1500 Points Dark Eldar - Option 1 for Cap-It-All Cup

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1500 Points Dark Eldar - Option 1 for Cap-It-All Cup

Postby Steel Paladin » Wed May 30, 2012 10:40 am

"Gotta cap 'em all, CAP-IT-ALL!"
- hypothetical Cap-It-All Cup theme song

So either I'm going to take my Dark Eldar, and bring forth a "Live to Win" effort to get them all assembled and painted in time for the tourney, or I'm going to bring my venerable Blood Angels, and bring forth a similar, yet less extensive, effort to get them all painted to a better standard than currently presented.

If I were to take my Dark Eldar, this is how I'd roll. What do you guys think? What would work best in your opinion? What changes should be made for better killyness? How should I play the army? I've definitely played up the mobility aspect of the Dark Eldar, a d so I'd have to take advantage of that as much as possible.

Thanks:



HQ

Archon (60p)
Power Weapon
Phantasm Grenade Launcher
Ghostplate Armour
= 110p


ELITES

Incubi
9 Incubi
Klaivex
Murderous Assault
Raider
Flickerfield
Night shields
= 303p


TROOPS

Kabalite Warriors
10 Warriors
Shredder
Splinter cannon
Raider
Flickerfield
Night shields
= 185p

Kabalite Warriors
10 Warriors
Shredder
Splinter cannon
Raider
Flickerfield
Night shields
= 185p


FAST ATTACK

Reaver Jetbikes
9 Reavers
3x Grav-talon
= 228p

Scourges
10 Scourges
2x Heat lance
= 244p

Scourges
10 Scourges
2x Haywire blaster
= 244p


TOTAL = 1499p
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Re: 1500 Points Dark Eldar - Option 1 for Cap-It-All Cup

Postby Khain » Wed May 30, 2012 11:27 am

I like the list but with only 2 troop choices you are going to be vulnerable to having your opponent wipe them out and leave you with nothing that can claim objectives which I think will be present in every scenario.
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Re: 1500 Points Dark Eldar - Option 1 for Cap-It-All Cup

Postby G-Ram » Wed May 30, 2012 11:31 am

Drop the bikes and wyches in a raider, then you can support the incubi in close combat and do the first turn charge trick with the wyches to put pressure on your opponent immediately.
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Re: 1500 Points Dark Eldar - Option 1 for Cap-It-All Cup

Postby Steel Paladin » Wed May 30, 2012 1:08 pm

G-Ram wrote:Drop the bikes and wyches in a raider, then you can support the incubi in close combat and do the first turn charge trick with the wyches to put pressure on your opponent immediately.


That's a good idea. I'm sad to have to drop my bikes, though - I just love their fly-by attacks and their 3++ turbo-save. Let's see how that works....
Jordan
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Working On: Heavy Gear Blitz two player starter demo minis - doing a demo at FDB on June 15.
Status: Working, going to Miami for work June 2-8, playing loads of X-Com: Enemy Unknown.
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On Deck: HGB NuCoal Gears, Infinity (JSA or ALEPH), Flames of War (LW Belgians), Warmachine (Cyriss or Scyrah)

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Re: 1500 Points Dark Eldar - Option 1 for Cap-It-All Cup

Postby Desc440 » Wed May 30, 2012 9:10 pm

1) Very weak scoring presence. 20 T3 5+ dudes ain't going to cut.
2) Very weak anti-tank. Give those bikes some heat lances and make sure your Scourges have their max amount of AT weapons. Also, the Warriors should have blasters, not shredders.

I would start by dropping the Incubi and getting more troops (at least 2 more squads) and then work from there.
Henshini wrote:I think the morale of the story is, gw could have just said 'no' in the FAQ, but instead took the lowest road possible, were dicks and said 'RTFM nooooobs, lololololol'.
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Re: 1500 Points Dark Eldar - Option 1 for Cap-It-All Cup

Postby Crablezworth » Wed May 30, 2012 9:27 pm

I wish I knew the book better. But I would agree that more troops would be good, just not sure what to cut out to make that happen.
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Re: 1500 Points Dark Eldar - Option 1 for Cap-It-All Cup

Postby LUTNIT » Thu May 31, 2012 12:12 pm

What is this "assault on first turn trick" with wyches? I just glanced over the DE codex and don't see how it's possible...
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Re: 1500 Points Dark Eldar - Option 1 for Cap-It-All Cup

Postby Desc440 » Thu May 31, 2012 1:59 pm

LUTNIT wrote:What is this "assault on first turn trick" with wyches? I just glanced over the DE codex and don't see how it's possible...


It's simple:

Put the whyches in a Raider. Deploy the raider sideways and as close as possible to the enemy. During turn 1, turn the Raider towards the enemy, move 12 inches and disembark. Run during the shooting phase and assault. You get about 2 inches for the Raider rotation, 12 inches for the move, 2 inches for the deployment, 1 inch for the base size, D6 for the run and 6 inches for the assault, giving you a total of 24-29 inch charge range on turn 1.
Henshini wrote:I think the morale of the story is, gw could have just said 'no' in the FAQ, but instead took the lowest road possible, were dicks and said 'RTFM nooooobs, lololololol'.
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Re: 1500 Points Dark Eldar - Option 1 for Cap-It-All Cup

Postby Chimera » Thu May 31, 2012 2:47 pm

It's hard to take everything you want in 1500. You should probably pare down the incubi since 413 points, including archon, in a light vehicle is asking for trouble! You'll definitely need to drop the haywire blaster scourges since close to 50% of your list is non-scoring fast attack!

I suggest you try smaller warrior units with blasters in venoms and keep one larger unit of warriors with dark lance on foot as your static backfield objective holder. Then I'd turn your raiders into ravagers, which are awesomely annoying anti-tank and depressingly cheap for 3 BS4 dark lances that can move 12" and still shoot. They'll draw tons of fire away from your other units and as fast skimmers can easily contest. Definitely keep the flicker fields and night shields on the vehicles so they'll be that much harder to swat.

Something like this:

HQ
Archon AGON PGL GA = 115

ELITES
6 Incubi KL MA = 157
Raider NS FF = 80

TROOPS
5 Warriors SC SYB = 65
Venom NS FF = 65
5 Warriors SC SYB = 65
Venom NS FF = 65
5 Warriors SC SYB = 65
Venom NS FF = 65
10 Warriors DL SYB = 125

FAST ATTACK
6 Reavers 2xHL = 156
10 Scourges 2xHL = 244

HEAVY SUPPORT
Ravager NS = 115
Ravager NS = 115

TOTAL = 1,497
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Re: 1500 Points Dark Eldar - Option 1 for Cap-It-All Cup

Postby DavidJRawes » Thu May 31, 2012 2:56 pm

Desc440 wrote:
LUTNIT wrote:What is this "assault on first turn trick" with wyches? I just glanced over the DE codex and don't see how it's possible...


It's simple:

Put the whyches in a Raider. Deploy the raider sideways and as close as possible to the enemy. During turn 1, turn the Raider towards the enemy, move 12 inches and disembark. Run during the shooting phase and assault. You get about 2 inches for the Raider rotation, 12 inches for the move, 2 inches for the deployment, 1 inch for the base size, D6 for the run and 6 inches for the assault, giving you a total of 24-29 inch charge range on turn 1.



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