I love these threads! I get to use my limited experience of Dark Eldar in 6th edition to pretend I know what I'm talking about.
- Leobruno wrote:
- What do you use and what roll does it play in your list? How does it help, synergize, with the rest of your list?
Here is my current list (used in my last three battle reports):
HQ
Archon, blaster, venom blade, shadow field - 110
TROOPS
7 Warriors, blaster - 78
Raider - 60
10 Warriors, blaster, cannon - 115
Raider - 60
10 Warriors, blaster, cannon - 115
Raider - 60
10 Warriors, blaster, cannon - 115
Raider - 60
FAST ATTACK
9 Reavers, 3 blasters, arena champion, venom blade - 258
9 Reavers, 3 blasters, arena champion, venom blade - 258
HEAVY SUPPORT
Ravager - 105
Ravager - 105
Total: 1499
What synergies does it have? By synergy I mean how do elements of the army support each other. Well first it is normally split into two elements. The reserve element (the two large reaver squads) and the main element (everything else). How do these two elements have synergy with each other? Well the main element draws my opponent in, it's effectively bait, making them spread out their forces. This means that when the reavers come in they can take on my opponents army piecemeal. The main element has a distinctive lack of assault units, making it all the more tempting to close in with.
I like going second, as a general rule people like to go first especially against Dark Eldar (glass cannon), this suits me. What synergy does going second have with the rest of my army? Well it means my opponent has at least two turns to spread out and make a mistake before my reserve element comes in. My reserve element will also avoid at least two turns of my opponents shooting as opposed to one. Finally it means my army has a better chance of successfully denying objectives come the end of the game.
What unit synergy does this list have?
My ravagers draw fire away from my raiders.
The ravagers/raiders are there to destroy transports in order to guarantee that my reavers have a valid target to bladevane, and to ensure the warriors have something to shoot at. The ravagers/raiders are also there to take out major threats to the reavers (normally things that ignore cover) before they come in: Landspeeders with heavy flamers, whirlwinds, thunder-fire cannons, etc. In doing this they support my reserve element and ensure that the reavers can do maximum damage on arrival.
The warriors are there to soften units up with ranged splinter fire so that when the reavers come in they are almost guaranteed to get a pain token by bladevaning or shooting an infantry squad that has been whittled down to 2-3 men. An early pain token on two large squads of reavers changes them from a moderate threat to a serious problem.
The reavers will then rip up my opponents back field tying up ranged support units and hunting down back field objective holders. This generally splays my opponent's army across the board as it tries to deal with multiple threats.
The Archon might come across as a bit of an odd choice, but the idea behind him is to provide a BS7 blaster shot whilst staying out of harms way and staying alive. At the same time he makes the bait all the more alluring, and forces my opponent to come to me if he wants to earn the slay the warlord victory point.
Finally when it comes to denying objectives there is synergy between ranged shooting and the denial unit. A good oponent will spread out on an objective in such a way that it will prevent your denial unit from getting within 3". Shooting lets you clear a space in order for your denial unit to deny the objective.
Hope that's useful.