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==Dark Eldar Rules and Wargear== ===Dark Eldar Special Rules=== *'''Night Vision:''' Basically every model that matters (except a couple of the Archon's Retinue) have Night Vision. This is fairly useful as the new detachment gives you boosts during night time. *'''Power From Pain:''' Another VERY important ability with a MAJOR reworking, it gives all units in the army special powers as the rounds go by, and the Haemonculus now gives himself and his unit +1 turn to the turn for benefits on the pain table, so kinda useless in units of wracks, but useful on those wyches that fall over to a stiff breeze. This change means everyone gets tougher, not just your units that cause damage. The new version completely changes the way Dark Eldar play. Previously, they were an army that favored early aggression to earn those bonuses. Now you have to balance that with holding back long enough for the bonuses to accumulate. # Nothing. # Feel No Pain (6+). # FNP (5+) # Furious Charge (Fun on Incubi!) # Fearless (do not forget to Go to Ground on round 4) #Rage Turn 6 charges are super nasty, and by turn 5 you're entirely fearless. *'''Combat Drugs:''' Combat Drugs are available to Succubi, Wyches, Bloodbrides, Hellions, and Reavers. You have to roll for the entire army, which is both more and less risky than before now that poor ol' Duke is out. With a good roll you can start with some of your most important units having a good stat bonus, but on a bad roll...everyone suffers. The results are as follows: # '''Adrenalight''' Bath Salts. +1 Attack. Even TEQs are gonna start feeling the hurt when your Wyches pump out 4 attacks each on the Charge. '''Good.''' # '''Grave Lotus''' PCP. +1 Strength. So you're saying we wound Marines on a 4+ instead of a 5+? Fucking awesome! '''Great!''' # '''Hypex''' Speed. +1 Initiative is usually fairly useless unless you're up against other Dark Eldar, everything with combat drugs is already I6 or higher. It is handy for Sweeping Advances though. '''So-so.''' (If you're going Reaver heavy, also helps you easily secure the breakaway on Hit & Run) # '''Painbringer''' Meth. + 1 Toughness. You're Dark Eldar, T4 makes you not auto explode to bolter fire, and reavers go to T5. Worth noting that this stops S6 and S7 weapons from causing ID, allowing Feel No Pain rolls to be made against failed saves. '''Good.''' #'''Serpentin''' Cocaine. +1 WS. Good for hitting Marines and other Eldar on a 3+. Statistically similar to getting another attack for most models. Not as good as just getting another attack and for their price and fluff Wyches should be WS5 anyway. '''So-so.''' # '''Splintermind''' Tylenol. +1 Ld. Weak compared to the old codex. You want the drugs to help you kill more things, not soften the blow when you lose because your drugs didn't help. '''Putrid.''' This table is nice overall, just remember your drugs during the game. ===Wargear=== ====Weapons==== * '''Archite Glaive''': A unique weapon with two profiles: A basic AP3 weapon or a Two-Handed S+1 AP2 weapon, this is one of our only AP2 weapons left, and [[Derp|it's for the Succubus only.]] Just demiklaives for a Succubus. * '''Power Sword:''' Now the only power weapon available to Dark Eldar (aside from the Solarite's option for a Power Lance). It's none too frightening, and the loss of the maul is a bit sad. But fairly cheap and widely available. * '''Huskblade:''' AP3, Instant Death. The loss of AP2 now makes it nothing like the auto-take it was. It's still rather good at killing, and a nasty surprise for those multi wound enemies with 3+ armour. It would be actually very good weapon against [[Wraithknight|Wraithknights]] if only [[Derp|Archon was able to wound the aforementioned with his Strength.]] Fortunately, we have Agonizers for that...(sadly with the new wraithknights gargantuan status, agonizers are almost useless against it, but still more reliable than any weapon at S4 or below.) * '''Ossefactor''': A bizarre Wrack weapon, it's 24" assault 1 AP2 with Fleshbane. As a bonus, if a non-vehicle model dies, the rest of his unit must now take d6 AP- hits with Ignores Cover, the strength is equal to the toughness of the model that died as his bones shoot out and kill everyone nearby. The issue is that it's only Assault 1, which means that it'll probably only begin to frighten TEQ and MCs, and that if you buy a lot of them you're missing out on Liquifiers (which did get nerfed pretty hard, but are still among the best choices for a unit expecting to rush up and grab some objectives). If you're gonna have your Wracks hang out in the back to hold them objectives, then it's a good choice though. * '''Blast Pistol:''' Meh. Short range and high price kind of let this one out. Most things that can take it can take Haywire Grenades, which are more reliable and longer ranged anyway (8"). ** '''Alternate Opinion:''' People don't expect S8 AP2 Lance weapons in Pistol form. Giving this to a Succubus or Hekatrix (who should be as close as possible to the enemy anyway) can be a nasty surprise for your opponent and essentially a free kill/wound/hull point before you charge. * '''Blaster:''' At 15 points and BS7, this can be kind of priceless; but only if you have the points to burn. Kitting your Archon out to go tank hunting is rarely cost effective, and you also lose the attack for two CCW if you drop your pistol. ===Artefacts of Cruelty=== * '''Parasite's Kiss''': A cheap new MC Splinter Pistol with 2+ Poison. It'll give you back any wounds you inflict, which sounds nice, but for a pistol? You practically need to hit in combat to make it earn its worth back, and Overwatch will not be kind to you. Also AP5 is just not that good. But only 5pts, ask yourself "why should I not take this pistol?" Same cost and better stats than a stinger pistol too. ** '''Alternate Opinion:''' It may have a niche use and special ability that will probably never see the light of day, but it's only 5 points. Use it to fill an odd point gap when you've got 995 of your 1000 point army. If it heals a wound that helps you survive Overwatch, or gives you an extra wound for your next combat, it's already made its points back. Not to mention that it does replace your pistol or CCW when you take it - meaning you can fire both it and your other pistol in the shooting phase per the Gunslinger rule. * '''Armour of Misery''': 4+/6++ armor with Fear, it forces models within 6" to suffer -2 Ld. Alright in fights with flimsy Tau and Orks, where Fear will hurt. The Haemonculus will thank you for the extra armour, and this armour could be combined with the new grenades if you get close enough. **If you have a nearby allied Hemlock or similar leadership-punishing units, this armour helps to lay on the pain. * '''Animus Vitae:''' Once per game, you can fire this 8" S4 AP2 shot that grants all units +1 on their PFP (including enemy Dark Eldar) if it inflicts an unsaved wound. If you can actually score it, then good on ya! Problem being it isn't even a blast, so there's a pretty high chance that one S4 shot will just fail to wound or bounce off of cover, but for 20pts why the hell not? Try to use it on something as weak as possible, like a swarm or something. But 20pts is a lot for something that has a good chance to do fuck all. ** '''Alternate Opinion:''' Always take this. Always. Yeah it's not a guarantee but it combos EXTREMELY well with a Webway Portal (allowing you to drop the wielder close enough to an any enemy unit to use it, and someplace they might not get a cover save) and if it wounds, it'll benefit your ENTIRE army. That's worth 20 points I think. * '''Archangel of Pain''': Once per game, all enemy units within 9" have to take an LD test at -2Ld or take an unsavable wound per point failed. Pretty much nerfed against ATSKNF or Fearless by explicitly saying in the rules that wounds cannot be allocated to those models, so it's kinda pointless to grab in most cases. Why these units are immune isn't really explained. They just are, which makes it pretty useless. ** If you're up against castled guard/tau/eldar combine this, another character with the Armour of misery and a webway portal for a non scattering rapebomb, that'll make your opponent rage quit! * '''Helm of Spite''': Friendlies within 12" have ''Adamantium Will''. Psykers within that range Perils on any doubles. Kinda okay, but it's kinda dodgy to make worth. Remmber that Perils can't be saved against and so it's alright against tougher pykers that that like to get close, like greater daemons and heralds. But it is a costly 25pts; you should just spend it on an agoniser or something. * '''Djinn Blade:''' 30 points for basically 2 attacks that could rebel against you (Roll a d6. On a 1, it does an unsavable wound. An agoniser is better and cheaper. Probably the worst relic weapon in the game. ====Arcane Wargear (Special-Issue Wargear)==== * '''Haywire Grenades:''' If you've got 5 points to burn, there are worse places to drop it, although generally speaking Archons shouldn't be going up against vehicles. I think these are must takes in everything that can take them. Everything, including some Trueborn units. Your initiative is higher than most Superheavies, or some don't have an Initiative at all (hello tanks) and Haywires no longer have reduced effectiveness on them. Pile on the Haywire hits and these just vaporize even Imperial Knights. Lances < Haywires in terms of absolute effectiveness...Just...you need to get into 8" range to throw them... It's cheap too, so it's probably worth it. * '''Phantasm Grenade Launcher:''' This can often be taken by unit Champions too. It's only S1 AP-, but if someone gets hit they have to test Ld or take an unsavable wound per point failed. Of course, it's useless against ATSKNF and Fearless, meaning most armies. It also no longer grant assault and defensive grenades, meaning the Incubi now have no way of getting them as GW still didn't see fit to give their tormentors rules to that effect. * '''Clone Field:''' Straight up 4+ invulnerable save. Unlike the Shadow Field, it doesn't go away when you fail it. Considering the Archon is still T3, the first time you fail either of these he'll likely be instagibbed. Shadowfield is just better. **'''An alternate opinion:''' It is half the cost of a shadow field so if you are just going for a 'cheap as chips' HQ it can be helpful. Take and Archon with a clone field and a power sword (only 100pts) for a standard 5 attacks at AP3 and a great weapon skill. * '''Webway Portal:''' The new darling of the codex, this once-dubious item can now grant the user and his or her squad/transport a perfect Deep Strike. This means that, if properly placed, you can finally give Wyches (and your Succubus) a damned fine way to finally get into the fleshy parts of the army. More importantly you can bring in things like Medusae with their S4 AP3 templates and a wall of tough and fairly killy Sslyth to protect them. <s>However, Wraithguard being bulky means they take up every slot in the raider.</s> You can't begin the game inside an ally's transport, but thing is: why do you even need it in the first place? Deep Strike is given both to Character and his unit. ** Note on Notation: "'''WWP'''" is used frequently on this page to refer to the ''Webway Portal''. * '''Shadow Field:''' 2++, goes away at the end of the phase in which you failed the save (Consider using Fortune to both keep the Archon alive and really piss your opponent off). If you're serious about having your Archon be something other than a cheap required HQ choice (which a Lhamaean does better anyway) then this should be one of your first choices. Lasting the whole phase is a substantial upgrade letting you keep the invul against any powerfists striking later in the combat or indeed heavy weapons hoping to snipe you off, neither of which you can feel no pain. Superb choice * '''Soul-Trap:''' Cheap upgrade for your Archon that says every time he inflicts an unsaved wound in a challenge on an enemy character, he gains +1 STRENGTH (up to 10). Might be worth taking but squad leaders will refuse your challenge to deny you the bonus (Meaning the Powerfist sarge cant fight you while you kill his friends)and enemy leaders will let your attacks bounce off of their 2+ armour (assuming they do have it, if not let your archite glave succubus handle em). useful against Chaos Marines and SW/Orks supplements as they have to accept challenges. But those 10pts can be spent better elsewhere if you don't intend on constant challenging, it is kinda situational. if you have given the Archon and agoniser (like a good boy/girl) it'll start letting you re roll to wound as soon as you require better than a 4+ to wound (6 ws bejesus attacks at AP3 with effectively shred? whats not to love!) ====Weapons of Torture==== *'''Mindphase Gauntlet''': A basic CCW with Concussive. Not bad for a surprise hit, but it's not something to rely on. *'''Flesh Gauntlet''': A CCW that has Poisoned and can inflict ID on a 6 to-wound. Grotesques now have these as standard so are even better than before. * '''Scissorhand:''' Poisoned CCW with Rending. Very decent cheap upgrade for your haemy. * '''Venom Blade:''' 2+ Poisoned Attacks. Now can only be taken on Acothysts and Solarites because they're the only ones whose kits contain them, which is ridiculous because the Dark Eldar kits were all designed with compatibility in mind. **You could argue that when it says "Acothyst only" it may just mean that Acothysts may only choose weapons with "Acothyst only" and everyone else can take it if they wish. It wouldn't be the worst rule to break/bend anyway. * '''Electrocorrosive Whip:''' AP3, poison 5+, and Concussive. A bit better than before. Now confusingly exclusive to the Acothyst, though they can find uses for this, especially with a supporting Haem or Cronos for more FNP. * '''Agonizer:''' Poison 4+ to Wound , AP3. If you're kitting out your Archon, this is one of the better options. The poison can potentially be used in conjunction with a soul trap if you manage to win a couple of challenges. ====Tools of Torment==== *'''Stinger Pistol''': A S1 AP5 pistol that wounds on a 2+. There so you can dump a few spare points, but then could get you haywire grenade instead. * '''Hexrifle:''' Sniper Rifle with AP4 and Assault 1 (as opposed to Heavy). Precision Shots gain Instant Death. * '''Liquifier Gun:''' S3 Flamer with AP(D6). Also available to Wracks and Grotesques. Should instantly be one of your first choices, as Flame Templates are always good and if you roll AP3, 2 or 1 against some Marines in cover you might just cause your opponent to break down and cry. Also potentially lulzy in Overwatch. But only being strength 3, marines will laugh at your puny attempt to wound them ON A 5+.... (but then your BB's DOOM is a always a nice remedy, isn't it?) ** '''Alternate Opinion:''' At 15 points each, Liquifiers aren't worth it. MEQ's will laugh off the st3 hits even if you roll a good AP, and against lighter infantry you're paying three times as much as an Imperial flamer for something that's less effective. Save your points. ====Dark Eldar Vehicle Upgrades==== *'''Chain Snares:''' Essentially redundant now that the Shock Prow exists, as this only gives your vehicles Tank Shock, but not ramming. Venoms can take this, but they shouldn't be ramming in the first place. But seeing as how the Realspace Raider Detachment doesn't confer 'objective secured' to your troops, you can use them to shock enemy troops from the objective and potentially steal VPs with troops close by using Fleet. Decent with 4+ jink or the 5++ flickerfield. *'''Enhanced Aethersails:''' Now makes Flat-Out moves 24", so it's only good for sprinting some key units somewhere to fire their payload next turn. This is not a great idea for dropping off transports, but then again doing that never is. **'''Alternate take:''' Dark Eldar suck at holding objectives, but dominate at claiming them. Enhanced Aethersails means that when you draw a Take and Hold or Seize Ground card, you can make a mad 36" dash and often claim it in one turn. If you're not using Reavers (who can do this over 48") consider the Sails for objective claiming. * '''Grisly Trophies:''' Friendly models within 6" can reroll failed LD tests. Not generally all that useful, as your army is mobile enough to not be within 6" of each other that often. Since Psychic powers no longer require LD tests, our one paltry use for them is now gone. Don't bother. * '''Shock Prow:''' "BEEP BEEP, MOTHERFUCKER!" Lets you tank shock and ram with your Raiders and Ravagers, and count your FA as 14 when ramming. A rather risky tactic that could allow you to turn your game into a giant, supersonic demolition derby match. This requires a lot of skill though, and is therefore only recommended for certain playstyles: Awesome ones. Still only a S7 hit, so you're going to have to pin-cushion vehicles with multiple Raiders, or use them to finish off whatever your ranges anti-armour weapons have almost destroyed. * '''Night Shields:''' Grants Stealth. This is pretty kickass, enjoy 3+ jink, means rushing your wyches up and jinxing might give you a fighting chance to make assault. The Realspace Raid FOC gives your troop Raiders 5+ cover, plus NS for 4+ without jinking for the first turn and during night fighting. If you're in place you can sit still, jink for a 3+ and the passengers don't have to snapfire. Gold. Don't forget that even if you don't Jink, you still get a 6+ cover save from this. If you don't want your Ravager to be stuck firing Snap Shots, get 25% of it behind a ruin and enjoy your free 3+ cover save. * '''Torment Grenade Launcher:''' harmless S1 AP- blast, but it forces anyone hit by it to test Ld or take an unsavable wound per extra point failed. Useless on ATSKNF and Fearless, so useless on most armies. Note, however that rules say that it doesn't affect models, not units, with the Fearless rule(Neat, but Fearless is conferred to a unit via one model, so...). Pair this up with the armor of misery or a coven detachment for better negative leadership debuffs on targets. * '''Splinter Racks:''' Lets embarked models fire any splinter weapon as twin-linked, TL Splinter Cannons? Yes please. Brilliant but remember that the raider is there to give your troops better mobility while they kill. Still, it'll probably make back it's points the first time you fire it (it costs basically one MEQ) and it'll make any Flying Monstrous Creature in range weep. ** '''Note:''' Anyone who thinks this isn't worth 15 points is an idiot. At long range it'll get your Splinter Rifles an average of 2 extra hits, and at close range it'll get you an average of 4 extra hits (not even counting the Cannon). Over the course of a game that is EASILY worth 15 points. Plus the Twin-Linked Overwatch could save your vehicle in a pinch. The real question, then, is, "Why are you ''not'' taking this?" Unless you're going up against an entirely mech army, never leave home without the racks. * '''Flicker Fields''' Gives the vehicle a 5+ invulnerable save. Sadly only available to the Venom, which is bad when our other vehicles are equally papier-mache in armor and would probably benefit from it more.
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