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Dark Eldar - Questions/Advice

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Dark Eldar - Questions/Advice

Postby RedEyeJedi » Sat Jan 25, 2014 3:20 am

Hi guys, thanks for reading! I've recently got back into 40K and I've come across some Dark Eldar models I purchased when the codex was updated, they are as follows: x2 Raiders, x10 Kabelite Warriors, x10 Wyches, x5 Hellions and x5 Incubi.

Basically my question is aimed around their reliability in game and how you personally use Dark Eldar, as when I looked through the codex the models are all really weak, and also only have 5/6+ saves, even the Incubi (Which I assumed would be much tougher) are relatively weak.

Am i missing out on something? Or are they similar to that of imperial guard ie strength in numbers/artillery?


How do you play Dark Eldar? If I can't get with it I may just sell them!


Thanks!
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Re: Dark Eldar - Questions/Advice

Postby timewizard » Sat Jan 25, 2014 3:54 am

RedEyeJedi wrote:Basically my question is aimed around their reliability in game and how you personally use Dark Eldar, as when I looked through the codex the models are all really weak, and also only have 5/6+ saves, even the Incubi (Which I assumed would be much tougher) are relatively weak.

Am i missing out on something? Or are they similar to that of imperial guard ie strength in numbers/artillery?

How do you play Dark Eldar? If I can't get with it I may just sell them!


The first question I would have to ask is do you have the DE Codex?
If not, you need to get one.
That said, the way to play DE is, like any force, to play to their strengths.

I use transports. Lots of transports. I want to get my girls (Wyches) in CC as soon as I can. Yes they have a 6+ armor save, but in CC their dodge rule gives them a 4+ invul save. Put them in a raider and get them into combat.

I want to get my Incubi in CC as well. They can get extra attacks and have a 3+ save. These guys also go into transports to protect them and get them where they need to go.

The Warriors I use to set up choke points, support other troops and take and hold objectives.

The hellions, write "Hit & Run" on a sticky note a put it on your forehead. These guys, used properly, can disrupt your opponent and generally muck up his plan of attack.

Plus, all of these units have power from pain. Get them a pain token, they get "feel no pain". Put you wyches with a Haemonculus, they start the game with a pain token.

The models you have so far are a pretty good start for a DE force, but you need to read the codex to see the true strength of a DE force.

Now I'm sure that more than a few people on this forum will add their input on DE as well, some will disagree with what I've said so far. This is just a real quick response to get the ball rolling, as it were. Take all the tidbits you see here, read the codex, and see if the play style of the DE might appeal to you.

If you're interested, PM me. There are a few good articles out there I could supply you with.

Good luck, I hope you'll give in to your inner soul eating desires. Come over to the Dark (Eldar) side!

Time Wizard
"I have found again and again that in encounter actions, the day goes to the side that is the first to plaster its opponent with fire." - Erwin Rommel
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Re: Dark Eldar - Questions/Advice

Postby KInG » Sat Jan 25, 2014 11:14 am

Dark eldar. My favourite army. :)

I have five armies in total but the DE are the most rewarding because they are difficult to play with. So if you're up for the challenge then great, but generally they are regarded to be a veteran players army because played wrong they will not do well.

You have to play them as a whole, not as individual units. So one section will support another in their given objective during the battle.

DE get some of the best transports in the game. Open topped fast skimmers. Open topped: everyone can shoot from them and can assault from them also. Fast skimmers, move 30" flat out while giving yourself a 4+ cover save! even if you're in the open via the jink special rule. Ethereal sails add 2D6 to that move also. Add to this a dark lance or 2x splinter cannons and your can kill any tank or mow down the toughest monsters.

On the flip side they are Armour 10. So even a bolter can kill you. Therefore you need lots of them.

My current all round list has 3 raiders full of wyches, 3 venoms with true born toting blasters and all have haywire grens so no vehicle is safe. Backed up with 3 ravergers for even more anti tank and that should be enough in most cases. The wyches travel with one of 3 hermoculi each and one has the archon also.

I find that my wyches can take on any elite unit in close combat. The tougher the unit the more wyches I throw in. I can disembark and start rearranching my characters to give me a harder hitting unit. By that I mean, if I need a unit with furious charge I transfer one hermoculi into the unit, or if I want them to be fearless also I transfer both, so all three are with the archon.

Two of the hermoculi have flesh gauntlets, they can kill a wraith knight alone potentially, and agonisers I have on wych units and archon and third hermoculi. So nobody is safe.

Rough tactic, throw the raiders right up in front of opponents face. Follow in behind with venoms, and have the ravergers support the assault with long range anti tank.

Just pm me for my paypal account so you can credit me for this leap in DE experience. :D
www.GamingFigures.com & http://www.AgeofStrife.com 15% off GW models 10% off FoW & GF9 - extra 1% off orders £100+ & 2% off orders £250+ with FREE UK SHIPPING now added
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