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4th ed Dark Eldar Tactica: Things that still work, and things that don't
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Old 26 Nov 2004, 00:30   #1 (permalink)
Shas'Vre
 
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Default 4th ed Dark Eldar Tactica: Things that still work, and things that don't

The change from 3rd to 4th edition 40k affected the Dark Eldar more than some people realize. I still keep seeing people on the net posting up lists or advice that would have been great in 3rd edition but is poor or even useless in 4th edition. This thread is designed at debunking old tactics and strategies that don't work anymore and promoting the ones that do work, so that the Dark Kin can rule yet another edition of 40k!

[size=20pt]The Raider Rush[/size]

Old: This was the classic 3rd ed strategy for Dark Eldar. The majority of our Kindred used this, including my own mighty Kabal. It revolved around a strong strike force of powerful assault units (Incubi, Wyches, Lord+Grotesques) in Raiders supported by two to four Raider Squads. The speed of the Raiders meant that the assault units could usually get into close combat on turn 2, and by turn 3 at the latest. To protect the Raiders carrying the assault units from shooting the Raider Squads would be positioned in front of them, blocking LOS. It didn't matter much if the Raider Squads were shot down because they would only take a couple of casualties and would be able to carry on on foot next turn with only a slight reduction in their hitting power.

Using the exact same strategy in 4th edition is a bad idea, for the following reasons.

- Skimmers no longer block LOS, so the opponent can target whichever Raider he wants (assuming nothign else is blocking LOS). It is impossible to screen the valuable assault unit Raiders with expendable Raider Squads in 4th edition. Although the 'A note on secrecy' rules mean the opponent won't know which units are in which Raiders, if you have 3 assault units and 3 Raider Squads he still has a 50/50 chance of downing your expensive close-combat specialists before they can get into assaults.

- To make things worse, a unit whose transport is destroyed suffers extra penalties. Firstly, if the transport was moving fast (as Raider Rushes must) they will almost always take twice as many casualties from crashing than normal. Second, they suffer 'Entanglement', automatic pinning. These things combined practically spell the end for any Dark Eldar unit shot down. They will almost always be reduced to less than half-size, and then in the following turn they can do nothing. The chances of them ever getting to grips with the enemy are extremely low, while the chances of them being wiped out completely by enemy fire are high.

New: It's still possible to do a Raider Rush in 4th ed, but it needs to be done differently. In a 2000pt list you'll want 3 or 4 powerful assault units in Raiders, and to help these get to their target you'll need to take 6x 5-man Raider Squads (arm them with a Splinter Cannon and Blaster so the ones that survive can do some good). You'll now have 9 or 10 Raiders, the majority of which are cheap, expendable 'decoys'. The concept here is that because the opponent can pick and choose which Raider to shoot at, you reduce the chance of him picking a 'valuable' Raider by increasing the number of expendable Raiders. Naturally, there is still a chance that he'll get lucky and down your assault units, but this way you reduce the odds of that happening.

Supporting units for this army would be an assortment of Ravagers and Reavers and possibly characters on Reavers. In fact it may be a good idea to swap one of your assault units in a Raider for a powerful assault-oriented Reaver Squad. This further reduces the ratio of expendable Raiders to valuable ones, and gives your opponent something else to worry about - i.e a unit that moves 24" in the first turn, has invulnerable saves, carries a pair of deadly tank-busting weapons and will almost certainly be in range to use them or make an assault next turn unless the opponent concentrates a hell of a lot of firepower on them. Ideally, this will cause the foolish enemy to split their firepower. Sadly you won't be able to take any 'Sniper Squads' because you'll have used all your Troop slots, but Ravagers and Reavers can make up for this (as well as the ungodly number of Raider Dark Lances in the army!).

I've heard people suggest before that old style Raider Rushes could work if "there is good terrain for it". Given that terrain capable of blocking LOS to a Raider is very rare, I would advise you not to succumb to such foolish optimism. Leave that to the mon-keigh. However, if you happen to know for a fact that you'll be playing on a board with lots of terrain that can block LOS to Raiders (lucky you!) then take full advantage of it - go for an old style Raider fleet with beefed up Raider Squads.

Be warned though - the 4th Raider Rush is still NOT as powerful as it used to be. It requires care and a certain amount of luck. A flank attack is often a good idea, sending all your Raiders to annihalate one portion of the enemy army.

[size=20pt]The Webway Portal army[/size]

Old: The most common way of deploying the WWP in 3rd ed was to give it to a Raider Squad Sybarite. The Raider Squad zoomed forwards 24" on the first turn, then opened the Portal on the second turn. This worked because even if the Raider was shot down, the Sybarite could open the Portal next turn (though care had to be taken to make sure no assaulters were in range). The Portal would thus be opened deep into the enemy's half of the board, and so units in the Webway were often taken as foot-sloggers.

This tactic is all but impossible to use in 4th edition, due once again to the new rules for passengers and destroyed transports. Extra-casualties and auto-pinning mean the WWP-carrying Raider Squad stands little chance of surviving long enough to open the Portal.

New: Almost the opposite of the old. The best way I've found to use the Webway Portal (WWP) is the following basic strategy: footsloggers run the Portal into position, then deadly assault units rush out and slaughter anything within range.

The best units to carry the WWPs are Sybarites in large Warrior squads, Haemonculi, or Lords, all on foot. Putting them in Raiders is not wise, as will be explained later. You want at least two WWPs, it's too risky to just take one. Mind Wars, Vindicare Assassins, fast Infiltrators, ultra-fast assault units and lucky ordnance can all ruin your day if you only take one Webway Portal. It's usually a good idea to have an Independant Character carrying at least one of your Portals - the enemy will find it extremely hard to kill them before the portal is opened provided you always make sure another viable target is closer to shooters.

Accompanying the WWP carriers will be 'escort' units. In a 2000pt game you want at least two fast escorts; Hellions, Reavers, Warp Beasts and Lords on foot or mounted on a Skyboard or Jetbike. A minimal fast escort element of a tooled-up foot Archon and a full squad of Warp Beasts is enough, but more can be helpful and they do allow you to take the fight to the enemy in the first two turns. A couple of Sniper Squads (10 Warriors with 2 Dark Lances) can also be very useful to start with. Large Warrior squads (17+) make great escorts for Independant Characters. You might consider using Grotesques as a guarding squad for an IC. They will certainly be able to ignore a lot of incoming fire, though they are slowish as they cannot make Fleet-of-Foot moves.

All the WWP carrying units or characters are set up as far forwards as possible, making use of any available cover. On their first turn the WWP characters and guarding squads move and Fleet-Of-Foot forwards, the other units either run with them or attack anything nearby. It's vital to keep the WWP squads out of assaults.

On the second turn, it's a good idea to open at least one of the Portals. However, if you are playing against an assault-oriented army that is rushing towards you, you may as well open one or both portals on the first turn, or stand still and open both on the second turn. Opening one on the first turn is the most safe - but does mean your Reserves will arrive piecemeal. However, if you wait until the second turn, then most if not all of your units in the Webway will arrive together on turn 3 in one massive wave to overwhelm the enemy.

In 2000pts, you should have 3 strong fast assault units as a minimum in the Webway. Of course, the more points you spend on escorts the less you'll have for units coming from the Webway and vice versa, so a good balance is essential. You'll want some good assault units in Raiders - Grotesques, Incubi, Wyches, Raider Squads with an Agonizer wielding Sybarite. Mounted in Raiders, they can strike anything within 20" of the portal (12" move, 2" disembark, 6" assault) and Wyches and Warriors can Fleet-Of-Foot too if need be. Taloi are very powerful when deployed from a Webway Portal. Using two in tandem assures lethal effectiveness - no vehicle or armoured squad is safe! A Ravager or two can be handy as well for blasting at units out of assault range, or softening up tough opponents before your units assault.

Now that your main attack units are on the table, your surviving 'escorts' now pitch in to tie up unengaged enemy squads, support the main assault units and blast away at anything in range.

This works with a Wych Cult too. I would use a Dracite to carry one portal, and a Warrior Squad Sybarite to carry another. A foot Archite provides a deadly-fast unit (6"move , d6" FOF, 12" combat drugs charge) that can act as both a guard for the WWP carriers and has the speed to join in the main melees that will develop once units come through the portal. Warp Beasts are also great at this role! They are utterly cheap but menacing, if they get destroyed it's only a mere 75pts gone, if enemies draw close then at a bare minimum they can tie them up for a turn and do some good damage in the process.


Some bad ideas for deploying WWPs:

Units in Raiders as carriers: The Raider is now a liability to the squad inside if deployed on the battlefield at the start of the game. It's very hard to hide them, they have very light armour and are open-topped, Night Shields are ineffective against many weapons, and if shot down the squad inside is automatically pinned and suffers a lot of casualties if the Raider moved fast. Opponents tend to concentrate fire on them as they frequently carry dangerous assault troops. This combines with the extreme vulnerability of units in Raiders to make them extremely risky to use to carry WWPs. What you don't want is your squad pinned and damaged in the middle of the board - but it's very hard to stop this happening. If you used a lot of squads in Raiders starting on the table then your opponent might shoot at the 'wrong' ones - but it's no guarantee and all those points spent mean less troops in the Webway. All said and done, footsloggers can get the portal as close as you need it to be, there simply is no point in using a faster but far riskier method.

Deep Striking Scourges/Raider Squads as WWP carriers: It is an extremely foolish tactic to try to Deep Strike WWPs using Scourges or Raider Squads with Screaming Jets. Both of these units are very vulnerable to enemy shooting and if Deep Striked anywhere near the enemy are likely to be destroyed in a turn. If Deep Striked far away to avoid enemy fire then that defeats the whole purpose of having the WWP! Lastly, even assuming that the squad could survive, they'd have to wait until turn 4 to open the portal at the earliest (the earliest possible they can arrive is turn 2, and they can't Deep Strike and deploy a portal on the same turn), so finally on turn 5 the units in the Webway would be able to enter play. This is ridiculously late and they'd have hardly any time to achieve anything in the battle. An all round bad idea.


Some Sample lists:

[size=15pt]1500pts Kabal list[/size]

Starting on the board

Archon - Punisher, Tormentor Helm, Shadow Field, Combat Drugs, Hell Mask, Haywire Grenades, Gruesome Talisman, Animus Vitae, Trophy Rack

Haemonculi (2) - Scissorhands, Webway Portals

Warp Beasts (5 + Beastmaster)

Warriors (12) - 2x Dark Lance

Warriors (12) - 2x Dark Lance

Warriors (20) - 2x Splinter Cannon, 2x Blaster

Starting in the Webway

Wyches (10) - Wych Weapons, 2x Blaster, Succubus with Agonizer, Raider with Horrorfex and Trophy Racks

Wyches (10) - Wych Weapons, 2x Blaster, Succubus with Agonizer, Raider with Horrorfex and Trophy Racks

Talos

Talos




[size=15pt]2000pts Kabal list[/size]

Starting on the board

Archon - Punisher, Tormentor Helm, Shadow Field, Combat Drugs, Hell Mask, Haywire Grenades, Plasma Grenades, Gruesome Talisman, Animus Vitae, Trophy Rack

Haemonculi (2) - Scissorhands, Webway Portals

Warp Beasts (5 + Beastmaster)

Warriors (10) - 2x Dark Lance

Warriors (10) - 2x Dark Lance

Warriors (17) - 2x Splinter Cannon, 2x Blaster

Warriors (17) - 2x Splinter Cannon, 2x Blaster

Starting in the Webway

Wyches (10) - Wych Weapons, 2x Blaster, Succubus with Agonizer, Raider with Horrorfex and Trophy Racks

Wyches (10) - Wych Weapons, 2x Blaster, Succubus with Agonizer, Raider with Horrorfex and Trophy Racks

Wyches (10) - Wych Weapons, 2x Blaster, Succubus with Agonizer, Raider with Horrorfex and Trophy Racks

Talos

Talos

Ravager - 3 Disintegrators




[size=15pt]2000pts Wych Cult list[/size]

Starting on the board

Wych Archite - Punisher, Tormentor Helm, Combat Drugs, Shadow Field, Animus Vitae, Haywire Grenades

Wych Dracite - Agonizer, Splinter Pistol, Combat Drugs, Hell Mask, Webway Portal

Warriors (17) - 2x Blaster, 2x Splinter Cannon, Sybarite with Webway Portal

Warriors (10) - 2x Dark Lance

Warriors (10) - 2x Dark Lance

Warp Beasts (5 + Beastmaster)

Warp Beasts (5 + Beastmaster)

Warp Beasts (5 + Beastmaster)

Starting in the Webway

Wyches (10) - Wych Weapons, 2x Blaster, Succubus with Agonizer, Raider with Horrorfex and Trophy Racks

Wyches (10) - Wych Weapons, 2x Blaster, Succubus with Agonizer, Raider with Horrorfex

Wyches (10) - Wych Weapons, 2x Blaster, Succubus with Agonizer, Raider with Horrorfex

Wyches (10) - Wych Weapons, 2x Blaster, Succubus with Agonizer, Raider with Horrorfex

Ravager - 3 Disintegrators

[hr]

[size=20pt]The Reaver Army[/size]

The concept revolves around having a hard hitting Reaver force that is backed up by a powerful firebase of Warriors and Ravagers.

You'll want 3 units of Reavers that are at the very least 5 models strong, ideally more. Equip each squad with 2 Blasters and a Succubus wielding a Power Weapon or an Agonizer. You should go for a powerful set of Reaver HQs too - a tooled-up Archon, and 3 Haemonculi with Destructors and Scissorhands. This gives you a fairly tough (for Dark Eldar) and very fast strike force that is capable of causing much destruction both when shooting and when assaulting. It also contains 4 Independant characters that can be a total godsend when you need to attack a lot of targets at once.

Reavers have a few advantages over Raiders, especially in 4th ed. Reavers can't be stopped by a single heavy weapon, and their invulnerable saves let them shrug off half of the incoming blasts. If damaged, they aren't likely to get pinned. They are much smaller and so easier to hide with terrain. However, Reavers can be damaged by small-arms fire and are not best able to take a lot of incoming shots. They need to be used carefully, taking advantage of terrain as much as possible or being held back until they are needed. Throwing them headlong at the enemy is asking for trouble. Bleed the enemy white with heavy weapon fire first, then send in the Reavers to clean up.

The rest of the army, as stated, will be mostly shooty. 6 'Sniper' Squads would be a good bet for Troops, though you may want to arm a squad or two with Splinter Cannons instead to deal with light infantry. Up to you - I usually find that massed Splinter Rifle and Dark Lance fire deals nicely with light troops anyway. A pair of Ravagers make good back up, and it's worth considering using a Talos as a powerful back up unit for the Warrior firebase.
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If trees could scream, would we be so cavalier about cutting them down? We might, if they screamed all the time, for no good reason.

[i]All statements are true in some sense, false in some sense, meaningless in some sense, true and false in some sense, true and meaningless in some sense, false and meaningless in some sense, and true and false and meaningless in some sense.

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Old 26 Nov 2004, 01:43   #2 (permalink)
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Default Re: 4th ed Dark Eldar Tactica: Things that still work, and things that don't

Some sample 2000pt army lists for the above strategies. Note they are only guides, not what is definately 'best' for the army. In particular, some players may prefer a different balance of starting units/Reserves in WWP armies. These are all lists I'd choose (and indeed for some, have chosen) to field though.



Raider Rush

HQ
Archon - Shadow Field, Combat Drugs, Agonizer, Splinter Pistol, 5x Incubi Retinue, Raider

Dracon - Agonizer, Splinter Pistol, Trophy Rack, Gruesome Talisman (note: leads Grotesques)

ELITES
Grotesques (9) - Raider

Wyches (10) - Wych Weapons, 2x Blaster, Succubus with Agonizer, Raider

Wyches (10) - Wych Weapons, 2x Blaster, Succubus with Agonizer, Raider

TROOPS
Raider Squad (5) - Splinter Cannon, Blaster

Raider Squad (5) - Splinter Cannon, Blaster

Raider Squad (5) - Splinter Cannon, Blaster

Raider Squad (5) - Splinter Cannon, Blaster

Raider Squad (5) - Splinter Cannon, Blaster

Raider Squad (5) - Splinter Cannon, Blaster

FAST ATTACK
Reaver Jetbikes (5) - 2x Blaster

HEAVY SUPPORT
Ravager - 3x Disintegrator

Ravager - 3x Disintegrator

[hr]

WWP army, Kabal

Starting on the table

Archon - Reaver Jetbike, Shadow Field, Combat Drugs, Agonizer, Tormentor Helm, Hell Mask, Archangel of Pain

Warriors (20) - 2x Splinter Cannon, 2x Blaster, Sybarite with WWP

Warriors (20) - 2x Splinter Cannon, 2x Blaster, Sybarite with WWP

Warriors (10) - 2x Dark Lance

Warriors (10) - 2x Dark Lance

Warriors (10) - 2x Dark Lance

Reaver Jetbikes (5) - 2x Blaster

Reaver Jetbikes (5) - 2x Blaster

Starting in the Webway as Reserves

Dracon - Punisher, Tormentor Helm, Animus Vitae, Combat Drugs, Gruesome Talisman, 5x Incubi Retinue, Raider

Wyches (10) - Wych Weapons, 2x Blaster, Succubus with Agonizer, Raider with Horrorfex

Wyches (10) - Wych Weapons, 2x Blaster, Succubus with Agonizer, Raider with Horrorfex

[hr]

WWP army, Wych Cult

Starting on the board

Archite - Reaver Jetbike, Shadow Field, Combat Drugs, Agonizer, Tormentor Helm, Hell Mask, Archangel of Pain, Wych Weapons

Warriors (17) - 2x Splinter Cannon, 2x Blaster, Sybarite with WWP

Warriors (17) - 2x Splinter Cannon, 2x Blaster, Sybarite with WWP

Warriors (10) - 2x Dark Lance

Reaver Jetbikes (5) - 2x Blaster

Reaver Jetbikes (5) - 2x Blaster

Hellions (6) - Succubus with Punisher, Tormentor Helm, Gruesome Talisman

Warp Beasts (5 + Beastmaster)

Warp Beasts (5 + Beastmaster)

Starting in the Webway

Wyches (10) - Wych Weapons, 2x Blaster, Succubus with Agonizer, Raider with Horrorfex

Wyches (10) - Wych Weapons, 2x Blaster, Succubus with Agonizer, Raider

Wyches (10) - Wych Weapons, 2x Blaster, Succubus with Agonizer, Raider


[hr]


Oddball shooty Reaver Army

HQ
Archon - Reaver Jetbike, Shadow Field, Combat Drugs, Agonizer, Tormentor Helm, Hell Mask

Haemonculi (3) - Reaver Jetbikes, Destructors, Scissorhands

TROOPS
Warriors (10) - 2x Dark Lance

Warriors (10) - 2x Dark Lance

Warriors (10) - 2x Dark Lance

Warriors (10) - 2x Dark Lance

Warriors (10) - 2x Dark Lance

Warriors (10) - 2x Dark Lance

FAST ATTACK
Reaver Jetbikes (6) - 2x Blaster, Succubus with Agonizer, Tormentor Helm, Gruesome Talisman

Reaver Jetbikes (6) - 2x Blaster, Succubus with Agonizer, Tormentor Helm, Gruesome Talisman

Reaver Jetbikes (6) - 2x Blaster, Succubus with Agonizer, Tormentor Helm, Gruesome Talisman

HEAVY SUPPORT
Ravager - 2x Disintegrator, 1x Dark Lance

Ravager - 2x Disintegrator, 1x Dark Lance

Talos
__________________
We tend to scoff at the beliefs of the ancients. But we can't scoff at them personally, to their faces, and this is what annoys me.

If trees could scream, would we be so cavalier about cutting them down? We might, if they screamed all the time, for no good reason.

[i]All statements are true in some sense, false in some sense, meaningless in some sense, true and false in some sense, true and meaningless in some sense, false and meaningless in some sense, and true and false and meaningless in some sense.

- A public service clarification by the Sri Syadasti School of Spiritual Wisdom
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Old 26 Nov 2004, 16:55   #3 (permalink)
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Default Re: 4th ed Dark Eldar Tactica: Things that still work, and things that don't

Reaver rush is what I would hate to fight.
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Old 27 Nov 2004, 04:04   #4 (permalink)
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Default Re: 4th ed Dark Eldar Tactica: Things that still work, and things that don't

Any chance of a moderator Sticky? Or at least a comment!
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We tend to scoff at the beliefs of the ancients. But we can't scoff at them personally, to their faces, and this is what annoys me.

If trees could scream, would we be so cavalier about cutting them down? We might, if they screamed all the time, for no good reason.

[i]All statements are true in some sense, false in some sense, meaningless in some sense, true and false in some sense, true and meaningless in some sense, false and meaningless in some sense, and true and false and meaningless in some sense.

- A public service clarification by the Sri Syadasti School of Spiritual Wisdom
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Old 27 Nov 2004, 19:57   #5 (permalink)
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Default Re: 4th ed Dark Eldar Tactica: Things that still work, and things that don't

Well done. You have thought your tactics through.
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Old 28 Nov 2004, 23:25   #6 (permalink)
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Default Re: 4th ed Dark Eldar Tactica: Things that still work, and things that don't

Well I have to say I'm a little surprised at the Raider rush success. Yesterday I was in a tourny that was filled with all kinds of players. I had two Major victory's and one minor victory (which was another DE army). I received 2nd place.... out by one point... damn just if that minor victory was a major eh. I used 5 raider squads and 2 wyche raiders 1 incubi and 1 ravager. All with night shields! I think the Raider Rush works still just need to know the right strategies... that and the world eater player dropped his termys right in-front of my Incubi Raider and decided to shot a Warrior Raider.... stupid or what.
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Old 28 Nov 2004, 23:54   #7 (permalink)
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Default Re: 4th ed Dark Eldar Tactica: Things that still work, and things that don't

Quote:
Originally Posted by SugarBlair
I used 5* raider squads and 2 wyche raiders 1 incubi and 1 ravager.* All with night shields!* I think the Raider Rush works still just need to know the right strategies...
That's still a larger ratio of Raider Squads to assault units than most players used in 3rd ed, hence my point about the need for large numbers of Raider Squads in 4th ed Raider Rushes.

Night Shields on Raiders I remain dubious about. I've not found then greatly useful, though I'd be interested to hear how often you find them to work wonders.
__________________
We tend to scoff at the beliefs of the ancients. But we can't scoff at them personally, to their faces, and this is what annoys me.

If trees could scream, would we be so cavalier about cutting them down? We might, if they screamed all the time, for no good reason.

[i]All statements are true in some sense, false in some sense, meaningless in some sense, true and false in some sense, true and meaningless in some sense, false and meaningless in some sense, and true and false and meaningless in some sense.

- A public service clarification by the Sri Syadasti School of Spiritual Wisdom
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Old 29 Nov 2004, 01:32   #8 (permalink)
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Default Re: 4th ed Dark Eldar Tactica: Things that still work, and things that don't

You've been busy over here in the Dark, Lomendil. Hav ta keep me eyez on youse .

Seriously, very good job and worthly of a sticky!!

Best,

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Old 29 Nov 2004, 03:13   #9 (permalink)
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Default Re: 4th ed Dark Eldar Tactica: Things that still work, and things that don't

Has anyone experimented with just infantry based armies? Fleeting through the cover like only eldar can, finding firing positions and then letting loose with splinter cannons?

Naturally, lots of cover is required, but just the basic warriors are able to move very fast and be very versatile...
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Old 29 Nov 2004, 04:42   #10 (permalink)
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Default Re: 4th ed Dark Eldar Tactica: Things that still work, and things that don't

Hard to say. I think they could just about work, but not very well. Dark Eldar are have relatively few models that work well as foot-slogging infantry. Wyches are far too vulnerable and expensive to use in foot squads. Incubi will be blasted to shreds in no time at all then sent running off the board along with the expensive Lord, and they can't FOF anyway. Grotesques are slow, need an IC leading them to be useful, and they are virtually useless outside of assaults.

That leaves Warriors, Mandrakes, Warp Beasts and Scourges are the only decent foot units IMO, and of these only the Warriors really rock. Mandrakes have some useful applications, such as generally distracting the opponent, providing support or tying up the enemy where needed, getting early advantages in Escalation games, taking and holding objectives, and surrounding transport vehicle exit-points. The hidden deployment models only move 6" a turn though, not fast enough to keep up with FOFing Warriors. Warp Beasts are so utterly cheap pointswise that you can't really go wrong, if the enemy shoots at them then that draws fire from a more valuable unit, if the enemy ignores them then the squad can do some nasty damage in assaults. They do mean you'd have to take Wyches though, and you only get 1 squad of Beasts. Scourges with Splinter Cannons are good against hordes, but they are too expensive and fragile to be a truly cool unit.

There's the Talos too of course, which I suppose would sort of count as infantry. Slow but powerful in assaults, they would be a good close-support unit for a DE infantry army.

So top of the pile is the flexible Warrior Squad. Even so, Warriors are fragile and don't stand up well to concentrated enemy attacks, and they don't really pack a punch like Wyches, Incubi and Lords leading Reavers or Hellions. BTW, the two best configurations IMO are either 10 with 2 Dark Lances, or 17 to 20 with Splinter Cannons and Blasters and possibly an Agonizer Sybarite.

With only six slots for Warriors, it's hard to know what else to take. Warriors alone will be vulnerable, especially to assaults by fast units, and they don't have much 'oomph', but the other foot-slogging units aren't particularly good.

I suppose you could try something like (roughly):

1 tooled up Archon on Skyboard
1 tooled up Dracon on Skyboard/3 Haemonculi
3 'Sniper' Squads
3 x 20 strong Warrior Squads with Agonizer-wielding Sybarties
3 x 10 Mandrakes
3 Taloi

Or you could try a slow-moving wall of Taloi and Grotesques led by Haemonculi with a foot-slogging Archon, fire support provided by large Warrior Squads.

I'd still say a good-sized Reaver strike group would be a better complementary force though, as in the Reaver Army concept. They have the speed and the weaponry to do damage fast and help make up for the Warriors' weaknesses.
__________________
We tend to scoff at the beliefs of the ancients. But we can't scoff at them personally, to their faces, and this is what annoys me.

If trees could scream, would we be so cavalier about cutting them down? We might, if they screamed all the time, for no good reason.

[i]All statements are true in some sense, false in some sense, meaningless in some sense, true and false in some sense, true and meaningless in some sense, false and meaningless in some sense, and true and false and meaningless in some sense.

- A public service clarification by the Sri Syadasti School of Spiritual Wisdom
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