thecactusman17
02-15-2013, 10:16 PM
In 5th edition, my tournament lists focused around a lot of close combat mixed with shooting and relied heavily on the Flyer kits for sheer turn-one power. Flyers of course have gotten even better in some ways but the game has obviously shifted away from close combat.
In response, here is my Dark/Eldar "6th edition meta" list. This isn't a list designed to copy others, but it is designed to capitalize on new strengths created by the rash of changes in the 6th edition rules. Naturally, I've exploited the powerful synergy between the Dark eldar and Eldar codices as well as used the Aegis Defense Line to beef up the surprising durability of what I've long referred to as the "plexiglass hammer" nature of the Dark Eldar codex.
Without further delay, here is the list!
Core Army (Dark Eldar):
HQ
Duke Sliscus (Warlord)
Troops
Kabalite Warriors (x20), Dark Lances (x2)
Kabalite Warriors (x5), Blaster
Venom Transport, Dual Splinter Cannons, Nightshields
Kabalite Warriors (x5), Blaster
Venom Transport, Dual Splinter Cannons, Nightshields
Fast Attack
Scourges (x10), Haywire blasters (x4), Solarite
Heavy Support
Voidraven Bomber, Shatterfield Missiles (x4), Night Shields, Flickerfield
Voidraven Bomber, Shatterfield Missiles (x4), Night Shields, Flickerfield
Ally Detachment
HQ
Eldrad (x1)
Troop
Rangers (x5), Pathfinders (x5)
Fortification
Aegis Defense Line, Quad Gun
When we examine the list, we have a number of strong (indeed, sometimes exceedingly powerful) units that work surprisingly well in concert. While a large portion of the anti-tank firepower is invested in the Bombers, it's worth noting that the Scourges in particular can cause remarkable damage to most tanks even on purely average rolls. If a unit of Scourges were to control a Skyfire Nexus random objective, there is a very likely chance that they would handily destroy any flyer in range before even the Quad Gun. Against ground vehicles, they free up the underwhelming Dark lances and Blasters to focus on weaker targets while the Scourges reliably knock down Leman Russ, Monoliths, Land Raiders and similar big bads with ease, or at least set them up for a swift dispatch.
The 3+ poison unit is where the fun really begins. With rerolls from Eldrad through the Divination chart, the unit rarely even needs the Foreboding power to cause massive damage against enemy units on overwatch. When combined with Foreboding, this unit will readily wipe out most enemy infantry units in one round of shooting, regardless of player turn. The Venoms are a pleasant addition, functioning as mobile harassment units that often win games by kiting around enemy shooting and vehicle assault units. They also tend to do great at sniping out that one character alone in the back corner with their high mobility.
The Rangers have proven to be game-saving all-stars on many occasions. In particular, they are excellent at picking out enemy gun emplacements and turrets before the opponent has a real chance to fire, saving my aircraft from a swift death on numerous occasions. They also have that wonderful "AP1 on a 5+", meaning that half my hits against infantry ignore armor saves and rends can do immense damage to vehicles.
Eldrad of course is the real "Warlord" here, but Duke also steps up with a nearly one in three chance of giving his unit Feel No Pain from the get go and otherwise almost always being a strong candidate for accepting challenges. He also benefits the big unit with a lot of nasty shooting, and gives delivery options for the Venoms when parking them behind the Aegis line is not good enough to avoid damage. Eldrad too is a good challenger choice against low-wound HQs or those with no invul save, especially if he gets the "Precognition" psychic power. This power can turn Eldrad into one of the finest candidates available for sitting in front of a vulnerable unit and taking the brunt of the enemy attack with his rerollable 3+ invul. If he goes to ground behind the Aegis Lines, of course, he becomes nigh-invulnerable.
In response, here is my Dark/Eldar "6th edition meta" list. This isn't a list designed to copy others, but it is designed to capitalize on new strengths created by the rash of changes in the 6th edition rules. Naturally, I've exploited the powerful synergy between the Dark eldar and Eldar codices as well as used the Aegis Defense Line to beef up the surprising durability of what I've long referred to as the "plexiglass hammer" nature of the Dark Eldar codex.
Without further delay, here is the list!
Core Army (Dark Eldar):
HQ
Duke Sliscus (Warlord)
Troops
Kabalite Warriors (x20), Dark Lances (x2)
Kabalite Warriors (x5), Blaster
Venom Transport, Dual Splinter Cannons, Nightshields
Kabalite Warriors (x5), Blaster
Venom Transport, Dual Splinter Cannons, Nightshields
Fast Attack
Scourges (x10), Haywire blasters (x4), Solarite
Heavy Support
Voidraven Bomber, Shatterfield Missiles (x4), Night Shields, Flickerfield
Voidraven Bomber, Shatterfield Missiles (x4), Night Shields, Flickerfield
Ally Detachment
HQ
Eldrad (x1)
Troop
Rangers (x5), Pathfinders (x5)
Fortification
Aegis Defense Line, Quad Gun
When we examine the list, we have a number of strong (indeed, sometimes exceedingly powerful) units that work surprisingly well in concert. While a large portion of the anti-tank firepower is invested in the Bombers, it's worth noting that the Scourges in particular can cause remarkable damage to most tanks even on purely average rolls. If a unit of Scourges were to control a Skyfire Nexus random objective, there is a very likely chance that they would handily destroy any flyer in range before even the Quad Gun. Against ground vehicles, they free up the underwhelming Dark lances and Blasters to focus on weaker targets while the Scourges reliably knock down Leman Russ, Monoliths, Land Raiders and similar big bads with ease, or at least set them up for a swift dispatch.
The 3+ poison unit is where the fun really begins. With rerolls from Eldrad through the Divination chart, the unit rarely even needs the Foreboding power to cause massive damage against enemy units on overwatch. When combined with Foreboding, this unit will readily wipe out most enemy infantry units in one round of shooting, regardless of player turn. The Venoms are a pleasant addition, functioning as mobile harassment units that often win games by kiting around enemy shooting and vehicle assault units. They also tend to do great at sniping out that one character alone in the back corner with their high mobility.
The Rangers have proven to be game-saving all-stars on many occasions. In particular, they are excellent at picking out enemy gun emplacements and turrets before the opponent has a real chance to fire, saving my aircraft from a swift death on numerous occasions. They also have that wonderful "AP1 on a 5+", meaning that half my hits against infantry ignore armor saves and rends can do immense damage to vehicles.
Eldrad of course is the real "Warlord" here, but Duke also steps up with a nearly one in three chance of giving his unit Feel No Pain from the get go and otherwise almost always being a strong candidate for accepting challenges. He also benefits the big unit with a lot of nasty shooting, and gives delivery options for the Venoms when parking them behind the Aegis line is not good enough to avoid damage. Eldrad too is a good challenger choice against low-wound HQs or those with no invul save, especially if he gets the "Precognition" psychic power. This power can turn Eldrad into one of the finest candidates available for sitting in front of a vulnerable unit and taking the brunt of the enemy attack with his rerollable 3+ invul. If he goes to ground behind the Aegis Lines, of course, he becomes nigh-invulnerable.