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===Tactics=== *'''Drukhari Soup''': With the way the new codex is effectively three armies in one book, you have a lot of options. A ''lot'' of options - more than the Drukhari have ever had, in fact. While the tournament meta may continue being mono-build Kabal spam, something to consider is the ease with which we have access to very good HQ choices, and all the benefits they bring with them. Fielding an army that consists of all three Drukhari sub-groups gives you arguably greater tactical flexibility than simply spamming Warriors in Raiders while camping your Archon among your Ravagers. Consider the strengths and weaknesses of each group: Kabals are ''ridiculously'' shooty, but they have trouble holding objectives due to their unfortunate tendency toward dying if looked at crosswise; Cults are screamingly fast, hit like a metric ton of spikey bricks in close combat, and can keep your enemy's most valuable units perpetually tied up in combat, but have almost no ranged weaponry to speak of and suffer from the same objective grabbing issues as their Kabal cousins; Covens are the toughest units in our army (and can be made to be even tougher), can dish out the pain in close combat, and can camp objectives like nobody's business, but suffer from a lack of any reliable ranged weaponry. So, combining all those strengths together - and peppering in Scourges/Mandrakes/Incubi to taste - gives you a tremendously versatile army that can do basically anything you need it to, whenever you need it to. To boot, you can buff your already great HQ choices into CC murder machines and/or megatanks that double as force multipliers and character assassins for just a few CP. In smaller games taking three Patrol Detachments will get you by just fine (Raiding Party, mmmmmm...), and in larger ones it's a simple process to take two Battalions and a Patrol/Air Wing/Outrider/Spearhead/Vanguard Detachment. This edition should be making you think outside the box rather than clinging white-knuckled to what worked in the past (*cough*Trueborn*cough*). *'''Nova Charged Venom Spam''': Run a custom covens battalion using the "Experimental Creations" and "Dark Technomancers" traits, then take as many venoms as you want (2 haemonculi and 3 squads of wracks gets you 5 transport slots) with double splinter cannons. Now when you overcharge your splinter cannons, you are getting +1 to wound and +1 damage, add on the +1 to wound Experimental Creations gives when targeting anything T4 and below (T5 if you have a nearby Haemonculus buffing your venom's toughness) and now you wound almost all infantry in the game on 2+ with 2 damage. You wound monsters on 3+ and vehicles on 5+, which makes a big difference against heavy mech armies. And because of how the drukhari transports work, you can still throw some kabalites or wyches into the transports to fulfill other jobs. The drawbacks here are that you give up rerolls of any kind and you can hurt your self when you roll wound rolls of 1, but the offensive boost you get heavily outweighs the negatives. To illustrate, a supercharged venom will kill 2 primaris marines on average while a flayed skull venom will only do 1.5 wounds to a single primaris. ***The Phoenix Rising FAQ did away with this particular combo, as “Experimental Creations” +1 to wound buff now only works for Melee Poisoned Weapons, so no 2+ to wound Splinter Cannons anymore. **You can swap out Experimental Creations for Masters of Mutagens if you'd rather be better at murdering non-vehicles than murdering T4 or less; Experimental Creations is better when it triggers, but Masters of Mutagens will trigger against more targets, all told. **Double Liquifier wrack squads are the most points efficient contents for your venoms (due to how incredible Dark Technomancers Liquifiers are), but that assumes you're getting into range, which won't happen immediately if these boats are deep striking, so plan accordingly. **If you don't care to bother with Troops slots, remember that you can take Drazhar as your HQ, and then Incubi as Elites, without removing the {{W40Kkeyword|<Coven>}} assignment of your Venoms - Drazhar + 3xIncubi gets you 4 {{W40Kkeyword|<Coven>}} Venoms. **If you want to do this with Raiders, a Disintegrator Cannon and Phantasm Grenade Launcher are the way to go - it'll typically underperform compared to Venoms as far as points per wound, but you ''will'' get transport slots more efficiently, in case you end up needing more. [[Category:Warhammer 40000 Tactics(8E)]] [[Category:Eldar]] [[Category:Dark Eldar]] {{Warhammer_40k_Tactics}}
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