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 1750 and 2k 'starter' lists

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eris
Hellion
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PostSubject: 1750 and 2k 'starter' lists   1750 and 2k 'starter' lists I_icon_minitimeWed Jun 08 2011, 11:56

Hi, I've not been in 40k that long, couple of years and originally wanted to make a dark eldar army, however the models were just too horrific for me to spend money on. Wink I ended up making a sizeable craftworld force instead, but am thinking of embracing the dark cousins again now they have such pretty things to put on the table.

After picking up a codex at the weekend, I've gone thru and main what I think are decent(ish) lists, but obviously I'm pretty much a total noob when it comes to DE at the moment. Tips, comments etc would be muchly appreciated.


#HQ 315
Vect
Haemonculus +Agoniser +Animus Vitae

#EL 489
4 Trueborn +4 Blasters +Venom
4 Trueborn +4 Blasters +Venom
4 Trueborn +4 Blasters +Venom

#TR 518
7 Wyches +haywire grenades
1 Raider +NightShield

7 Wyches +haywire grenades +Hekatrix +Agoniser
1 Raider +NightShield

10 Warriors +dark lance
1 Venom +Splinter Cannon

#HS 425
Voidraven bomber +flickerfield
Voidraven bomber +flickerfield
Ravager w/ 3 Dis +flickerfield

#total 1747

+
3 Reavers +1 Heat Lance
3 Reavers +1 Heat Lance
Haemonculus +PowerWeapon +Animus Vitae
3x Splinter Cannon (for each TB venom)

#2000

Vect is in for the 4+ sieze and 1st turn seems very important. I've played eldar reserve lists, but without their ability to give a +2 to each reserve roll it feels like DE might be in trouble when trying to do that same. He and the haemo run with the non-Hekatrix wyches to give them the power weapon attacks they would otehrwise lack without a heka.

The Trueblasters hop around trying to knock out enemy armour/termies, while the 10man warriors sit deep in cover (on an objective if appropraite) plinking away with their lance. The ravager and Voids are there for long range support. I went for the Voids due to the s9 (there be necrons here, tho in the end i'll probably still jsut ignore the monolith) and the fact it's not open topped. I could drop to 3 ravagers and have points for things like shardnets, but as an eldar player who never ever uses brightlances (cost and effectiveness issues), the s9 lance is actually an attractive prospect.

Adding the extras for 2k, 2 roaming melta bike squads, a PW haemo (for vects squd with the agoniser haemo switching to the other wyches) and an extra splinter cannon for each of the trueblaster venoms.


It looks ok to me on paper, I'll try and get a (proxy) game in with it, probably against crons, in the next few days. His list is destroyer heavy so I expect to lose quite a lot of vehicles, but assaults should all be comfortable. Wink My main fear with the list is marine armies with a lot of dreads. With no apparent way to kill a dread once it gets into CC i can see my guys getting herded around the board trying to avoid them.
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The Strange Dude
Master of Raids
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PostSubject: Re: 1750 and 2k 'starter' lists   1750 and 2k 'starter' lists I_icon_minitimeWed Jun 08 2011, 14:04

eris wrote:


#HQ 315
Vect
Haemonculus +Agoniser +Animus Vitae
aha Vect I wanna go first, be careful as this can leave you open, my biggest tip for new de players is always set up like you are going second. The trick with vect is to give your opponent first turn and inform them of vects rule, then watch thier head explode as they try to work out how to set up.


#EL 489
4 Trueborn +4 Blasters +Venom
4 Trueborn +4 Blasters +Venom
4 Trueborn +4 Blasters +Venom

These venoms need the second splinter cannon(all venoms need the second splintercannon)


#TR 518
7 Wyches +haywire grenades
1 Raider +NightShield
Needs hekatrix w/agoniser, yeah I know you want to put your succubus here but still


7 Wyches +haywire grenades +Hekatrix +Agoniser
1 Raider +NightShield

10 Warriors +dark lance
1 Venom +Splinter Cannon
Illegal unit you can't have a transport if the unit you buy it for won't fit in it


#HS 425
Voidraven bomber +flickerfield expensive with no missiles I'd swap for razorwings
Voidraven bomber +flickerfield
Ravager w/ 3 Dis +flickerfield

#total 1747

+
3 Reavers +1 Heat Lance
3 Reavers +1 Heat Lance
Haemonculus +PowerWeapon +Animus Vitae check but I think animus is one per army
3x Splinter Cannon (for each TB venom)

#2000


My comments in red
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eris
Hellion
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PostSubject: Re: 1750 and 2k 'starter' lists   1750 and 2k 'starter' lists I_icon_minitimeWed Jun 08 2011, 15:14

Just a quick re: the transport.. according to the CSM FAQ you can.. though if you know a reference stating otherwise somewhere else i'd love to see it. Smile

Q. Can a unit numbering more than 10 models still
take a Rhino as a dedicated transport, even though it
cannot embark?
A. Yes, as the squad might drop to 10 models or less
during the game.


edit: and yup, you're spot on on the animus, i had skipped right over the *. Smile
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eris
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PostSubject: Re: 1750 and 2k 'starter' lists   1750 and 2k 'starter' lists I_icon_minitimeWed Jun 08 2011, 16:15

Assuming the warrior's Venom is legal, the best plan seems to be to drop one voidraven to a tri-lance ravager, thereby getting the points for the Splinter Cannons on the TB venoms. It looks like the logical choice, tho i was hoping to field 2 razorwing models as they're awesome.

The reason I didnt try and make room for the Splinter Cannons orignially is that I'm working on the basis that the TB venoms will be pretty high priority, so are likely to be blown out of the sky if not before they deliver their cargo then very soon after. So upgrades to them feel a little like points that won't come to bear during the game. Am I wrong on that one, or do you guys tend to find that the 18" blaster range gives you enough distance to find cover or limit your opponents angles enough that the vemons can survive?

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The Strange Dude
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PostSubject: Re: 1750 and 2k 'starter' lists   1750 and 2k 'starter' lists I_icon_minitimeWed Jun 08 2011, 16:22

eris wrote:
Just a quick re: the transport.. according to the CSM FAQ you can.. though if you know a reference stating otherwise somewhere else i'd love to see it. Smile

P.91 DE Codex under Dedicated Transport

Note that units may not select a dedicated transport if the number of models in the unit is higher than the transport capacity of the vehicle.
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eris
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PostSubject: Re: 1750 and 2k 'starter' lists   1750 and 2k 'starter' lists I_icon_minitimeWed Jun 08 2011, 16:29

Doh! Thanks 'Dude'. That finds me the points for the SCannons without needing to drop a Void then. Very Happy
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eris
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PostSubject: Re: 1750 and 2k 'starter' lists   1750 and 2k 'starter' lists I_icon_minitimeWed Jun 08 2011, 20:52

How's this looking as a revision?

Vect
Haemonculus +Agoniser +Animus Vitae

4 Trueborn +4 Blasters
+Venom +Splinter Cannon
4 Trueborn +4 Blasters
+Venom +Splinter Cannon
4 Trueborn +4 Blasters
+Venom +Splinter Cannon

7 Wyches +haywire grenades
+ Raider +NightShield
7 Wyches +haywire grenades +Hekatrix +Agoniser
+ Raider +NightShield
10 Warriors +dark lance

Razorwing +flickerfield +NightShield
Razorwing +flickerfield +NightShield
Ravager w/ 3 Dis +flickerfield +NightShield +Grizzly Trophies

#total 1747

3 Reavers +1x Heat Lance
Haemonculus (50)
5 Warriors +Blaster
+Venom +SCannon

# 1998

Trophies in there purely because I have 7 points left and it's likely teh ravager will be parked up somewhere near the warriors. Gives them the reroll should they take a couple of casualties.
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Baron Tordeck
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PostSubject: Re: 1750 and 2k 'starter' lists   1750 and 2k 'starter' lists I_icon_minitimeThu Jun 09 2011, 01:42

Take the NS off the Rav, and Razors and use those points to get a Heka w/ Agoniser in that first squad of Wychs

I'd lose the 10 Warrior w/ DL squad for something, anything, else.

DE are not designed to objective camp. We are just too fragile.
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eris
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PostSubject: Re: 1750 and 2k 'starter' lists   1750 and 2k 'starter' lists I_icon_minitimeThu Jun 09 2011, 11:07

Hmm.. if I drop the warriors then the next sensible option looks like 5 warriors in a vemon with a blaster. That'll eat an extra 20 points, which as you say I can get from the NS on the razors.

I'm curious why you both think it need a heka +agoniser in the first wych squad. The second has one, and the first is running with vect (hits on 3s, wounds on 3s, PW) and a haemonc with agoniser. So in terms of PW wounds the first squad is already stronger then the 2nd. Admittedly they're ICs where as the heka benefits from being hidden, but I'm not sure adding a heka to that unit will make sufficient difference to warrant the extra 30 points rather than using them for vehicle upgrades which could well keep my guns alive.

Like I said, I'm a DE noob (tho i've read a bit) so if i'm missing something let me know. Smile
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