Thursday, September 22, 2011

New Dark Eldar List


After going through lots of blogs and doing some research to make sure I understand the army properly, I've come up with a full 2000 point list ready for conversion. The force is going to be an Ulthwé rapid response unit, utilizing Dark Eldar rules. I won't bore you with the specifics on all the counts-as right now, but rest assured a lot of conversion is going into the force to make it work with the DE ruleset. I have done the modeling for my blaster warriors, sybarites, and haemonculi. I'll get some pictures up after they've been primed.

For now, I'd like to get some feedback on the list itself and see if there are any major improvements that can be made to it. It's very lean and likes to sit back and let the guns do the work, just the way Black Guardians would want it done. Here's how it looks right now:

HQ:

120 Haemonculi
- 2 Haemonculi w/ Liquifier Guns (Attach to Wyches)

Troops:

185 Kabalite Warriors
- 10 Kabalite Warriors
- 1 Blaster
- 1 Splinter Cannon
- Raider w/ Splinter Racks


185 Kabalite Warriors
- 10 Kabalite Warriors
- 1 Blaster
- 1 Splinter Cannon
- Raider w/ Splinter Racks

180 Wyches
- 8 Wyches
- 1 Hekatrix w/ Agonizer
- Raider

180 Wyches
- 8 Wyches
- 1 Hekatrix w/ Agonizer
- Raider

150 Kabalite Warriors
- 4 Kabalite Warriors
- 1 Blaster
- 1 Sybarite w/ Blast Pistol
- Venom w/ Splinter Cannons

150 Kabalite Warriors
- 4 Kabalite Warriors
- 1 Blaster
- 1 Sybarite w/ Blast Pistol
- Venom w/ Splinter Cannons

Elites:

175 Kabalite Trueborn
- 5 Kabalite Trueborn
- 2 Dark Lances
- Venom w/ Splinter Cannons

175 Kabalite Trueborn
- 5 Kabalite Trueborn
- 2 Dark Lances
- Venom w/ Splinter Cannons

175 Kabalite Trueborn
- 5 Kabalite Trueborn
- 2 Dark Lances
- Venom w/ Splinter Cannons

Heavy Support:

105 Ravager w/ Dark Lances

105 Ravager w/ Dark Lances

105 Ravager w/ Dark Lances

 Total: 1990

I am still trying to figure out the best place for those last 10 points. My first instinct is to put Torment Grenade Launchers on the Wych Raiders to help them get sweeping advances in close combat.

Mostly the Venoms are used as a cover shield for the rest of the vehicles, and I use mobility plus firepower to play keep away and whittle the enemy down. Wyches function as counter-assault, tarpits, and bubble wrap as necessary. The list totals up to 65 infantry and 12 vehicles, which is much more than I am used to running with my terminator-based lists, but for most of the game I plan on keeping the infantry inside transports so it should still play very quickly.

Edit: Removed an extra Wych squad that I apparently copy/pasted in. List looks correct now.

6 comments:

  1. With 5 Venoms do you really need large Warrior squads with splinter racks? I'd probably take those down to 5x Warriors w/Blaster each and with spare points get Shock Prows for every Raider and see if you can't squeeze in some Reavers/Scourges with Heat Lances (preferably Reavers).

    As you are now you've got 26 lance shots but no AP1 and around 90 - 112 poison shots so certainly have a balanced covered there. Shock prows are going to help you open up the enemy infantry lines whilst getting some Heat Lances is going to give you some reliability in actually destroying tanks.

    ReplyDelete
  2. I will definitely keep that advice in mind. I've got a lot of testing to do with the army before I figure it out on all levels. I got my first game in with the list tonight against some Tyranids and I have to say I was very happy with the large Warrior squads. It was actually the Wyches that underperformed a little for me.

    I've got at least 5 more games to go with the list as-is before I want to change it up, but I'll definitely look strongly at getting some Reavers into the next playtest version.

    Thanks for the input!

    ReplyDelete
  3. 32 points to put Haywire Grenades on the witches. Helps them have a purpose if you are having difficulty opening transports. I believe that the splinter racks and splinter canon can cover the points. I at times will put ethersails on two witch squads (since their shooting is usually worthless). Extra range helps get into position quickly and to scare opponents into shooting the closest target, not the most important.

    ReplyDelete
  4. If I may...

    How did you do with this list?

    CK

    ReplyDelete
  5. So far, I've done fine with it. Beat up on Tyranids, and had a bloody affair against some Black Templars. I need to test it against some very mech-saturated lists still, but it seems to handle Terminators and MCs with relative ease, and the mobility is awesome, even without shock prows.

    ReplyDelete
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    but it seems to handle Terminators and MCs with relative ease, and the mobility is awesome, even without shock prows.

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