Dark eldar errata 6th edition


















Take an archon with a full court, a kabalite squad with a dark lance, a wych squad with a venom as a transport vehicle, a squad of six reaver jet bikes with two heat lances, a squad of hellions with a stun claw for extra trolling because it pulls independent characters away from any squad it was with, and a squad of scourges.

Because they're dark eldar and because it fucks with any and all armies that attempt to draw line of sight or even assault, abuse the living FUCK out of the rule known as Fleet.

Turbo boost your jet bikes to get within range of assaulting or to run away after successfully blowing up a tank. Hellions should just keep fucking with squads of infantry and keep attacking any lone HQ choices just to hear your enemy scream Motherfucker as you constantly drag his precious baby across the terrain.

Scourges are there to take out any remaining tanks that the reavers missed the first time around. Kabalite squads should do the following: run, shoot, laugh, run, shoot, laugh. Wyches should follow the kabalite squad, assaulting anything that comes within 6' of them and with haywire grenades for only two points per model should make tanks run in fear. The song known as trololo is required when using this list.

And remember the power from pain rule, because who doesn't want fearless and feel no pain rule on Wyches? Most smarter players will be able to see this coming and it can be tricky to maneuver, but if you pull it off you can steamroll even the strongest opponents.

It usually only works if your enemy has vehicles in the rear. Take Sliscus and a whole force of raiders and ravagers. Gunboats are best but assault wyches in raiders dont hurt either. I like to take at least one raider with shock prows and haywire wyches. Take a talos and a beastmaster squad, along with maybe a couple raiders. Lead this force to flank the enemy from one side. They will panic and focus on them. Meanwhile, move your gunboats and ravagers to the either side of the map and try to get some shots from good angles at their vehicles.

At the last second, move your raiders from the beastmaster squad over to your main fleet. You should have most of the enemy assault troops tied up with the beasts and talos. Now deepstrike some raiders from the Dukes ability behind their vehicles, move your fleet into position and wipe them out from behind. By the time they kill your beasts and talos, they'll have tons of burning wreckage to keep them trapped so your raiders can flee and prepare to kill the infantry. Don't bitch when only bringing Lances doesn't work.

Neither does only bringing melee or only bringing poison. The truth is, Dark Eldar do pretty well. Use Lances to pick out the killiest targets. Use Splinter Cannons to deal with the killiest troops. Assault their shooty stuff. Wiki Content. Explore Wikis Community Central.

Register Don't have an account? Edit source History Talk 0. Cancel Save. Fan Feed. Executioners change from light armour to heavy armour. And the points stay the same? That makes Black Guard choice totally out of it at their 16 points. One of the reasons given for the change was just look at the models this was the metal 6th edition ones. My night goblins had chain mail under their habits on the models. Maybe they should get the light armour option.

If the Executioners should have heavy armour which they did on 5th 16 points and ravening hordes 13 points then the points should be increased. Cauldron of Blood effects range increased from 18" to 24". In older editions the cauldron could move, now it cannot so this is perfectly acceptable in order to make the cauldron of use. Shooting Cauldron of blood now they have reverted back to the 5th edition rules where the shots are divided amongst the cauldron and the guardians.

All hits on the cauldron are ignored. Beastmaster upgrades - this must have been a mistake in leaving these out. The beastmaster on manticore model has a lance yet their was no option for this.

Light armour was omitted for some reason so has been added and an option for the sea dragon cloak has been added. Assassins may be deployed as a scout. I think this means that the assassin may be deployed as per Scout rules. This is reasonable as this is an assassin after all. Word of Pain can be cast at unit in combat - i think this was just a clarification as I always thought it could be. Everything else is also just a tidying up of wording which is fine.

I am not bitter about the errata that the Dark Elves received but I thought it unjust at how much attention they received compared to the other army books which were all errata to tidy up the wording mostly. It made a mockery of my Dark elf army book with the amount of alterations, and then again when I thought some of these changes were not thought out in the bigger picture, but just from the perspective of the dark elves.

This is only relevant to the 6th edition players, in which I was unaware until recently that here are still so many supporters of this edition on warseer.

Re: 6th Edition Dark Elf Errata not thought out Dark Elves were absolutely awful in 6th edition and needed that errata. They were still awful after it. They were overpriced, easily killed and had nothing going for them. High Elves were similar but they at least had better special infantry, more consistent Knights and good magic to counter-act how overpriced Elves were.

Executioners going from Light to Heavy armour was absolutely appropriate, too, and didn't deserve a points increase. They were over pointed to begin with. I had to edit my Dark Elf book with sellotape and cuttings from the website PDF, which was annoying but worth it. Last edited by Shifte; at The book was absolutely terrible and weak and needed those tweaks. Last edited by Bloodknight; at New players welcome.

Join a noble house and fight for supremacy in the Inner Sphere. Non-commercial community project, no cost. Re: 6th Edition Dark Elf Errata not thought out. Nice guide. I would disagree with Dark Eldar being worse off in 6th than they were in 5th. Our army got buffed in 6th. If you want some tactical resources I recommend checking out The Dark City.

If you like reavers you might also want to check out these battle reports. Thanks for sharing the pain. I'm gonna have to try the venom spam, they are really nice for point cost for what they come equipped with! Saddly, I only have 1 venom I don't play DE but enjoyed this. I've always like DE , it wouldn't surprise my I i picked up a force at some point. I am just starting a Dark Eldar force, so thank you for this article. It's really interesting. Go watch my gallery! Good article.

Venoms, because Venoms. They are listed as "dedicated transports" but they are so good it's like their passengers are the tax. I put non-troop things in here like Incubi and Trueborn.

Eldar Craftworld Sahal-Deran pts. Dark Eldar Kabal of the Slashed Eye pts. Nice stuff. But as usual I have to agree with Mush. Dark Eldar got much much better in 6th then in 5th. Mainly with changes to core rules making some of our stuff flat better, but also with a shift away from massed mech from other armies, and making it easier to kill vehicles with glancing hits and close combat.

The move away from mech is huge I always forget that one , considering 5th was wall to wall rhinos. The other big one for me is pre-measuring. Because we are a very mobile army and often rely on positioning for survivability being able to make sure your ravager is exactly 36" away from it's target, or being able to make sure your reavers won't get hit by a flame template or assaulted is massive. I've learned with the DE that you have to use the dirty tricks that the codex offers along with some on the fly action.

I usually spot my Wyches with a Homunculus for the free pain token all in a raider with the night shields and flicker fields. When I get towards that assault range, break off the Homunculus to charge first to either force the over watch one way or another and then bring the wyches up second to cause the mayhem. I am planning on using the army for a team tournament using The Baron, Hellions, Reavers and a Jetifghter.

Worse can be a subjective term. I feel as though Dark Eldar are worse because while some units have been buffed many others have been dealt fairly crippling nerfs, require crutches to work, or have been knocked completely out of their intended role within the army. Wyches for instance are now no longer a decent assault option and instead see use as almost purely as anti-vehicle, hellions on the other hand just about require the Baron to work to a passable degree, and bloodbrides have gone from passable to "why bother".

Wracks are kind of still usable, but tend now to see play only as minimal squads of throwaways or objective grabbers. Perhaps I am being a negative nancy, but these are not the signs of a healthy codex in my honest opinion.

Sure we can spam kabalites, venoms, ravagers, and reavers to build lists, but the loss of coven and wych cult viability tears out two thirds of the codex's essence. You lose a lot of the flavor of what it is to play Dark Eldar. Can you still use Dark Eldar to win? Does the army function as intended? Not really. Considering that the answer to the second question was a "yes" in fifth edition I would say they have gotten worse. Even if only from a thematic and fun standpoint.

Coven got stronger, wracks, grotesques and talos got the psudo invulnerable save they always needed thanks to FNP now only being ignored by weapons that cause instant death.

Wyches I agree did change role, but they still have a purpose fantastic AT. Blood brides were always mediocre. They were never a super competitive unit, but they are far from unusable, 6th just changed how you use them they are more fragile, but put out a lot more damage.

Wrack I can agree on, losing I5 from furious charge was bad for them. But now that the accompanying haemi can't get singled out because of look out sir and brings a power axe S5 Ap2 is great for the unit , they are still a good assault unit. Groteques and talos are units I use regularly. The same for close combat the things that hurt them most were power fists and power weapons, because they ignored their saves. Also now that transports can move flat out after a unit embarks, they are almost always going to be in your opponents face turn 1.

They don't lack for cover either as transports leave craters when they are wrecked. They also no longer need 6s to hit moving vehicles, combined with hull points and this makes them a lot better against armoured threats. They are a very cheap unit for what they bring, an are a fantastic bodyguard unit for DE characters.

Grotesques were a novelty pick in 5th, now they are a serious contender for the elite slot. I run the twinlinked liquifier and twinlinked splinter cannon talos. Talos has only gained from 6th edition. Random charge lengths have increased it's potential threat range by 6" and it doesn't care about overwatch. Monstrous creatures now benefit from area terrain, meaning more often then not it will have a cover save. Impact hits give it an extra S7 hit great against vehicles.

The twinlinked liquifiers give it a nasty overwatch. With the splinter cannons it's also pretty easy to finish off a weakened unit to get that pain token early. Smash attack gives it access to S10 and works really well with the random attacks and rounding up. Finally fear although not great doesn't hurt. Like the grotesque it also massively benefits from hitting vehicles on 3s. They are a fantastic unit this edition, their problem has always been they compete with the ravager our main source of ranged AT.

The thing that can't be stressed enough with any MC is you should never take just one, always double or triple up. Your points on grotesques have merit and, from what I can see, they work well in the multiple threat overload style lists that you use on The Dark City.

The Talos, however, I am still far from convinced about. Three wounds, toughness seven, with a three plus save does not go nearly as far as it used to when people are gearing up their armies to deal with the likes of wraithknights and riptides. How do you get them, even in multiples, to survive? I am honestly curious as I have some and would love to make them work. Nightwolf wrote: The Talos, however, I am still far from convinced about. Talos are designed to draw fire, and they are the toughest unit in our book per point, meaning if you opponent is shooting them the rest of your army can do their job.

If they are ignored they maul his army. Use terrain, cover and threat saturation from other units beast, grots etc. They are not an easy unit to use but can really do well once you get the hang of them. Whorelando, FL. CaptKaruthors wrote: What pisses me off is that at the time of 6th Edition's release, the DE codex was only 18 months old.

Having an army be essentially boned only after 18 months is dumb. Most of the time you just see how Games Workshop is quick to fix their "money maker" armies, and sadly we aren't seen as a money maker army. The only advantage we have over other armies like Sister of Battle is that we had a updated codex which was outdated rather quickly.

I was a Blood Angel player like most at one time were but I wanted faster, more agile and more thought and that led me to the Dark Eldar. More and more interesting things are coming to fruition and frustration as time progresses through 6th edition. I may not be on the winning side of a lot of games as I continue to figure out new tactics and unit coherency to allow for survivability but with the lack of any good HQ choices outside of the Baron we are kind of boned.

I do agree with the fact we need support from our Craftworld Cousins being a spit in our face, but for the time I will except this indecency but doesn't mean I have to like it.

Mushkilla wrote: Nice guide. Mushkilla wrote: Wrack I can agree on, losing I5 from furious charge was bad for them. Mushkilla wrote: Talos are designed to draw fire, and they are the toughest unit in our book per point, meaning if you opponent is shooting them the rest of your army can do their job.



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