This time lets look at some army lists
I’ve gotten a lot of feedback on the previous 2 parts of my
A Misunderstood Evil series and I’d like to first thank everyone who sent me
emails or posted comments on them. I had originally planned on this being a 3 part
column with the 3rd part being tips as to how to beat popular meta
lists. however I received so many requests from people who wanted to see some
sample army lists that I decided (sycophant that I am) that I’d expand the series
by 1. So this week we do sample lists, all of the below are 1850 point lists some I’ve tried others I’ve only
dreamed of.
This is an army that I took to a local tournament a
few weeks ago. In the interest of full disclosure I did drop 1 game to an Ork
player with a standard patten unkillable Stompa, but over all I have to say I was
pretty happy with it.
List1
Real Space Raiders
Detachment
HQ
Archon: Shadow Field, Agoniser, Venom w/ extra splinter
cannon.
Troops
5 Kabalite Warriors: Venom w/ extra splinter cannon.
5 Kabalite Warriors: Venom w/ extra splinter cannon.
Fast Attack
Razorwing Jetfighter:
Twin-linked Splinter Rifle, 2x Dark Lances, 4x Monosythe Missiles
Razorwing Jetfighter:
Twin-linked Splinter Rifle, 2x Dark Lances, 4x Monosythe Missiles
Razorwing Jetfighter:
Twin-linked Splinter Rifle, 2x Dark Lances, 4x Monosythe Missiles
Razorwing Jetfighter:
Twin-linked Splinter Rifle, 2x Dark Lances, 4x Monosythe Missiles
5 Scourges: 4x Haywire Blasters
5 Scourges: 4x Haywire Blasters
Eldar Allied Detachment
HQ
Autarch: Jetbike, Mantle of the Laughing God, Laser Lance
Troops
5 Dire avengers: Wave Serpent W/ Twin-linked Scatter laser,
Shuriken Cannon, Holo-Fields
5 Dire avengers: Wave Serpent W/ Twin-linked Scatter laser,
Shuriken Cannon, Holo-Fields
Fast Attack
5 warp spiders
The Autarch lets you add +1 or -1 to your reserve rolls
which will obviously help you to get the Razorwings on the table on turn 2 but
don’t get the idea that that’s all he does. He gives you the ability to Deep Strike
your Scourges, Warp Spiders and Venoms with the relative certainty that they
will show up on time, or he can help you to keep them in reserve until a
suitable target presents its self. The Autarch is also great for grabbing
maelstrom objectives or tank hunting (on the charge he has 5 S6 attacks hitting
rear AV). Sure he dies to ignores cover weapons but he has great utility for
minimal points.
The Archon in his own personal Venom has been my HQ of
choice so far. If your local group lets you get away with running one member of
a court by its self as your HQ go ahead but I think that is unlikely to be
accepted most places. I go with the Agoniser over the other weapon options
because I feel like it lets him threaten the most things (Wraithknights, Combat
Squads, big Daemons/ Nids) but honestly he is only in here because Games
Workshop says I have to have an HQ.
Only 2 Venoms? Well no, there are sneakily 3 because of the
Archons ride but you’re right that’s not a lot by most people’s standards there
are however reasons for this. First, this is a Real Space Raiders Detachment
and as such neither the troops nor the dedicated transports for them have
Objective Secured. That very much reduces the value of the Kabalites and their
Venoms. Second, the value of venoms is largely in the ability to murder
infantry and monstrous creatures and this list has other units that overlap in
that role. Wave Serpents, Warp Spiders, and 16 s6 large blast templates from The
Razorwings all serve as anti infantry fire that when added to the Venoms should
be more than enough. The Wave Serpents also do a number on any Monstrous
Creature That’s not T8. In fact the only time I wish I had more Venoms in this
list is when I see 2 or 3 Wraithknights.
I already expounded on my belief in the value of the
Razorwing Fighter in part 2 but it’s worth saying again that very few enemy
infantry will survive to be the table the turn after 4 of them show up. They
also serve as anti flier anti armour, though less effectively.
Dark Eldar suck at killing tanks, I’m sorry but they just
do. At least they suck at killing the armour that you are likely to see in a
tournament. 2 units of Scourges with a total of 8 Haywire shots aren’t enough
to totally fix the problem but it helps. You do have to be careful with these
units as a metaphorical stiff breeze can knock them over (also I recommend
weighting their bases with a coin or washer as a literal stiff breeze will
knock them over as well). They do suck in matchups where your opponent has no
vehicles and I’m starting to come around on the Heat Lance version as a result
but honestly I feel like the rest of your army has enough of an edge in those
matchups that it’s okay to risk it.
Wave Serpents are good so I added some.
What you want more? Fine.
The Wave Serpents are here as a catch all. They and the Dire
Avengers inside are the only objective secured units in the army. They are
good against infantry. They are the only ignores cover unit in the list, and
most importantly they are good at killing the medium to light Vehicles that
Deldar struggle with like for example other Wave Serpents.
If you can’t beat ‘em…
The Warp Spiders serve as an extension to what the Wave
Serpents do. I typically Deep Strike them down to target the side or rear AV of
a vehicle on hope that 10 S7 shots will do the job.
List 2
This is going to be a little different, this list uses the 2
separate Real Space Raiders Detachments giving us access to a maximum of 12
fast attack choices.
Real Space Raiders Detachment #1
HQ
Urine Rakarth
Troops
5 Kabalite Warriors: Blaster, Venom w/ extra splinter
cannon.
5 Kabalite Warriors: Raider with Night Shields
Elites:
3 Mandrakes
3 Mandrakes
3 Mandrakes
Fast Attack:
6 Reaver Jetbikes:
with 2 Blaster
6 Reaver Jetbikes:
with 2 Blaster
6 Reaver Jetbikes:
with 2 Blaster
6 Reaver Jetbikes:
with 2 Blaster
6 Reaver Jetbikes:
with 2 Blaster
3 Reaver Jetbikes:
with 1 Blaster
Fortification:
Imperial Bunker:
Comms Relay
Real Space Raiders Detachment #2
HQ
Archon: Shadow Field, Agoniser, Venom w/ extra splinter
cannon.
Troops
5 Kabalite Warriors: Blaster, Venom w/ extra splinter
cannon.
5 Kabalite Warriors: Blaster, Venom w/ extra splinter
cannon.
Fast Attack
3 Reaver Jetbikes:
with 1 Blaster
3 Reaver Jetbikes:
with 1 Blaster
3 Reaver Jetbikes:
with 1 Blaster
3 Reaver Jetbikes:
with 1 Blaster
3 Reaver Jetbikes:
with 1 Blaster
3 Reaver Jetbikes:
with 1 Blaster
I admit that this list is something of a gimmick, but is
that really bad? I mean Centurion Stars are a gimmick, they are just a good one.
The short version of this lists strategy is to deploy as little as you possibly
can on turn 1 and then have everything come in on turn 2 using the Comms Relay.
Why Urien Rakarth? Every Dark Eldar unit within 12” of Urien
counts the turn number as being 1 higher for than it is when checking the Power
Through Pain chart, if he’s in a Raider that bubble extends from the hull. Line
that Raider up sideways in the middle of the table and that bubble is pretty
big and when all of your bikes come on the table turn 2 anyone within it will
have a 3+ jink and a 5+ Feel No Pain. Reaver Jetbikes are far from being close
combat monsters but if you can keep them in Urien’s bubble and get a charge on
turn 3 you will be getting S4 Hammer of Wrath hits as well as 3 attacks each
with Furious Charge for S4, that’s not too bad.
List 3
This is more your classic venom spam list. What can I say if
it ain’t broke…
Combined Arms Detachment #1
HQ
Archon: Shadow Field, Agoniser, Venom w/ extra splinter
cannon.
Troops
5 Kabalite Warriors: Blaster, Venom w/ extra splinter
cannon.
5 Kabalite Warriors: Blaster, Venom w/ extra splinter
cannon.
5 Kabalite Warriors: Blaster, Venom w/ extra splinter
cannon.
Heavy Support
Ravager: w/ 3 Dark Lances
Ravager: w/ 3 Dark Lances
Ravager: w/ 3 Dark Lances
Combined Arms Detachment #2
HQ
Archon: Shadow Field, Agoniser, Venom w/ extra splinter
cannon.
Troops
5 Kabalite Warriors: Blaster, Venom w/ extra splinter
cannon.
5 Kabalite Warriors: Blaster, Venom w/ extra splinter
cannon.
5 Kabalite Warriors: Blaster, Venom w/ extra splinter
cannon.
Heavy Support
Ravager: w/ 3 Dark Lances
Ravager: w/ 3 Dark Lances
Ravager: w/ 3 Dark Lances
This list gives you access to 6 ravagers putting out 18 dark
lance shots per turn as well as 6 blasters in your venoms, that’s 24 S8 AP2
lance shots in total. The quick math is that will do 8 hull points in damage to
anything that’s AV 12 or better. Couple that with the 96 poisoned shots the
venoms can put out at range 36” (not to mention another 24 splinter rifles in
those open topped venoms) and you can basically just beat your opponent over
the head with your whole dice cube.
Unlike the other 2 lists above this one uses the Objective Secured
rules to its advantage, 6 Kabalite Warrior squads and 6 Venoms all have it.
while admittedly not quite as good as Eldar Windrider Jetbikes Objective
Secured Venoms are very good at running around the Board on turns 5 and 6 and
claiming or contesting objectives, here are a couple thing to remember when
doing this.
1)
Unlike Craftworld Eldar who want to go second so
that they can zip onto the Objectives on the last player turn of the game you
want to go first. Dark Eldar are best when
they strike first, the army is simply too fragile to chose the second turn in
all but the most specific of situations. Taking the second turn with the
intention of reaching out and grabbing objectives at the end of the game is ultimately
a self defeating strategy as you will likely have too few units remaining at
the end of the game to do so.
2)
Don’t be afraid to keep your guys in their Venoms. Anyone who’s played with Venoms in 7th edition will tell you that they
are death traps. When they explode everyone inside is wounded on a 3+ and only
have 5+ armor to protect them. You’ll end up losing a little less than half of
the guys inside then have to make both a pinning check and a morale check. The odds
of failing one of these 2 checks are pretty good. So why am I advising you to
leave your guys/gals in their death traps? Due to the Power From Pain rule by turn 5 the
unit has feel no pain 5+ to go with their armor save increasing the chance that
they will survive a wound from 33% to 55%, In addition at this point they will
also be fearless so there’s no need to take those pesky moral tests. Bottom line
is they are almost always just safer in the transport.
3)
You only can turbo boost 18”. I know that sounds
like a lot but it’s not as much as you might think. Unlike with jetbikes you
have to know where you intend to be on turn 5 when you’re planning your moves
on turn 4. I have found myself an inch or 2 short more times than I care to
count (insert joke here) because I didn’t want to tip my hand by pre measuring.
List 4
And since I’d hear about it if I didn’t do it the obligatory
Webway Portal list.
Combined Arms Detachment
HQ
Archon: Shadow Field, Agoniser, Webway Portal, Haywire Grenades,
The Armour of Misery.
Archon: Shadow Field, Agoniser, Webway Portal
Troops
5 Kabalite Warriors: Blaster, Venom w/ extra splinter
cannon.
5 Kabalite Warriors: Blaster, Venom w/ extra splinter
cannon.
5 Kabalite Warriors: Blaster, Venom w/ extra splinter
cannon.
5 Kabalite Warriors: Blaster, Venom w/ extra splinter
cannon.
Eldar Allied Detachment
HQ
Spiritseer
Elites
7 Fire Dragons: Wave Serpent W/ Twin-linked Scatter laser,
Shuriken Cannon, Holo-Fields
Troops
5 Wraithguard: 5x D-scythe, Wave Serpent W/ Twin-linked
Scatter laser, Shuriken Cannon, Holo-Fields
5 Wraithguard: 5x Wraithcannon, Wave Serpent W/ Twin-linked
Scatter laser, Shuriken Cannon, Holo-Fields
I can hear some of you saying that this is an Eldar list. Yes,
there is an extent to which the Eldar half of this list is what’s doing the
heavy lifting, but you can’t make this list with Eldar primary you need the 2
Dark Eldar HQ choices to make it work. You could just as easily make the
argument that the Eldar half of this list wouldn’t be able to cut it without the
Dark Eldar.
The main Idea is that you have 2 Webway Portals and 3 units
that you can put them in; The D-Scythe Wraithgaurd for killing infantry (centurion
stars) and the Wraithcannon Wraithguard or the Fire dragons for killing
Vehicles. No matter what your opponent puts on the table You can Deep Strike something
they don’t want exactly where they didn’t want it. This list is also packing 3
Wave Serpents and 4 Venoms for solid ranged fire power. I’ll be honest I have
not yet tested this one but it’s on my work bench and as soon as I have the
Wraithgaurd and Fire Dragons converted up to look sufficiently evil I will be
giving it a shot.
So there you have it 4 lists all different all of which I
think are pretty good. I had never intended to do a sample list column because
I never wanted to give anyone reading it the impression that they had to play
Dark Eldar the same way I do. That being said now that I have I’m pretty happy
I did the act of writing this helped remind me how diverse this book really can
be, and why I love it.
What about you? Do you play something
wildly different from these? Do I have no Idea What I’m talking about? Tell us
in the comments or email me at doctorz.evil@gmail.com
Still waiting for part 4...! :-D
ReplyDeleteMeanwhile I have decided how my list will look like (and what I have to buy to complete it!!)
The big difference between your list is that in my area the tournaments are about 1750 point instead of 1850.
I really liked your 1st list, and that was the base to build mine. And, I can not not to use the WWP because it is beautiful and unique. But using them with ghost warrior or fire dragons is... too obvious! So i will find something different...
My list:
- Archon, wwp, blaster 110
- Venom, 2 splinter cannon
- Venom, 2 splinter cannon
- 5 Dire Avenger
- 5 Dire Avenger
- Farseer whit jetbike and lance
- Wave serpent, scatter laser, shuriken cannon
- Wave serpent, scatter laser, shuriken cannon
- Razorwing Jetfighter: Twin-linked Splinter Rifle, 2x Dark Lances, 4x Monosythe Missiles
- Razorwing Jetfighter: Twin-linked Splinter Rifle, 2x Dark Lances, 4x Monosythe Missiles
-Voidraven bomber + missiles
5 Kabalite Warriors: Blaster
5 Kabalite Warriors: Blaster
Autarch with jetbike and "blaster"
5 warp spiders
5 warp spiders.
5 Scourges, 4 haywire blaster
I didn't tried it yet (I still have to buy all the flyers) but it seems beautiful to me.
My idea is to embark the dire avengers on the venoms and the kabalites on the wave serpents.
In this way my opponent will see something uncommon; the weak kabalites will enjoy the wave serpents protections and will not die as usual when their transport blows up (hopefully wave serpents will be just wrecked); dire avengers will have some more protection than just be by foot, and some more mobility, but they will be able to shoot from their transport, without having to disembark. The kabalites will hopefully disembark mid- late in the game when they will benefit the feel no pain rule.
The wwp of the Archon will be associated to warp spiders if the opponent has no transport or transport with low armor, or with the scourges if is needed to destroy some land rider or similar.
The farseer will roll on divination if I need some psychic power to deny cover (jinking bikestar, shrouding units) or on the classic Eldar powers.
the autarch and the flyers has no needed to be explained.
I will try this list tomorrow. I am really excited about it. I am planning to win by turn two.
ReplyDelete