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Discussion Starter · #1 · (Edited)
"Kabal of Vicious Murdering"

HQ
Archon
Shadow field
Combat Drugs
Agoniser
Skyboard
Splinter pistol and p.grenades
Total=148

Wych Drachite
Agoniser
Combat Drugs
Hell Mask
Total=95

Drachite Retinue
8 Wyches
2 Blasters
1 Succubus
Agoniser
Raider
Total=211

Troops

Warrior Squad
10 Warriors
2 Darklances
Total=100

Warrior Squad
10 Warriors
2 Darklances
Total=100

Warrior Squad
14 Warriors
2 Blasters
2 Splinter Cannons
1 Sybarite
WWP
Poisoned Blades
Total=211

Warrior Squad
14 Warriors
2 Blasters
2 Splinter Cannons
1 Sybarite
WWP
Poisoned Blades
Total=211

Elites

Warp Beast Squad
3 Warp Beasts
1 Beastmaster
Total=51

Wych Squad
8 Wyches
2 Blasters
1 Succubus
Agoniser
Combat Drugs
Gruesome Talismans
Wych Weapons
Raider
Total=238

Heavy Support

Ravager
2 Disintegrators
Night Shield
Total=135

Overall Total=1500

This army fields:
7 Dark Lances
2 Disintegrators
8 Blasters
5 Agonisers

This is a WWP army. My first list I've made since returning after a 3 year hiatus. So far, it's 2-0-0 vs. nidzilla and space wolves.

This is the most efficient list I could think of, in conjunction with the models I have. I'd like to replace the wych squad for my elite choice w/ a 10 man squad of hellions. Would be great with hit and run for keeping enemy squads from just gunning down my wyches if they finish CC early. I don't think they'd be as efficient though.

Anyway, any words of advice would be greatly appreciated. :)
 

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It's an different take to what I usually see with dark eldar.

I think it'll struggle against mechanised armies like eldar and Tau. They have a wealth of guns that will kill your tanks and infantry. Fire prisms and hammerheads in particular will cause you lots of grief and will be hard to reliably stop from getting at least one killer shot off. It'll depend on terrain and missions but it's not something I'd like to risk.

With only a couple of raiders I think you're a bit optimistic about getting the wyches into combat reliably. It can be very hard to keep them sheltered enough to prevent them suffering at least 1 round of enemy fire. Which will likely hurt them badly. Plus a single ravager will often die very quickly even with the night shield. The warriors look very versatile although they wilt under fire. (I always see them fail morale tests, don't know why.)

Hellions are not the best of units. I don't know if they get any of the wych abilities (like wych weapons and that invulnerable save in combat). The drugs I know they do get but they lack the combat punch of the wyches and hit and run isn't enough to make up for it. I prefer jetbikes myself. No hit and run but tougher, better armour and options for blasters.

Glad to hear it's been working for you though.
 

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Discussion Starter · #3 ·
The idea is to put everything but the warrior squads and the ravager in reserves. The two warrior squads are big enough and quick enough (w/ fleet of foot) to get them up a little and in cover w/out completely dieing. Most playing fields will give that plenty of room for your raiders to move up from a webway portal, disembark wyches, fleet, and charge.

The two sniper squads just stay in cover most of the time, greatly increasing their survivability.

The ravager is versatile enough to get cover from most units, and destroy whatever it's firing at.

There's always a chance that ordanance and long range weapons will kill off any Dark Eldar army. You just have to field them correctly to prevent that from happening.
 

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That as may be but it's not going to work that well against some armies.

My own experience against armies with webway portals is that they either get placed too early, too late or not at all. Your bigger units are fairly good platforms for them. I don't think you can place them if you move shoot or are in combat though. Some armies are very good at applying pressure early on in the game. Which means if you commit a lot to reserves you get forced into placing them poorly. (Not sure if you can place them when you're pinned either.) A couple of whirlwinds could easily spell doom for your big warrior units and with that scupper the whole plan on turn 1!

I don't want to sound too doubting of it's efficacy. I'm just highlighting what I see as it's weaknesses. I think it's a good army but could come apart against certain army types and not because of dice but because you can't counter the opponents army.

(PS: Though I doubt you'll face many I use a Ravenwing army which has so far proven to be very deadly against Dark eldar. The benefits of the scout rule aside turbo-boost allows me to get where-ever I want very quickly and makes them hard to shift even with low AP weapons. Tieing them down in combat is very hard unless I want to be. Also first turn charges are very possible with them. It may be a specialist force but it is just one example besides ordinance heavy lists can badly upset your plans. Bikes in general are becoming a bit more common nowadays.)
 
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