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.
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.
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.
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.
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'