Friday, October 29, 2010

Dark Eldar Thoughts

So I played my first game against the new Dark Eldar against a VERY experienced player who wrote what he referred to as, "the unbeatable list." Here are my initial thoughts on the codex, the units, tactics, and counter-tactics.

Initial Thoughts: Dark Eldar are a beast! They have been and still continue to be the embodiment of a 'glass cannon.' They hit like a freight train but can be killed in a matter of seconds from the most humble of weapons.

Units: Their HQ's are pretty good overall. I would even venture to say probably some of the best in the game. Archons are just fantastic! The codex is full of wargear options that put Space Marines to shame! The wargear allows players to customize their Archons to do exactly the kind of combat they want. The Shadow Field is back (2+ invulnerable save), Clone Field, Agonizers, Husk Blades (Power Weapon that causes instant death...... I hate this thing), Webway portals, etc. The other two options for HQ's aren't ask good by a long shot. They have a HQ version of a Wych that has terrible wargear options in comparison for more points.... They also have a HQ Homunculus (spelling) that can be very useful in providing a unit with free pain tokens to start the game.

Their troop section is soooo easy but soooo good; Wychs & Warriors. Warriors are better now that they have poisoned guns, and Wychs put my Genestealers to shame in CC.

Elites: Incubi are fantastic with some new rules that make them even more nasty. I always have referred to them as Striking Banshees due to their mix of both good benefits that the two Craftworld Aspect warriors provide. Wryack's = Troop version of a Grotesque from 3rd edition. Basically a T 4 Dark Eldar with a pain token already. Super Warriors = Basically these guys are Kalabite Warriors with more weapon options, a higher leadership and more attacks. Watch out for small squads of 5 in a Venom armed with 4 blasters! Think of a Fire Dragon squad... that is what they can do. Super Wychs = same as Wyches with more wargear, more attacks, higher leadership, etc. Mandrakes = Dark Eldar mini Lictors.

Fast Attack: Ravagers = PWNAGE! Same stat line and weapon upgrades from 3rd but with a new rule.... They can move Crusing speed (12") and still fire ALL guns! Hellions = super fast warrior equivalents with a few more attack and some additional firepower. Jetbikes = super speed!!! They can turboboost 36"!!!! Scourges = mobile firepower in the form of a slightly better armored warrior.

Heavy Support = Talos = same as before with more options. Mini-Talos = a more gun oriented version of the Talos. Nightwing Fighter = 1 turn wonder for 110 points. Deathstrike Bomber = imagine a mix between a Nightwing Fighter, with a bomb for every enemy type. Grotesques = Str 5 T 5 W 3 with a pain token.... pretty nasty.... especially since they are only 35 points a piece.

Transports: Raiders = same as before with MORE upgrades (about 20 vehicle upgrades). Venoms = Imagine an Eldar Vyper with their gun turret removed and a platform behind that can transport 5 guys. Oh and it is better armed than a Vyper..... for only about 70 points..... (Sorry B).

The game we ended up playing was Annihilation with Dawn of War setup. My list I tailored to fight DE and initially I thought I would get completely destroyed after Turn 1. However that didn't exactly happen. I ended up staying alive and forcing a draw.

Dark Eldar tactics are thus... 1) Get first turn, 2) Destroy as much on the table as possible by either popping transports/tanks/heavy weapon teams, and then 3) fly around your enemy and blast them to death with a little CC action now and then.

Dark Eldar are fast! Believe me reading the rules is one thing but then seeing them in action is quite another... It is very disheartening when in 1 turn your opponent can have his ENTIRE force already assaulting your army or in rapid fire range. Dark Lances combined with Splinter weapons are the best for all enemies.... Lances for the armor and heavy infantry and Splinter weapons for everything else! For christsake they can upgrade their Raiders to move an additional 2D6" for a total of up to 36" in 1 turn AND they can still assault......

With that being said don't be disheartened when a quarter of your army is smashed in 1 turn. Follow these basic tactics to crush them. 1) Put everything you can into cover or provide a cover save to them... This not only can save your infantry or vehicles from the 1st turn massacre but can protect yourself from possible 1st turn assaults as well. 2) Shoot down the transports and then mop up the squads. I had 2 units of Hive Guard destroy 2 Raiders sometimes, just 1 a turn and by doing this it is quite easy to kill Dark Eldar. If their mobility is gone they are as weak as Tyranid gaunts for 2 or 3 times the point cost. 3) Shoot them! Any gun can kill a Dark Eldar and fast! Make sure to have target priority when facing the Dark Eldar. Hit particular targets and wipe them from the board before moving on. Blast & template weapons work wonders!

Overall the codex is very good! Lots of good units, with awesome rules and for once it isn't a Space Marine codex. I am excited to see the first well written and designed/balanced codex to come from GW in years!

3 comments:

J said...

Interesting, I suppose they aren't too different than when they first came out: fast, furious, but if you can survive that first wave you can pull the win... or a draw.

Glass cannons that they are I wonder how they fare against Imp Guard?

Brewmaster said...

Look at the White Dwarf article.... The Imp G. get completely smashed 15 kill points to 4....

I would still wager my bets toward Dark Eldar due to the sheer volume of lance fire.

Another key to stopping Dark Eldar include template/blast weapons. Flamers especially are nasty due to auto hit and 3+ to wound.

J said...

Heh, that feeds into my secret wish to play Sisters of Battle.

Do all of those units have 2 flamers? Why, yes, yes they do.