Friday, October 23, 2009

Kabal of Agony

So I realized, I haven't really touched on what my standard list/tactics are for my Dark Eldar. So I figured I'd remedy that problem.

We usually do 1750 point games, so I'm going to give my 1750 list, and how I use it.

HQ:
Haemonculus - Jetbike, scissorhands, destructor, shadowfield
Haemonculus - scissorhands, destructor
Haemonculus - scissorhands, destructor
Haemonculus - scissorhands, destructor

Elites:
5 Grotesques - Raider
8 Wyches - wych weapons, succubus w/agonizer, Raider w/horrorfex
8 Wyches - wych weapons, succubus w/agonizer, Raider w/horrorfex

Troops
10 Warriors - 2 Dark Lances
10 Warriors - 2 Dark Lances
9 Warriors - Sybarite w/agonizer, blaster, splinter cannon, Raider w/horrorfex
9 Warriors - Sybarite w/agonizer, blaster, splinter cannon, Raider w/horrorfex

Heavy
Talos
Ravager - 3x Disentigrators
Ravager - 3x Disentigrators

I may play with loadouts and numbers a little, but this is what I like to start with. It's obviously a fairly optimized list, I'm a bit of a min/maxer by nature. But it's easy to define roles for the squads.

The 3 Haemonculi on foot will acompany the Raider squads, and the Grotesque squad. So that leaves the only things not Raider mounted the 2 Warrior squads on foot, the Talos, and the Jetbike mounted Haemonculus. If I'm going second, I'll generally try and hid the Ravagers in the middle of the Raider groups, and stay as far away as I can. If I'm going first, I try and spread out my forces to draw my opponents deployment across a larger area to try and counter me.

From there I choose 2 units I want dead. I generally prioritize long range, or fast moving targets, and troops of those types whenever possible. The Wych squads head for one target each, while the Raider squads split and back up one Wych squad each. The Grotesques will back up which ever group looks like they will have a tougher time. If the enemy looks like they are within 24"(or I rolled a 12" assault), I'll move directly after them with the wyches, hoping to move 12" disembark, fleet and assault turn one. The Raider squads will get ready for a turn 2 strike, moving flat out to get a cover save, but staying more than 12" away.

During this movement, I'm keeping an eye on fire lanes to targets, and moving my Ravagers in such a way to take advantage of cover, not moving more than 6" though. The Talos is used as mobile cover, if my Ravagers look like they are too wide open, I move him just to the edge of a fire lane, then after the Ravager drops it's 3 templates, I'll run it into the firepath to grant a cover save to the Ravager.

The Warriors on foot, generally get deployed on an objective, or as close as they can
get to an objective in cover. The dark lance shots usually head towards whatever vehicle looks like it's in range, hopefully something like a rhino if possible.

Lastly the jetbike mounted Haemonculus heads off to whatever unit is castled in cover, getting ready to harrass next turn. If he doesn't get overlooked, people waste a ton of shots trying to kill him.

What I've generally found from most opponents, is they simply can't ignore the fact that there are 5 Raiders that will be in CC next turn, if not already on turn one; because of this, they forgo shooting at the Ravagers, who will efficiently pick apart units from 36" away, and instead focus on the Raiders. For the same reason, the Jetbike Haemonculus, and Talos get a free ride to the front lines. Focus will always start on the wyches, because that's who I talk up the most. They have invulnerable saves in CC, they reduce your weapons skill, etc. Opponents fear them, and rightly so. I also make a point of sending the two combined wyches against any of the opponents strongest CC squads. With 2 agonizers at I6, I can generally count on winning the combat and making that super unit look a little weaker, and help reinforce the idea that Wyches are what to watch for.

Of course, both squads of wyches are considered completely expendable. I'm counting on my Ravagers, and Raider squads to do all the work. Because the Ravagers are so far away, and so much is a more immediate threat up close, they can fire unaccosted for atleast 2 rounds generally, this lets them quickly make their points back. Then the Raider squads with Haemonculi get to disembark and drop a variable AP flamer template, and a large number of shots to take out squads, with a decent CC ability to finish up.

Cheers

1 comment:

  1. :D looks like a great list, im every new to DE and i was wounder if you could write out a 1000 point list

    ReplyDelete