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This is the current 10th Edition's Dark Eldar tactics. 9th Edition Tactics are here.
Why Play Dark Eldar
Pros
- With Poisoned weapons being made Anti-Infantry, they're quite capable of wounding most things despite their poor strength.
- The decoupling of weapon types makes Assault weapons far more common and usable.
Cons
- Blasters have lost their moment in the limelight, as tanks and monsters now have Toughness scores that far outstrip S8.
- Coupled with your poisoned weapons being merely Anti-Infantry, monsters could actually pose a problem to you now.
Faction Rules
- Power From Pain: Rather than progressing as the battle goes on, the devs took a note from Kill-Team and made it all based on a pool of tokens. You start with 1/2/3/4 of them (dependent on the game size) and can gain more as you kill units and force them to fail Battleshock checks.
- Empowered Through Pain: Depending on the phase, you can spend these tokens on various perks:
- Movement/Charge Phase: This unit can re-roll Advance or Charge rolls.
- Shooting/Assault Phase: This unit can re-roll Hit rolls.
- While simpler, this does come at the cost of losing any durability through things like the FNP saves and cover. As with your craftworld kin, you'll absolutely suffer like no other the moment the enemy gets an edge on you.
- Empowered Through Pain: Depending on the phase, you can spend these tokens on various perks:
Detachments
Realspace Raiders
Special Rules
- Realspace Raiders: As with before, this is an amalgamation of the various sub-factions of the Dark Eldar, only now you don't need to split your army up into three for it to work. Instead, you just get 1-3 extra Pain Tokens if you field at least 1 Archon, Succubus, and/or 1 Haemonculus in the same army - in each case, fielding at least 1 gets you the token and taking more of the same does nothing.
Stratagems
- Alliance of Agony (1 CP): You can spend one Pain Token to power up your Archon, Succubus and Haemonculus at the same time. While convenient, this requires you to have all three of them on the field at the same time, so the moment you lose one of them, this becomes useless.
Enhancements
- The Art of Pain: Gives a free Pain Token each Command phase where the bearer is alive.
- Blood Dancer: Succubus only. Gives +1 to Attacks and AP for the bearer's melee weapons, with the buffs upping to +2 when empowered.
- Crucible of Malediction: Haemonculus Only. Enemies within 12" of the bearer take -1 to their battle-shock tests. Any Psyker who fails their test has to take d3 mortal wounds.
- Labyrinthine Cunning: Archon only. Lets you refund 1 CP on a 4+ when you use a strat on the bearer's unit. The roll adds +3 if you used Alliance of Agony, pretty much allowing you to always use those Tokens to power up all three heroes.
Wargear
- Phantasm Grenade Launcher: Gives a squad of Wyches or Kabalite Warriors the Grenades keyword for the appropriate stratagem.
Unit Analysis
As per the Eldar Index, you can add in up to 25% of your army allowance in Anhrathe and Harlequins units to your army. These units will not benefit from Weave of Fate nor will they gain Powered by Pain.
Characters
- Archon: The big cheese comes stock with a Shadowfield for a 2++ save that can't be re-rolled and thus breaks once failed - sadly, you don't have any backup saves beyond your 4+ armour. As a leader, he lets an attached squad of Kabalites or his court re-roll 1s to wound, but empowering his gang lets them re-roll all wounds. A bit useful for most splinter weapons, but empowering will help the reliability of your blasters and darklances. On top of that, he has a single-use ability to force a stratagem the enemy uses to cost 1 more CP.
- The reliance of [Anti-Infantry 3+] extends to his own weapons as well. The Huskblade has a nice AP and damage, but its strength makes it useless on anything outside of infantry, as is the splinter pistol. If you want a blast pistol, you'd best hope that you'll find someone close enough to use and not worry about either tanks laughing it off someone bumrushing after that.
- Beastmaster: Not in a Wych Coven this edition. You shouldn't really use him as much more than a kamikaze unit anyways, since they can't give any buffs and are stuck to a permanent set of monsters with near-identical stats who can re-roll 1s to hit when charging. The Razorwings have laughable power but throw out tons of attacks with [Sustained Hits 1]. The Khymerae, while weaker at W2, has more impressive S5 attacks with [Lethal Hits]. The Clawed Fiend is your only powerhouse, though only with some extra wounds and [Devastating Wounds] on their attacks to denote that.
- Haemonculus:
- Succubus: Sadly a victim of the weapon downsizing, meaning those S3 AP-2 [Anti-Infantry] attacks are all you'll get in terms of melee. She can give an attached squad of Wyches [Sustained Hits 1] in melee to guarantee as many hits as you can. On top of that, empowering the Succubus gives her squad Fights First for the turn.
Epic Heroes
- Lelith Hesperax: A souped-up Succubus who shares a permanent Fights First with her squad of Wyches and +1 to the Strength and AP of their weapons. While not giving you as many hits, she does give you consistently stronger Wyches who benefit from not using drugs. The only major downside she has is a lack of any guns.
- Her weapons prove to be every bit as deadly, a barrage of attacks at S3 AP-2 with [Anti-Infantry 2+] and [Sustained Hits 2] so you can effectively drown enemies with some critical hits. You can make this rain of dice pour even harder once per game by adding even more attacks and giving a 3++ save for the Fight phase.
Battleline
Kabal
- Kabalite Warriors: The backbone of the Dark Eldar's forces remain very mobile this edition. On top of being [Anti-Infantry 3+] (meaning your shots will simply bounce off monsters, swarms, bikes, etc), their Splinter Pistols and Splinter Rifles also get [Assault] so they can fire while moving as fast as they can. Sadistic Raiders makes doubly sure of this as any objective they cap (whether on their own or when embarked in a transport) will remain capped as they continue rushing forward.
- Average A*BS*D of your weapon choices:
- Splinter Rifle: 1.33 at S2 AP0, assault and anti-infantry 3+
- Shredder: 3.5 at S6 AP0, assault; automatically hits, so can't be buffed by Empowered Through Pain
- Blaster: 3 at S8 AP-4, assault
- Splinter Cannon: 4 at S3 AP-1, anti-infantry 3+; 5 if you sit still for heavy
- Dark Lance: 2.25 at S12 AP-3; 3.67 if you sit still for heavy
- Average A*BS*D of your weapon choices:
Wych Cult
- Wyches: Oh, how the mass consolidation of weapons has harmed these girls. Each one only comes with an S3 AP-1 weapon with no hope of punching above that without Lelith leading them and their survivability remains as dodgy with a 6++ that becomes a 4++ in melee. Uniquely, these girls force non Vehicle/Monster enemies to make a Desperate Escape check in order to fall back from them, with battle-shocked units taking a -1 to the test.
Haemonculus Coven
- Wracks:
Other
- Corsair Voidreavers:
Infantry
Kabal
- Court of the Archon: A set of specialists who can join any pack of Kabalites alongside their Archon.
Haemonculus Coven
- Grotesques:
Other
- Incubi:
- Mandrakes:
- Scourges:
Mounted
- Hellions:
- Reavers:
Monsters
- Cronos:
- Talos:
Vehicles
- Ravager:
Dedicated Transports
- Raider:
- Venom: This nimble menace has gotten a lot from the edition change. While it still can only carry 6 models (no Fly units or Grotesques allowed), all 6 of those guys can still shoot while embarked thanks to Firing Deck 6 and it can pick them up during the Fight phase if the Venom's within 6". It's still a paper boat, but now it's one that can offload a world of hurt.
- The differences between the Splinter Cannon and Twin Splinter Rifle a a bit subtle. Though both get Anti Infantry 3+, the Splinter Cannon has Sustained Hits 1 as well as more firepower from being AP-1 D2 while the Twin Splinter Rifle is far more mobile with Assault, Rapid Fire 1 and has Twin-Linked to ensure that the hits it makes stick.
- Its rule that allows you to split a 10 elf squad in two has the fun side effect of allowing you to get two dark lances into a Raider, since the elves not riding the Venom can start embarked in another Transport. Now remember that Firing Deck means you can spend a pain token to reroll all of the models' hits and the vehicles hits since the vehicle counts as being equipped with the weapons.
Aircraft
- Razorwing Jetfighter:
- Voidraven Bomber:
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