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Dark Eldar Army List: Mixer Edition

4 Minute Read
Feb 18 2011
Warhammer 40K

I believe that picture speaks for itself.

“They compared me to that Goatboy guy…”

“Ahahahahaha, awesome!”

“No, not awesome, he just spams lists and nobody likes him! Do you know what that’s like!?”

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“Beebehe!”

“…What does that even mean?!!”

“Hahaha, sorry. Did you want another Diet Coke?”

“…You know, I remember now why I hate you.”

History’s Greatest Monster

Commorragh Mixer Party

The Baron
Haemonculi (x2) (Liquifier Gun) 120 pts.

Incubi (x5) (Raider w/ Grisly Trophies) 175 pts.

Wyches (x7) (Hekatrix w/ Agonizer, Raider)  160 pts.
Wyches (x7) (Hekatrix w/ Agonizer, Raider)  160 pts.
Wyches (x7) (Hekatrix w/ Agonizer, Raider)  160 pts.
Hellions (x15) (Helliarch w/ Stun Claw) 255 pts.
Wracks (x10) (Liquifier Gun x2, Raider) 180 pts. 
Wracks (x10) (Liquifier Gun x2, Raider) 180 pts.  

Reaver Jetbikes (x6) (Heat Lance x2) 156 pts.

Ravager (Flickerfield) 115 pts.
Ravager (Flickerfield) 115 pts.
Ravager (Flickerfield) 115 pts.

1996/2000

So, let’s do a tactical analysis of the list, beginning with the fact that I hate Dark Eldar point costs, as it’s rare I ever get a list that isn’t one point over once I’m finished, thus causing me to downgrade something or a like.

That out of the way, let’s begin:

The Baron: As I mentioned in my previous article, I enjoy The Baron and Hellions as a whole. I do, however, only believe the unit he is with is worth it, as Hellions need to strike at weaker targets and whittle down opponents with shots before moving in for the kill… Basically I view them as vultures, they don’t fight things directly, but rather go after the sickly and dying. Normally I would want closer to twenty, as well as an Agonizer on the Helliarch, but given the number of scoring units in the list, as well as general points-meshing, the unit of fifteen with Stunclaw will have to suffice. Not saying the Stunclaw isn’t a decent tool when properly utilized, just saying I prefer my big unit to have something that reliably ignores armor.

Next we come to the Haemonculi, which have the two-fold effect of allowing Wracks as troops as well as starting the Wyches with a much needed Pain Token. Basic principle here is they ride along with the Wyches and either soften up the target with the Liquifier Gun or preform Drive-Bys once the ladies have disembarked from their Raider. Nothing special here and I’m sure you’ve all seen it before.

For elites we have the Incubi, which will seek-and-destroy any offending units I see. They’re not meant to survive, they’re meant to arrive and cripple something that is giving me problems, or to assist some Wyches who are tied up in an assault. As you can see, their Raider is sporting Grisly Trophies, why is this? Well remember those odd nine points I had laying around? It was either that or a Shock Prow, and I don’t really like the idea of jetting a Raider full of Incubi into things, and even if they have already disembarked I’ll take the re-roll over a slim chance to destroy a vehicle.

And on to the fun section, the six various troop choices. Hellions will remain with The Baron (go figure) while the Wyches with Haemonculi escort handle tying up (and hopefully killing) standard troops. While all that is going on the Wracks will be the main objective holders, as well as blasting anything that gets close with the Liquifiers. Two per squad combined with a 50% chance to ignore Marine armor saves isn’t anything to sneeze at. Combine that with their standard Poison Weapons and you can even throw them after big baddies like Tyranid Monstrous Creatures and other high tough baddies… Can’t advice that though, as even with T: 4 the fold like paper- Keep them mounted and choose your targets wisely and they’ll be good to you.

Lastly (as far as unique options go, since we all know Ravagers are cut-and-paste) we have the Reaver Jetbikes. Now I’ll be honest here, I have had many a long and tenuous discussion with various people and entities about how I didn’t think they were worth it. I’ll skip my specific reasons as that could take up a whole ‘nother article, but needless to say I’m giving them a try. Of everything presented above you probably have to play the Reavers with more finesse than anything, least they die in a fiery explosion. The trick here is to keep them hidden until the time is right, then fly them up into that lovely nine-inch Melta range, hopefully Lance a vehicle down, then in the assault jump back to a safe and secure fifteen-inches away, well outside charge range. The caltrops? Well they’re another tool to be utilized, that’s for sure, but I too often see people sacrificing them for one “decent” fly-over, and that’s just wasteful! In this list I choose to play them as a dedicated anti-vehicle unit that just happens to have the capacity to wreck a small infantry unit should the opportunity arise, I keep that in mind with each choice to move them and thus far they have preformed admirably.

And there for you have it, dear readers, something different from the Wych Cult list I provided some time ago. I have striven to include a wide variety of threats in this list, each maintaining a specific role and covering the general weaknesses of the other options beside them, all in all a fun list which also has the great effect of keeping me sane from a painting perspective.


~So once again let’s open this up for debate. How poorly will this list do against Mech IG? Will it take Blood Angels two or three turns to table it? How much uniqueness is acceptable on the field of war?

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