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Seti Member

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Posted: Sat May 7th, 2005 06:54 pm |
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Dark Eldar - The dark kin are arguably the fastest army in the 40k universe, they are also one of the least durable. They can field a large number of powerful guns backed up by BS4, and have some of the most powerful HtH units in the whole game.
All this adds up to an army that can outmaneuver anyone, but can't take much punishment. For the purpose of this thread I'll only discuss a Raider based DE army, gun line DE while effective, are boring and "unfluffy" in this Archon's eyes.
Raider based DE- have as you could have guessed, has lots of Raiders in it. Due to the high amount of Blasters available to a DE army, I tend to mount Disintegrators on most Raiders, at 5pts. for a plasma cannon why not?
Raiders are great for movement and focus on a weak point in the enemies deployment. It is common to use 2 to 3 Raider squads to hit one enemy unit, thus the key to victory for a DE Raider army, use your superior speed (yes we can even out maneuver Speed freaks!) to hit one point in the enemy line. A DE player can work it so almost their entire army hits about 1/3rd of the opponents, this spells doom for the opponent or worse... a trip to Commorragh...
- to be continued.
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Seti Member

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Posted: Mon May 30th, 2005 08:07 pm |
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Archons - The archon is one of the most powerful Hth units in the game. I always equip mine with a Shadowfield (+2 inv save). Combine a +2 inv. save with the independent Char. rules and I've found a stand alone Archon to be the best way to field the DE lord. Why?
- When the lord has a squad, Incubi or Wyches, they can easily be targeted by the enemy. Which most vet. opponents of DE will do. Nothing is worse then watching a 300+ pt. unit run off the board!
- Incubi are over-kill, unless wading into 40 Orks (it's been done!) A unit including an Archon + 6 or more Incubi usually will wipe out everything in their kill zone, with ease. Leaving them vulnerable to shooting attacks.
- Flexibility, The stand alone lord can pick and choose it's fights, given the skyboard as wargear. The 12in move means the Archon can sit in the middle of a formation and decide which Hth situations require the lords assistance. Alone a Raider squad couldn't beat grots, toss the Archon into the combat.. and it swings in favor of the DE.
- A tip, combine an assault with the Archon and Grotesques, Grots (having 2 wounds) will suck up attacks, the Archon will kill enough to win the combat. The Grots Fearsome ability forces an enemy to automatically run after losing combat, the Archons int. 7 will usually ensure a rundown, and automatic prisioners. Muhahahaha!
- Sample Archon
Agonizer, Poisoned Blades, Combat Drugs, Trophy Rack, Shadow Field, Tormentor Helm, Hellion Skyboard, grenades. approx. 170 pts.
more to come....
Last edited on Fri Aug 26th, 2005 01:26 am by Seti
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Seti Member

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Posted: Thu Mar 29th, 2007 09:19 pm |
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Webway Wytch Attack-
By far my favorite tactic in the Dark Eldar army is to have a DE char. take a webway portal. I hold 1 or 2 squads of Wyches on raiders in reserve. The DE char. (usually a Syberite(sp?) and a large squad of Warriors or Grotesques move to about 15 to 18 inches away from the enemy.
Then I drop the portal, most times by turn 3. The Warrior/Grot squad sucks up fire from the enemy.. The portal is dropped, and the Wych Raiders fly out next turn.
12in Raider move, 2in disembark, up to 6in fleet, 6in charge= a possible 26in move!!
- This tactic works best if only the wych Raiders are held in reserve. The rest of the DE army needs to be on the table. I highly recommend a Talos, the best fire-taker the Dark Kin have. The reason being, you don't want your Webway squad shot up before the drop the cargo, so a Talos or Ravager can't help divert fire..
Muhahahaha!
Last edited on Thu Mar 29th, 2007 09:50 pm by Seti
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