Thursday, October 21, 2010

Dark Eldar Almost Full Force Org!

So I was thinking of a true MSU army for Dark Eldar and how I could make an effective one. I've been enamoured of the Beast Master unit lately as well and here is the list I came up with:

-HQ-

Archon-110
Shadowfield, Agoniser

Haemonculus-65
Liquifier, Animaes Vitae

-Elite-

3 Trueborn-146
3xBlasters, Venom w/2 Splinter Cannons

3 Trueborn-146
3xBlasters, Venom w/2 Splinter Cannons

3 Trueborn-146
3xBlasters, Venom w/2 Splinter Cannons

-Troop- (If you hate great troops you could also swap these out for 5 Warriors w/Blaster)

5 Wracks-120
Liquifier, Raider

5 Wracks-120
Liquifier, Raider

5 Wracks-120
Liquifier, Raider

5 Wracks-120
Liquifier, Raider

5 Wracks-120
Liquifier, Raider

-Fast Attack-

3 Beast Masters-156
4 Razorwing Flocks, 5 Kymera

3 Beast Masters-156
4 Razorwing Flocks, 5 Kymera

3 Beast Masters-156
4 Razorwing Flocks, 5 Kymera

-Heavy Support-

Ravager-105

Ravager-105

Ravager-105

So how does this army function? Well we'll start with the easy and obvious; 23 St8 AP2 shots for anti-tank on 11 different platforms. The dispersed weapons mean you should be able to match most mech in the game and the beast master units are your tiny hammers. 24 rending attacks and another 20 st4 attacks are amazing for killing those MSU marine/standard guard units. They also aren't half bad against horde armies. You've got 36 36" range (not counting movement) poisoned shots each turn that can double as screening units for your other transports. 6 APd6 Flamer templates and a killy character for tying up deathstar units or killing single units by himself (assuming his field holds). This army has the ability to deal with all the lists I posted in the Tyranid part 2 thread and pretty much any other army I can think of off the top of my head.

There are some modifications you can make based on personal style like swapping out the Beast Master units for 6 Reavers w/2 Heat Lances, swapping out Warriors w/Blaster for Wracks, or dropping the killy boss for another troop unit. There is room for tailoring but overall I really, really like this list and I can see myself building it....

Hope you enjoyed. Thoughts are welcome.

8 comments:

Chumbalaya said...

I like. Crazy shit running around errywhere.

Hulksmash said...

Thanks Chumb, I got a game in tonight with it on Vassal and even though I screwed up deployment (like I normally do on there) and made some basic mistakes I still enjoyed the game. I won only cause my opponent made as many mistakes as I did :) Vassal isn't a real game but I still really enjoyed the list. Though I may find points for another beast master for each squad to make sure I get to stay at Ld8 instead of 5.

Chumbalaya said...

Yeah, positioning in Vassal is a bitch. I basically have to unlearn all I know about normal deployment and can't get estimated measurements quite right. No frame of reference. As you can imagine, it's hell for my Vassal Daemons and Vassal DoA Blood Angels :P

Ben said...

At first glance this list will wipe your part 2 Tyranid list off the board in very short order....

Hulksmash said...

@Ben

On paper it's a stronger list no doubt. And I'd be wary seeing it across from my bugs but I think I could still pull it off. It would depend on all the normal factors like terrain, deployment zones, objectives, and ad naseum.

winterman said...

That's a cool list for sure. Definitely see a more MSU, more is better concept then most folks are going towards (eg no vehicle upgrades, 3 man trueborn instead of 4, etc). Something to keep in mind when trying to squeeze in something extra.

I dig the beastmasters, they are one of my fav entries and one I was looking forward to seeing improved over the 3ed version. This does look like the best mix of beasts to run. What I like is being able to shunt wounds off of the damage dealers, unlike say stealers who lose killy with every casualty. It's a bummer that beastmasters only have a single ccw and A1 -- its not at all worth upgrading a beastmaster with those stats.

I guess with the beasties you figure you don't need wyches? I can see that I guess (although haywire grenades are still pretty nice sounding to me), although I was thinking a more wyche cult focused list would be cool (wyches + beastmasters + obligatory trueborn and ravagers for anti-tank). Its a bummer that the succubus lacks access to the arcane wargear, would have liked to keep with the theme in the rules rather then rely on modeling to keep the theme.

fluger said...

As to the beastmasters, I'm confused why I'm not seeing more people running the clawed fiends. They make the units' majority toughness 5 and get more attacks as they get wounded. A unit of 3 has at least 15 S5 attacks on the charge which can mess up a lot of stuff (including vehicles).

Anyway, like the list.

Hulksmash said...

My only problem with Claw Fiends is that they only make the the unit majority T5 if you don't include anything except them and Beastmasters. It's a unit that extremely succeptible to torrents of fire killing off it's beastmasters and making them ld5. And considering that for the same cost you can get 12 St4 attacks vs. 5 St5 attacks I prefer the standard beasts.

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