Dark Eldar Army Guide

 Elites

Grotesques: Often thought to be a 'screening unit' that should be used to shield other units from firepower. This is true, to a point - for 15 points per Grotesque it is inefficient for an opponent to fire a heavy weapon squad or vehicle at the unit in order to damage it. However the removal of Grotesques not only denies their use, but allows the opponent to target the units they shield. Because of this it is not uncommon for Grotesques to come under fire from multiple heavy weapons, thinning their ranks to the point where they cannot function as a screening unit. It is worth noting that a Grotesques squad used to screen cannot be expected to reach assault range in good condition.

Grotesques should always be accompanied by a character, preferably an Haemonculus. A Grotesques unit that fails its Leadership test (with a Leadership of only 5 this is likely) and does not move is useless as a screen, because the units it shields will not be able to advance either.

I find the use of Grotesques as an assault unit to be more appealing. Accompanied by an Haemonculus with appropriate weapons (scissorhand and destructor) and with two Attacks each at Strength 4, and two wounds each, Grotesques are both hard-hitting and durable, and can be expected to badly damage their opponents in close combat. Their low Initiative is a weakness, but their multiple wounds they can be expected to survive the enemy's attacks relatively intact, still able to deal out serious damage in return. Their ability to cause oppoennts to fall back without taking a Leadership test makes them particularly valuable against high-Leadership units, such as Farseers and Warlocks, marine Command Squads, and the retinues of Chaos Lords. A combined assault by Grotesques and other units can cause these enemies to fall back, into the waiting Crossfire of a unit such as Reavers or Hellions that has been positioned behind them.

It goes without saying that, in keeping with my preferences for Dark Eldar armies, Grotesques must be transported in a Raider to be of any use as close combat troops.

Mandrakes: This unit has two benefits beyond standard Warriors. The first is their special rules for movement, allowing them to remain 'hidden' for up to three turns. It is a considerable drawback that they can move only 6" per turn, a total of 18" over the maximum three turns, which means they will be outdistanced by a Raider-based army. If used against an army that intends to move forward, such as Blood Angels or Berzerkers, Mandrakes can be a considerable annoyance to the enemy, as they risk either being vulnerable to Crossfire as they advance past hidden Mandrakes, or make inconvenient detours to avoid them, slowing their advance. The fact that each Mandrake squad is represented by three models when hidden, only one of which is real, means that large areas of the battlefield can be made potentially treacherous for an opponent to advance into.

The other advantage offered by Mandrakes is their shadow-skin, causing them to behave as if in cover at all times. This is a lesser advantage in most cases, as their 5+ save, although useable against all weapons, is not good enough to make them a unit capable of screening others. In assault the advantage is more slight, as their Initiative 5 means they will strike first against many opponents regardless of special rules.

Remember that, aside from the above, Mandrakes are not truly exceptional troops. They have the same stats as Warriors, although their use of two close combat weapons each benefits them in assault. I believe they are best used to unsettle an opponent, and cause him to take risks in order to compensate for the uncertainty they throw onto his plans. Mandrakes should not be used as a weapon in themselves - in assault, they are inferior to the cheaper Wyches.

Wyches: I believe the Wyches are the best of the Elites. They have decent close combat ability (high Initiative, two close combat weapons) with some disadvantages (low Strength). Against average opponents such as Imperial Guardsmen or Eldar Guardians they can be expected to perform excellently. It is their upgrades, though, that I believe are the best feature of the Wyches.

Firstly, the Succubus can be made into a brilliant close combat warrior, nearing the proficiency of a Lord. Equipped with an agoniser, the Succubus' low Strength is no longer a factor, and can have 4 Attacks when charging - formidable against most enemies. I advise against using combat drugs though, as the Succubus has only one wound and, with expensive wargear, should not be risked so lightly.

The availability of combat drugs to the whole squad is a benefit, albeit an erratic one. As the effect of the drugs is only discovered at the start of the battle, after deployment, Wyches should not be positioned to fulfil specific tasks during a battle. They should be placed so that, whatever their drugs cause, they will be able to take advantage of it at some point. A Wych unit with Strength 4 is of no use if they are deployed too far away from units vulnerable to them. Be ready to improvise to make use of the Wyches' abilities. Having said that, the drugs are a very useful feature - at the same cost of 10 points I believe Wyches without drugs would be worthwhile, so the added effect (even if it turns out not to be the desired one) can be considered a bonus.

The Wych weapons are useful, and free. Be wary, however, of taking all three in small squads - the pre-assault shooting of a Wych squad is not strong, but it can provide enough of an advantage to tip the scales in a closely-matched assault. Wyches using Wych weapons do not have pistols, and so cannot contribute to shooting. In a squad of 6 or more, I would however use all three weapons.

Shredders are useful, against some enemies - those with poor armour particularly. Blasters are useful against practically all enemies, and contribute a massive amount of kick to the aforementioned pre-assault shooting. They also mean that a Wych unit can fire on a target without also assaulting it, and still do significant damage to it. I would hesitate to use a Wych squad that did not have two assault weapons, preferably blasters.

Plasma grenades can be useful, see the notes in Part I: Wargear for details. Haywire grenades deserve a special mention, though. A squad of Wyches with two blasters and haywire grenades can run rampant through the armoured might of armies such as the Imperial Guard. Tanks do not tend to move much, as they sacrifice firepower by doing so. Attacking an unmoving target means that each Wych's grenade hits automatically, meaning the tank will be damaged on any roll but a 1. If an opponent is in the habit of placing long-ranged 'artillery' vehicles such as Basilisks, Griffons or even Leman Russ tanks at the back of the battlefield, separated from the body of his army, a properly-equipped Wych squad can do tremendous damage. They will need to be transported to the target, by Raider naturally, and this requires some skill - if the Wyches are shot down too far from their target the haywire grenades are wasted. Having lots of Raiders is a good start, for it means the Wyches will not stand out from the rest of the army. Equipping the Wyches' Raider with a disintegrator is also a good move, as it means the vehicle will not be seen as a direct threat to enemy vehicles. Many people do not regard Wyches as a threat to vehicles, and if the Wyches' Raider does not seem to be intent on attacking an infantry target it may well be overlooked, and other more immediate threats will be attacked instead.

Warp Beasts: If the points are available, a sound choice. Warp beasts have the disadvantage that they cannot keep up with Raiders, meaning they can be left vulnerable without other units to shield them. However, if they approach the enemy protected by other units, or by moving through or behind cover, they are excellent close combat killers. The Beastmaster carries an agoniser as standard, giving him 3 attacks when charging - a decent arsenal. The Beasts themselves do not have any ability to penetrate armour, but this is not the drawback it seems. Against any foe with armour of 4+ or worse, Warp Beasts have the volume of attacks, and Strength, to be very destructive. It is of particular note that Farseers with Warlock bodyguards are highly vulnerable to Warp Beasts. If one is confident that the Beasts can be advanced to within assault range without sustaining severe losses from shooting, they are an excellent weapon to have available.

Troops

Warriors: In a certain type of game Warriors can be very valuable. If mobility is not the overriding feature of the Dark Eldar army the Warrior squad can contribute a lot of firepower, with their two assault weapons and two splinter cannon. The Warriors Ballistic Skill, high by the standards of most armies, allows them to make the most of these weapons, as well as allowing them to do some damage with their low-Strength splinter rifles. If assaulted, Warriors are competant but not exceptional. They have high Initiative, but low Strength and volume of attacks, meaning they will not prosper against close combat specialists. Against basic troops such as Eldar Guardians and Imperial Guardsmen, Warriors are good enough to hold their own without being a weak link in the Dark Eldar army.

In any Dark Eldar army, a squad of 10 Warriors with two dark lances will excel at tank killing, provided they are placed correctly. Ideally this squad should move as little as possible - an elevated firing position, at the back of the table 24-36" from the enemy, is perfect. The accuracy of the Warriors combined with the power of the dark lance makes this squad very effective in its chosen role. However, I still consider lance-equipped Raiders and blaster-carrying troops to be preferable for dealing with enemy vehicles, if only because the 8 Warriors not holding lances in the 'tank killer' squad are wasted as anything but shields.

Raider Squads: The backbone of the Dark Eldar army. If pushed to do so, I could happily field an army consisting only of Raider squads, with a Lord being transported in one of the Raiders. When used with slightly more moderation, Raider squads will perform excellently and give other units the freedom to attack as they please.

A word about the Raider itself: despite what people think, the Raider is not so weak as it first seems. Firstly, a Raider should never move 6" or less during its movement phase (unless its crew has been stunned). The Raider has only one weapon, which it can fire if it moves 12" or less. Troops on board a Raider can disembark or fire from the vehicle in an identical fashion when moved 12" as when moved 6". While there is no disadvantage to moving further than 6", there is an enormous advantage: as a skimmer, the Raider will be vulnerable only to glancing hits when moving more than 6". This goes a long way towards keeping a Raider intact for as long as possible - the chance of an incoming shot destroying the vehicle drops from 5/6 to 1/2.

Next, the Raider mounts a heavy weapon, either a dark lance or a disintegrator. If there is a better anti-tank gun in the game than the dark lance, I have yet to see it. Thanks to its special armour penetration rule, any vehicle can be penetrated on a roll of 5+, with glancing hits on 4+, even the mighty Leman Russ or Land Raider. Given the fine Ballistic Skill of the Raider's crew, the lance is unquestionably the weapon of choice against opponents known for their vehicles.

The disintegrator, however, is much more versatile. With its ability to fire a Strength 7 blast, it it lethal against light vehicles such as Vypers and Wartrukks - Ork armies have much to fear from the disintegrator. The 'heavy' option is also effective against concentrations of armoured troops, such as Terminators, when circumstances have caused the targets to 'bunch up' allowing several models to be caught under the blast template. The 'sustained' option is equally devastating - three shots at Strength 4, AP3: a marine-killer. Space marines cannot stand up to the firepower of several disintegrator-equipped Raiders - the poinst cost of their squads means they simply cannot afford to be gunned down as easily as the disintegrator is capable of. I recommend fitting 1/2 of an army's Raiders with disintegrators, against any army - if the opponent is not likely to use vehicles much, it is worth considering upgrading almost all Raiders to carry disintegrators. Against marines they are excellent, against Eldar (who rely on armour rather than Toughness) they are similarly lethal, against other armies they are still remarkably effective.

The squad carried by a Raider is capable of contributing more than its fair share of firepower as well. A squad carrying a blaster and splinter cannon is particularly effective, but the blaster is the main attraction. Consider this: a Raider squad with a disintegrator and blaster need cost no more than 105 points. This vehicle, when within 12" of an enemy, can fire four shots that will negate 3+ power armour. This is not to be taken lightly, especially for enemies like marines who will find this tactic terrifying when used in bulk.

Upgrading one of the Warriors to a Sybarite opens up the possibility of launching a combined shooting/close combat attack. A Raider can easily get within 6" of its target, allowing its cargo to disembark. The Raider fires its disintegrator, the squad fires its blaster, then assaults, the Sybarite using an agoniser or (against Toughness 3 opponents) power weapon. This will thoroughly smash many opponents. A simultaneous attack by several such squads, with a Lord and Retinue and perhaps Wyches, can cause an enemy's battle line to fall to pieces, leaving victory far out of the enemy's reach.

Raider squads are, of course, vulnerable to being shot down before they reach their 'attack range'. This is not a problem, because as has been noted, Raider squads can be fielded cheaply. Three or four 95-100 point Raider squads (five warriors with no upgrades, with or without a disintegrator for the Raider itself) can shoot for a turn then be shot down without damaging the Dark Eldar army significantly. More to the point, the weapons that shot down these Raiders did not shoot down the valuable ones behind them - the Lord, the Wyches, the Sybarite-equipped Raider squads - which can now close to attack range unmolested. It is worth noting, I think, that I have never had more than three Raiders damaged (including destroyed weapons and stunned/shaken crews) in a single turn, in games of up to 2000 points. If those three Raiders cost 300 points total, that leaves 1700 free, undamaged, to lay waste to the enemy. Also, a Raider with a destroyed weapon or shaken crew can still deliver its squad without hindrance, lacking only the ability to fire its own weapon.

Overall, I think any Dark Eldar army of 500 points or more absolutely requires three Raider squads. The only limiting factor in larger games should be a desire to play with different units, and whether so many Raider models are available.

Fast Attack

Reaver Jetbikes: It is a curiosity of the Dark Eldar that their 'fast attack' units are not suited to moving faster than the rest of the army. Reavers, if distanced from the Raiders which comprise the bulk of the army, will fall prey to enemy firepower very easily, for they are not resilient against decent heavy weapons. Heavy bolters, for example, will cut down a Reaver squadron with distressing ease. With each model costing 30 points it is essential that good use be made of the Reavers.

One option is to equip them for tank hunting. A squadron containing two blasters is decently-equipped to destroy any armoured target, and if the squadron contains a Succubus with haywire grenades the destruction of a non-moving target (such as any Imperial Guard tank) is almost a certainty.

Another option is to use Reavers to support close combat attacks. Reavers on their own are too easily outnumbered to enter close combat, but in conjunction with a squad of Warriors or Wyches they can add a lot to the Dark Eldar's chances of victory. Their high Strength is an asset, and something the enemy may not expect. A Succubus with an agoniser and tormentor helm will have 4 attacks when charging, enough to do significant damage. And combat drugs, whatever option is rolled, will almost always be useful in some way. An increase in Weapon Skill will make it easier to hit opponents with Weapon Skill 4, an increase in Strength will make it easier to wound, re-rolling attacks makes each attack more likely to hit, +1 Attack gives the Reavers more chances to hit: each of these translates into more kills. Always striking first is not so useful, unless the Reavers' natural Initiative of 6 has been circumvented by some other means, such as the enemy being in cover. Never falling back could make quite a difference - if the assault fails the enemy will not be able to pursue and destroy other squads so long as one Reaver remains to hold them up. And if the assault succeeds, the Reavers' 3D6" follow-up move gives them an excellent chance at destroying the enemy by pursuit.

Overall, Reavers are expensive and easily misused, but they are not without benefits and can be a useful component in a well-planned attack.

Hellions: Some of the same comments apply to Hellions as to Reavers. The differences are that Hellions are significantly cheaper, and lack the +1 in Strength, Toughness and armour save that Reavers receive. The lack of Toughness and armour is a disadvantage - Hellions are more susceptible to being fired upon prior to assault, and being killed during assault. However, if used in a similar support role as that recommended for Reavers, it is possible for Hellions to avoid coming under fire during their advance to assault range. Assuming the Hellions charged (and every effort should be made to ensure that all units in the army charge instead of being charged) they will have Strength 4 for the first round of combat, and so be able to do as much damage as Reavers. With luck the enemy will be sufficiently damaged by the Hellions' attacks, and those of the other Warrior or Wych unit(s) attacking, that the Hellions will not suffer badly for their lack of durability. If the enemy falls back the Hellions will likely destroy them by pursuit. Comments on combat drugs are identical to those for Reavers. Note that a Hellion Succubus need not have a tormentor helm, as it is possible to use two weapons (an agoniser and pistol) at once while riding a skyboard. Also note that I see no use at all for the hellglaive's ability to function as a splinter rifle. The weapon should only ever be fired if the Hellions are unable to enter assault that turn, and Hellions should never stand still in order to rapid fire.

Heavy Support

Scourges: I consider Scourges to be misplaced Elites, rather than Heavy Support units. Consider this: a unit of five Scourges (the minimum size) with two dark lances costs 130 points. They must stand still to fire the two lances, do so with a Ballistic Skill of 4, and if they are fired upon have Toughness 3 and 5+ armour, no real help in saving them from the worst effects of incoming fire. A squad of 10 Warriors with two lances puts out the same anti-tank firepower, has twice the number of models to absorb fire, and costs only 100 points.

A unit of Scourges armed with splinter cannon, however, is a different matter. This unit puts out a huge volume of firepower for its size, 16 shots at Strength 4, not including splinter rifles. This will badly maul any Eldar or Imperial Guard squad, and can have quite an effect on high-toughness Orks, and even marines. I recommend equipping a Sybarite for close combat, with an agoniser or (against Toughness 3 opponents) a punisher and tormentor helm. The Scourges will be able to keep up with a flight of Raiders (which will likely draw fire away from the Scourges), and when the time comes to assault they can do so with a prelude of splinter cannon fire that will mean the enemy is half-way to losing before the actual close combat begins. Combined with a second unit, for example Wyches, the assault can decimate otherwise-powerful enemy units, and the Scourges' 3D6" follow-up range will almost ensure that such enemies only need to be beaten once. I believe Scourges with splinter rifles need only be taken to prevent the cannon-wielding Scourges from being killed too early - additional squad members will not turn the tide of an assault, it is the cannons and the Sybarite that are the keys to winning.

Ravager: I am not entirely in favour of the Ravager. If it moves more than 6" it has no more firepower than a Raider (which, even with a squad on board, is cheaper). If it moves 6" or less it can fire three heavy weapons (and do considerable damage) but for such an obvious target it is very susceptible to enemy fire. A slow-moving Ravager will crash 5 out of 6 times its armour is penetrated - a fast-mover at least can only ever be struck with glancing hits. Given this, if ravagers are to be used it is essential that they not come under too much fire.

One way of ensuring this is to position them directly behind the advancing Raiders, leaving only enough of a gap to fire on one target which will, hopefully, be destroyed. This is risky, both because it relies on no enemies finding a gap between the advancing Raiders (or creating one by shooting one or two down), and because the further the Raiders advance the more difficult it will be to keep them between the Ravager and all of the enemy army. Using cover for the same purpose - denying Line-Of-Sight to all but the target unit - is possible, but depends on the placement of LOS-blocking cover and of enemy units. Using cover to be Hull Down increases the survivability of the Ravager while moving slow, so enemy fire will be somewhat less effective.

If one chooses to use a Ravager, select its weapons carefully. Three dark lances will almost certainly kill any enemy vehicle fired upon, but has little effect on infantry. Three disintegrators is very effective against infantry and light vehicles, but will have a lot of problems damaging tanks such as the Predator and Leman Russ. Without prior detailed knowledge of the enemy army, a combination of dark lances and disintegrators is best. One disintegrator and two lances allows the Ravager to badly damage infantry units, while not sacrificing too much anti-tank power. One lance and two disintegrators is less effective, as firing on a heavily-armoured target wastes the two disintegrator shots, and relies on the lance shot not suffering poor luck.

I cautiously recommend the Ravager, provided the rest of the army will not collapse if it is shot down early. Remember, though, that the best and most effective source of heavy weapons is the Raider.

Talos: Purely for aesthetic reasons, I love Talos. The miniature is a dark delight, and fortunately it is quite useful on the battlefield too. There are two instances where a Talos will be unnecessarily vulnerable: when the enemy will stay put well away from the Dark Eldar deployment area, and when the two armies are simply very far apart regardless of their intentions to move towards each other. In either of these cases the Talos will be left behind to such a degree that it will not be worth the points spent on it.

In other circumstances - a Cleanse, for example (18" between armies), or a battle where the enemy can be expected to do his fair share of advancing - the Talos is valuable. Firstly, it attracts attention like nothing else in the Dark Eldar army. This will probably translate to the Talos being bombarded by enemy firepower. Do not worry - the Talos is resilient, and if it is destroyed that means a hell of a lot of firepower did not hit the rest of the army. If the Talos is ignored in favour of closer, more immediate targets, it should be able to cross the distance between itself and the enemy relatively intact. By the time it reaches assault range the rest of the army should already have launched its attack - the Talos will now prove invaluable in breaking down any solid resistance that has developed to the initial assault. Against practically any enemy the Talos is a fearsome close combat unit - enemies who rely on Toughness will be easily wounded by its Strength 7, and those who rely on armour will find it useless against the power weapon Talos Claws.

A word of warning - a Talos should never assault a moving vehicle. Despite its 7+D6 Strength against vehicles, it will only ever get one attack. Attacking a moving vehicle requires a roll to hit (4+, or 6+ for vehicles moving more than 6"), meaning the high-strength attack may well be wasted. Against an immobile vehicle, it is worth assaulting if there is no more urgent target.

Lastly, try not to finish the Talos' move in difficult terrain. The 1 in 6 chance of taking a wound may seem little enough, but compared to simply avoiding the terrain this is something of a silly risk to take, with a unit that will attract so much attention from enemies. Remember, the Talos can move without penalty, the full 6", through any difficult terrain (including such things as forest) - there should be no reason for it to be stuck in the middle of such terrain unless the table has been absolutely packed with terrain.

 

 Synthesis

There are several ways to use a Dark Eldar army, and no shortage of players ready to endorse each one. Some advocate a firepower-based army, which simply stands still and bombards the enemy with dark lance and splinter fire from cheap Warrior squads. Some prefer a stealth-based army, which avoids confrontation with the enemy by use of terrain and speed, striking only where necessary to frustrate the opponent's mission. I prefer the all-out blitzkrieg.

This relies on three factors: speed, firepower and coordinated assault, in roughly that order. Having as many units as possible mounted in Raiders is ideal, for it aids all three factors: the unit can be quickly moved forward, the Raider itself contributes respectable firepower, and its range means that units can be placed to assault the desired target, rather than having to settle for whatever is in range.

A rough guide to the Dark Eldar blitzkrieg is this. The Dark Eldar deploy, so much as is possible, in cover, out of Line-Of-Sight of the enemy (behind a forest-type piece of terrain is ideal). If the enemy gets first turn their shooting will be hampered by lack of targets, leaving the Dark Eldar force mostly unscathed. When the Dark Eldar get to attack (or, even better, if the Dark Eldar move first) they should advance 12" towards the enemy. This will usually place them somewhere between 6" and 12" from the foremost enemy units (the initial distance between armies tending to be between 18" and 24"). The Raiders and their transported units (carrying blasters) fire at the enemy. This bombardment of firepower, from weapons with AP3 or better, will do tremendous damage to the enemy's front line. If there are valuable targets remaining, assault with two or more units - two Warrior squads containing assault-equipped Sybarites, or a Wych squad or Retinue backed up by a Warrior squad. If possible have Fast Wyches (if available) or Reavers or Hellions involved in the assault, to maximise the chance that the target unit is wiped out in pursuit, if they are not all killed in combat. After this assault, assuming it is successful, only pursue with the fast-moving unit. Other units, especially the Retinue and Wyches, should consolidate - into cover if necessary, back onto their Raider if possible. Note that it would be excellent if the Lord's Raider was shielded by another Raider (belonging to Warriors or Wyches) at this point.

The enemy will now return fire, but the damage done to them already will ensure that this is a weak attack compared to what they were capable of to begin with. Two or three Raiders may be destroyed - if the Raiders are properly positioned, the Lord's Raider will not be damaged. The enemy may also choose to assault, if possible - if a fast-moving unit pursued after the previous assault, they will almost certainly be pounced upon. Allow this to happen - Reavers will do some damage before they die, and Hellions are cheap enough to be sacrificed in this manner. If the enemy wins and chooses to pursue (more fool him) he makes an excellent target of himself. If he consolidates, assuming more than one unit attacking, these units are now closely-placed and an ideal target for the Dark Eldar.

In turn two, simply repeat turn one with slight modifications to account for changed circumstances. The firepower from the Raiders will not be so impressive, but the enemy is already in a much-reduced state. The remaining enemy units may not be so far from the Dark Eldar, so they will be easy to assault with multiple units. An enemy leader (if he remains alive) is an ideal target for the Lord and Retinue, supported as always by one or more secondary units (if any fast-movers are available, supporting this attack should be their priority). The result of this second assault, particularly if it results in the death of the enemy leader, will be that the enemy finds the battle almost lost in two turns - extraordinary circumstances will be required for the enemy to win.

Of course it is not always so simple. Actually, it is almost never that simple. There are numerous ways the enemy can try to frustrate the blitzkrieg attack: large numbers of cheap troops, preventing valuable units from being killed in their first strike; a heavy emphasis on firepower, with the intent to blast every Raider to the ground; deploying far from the Dark Eldar deployment zone, to force the Dark Eldar to cross more ground before launching their attack, and so be vulnerable to more firepower. My only advice is that the Dark Eldar should always be aware of what their enemy has in mind, and act so as to make it difficult for the enemy to follow their plan.

As there are uncontrollable frustrations, there are also advantages that cannot be anticipated. It may be that the placement of terrain allows the Raiders to be out of LOS for a whole turn as they advance. Perhaps the enemy relies on one or two vehicles to provide heavy firepower, which can be destroyed in one turn with sufficient dark lance fire. Perhaps the first assault will last an additional phase, so that when the enemy is killed or broken the Dark Eldar face no danger of being fired upon when they sweeping advance into the rest of the enemy army. Perhaps the enemy is just having a bad day and can't produce more then 3 on any dice roll.

The important thing is to remember that the blitzkrieg attack is not a plan. It should not even define the army selection - if a particular troop type should be effective, use it even if it means that Raider #6 must be left out (splinter cannon-wielding Scourges against Eldar, for example). Then take into account the terrain, and how both sides have deployed. Then form a plan, deciding which units will attack which enemies, where the Raiders will move to, and so on. At the beginning of the second turn, re-evaluate the plan. Take into account what has happened - which enemy units have unexpectedly survived heavy weapons bombardment, which ones kept failing armour saves against splinter rifles, whether the enemy HQ rolled an 11 for morale and fled, or whether half of the Incubi failed to wound and are now caught in a continuing assault.

Re-form your plan each turn, and do not be afraid to improvise in order to take advantage of unforseen circumstances. Always remember the advantages of the Dark Eldar: speed, firepower, coordinated assault. Use speed to place your units where you want them to be, not where your enemy wants them to be. Use firepower to utterly destroy units that your enemy seems to be relying on - even if this means using over-powered amounts of fire, such as firing dark lances at a Command Squad, the loss of this unit will cause your opponent considerable distress, and his confusion is your opportunity. And lastly, always move and fire so as to have the opportunity for coordinated assault, several Dark Eldar units attacking one enemy unit. Do not attempt to attack the whole enemy army at once - use your whole army to attack part of his, and the odds are in your favour from numbers alone.

A few notes for fighting against specific armies:

Space Marines: Disintegrators and blasters will prove invaluable, and can sometimes do so much damage that the aftermath of the first turn will leave your opponent unable to believe he can still win. Take every opportunity to eliminate transport vehicles such as Rhinos and Razorbacks - Dark Eldar have excellent mobility, and it is best used when the enemy has none. Also beware of Dreadnoughts, their high-strength close combat ability can be the bane of a Dark Eldar assault. Take care of a Dreadnought with dark lances as soon as possible. Expect to lose a lot of Raiders, simply make sure they do their job quickly before they are destroyed.

Chaos Marines: Similar to normal marines, and similar tactics should be used against them. Having a wider variety of units, not relying exclusively on Raider-borne units, will help to counter the Chaos army's own variety. A Talos may be invaluable here, to carve through lesser daemons, juggernauts and the like if they are summonned.

Eldar: Destroy Wave Serpents and Falcons as soon as possible. Make every effort to frustrate the enemy's attempts to return fire - use LOS-blocking terrain, target highly-mobile units such as Vypers, never stand still. Assault as soon as possible, but beware large concentrations of enemy units. With luck the loss of transport vehicles will leave the Eldar spread out and relatively immobile, so take advantage of any units that seem cut off from the rest of their army. When attacking squads with Warlocks, target them specifically - make sure your Sybarite or Succubus is in base contact with them, so that they cannot be protected by the rest of the squad. Without the enhancing ability of the Warlocks many Eldar squads will be much easier to deal with. Beware Wraithlords - never ignore an opportunity to fire on one with a spare dark lance, and make them priority targets for assaults from multiple agoniser-wielding characters once they are wounded. If allowed to survive, Wraithlords are hideously dangerous.

Imperial Guard: Not a pleasant experience for Dark Eldar, thanks to the Guard's high volume of heavy weapons which will trouble the Raiders' advance. Make extra effort to protect the Raiders, through cover or by placing inexpensive Raider squads ahead of valuable Wyches and Retinues. Once in assault be very wary of making any sweeping advances - rapid firing lasguns will cut down most Dark Eldar units. You have the advantage that the average Guardsman is thoroughly outclassed in assault, so it is not so necessary to attack with multiple units. Units such as Wyches and Retinues can often afford to attack Guard infantry alone, although beware of characters with power fists. In firepower, ensure lots of dark lances are available to tear up the Guard tanks, and use masses of splinter cannon to whittle down infantry - every Raider squad should carry its splinter cannon. Imperial Guard are an army against which the 10 Warrior, 2 dark lance squad is cost-effective - at 100 points those two lances can easily account for a vehicle worth 150+ points. If the enemy favours Chimeras, make a point of destroying them early on, this will probably throw a nasty spanner into the works of his plan.

Orks: An army I have not fought so much as some, but there are a few basic words of advice I can give. Disintegrators are wonderful for tearing up wartrukks and buggies/bikes, leaving the Orks unable to match the Dark Eldar's mobility. The high volume of moderate-strength assault weapons (big shootas and rokkit launchers) available to Orks means you will more than likely lose a few Raiders. If necessary, use Fleet of Foot to keep the main body of Orks from having the opportunity to assault. Basically, never give Orks the chance to move more than 6" per turn. Fire into their masses of boyz with high-power disintegrators (Orks have a tendency to 'bunch up', giving the blast weapon an ideal target), and only assault when the majority of the average troops are either dead or too far away to help. On the whole I recommend avoiding assault as much as possible, even when the Orks are depleted.

Tyranids: If properly used, Tyranids can be a nightmare to face. Apply some of the same tactis as to Orks, but target fast-moving units such as Gargoyles and Hormagaunts (Gargoyles are the more immediate threat, as Hormagaunts only become fast-moving once they are within 12" of the enemy). Keep the bugs at arm's length, and force them to tramp across the battlefield under a barrage of splinter and high-power disintegrator fire. Assault with care - make sure the massive broods of Termagants and so on have been decimated before moving in, but do not be afraid to confront Hive Tyrants and Carnifex with two or more poisoned blade-armed Sybarites. Do not let Genestealers get anywhere near your Incubi, if you use Incubi - with the emphasis away from assault, it may be more effective to incude only two in the Lord's Retinue, to hold blasters should short-ranged fire be needed. Isolate units and destroy them, try not to allow the Tyranids to get close to your Raiders. If a squad is grounded by having their Raider shot down, remember that Tyranids can match their speed with Fleet of Foot - consider using these damaged squads as distractions, to draw the enemy in the wrong direction and keep them from moving further towards your army.

Dark Eldar: Yes, the occasion may arise that your Kabal faces another. In this case both armies may have roughly the same abilities and intentions. Make every effort to destroy the enemy's Raiders, high-powered disintegrators are perfect for this. Endeavour to force your opponent to spread out, so that you can concentrate your attacks. Remember that your enemy probably knows the Dark Eldar strengths and weaknesses as well as you do, so beware of any attempt by him to get his army into action. As always, isolate and destroy enemy units.

In closing, always remember the Dark Eldar way: do what you will, and be damned to anyone who tries to stop you. Always make sure you are the one acting, and your enemy is the one reacting. Be decisive, be merciless. Never be assaulted if you could assault first, never allow the enemy to dictate the course of play. Know your enemy's army as well as you can, know its strengths and weakness - make it difficult for the enemy to use his strength, and attack directly towards his weakness. If the enemy likes to shoot, give him no LOS to decent targets. If he likes to assault, stay on the Raiders and bombard him with fire. If he likes to be mobile destroy vehicles and fast-moving units, if he likes to stay still force him to move in order to fight. And finally, remember that the army you face is not your equal, it is your prey.

 

"Your most treasured depravity is child's play beside the experiences we offer."
- Clive Barker, 'The Hellbound Heart'

- Chris Cook