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Discussion Starter · #1 ·
Here's a break down of what the Dark Eldar can do. I'm not suggesting that this list is 100%, but its a nice foundation for destruction.

HQ - 345

Asdrubael Vect - 240

Seize initiative on a 4+ for the army. Vect is also fearsome in close combat with preffered enemy, power weapon that wounds on 3+, backed by 2+ invulnerable.

Baron Sathonyx - 105

If the army concept works then the Baron can deepstrike late game to provide harassment after he gives the +1 to your deployment dice. He also has a 2+ invulnerable.

Elite - 570

Kabalite Trueborn x 5 - 125
-Dark Lance x 2
-Shredder x 3


Venom - 65
-Splinter Cannon x 2

Very weak and easy to remove, but remember that we're counting on getting the first turn.

Kabalite Trueborn x 5 - 125
-Dark Lance x 2
-Shredder x 3


Venom - 65
-Splinter Cannon x 2

Kabalite Trueborn x 5 - 125
-Dark Lance x 2
-Shredder x 3


Venom - 65
-Splinter Cannon x 2

Troop - 520

Kabalite Warriors x 10 - 100
-Splinter Cannon

Raider - 70
-Dark Lance
-Splinter Wracks


The splinter wracks let us reroll failed hits with our 9 rifles and cannon. Very nice.

Kabalite Warriors x 10 - 100
-Splinter Cannon

Raider - 70
-Dark Lance
-Splinter Wracks


Wyches x 9 - 120
-Hekatrix w/Agoniser

Idea for Vects escort

Raider - 60
-Dark Lance

Heavy - 315

Ravager - 105
-Dark Lance x 3

Ravager - 105
-Dark Lance x 3

Ravager - 105
-Dark Lance x 3

Very simple concept. +1 to deployment roll, and if you lose then you have a chance to take it back on a 4+.

When you shoot first you have 18 Dark Lances, 8 Splinter Cannons, and 9 Shredders to unload upon the enemy army. Vect and the wyches can aim for first turn assault to bog down enemy infantry.
 

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Ouch.
Not looking forward to playing against DE.

While the glass hammer thing doesn't bother me too much, the whole +1 to see who starts and the 4+ seize the initiative is borderline broken.
Its like an IG leafblower... but with a much better chance of getting first turn for the Alpha-Strike.

Will be interesting to see how it goes in tournaments.
 

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One suggestion I'd rather take in the True borns is the make one squad with 2 blasters and 2 shredders 1 splinter cannon, because if your idiot opponent decides to set tanks up right near his line as if you get first turn (most likely :D) the venome with it's movement should still be in range after moving to allow the blaster to hget some good shots off as on a 6x4 long table edge set up hes on 12 your right on 12 meaning 6" move forward and blaster are in easy thanks being 18" range.

The best thing about this list is you can choose to go second so the opponent sets his army up first then always make the seize the I roll and get it 80% of the time!
 

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The best thing about this list is you can choose to go second so the opponent sets his army up first then always make the seize the I roll and get it 80% of the time!
I thought it was 4+, and the +1 was to see who gets to choose the first turn, not +1 to the 4+ to seize initiative.
 

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Hmm... I cant recall I'll have to read up on it when I go in to the FLGS next
 

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Hmm... I cant recall I'll have to read up on it when I go in to the FLGS next
One characters ability gives you +1 to your roll to see who gets the first turn.

The other characters ability allows you to seize the initiative on a 4+.

The +1 does not apply to the seize the initiative roll, only the roll to see who starts (chooses deployment zone, deploys, etc).
 

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Is Shadow Field no longer 1 per army?

And I don't think that splinter racks work with cannons...just rifles and pistols...
 

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Yes Shadowfiled can be taken on as many units whom can have it - aka 2 per army and has gone up by 5pts. And yes from what I know it's only pistols and rifles that get use of splinter racks.
 

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To be honest, although this army can smash turn one. It would be very interesting to see what else you could do with this 'almost' guaranteed first turn.

I will play around with setting up a crushing second turn as opposed to the chancey first. Using your first turn, you could re-deploy to whatever doesn't suit your opponent. On his first turn, he will try and engage...
Your second turn, cut his balls off.
 

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Ouch.
Not looking forward to playing against DE.

While the glass hammer thing doesn't bother me too much, the whole +1 to see who starts and the 4+ seize the initiative is borderline broken.
Its like an IG leafblower... but with a much better chance of getting first turn for the Alpha-Strike.

Will be interesting to see how it goes in tournaments.
Remember, the way to beat this list is simple:
DE Player: "Okay, I have a 1+ to my dice roll for first turn and I seize the initiative on a 4+"
Opponent: "And how many dark lances did you bring?"
DE Player: *chuckles*
Opponent: "I keep everything in reserve"

Now it's like fighting Daemons. Turns one and two are completely wasted
 

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Discussion Starter · #12 ·
Is Shadow Field no longer 1 per army?

And I don't think that splinter racks work with cannons...just rifles and pistols...
The only restriction to Shadow Field is that you may not take both it and Clone Field on the same model.

You're right about Splinter Racks I didn't catch that.

To be honest, although this army can smash turn one. It would be very interesting to see what else you could do with this 'almost' guaranteed first turn.

I will play around with setting up a crushing second turn as opposed to the chancey first. Using your first turn, you could re-deploy to whatever doesn't suit your opponent. On his first turn, he will try and engage...
Your second turn, cut his balls off.
I agree, I merely posted a concept list to get people thinking. I will re-write the list to have more substance.
 

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Discussion Starter · #13 ·
Remember, the way to beat this list is simple:
DE Player: "Okay, I have a 1+ to my dice roll for first turn and I seize the initiative on a 4+"
Opponent: "And how many dark lances did you bring?"
DE Player: *chuckles*
Opponent: "I keep everything in reserve"

Now it's like fighting Daemons. Turns one and two are completely wasted
You're right and wrong. If the opponent holds everything in reserve and doesn't have anything to boost his reserve roll then odds suggest 50% of his army will be available on turn 2. Not to mention infantry with heavy weapons cannot fire, and units designed to get into close combat fast will be delayed.

The Dark Eldar player can also disembark all troops into cover and have the raiders/ravagers turbo boost for 4+ cover until they need to fire.

Now against a person who has reserve manipulation then yes the Dark Eldar player just might get screwed.
 

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Remember, the way to beat this list is simple:
DE Player: "Okay, I have a 1+ to my dice roll for first turn and I seize the initiative on a 4+"
Opponent: "And how many dark lances did you bring?"
DE Player: *chuckles*
Opponent: "I keep everything in reserve"

Now it's like fighting Daemons. Turns one and two are completely wasted
Yeah plz do that and watch your army being destroyed by precision strikes as it arrives piecemeal.

Alpha strike is a viable strategy with a list build for that purpose and of course when in the hands of a good player.
 
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