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==Army Building and Tactics== ===Army Building=== *'''Overall''': The Drukhari are extremely potent with their 9th edition codex. Their absurd firepower coupled with high mobility coupled with smart positioning makes them extremely strong. The Meta is bound to shift as more Codexes come out but as of right now your access to lots of very good Anti-Infantry and Anti-Vehicle weapons is allowing the Drukhari to at the top of the tier list. *'''Unit Spamming''': Your units are rather reasonably priced, allowing you to field dozens of Kabalites, Wyches and so forth to to grant you a fair amount of board control and also plenty of redundant stuff for your enemy to shoot at. What's it matter if your Venom full of Wracks goes down and you lose one or two turn one when you've got four more to back it up? *'''Keep your <s>Allies</s> Lesser Kin you aren't currently scheming against close...''': Remember you aren't just a Drukhari army, you are an Aeldari army. You can cherry pick the best units from the Craftworlds, Ynnari, Harlequins and Corsairs lists. While you do have a Mirror to most Craftworld units, there are some things that cover what you lack. Keep in mind you do lose power from pain if you do soup in allies. **The most notable and fluffy unit you can bring are Rangers, which provide something that you lack: access to an okay sniper unit without most of the unit wanting to be crammed into Melee. **An allied Farseer sounds odd given it can only Buff Asuryanni units but Smite and Executioner are a reliable source of Mortal Wounds that can be tossed around against harder targets or smaller squads of infantry, as the situation demands. It also gives you an answer to enemy Psykers as spamming Haemonculi is not efficient. **Warlocks are another cheap source of Deny the Witch and various debuffs. **Swooping Hawks are good against GEQ's, who your poison would normally struggle against, and outrange Shredder Scourges, and can have the Alaitoc trait so they can tank light fire and kite enemy melee units. Never mind being another source of mortal wounds. **Harlequin Troupes are another fluffy pick. They are much more offensively oriented than Wyches, packing the ability to freely move over terrain and more AP. Plus Shadowseers bring along more Smite and Deny the Witch. **Of course Wraith units are a very powerful addition to any Drukhari force. Heck, you could even paint them in Kabal colours and say your Archon captured a bunch. Plus your only Lord of War options are in the Craftworld List. Though just how your Archon managed to get their hands on a Wraithknight is another thing entirely... **Corsairs are one last Fluffy option. For 60 Points you can get a unit of 5 Pirates with Shardcarbines and Jet Packs! [[Awesome |Plus one of them can swap out their gun for one of several heavy or special weapons including Flamers, Fusion Guns, Shredders, Shuriken Cannons, Dark Lances, Blasters, and even Aeldari Missile Launchers!]] Best part? With their rules, you can include them in Kabal detachments without eating your obsession or power from pain. As for actually building your army, the new combat patrol box is an excellent start for a Kabal. It'll fill out a single patrol detachment and is designed to be a solid starter force if you opt to expand. The Piety and Pain box or the old start collecting box (discontinued, good luck finding one) will also do great if you're looking to start Wych cults instead. As for Covens, you'll have a hard time. There aren't any boxes that'll get you a solid collection to start with so if you do want to get into them, you'll have to buy them separate. ====Detachments and CP==== *'''Detachments and You''': The Dark El-- I mean Drukhari have an interesting little rule. You can take patrol detachments for free, so long as you only take patrol detachments. This honestly makes other options a little irrelevant, unless you want to take a realspace raid detachment or are planning to go mono-faction and want to cram all your units into one battalion. In both cases, so long as you just take the one detachment you aren't losing any CP. This rule is otherwise unique as of the time of writing this. ===Tactics=== *'''Drukhari Soup''': With the way the codex is, you effectively have three mini armies in one book, you have a lot of options. A ''lot'' of options - more than the Drukhari have ever had, in fact. It's easier than ever to field units from subgroups that you don't want to invest a whole lot into, with no CP loss. Raiding party was a gimmick back in 8th, and now you are free to take as many patrols as you wish or cram a battalion or brigade full with realspace raids. It's a good time to be a sick fuck space elf pirate slaver from a twisted city in the webway! Consider the strengths and weaknesses of each group: Kabals are ''ridiculously'' shooty, but they have trouble holding objectives due to their unfortunate tendency toward dying if looked at crosswise; Cults are screamingly fast, hit like a metric ton of spikey bricks in close combat, and can keep your enemy's most valuable units perpetually tied up in combat, but have almost no ranged weaponry to speak of and suffer from the same objective grabbing issues as their Kabal cousins; Covens are the toughest units in our army (and can be made to be even tougher), can dish out the pain in close combat, and can camp objectives like nobody's business, but suffer from a lack of any reliable ranged weaponry. So, combining all those strengths together - and peppering in Scourges/Mandrakes/Incubi to taste - gives you a tremendously versatile army that can do basically anything you need it to, whenever you need it to. To boot, you can buff your already great HQ choices into CC murder machines and/or megatanks that double as force multipliers and character assassins for just a few CP. [[Category: Warhammer 40,000]] [[Category: Warhammer 40,000 9E]] [[Category: Warhammer 40000 Tactics (9E)]] [[Category: Xenos]] [[Category: Eldar]] [[Category: Dark Eldar]] {{Warhammer_40k_Tactics}}
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