for the champ, because they remembered to bring their knives...add in Eldar Jetbike movement, and Skilled Riders (so they don't die in cover), and you've got a rather useful toolbox unit.
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