Post by driazine on Jun 9, 2005 14:28:03 GMT
hi people...
i was looking for de tactics (im a noob and this is my first post) and came across something. i did not write it and it is not my work!!!
anyway, here it is;
''Dark Eldar Tactics: Army of Shadows
Scribed by: John and Mike
One of the coolest features of the Dark Eldar army – and one frequently overlooked by typical DE generals – is the unique power of stealth and shadow. It is possible to field an army totally built around surprise, where almost nothing deploys on the tabletop at game start, and where your opponent has no idea how to fight you since he’s never seen anything like it. (Insert evil laugh here). What’s more, YOU control the battle at every turn., deciding where to attack and when to reveal yourself. Most players will squirm with frustration as they have almost nothing they can do to thwart your plans. And best of all, time is on YOUR side. Control, surprise, fear. Yeah!
Here’s how you do it. First, your HQ slot uses the rarely seen (figuratively and literally) special Character called, “The Decapitator”. He’s pretty cool in close combat, and like all Dark Eldar HQ choices, will leave a wake of blood and bone in almost any unit he goes up against. Because GW offers no stock model for this character, you will have to do some customizing to make him, but that makes it even better. Literally, no one will have seen anything like him before!
Unique to him is the ability to deploy anywhere he wants outside of your opponent’s deployment zone, in secret, at the start of the battle, revealed at your discretion. Five attacks plus charge bonus, power weapons, attacking from the shadow without warning…. How could you get more evil than that?
Well, you need an army to go with this guy. Your next source of surprise and fear comes from Mandrakes.
You will need a lot of these guys, enough to field three squads. If you can afford them, take three squads of ten models each. That means nine “marker” models on the table at game start, any three of which actually represent the real squads themselves. At any time before the end of your turn-three, your choice of three of the models can turn into thirty (30!) close combat troops, with a potential total of ninety attacks, going first, against whatever you think best.
If you deployed them correctly, they were right up against the edge of your deployment zone at the start of the game. Potentially, they could be 34” across the table without danger of harm. This is a threat your opponent simply can’t ignore, but can do little about. While he is worrying about madnrakes he can’t shoot or charge, there is the lurking threat of the Decapitator. He’s out there somewhere, waiting to unleash head-chopping furry at your command. Your opposition simply can’t afford to forget he’s there – although frequently it’s more fun if he does forget about him!
Now troops. Take at least three raider squads, all equipped with screaming jets. You keep them off table as reserves and then drop them in on your opponent where you want. I like to take disentegrator-armed raiders, deep striking them well into his deployment zone, near a nice target, hopefully on turn three or four. This means that there has been little to nothing on the table for him to shoot at for most of the game – it helps you if your reserves DON’T come in until later.
You will have to survive his return fire in the next turn, but if you played it right in turn three, some of his forces are tied up in close combat with your Mandrakes. Mandrakes hit hard when they charge, but don’t expect them to do great after that. All they have to do is tie up a bulk of the enemy forces long enough for your raiders to take out a couple of key squads. It works best when your three Mandrake squads and the three raider squads all attack on the same flank.
Now you deep strike your Scourges, four armed with splinter canons, two with splinter rifles. (Yeah, I know what you are thinking – I wrote article this just to prove you can make an army out of all the weird unit choices most people think are lame…Ok, you’re right, so what). If the reserves rolls go your way, you can drop them simultaneously right behind the units you are planning to assault in turn four or five with your raider squads.
At this point most opponents will be pulling their hair out in frustration…. which means it’s time to unleash your HQ. Yep, you pop out the Decapitator and charge into the closest enemy unit. If you had any surviving raiders, and took advantage of the move 24” rule, you can frequently attack, rout and then destroy an entire basic unit in crossfire with just the HQ himself. Against anything more powerful, you will have to coordinate your attack with at least one supporting unit.
Which is where your Hellions come in. When you deep-strike them onto the table look to get them into position for the Decapitator’s big entrance. With typical Dark Eldar flair, they now charge toward his target unit and then assault led by a sybarite armed with Agonizer and Tormentor helm. Combined with the Decapitator, it is fun to watch. For real mayhem, add a Dracon on a Skyboard armed like the Sybarite, and make mincemeat out of marines.
You can field an army like this for around 1500 points (more with the Dracon). Whether you win or loose, you will have had more fun with this game than anything you’ve played recently. The games will go by fast too, because you won’t have much of anything on the board for the first three turns of the game. Since you are controlling time, you are playing for a tight, fast-paced battle in the final turns of the game. Literally, you are maneuvering for a lightening quick attack, inflicting maximum damage on a single flank, running right up to game end before he can reposition his forces to counter-attack. Cool, huh?
The key to this strategy is to concentrate your firepower, shooting hard and fast for only a turn or two – then launching into close combat. After your charge, you should win a couple of assaults, but even if you don’t, staying tied up until game end still wins you the battle; what casualties you’ve had will almost always be less cost than the ones you dealt him.
If you roll a table quarter scenario, laugh evilly with great enthusiasm. You can pop up almost anywhere, at any time. It forces your opponent to play a wild guessing game while you observe his maneuvers, looking for the best place to strike. Remember that contesting three quarters and winning one, dramatically in the final turns of the game, wins you not only the game, but does it in the low down, sneaky style consistent with your chosen army. Muahhhhhhh!
Risks? RISKS? Shame you should even ask. However, realize that this strategy, while completely within the character of your army (and a lot of fun to play), is in reality extremely hard to pull off. It requires delicate timing, and nerves of steel. Reserves who come in too late or, worse, too early, could be easily picked-off piecemeal. If your opposing general refuses the flank where you positioned your HQ, he could be forced to hoof it around the table on his own. Ugh. And drifting deep strike templates can be hazardous to your health if you roll like I do.
This army design will test many Dark Eldar General’s self image too. An army without a car-park of raider models, and without an Uber-Command squad of Incubi will feel really strange. The lack of the Talos may be a problem for some players too. You could make this work with a web portal, but it makes an already complicated strategy even trickier. No matter, what, you will control the battle, and the action. Dark Eldar rule!
Let me know your thoughts.
Email: zulu01@bellsouth.net''
anyway, i just wanted to know if you agree with this tactic and if it is effective...
thanx for replying
driazine
i was looking for de tactics (im a noob and this is my first post) and came across something. i did not write it and it is not my work!!!
anyway, here it is;
''Dark Eldar Tactics: Army of Shadows
Scribed by: John and Mike
One of the coolest features of the Dark Eldar army – and one frequently overlooked by typical DE generals – is the unique power of stealth and shadow. It is possible to field an army totally built around surprise, where almost nothing deploys on the tabletop at game start, and where your opponent has no idea how to fight you since he’s never seen anything like it. (Insert evil laugh here). What’s more, YOU control the battle at every turn., deciding where to attack and when to reveal yourself. Most players will squirm with frustration as they have almost nothing they can do to thwart your plans. And best of all, time is on YOUR side. Control, surprise, fear. Yeah!
Here’s how you do it. First, your HQ slot uses the rarely seen (figuratively and literally) special Character called, “The Decapitator”. He’s pretty cool in close combat, and like all Dark Eldar HQ choices, will leave a wake of blood and bone in almost any unit he goes up against. Because GW offers no stock model for this character, you will have to do some customizing to make him, but that makes it even better. Literally, no one will have seen anything like him before!
Unique to him is the ability to deploy anywhere he wants outside of your opponent’s deployment zone, in secret, at the start of the battle, revealed at your discretion. Five attacks plus charge bonus, power weapons, attacking from the shadow without warning…. How could you get more evil than that?
Well, you need an army to go with this guy. Your next source of surprise and fear comes from Mandrakes.
You will need a lot of these guys, enough to field three squads. If you can afford them, take three squads of ten models each. That means nine “marker” models on the table at game start, any three of which actually represent the real squads themselves. At any time before the end of your turn-three, your choice of three of the models can turn into thirty (30!) close combat troops, with a potential total of ninety attacks, going first, against whatever you think best.
If you deployed them correctly, they were right up against the edge of your deployment zone at the start of the game. Potentially, they could be 34” across the table without danger of harm. This is a threat your opponent simply can’t ignore, but can do little about. While he is worrying about madnrakes he can’t shoot or charge, there is the lurking threat of the Decapitator. He’s out there somewhere, waiting to unleash head-chopping furry at your command. Your opposition simply can’t afford to forget he’s there – although frequently it’s more fun if he does forget about him!
Now troops. Take at least three raider squads, all equipped with screaming jets. You keep them off table as reserves and then drop them in on your opponent where you want. I like to take disentegrator-armed raiders, deep striking them well into his deployment zone, near a nice target, hopefully on turn three or four. This means that there has been little to nothing on the table for him to shoot at for most of the game – it helps you if your reserves DON’T come in until later.
You will have to survive his return fire in the next turn, but if you played it right in turn three, some of his forces are tied up in close combat with your Mandrakes. Mandrakes hit hard when they charge, but don’t expect them to do great after that. All they have to do is tie up a bulk of the enemy forces long enough for your raiders to take out a couple of key squads. It works best when your three Mandrake squads and the three raider squads all attack on the same flank.
Now you deep strike your Scourges, four armed with splinter canons, two with splinter rifles. (Yeah, I know what you are thinking – I wrote article this just to prove you can make an army out of all the weird unit choices most people think are lame…Ok, you’re right, so what). If the reserves rolls go your way, you can drop them simultaneously right behind the units you are planning to assault in turn four or five with your raider squads.
At this point most opponents will be pulling their hair out in frustration…. which means it’s time to unleash your HQ. Yep, you pop out the Decapitator and charge into the closest enemy unit. If you had any surviving raiders, and took advantage of the move 24” rule, you can frequently attack, rout and then destroy an entire basic unit in crossfire with just the HQ himself. Against anything more powerful, you will have to coordinate your attack with at least one supporting unit.
Which is where your Hellions come in. When you deep-strike them onto the table look to get them into position for the Decapitator’s big entrance. With typical Dark Eldar flair, they now charge toward his target unit and then assault led by a sybarite armed with Agonizer and Tormentor helm. Combined with the Decapitator, it is fun to watch. For real mayhem, add a Dracon on a Skyboard armed like the Sybarite, and make mincemeat out of marines.
You can field an army like this for around 1500 points (more with the Dracon). Whether you win or loose, you will have had more fun with this game than anything you’ve played recently. The games will go by fast too, because you won’t have much of anything on the board for the first three turns of the game. Since you are controlling time, you are playing for a tight, fast-paced battle in the final turns of the game. Literally, you are maneuvering for a lightening quick attack, inflicting maximum damage on a single flank, running right up to game end before he can reposition his forces to counter-attack. Cool, huh?
The key to this strategy is to concentrate your firepower, shooting hard and fast for only a turn or two – then launching into close combat. After your charge, you should win a couple of assaults, but even if you don’t, staying tied up until game end still wins you the battle; what casualties you’ve had will almost always be less cost than the ones you dealt him.
If you roll a table quarter scenario, laugh evilly with great enthusiasm. You can pop up almost anywhere, at any time. It forces your opponent to play a wild guessing game while you observe his maneuvers, looking for the best place to strike. Remember that contesting three quarters and winning one, dramatically in the final turns of the game, wins you not only the game, but does it in the low down, sneaky style consistent with your chosen army. Muahhhhhhh!
Risks? RISKS? Shame you should even ask. However, realize that this strategy, while completely within the character of your army (and a lot of fun to play), is in reality extremely hard to pull off. It requires delicate timing, and nerves of steel. Reserves who come in too late or, worse, too early, could be easily picked-off piecemeal. If your opposing general refuses the flank where you positioned your HQ, he could be forced to hoof it around the table on his own. Ugh. And drifting deep strike templates can be hazardous to your health if you roll like I do.
This army design will test many Dark Eldar General’s self image too. An army without a car-park of raider models, and without an Uber-Command squad of Incubi will feel really strange. The lack of the Talos may be a problem for some players too. You could make this work with a web portal, but it makes an already complicated strategy even trickier. No matter, what, you will control the battle, and the action. Dark Eldar rule!
Let me know your thoughts.
Email: zulu01@bellsouth.net''
anyway, i just wanted to know if you agree with this tactic and if it is effective...
thanx for replying
driazine