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  Topic Review (Newest First)
07-02-12 04:27 PM
H0RRIDF0RM
Quote:
Originally Posted by moswantd407 View Post
For any of you that remember any of my other posts, I usually try and build competitive DE armies to decimate opponents and win games. I don't aim for fluff, being "nice", or not being cheesy. I aim to win! Now that 6th edition has come around I am not quite experiences enough to power-game just yet, but I thought I would take a shot at it with you guys.

A few major changes that affect the way I play:
1. The role wyches play in my lists are not too different, although they lost some versatility. I usually use them for killing vehicles or holding up elites or strong troops, but they now are amazing at the first and terrible at the latter. With vehicles going down in overall strength and infantry being more viable I don't expect to be taking these as often.

2. Venoms don't seem as viable to me now because they only have 2 hull points, you pay for their flickerfields in their base cost ( flickerfields are no longer needed due to jink and the fact you will die to assaults due to new rules on assaulting vehicles). Instead of running MSU in venoms I think raiders may be seeing the field more.

3. Ravagers are still great, but the razor-wing jet-fighter is now much more viable than they used to be. HOWEVER, I will begin using a long forgotten unit in our codex...the Voidraven. The reason this wasnt used before was because of the increased cost of having to pay for missiles. However here are the reasons for using tthe voidraven in 6th: 1. Has the same AT capability as the ravager but in flier form, 2. For 40 more points than the razorwing you have the better AT capability AND better missiles, +1 Av on the razorwing, not open topped, and its a flier. I think in heavies voidravens may win in larger point games with ravagers only seeing the light of day in 1000 or less.


Hard C&C is strongly encourages, teh harder the better. If the end of your post isnt insulting my intelligence you posted incorrectly.


1500

Archon-115 ( probably with tactical traits, but possibly warlord)
Shadowfield, Agoniser

Elites-
7x Incubi-154 ( archon here, I felt as though these were needed in case I hold up units with the wyches anyways as backup)
Raider NS-70

Troops-
10x Wyches-150
Haywire Grenades
Hekatrix w agoniser
raider NS Shock prow-75

10x Wyches-150 (I used to get haemonculi, but now im not going to bother)
Haywire Grenades
Hekatrix w agoniser
Raider NS Shock prow-75

10x Warriors-125
Splinter Cannon
Blaster
Sybarite
Raider NS Racks-80

10x Warriors-125
Splinter Cannon
Blaster
Sybarite
Raider NS racks-80

Heavy Support-

Voidraven Jetbomber-185
4x Shatterfield missiles ( good against infantry, and can be used in synergy with lances against vehicles because of S7)

Voidraven Jetbomber-185
4x Shatterfield missiles

So my wyches and voidravens primary job is AT, but both are more than capable of infantry. My warriors are obviously suited for AI, but can take care of AV. The incubi are there because I was tired when making this list and probably wasn't thinking straight. This is a first draft, and will be revised several times in this thread to just get some people beginning to think how this new system will affect DE lists.
Archon should have haywire grenades. Now if you have to charge a transport you will average 3 glances and autolock in cc.

I have no idea why you would invest so many points into the Voidraven. You're much better off taking a Nightwing with the free missle payload. I would also take Flicker Fields on your Flyers. Why resort to evasion if you don't have to?

You can also cram 3 units of Kabalites in Venoms for the price of your 2 units and still have points left over for a Ravager.
07-02-12 02:49 PM
thephish
Quote:
Originally Posted by moswantd407 View Post
1500

Archon-115 ( probably with tactical traits, but possibly warlord)
Shadowfield, Agoniser
Still going to want a pgl here for incubi.

Elites-
7x Incubi-154 ( archon here, I felt as though these were needed in case I hold up units with the wyches anyways as backup)
Raider NS-70
Night shields may get debated to death all over again, but I think they just got a lot more useful since everyone w/ a skimmer now has jink. Not only that, but we can now take NS and skimp on FF for the same price as before.

Troops-
10x Wyches-150
Haywire Grenades
Hekatrix w agoniser
raider NS Shock prow-75
Wyches were excellent tar pit before the newest codex release. There are very few other armies that can boast a full squad of 4+ invuln. saves. Extra models shouldn't be necessary. Should still be able to get by with 7-8 models total and multi-assault with them if need be.

10x Wyches-150 (I used to get haemonculi, but now im not going to bother)
Haywire Grenades
Hekatrix w agoniser
Raider NS Shock prow-75

10x Warriors-125
Splinter Cannon
Blaster
Sybarite
Raider NS Racks-80
MSU will still be the way to go I think. More raiders but venoms will still have their uses. I for one intend to bring a couple of dedicated infantry killers. Venom w/ 5x warriors w/ 1x spl. cannon. 16 36" range shots. 2 squads, 120 points apiece is still alot of dakka. The racks won't get you much use if you move. You'll have to be in close. I would try to keep them cheap and drop the blaster even. Continually kite the whole boat and forget that you have 4 other warriors on there until something gets close.

10x Warriors-125
Splinter Cannon
Blaster
Sybarite
Raider NS racks-80

Heavy Support-

Voidraven Jetbomber-185
4x Shatterfield missiles ( good against infantry, and can be used in synergy with lances against vehicles because of S7)

Voidraven Jetbomber-185
4x Shatterfield missiles
I think 'a' voidraven will be great, or 'a' jetfighter, but I wouldn't load up on them. Ravagers just got a huge boost. 3 S8 ap2 shots are going to be ripping hull points off left and right. Now it has jink, so just got it's 5+ save for 10 points cheaper and +1 on the damage chart. Take 2 of them bare and eat vehicles. The new FAQ lets them still move cruising and fire everything at full BS.

Trueborn in a raider will still be viable. We may just not need as many, which will be great b/c it frees up more points for other things.

Beasts should be even more awesome, especially since you can control what gets into base contact with what.
07-01-12 07:37 PM
Mole120 yea i guess so
07-01-12 07:35 PM
NightlySyns He doesn't but Prescience is only 12" range so unless he had his own transport he is hard to keep with the unit.
07-01-12 07:20 PM
Mole120 I thought that you could target any unit with the psychic power and therefore the archon doesn't have to be in the same unit as the Eldar HQ
07-01-12 06:38 PM
NightlySyns Only things I'm worried about the Voids being in reserve with no Mod is if the enemy has 1. Like a Master of the Fleet or the Strategic Trait that drops you down 1. IG armies will be bringing a Master of the Fleet and an Astropath to get an edge on Reserves.

I see your point on the Archon, I've been mostly focused on the Strategic Traits for my lists. A Djin blade and a Soultrap could be another option for him. I think Huskblade needs an FAQ. Even if it just ignores armor but has no AP. Its not worth the points now.
07-01-12 05:13 PM
moswantd407
Quote:
Originally Posted by NightlySyns View Post
I say screw the Archon, he's not bringing much to the table, the incubi have enough AP3. A cheap Haemon with a SS in the same unit may work better to punk out some characters and give the Incubi a chance against power weapons even with the FNP nerf. Throw the extra points into FF on voids so you never have to lose shooting to Jink snapshots. The extra 35 could go into a Klaviex w/OS to kill power weapons Sarges in challenges.

Thats my opinion. Feel free to C&C me as I competitively play DE as well.
I see your point, but with the new 12" buffs provided by HQ's with the warlord trait, I would like an HQ that is more survivable to keep that buff on the table near the troops that need it (wyches and incubi).


I also feel as though the voidravens being in reserve isn't that much of a problem. At least 1 will most likely come in turn one because fliers come in on a 3+ base.

I am working on tweaking this list, please keep the ideas concerning competitive DE coming with C&C, and I am glad this has galvanized thought towards how we will play this edition.
07-01-12 12:58 PM
capnmoe
Quote:
Originally Posted by Akhara'Keth View Post
Only problem is, that Allied troops can't use your transporters. So you can't put the farseer in the same vehicle as the archon.
Well shit. I had read this rule earlier but since the first part of the allies rule says HQs can join other allied units, i didn't think that this applied to them for some reason. Totally ruins my plan to run Eldrad with some DE units. I have a feeling that this will be FAQd to allow HQs that join battle brothers units to embark in their transports eventually.
07-01-12 11:16 AM
NightlySyns I dont see why not, as long as he has the Spirit Stones to cast 2 powers. The snapshots with rerolls will be nice if you have to move your trueborn.

I think its gonna take lots of playing and seeing what kind of lists other armies are taking. I feel almost safe since I feel Hydras and Rifledreads will be less standard.
07-01-12 11:00 AM
Akhara'Keth
Quote:
Originally Posted by NightlySyns View Post
I like the Farseer idea, if you put the farseer/trueborn in mid he can Doom units for your other forces as well.
And you can still snapshot those Dark Lances on the mvoe.

Oh, and lets say I have a Farseer in a Trueborn squad. Can I Doom an enemy unit A, while using Prescience on the Trueborn squad, which is shooting on enemy unit B?
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