Just so you know, I do not own the 6th edition rulebook yet, but I will be picking it up around early June when I buy the starter set
. I don’t own any of these models yet, so anything can be subject to change. This is mainly what I’m looking to begin buying when I do start though.
EDIT: Fixed some point totals and made some changes to the list
.
Dark Eldar 2000 PTS
HQ:
Haemonculus: WWP, Liquifier Gun, Venom Blade 100
Haemonculus: WWP, Liquifier Gun, Venom Blade 100
(He’s equipped to deal with enemy characters and his webway portal and Wracks as troops ability seems to be a great boon to me at least. Since the shattershard removes any non-vehicle from play if they fail a toughness test, I can take out a chunk out of a hoard or remove any menacing
monstrous creatures (Immune to toughness tests
) or menacing looking characters. That’s how I interpret it at least, if I’m missing something let me know
. By the way is a toughness test just a save?)
Elites:
4x Kabalite Trueborn: 4x Blaster 108
Vemon Dedicated Transport: Splinter Cannon, Night Shields 75
4x Kabalite Trueborn: 4x Blaster 108
Vemon Dedicated Transport: Splinter Cannon, Night Shields 75
(Don’t have flicker fields on the Raiders because I’ve seen the point more than once that jink saves does the same thing. I’m guessing so long as they’re moving. I am keeping it on the Ravagers though in case they don’t move for a turn or two.)
(Not too sure about this unit, up close is where they can lay on the hurt, but I’ll probably have to be careful when pulling them up to a target. The blasters should be good at taking cracks on heavy infantry(not sure about vehicles, it’s been a while since I had a rulebook in my hands so I’ve forgotten about how AP works, except that the lower the better) and everything else is there to add weight of fire upon infantry and force more saves. All of the kits are interchangeable, so I can use extra blaster and shard carbine arms from the Scourge kits)
Troops:
10x Wracks: Acothyst, 2x Liquifier Gun 130
Raider Dedicated Transport: Night Shields, Dark Lance 70
(Monster Hunters
, since they always wound on 4’s and with the Haemonculus, they should be quite a team, though I’m still uncertain as to how squishy those wracks really are. Oh well, tougher than regular eldar at least and with both of their starting pain tokens, they’ll have feel no pain and furious charge.)
10x Wyches: Haywire Grenades, 2x Hydra Gauntlet, Hekatrix, Agoniser 158
20x Kabalite Raiders: 2x Splinter Cannon, Sybarite, Splinter Pistol and close combat weapon 210
10x Kabalite Raiders: Splinter Cannon, Sybarite, Splinter Pistol and close combat weapon 110
10x Kabalite Warriors: Splinter Cannon, Sybarite, Splinter Pistol and close combat weapon 110
(This is the tricky part, I assume their fleet ability will help them take objectives before whoever I’m playing and sit on them while firing on anything too close, unless their sitting in vehicles which will probably beat me to the punch. Still, we can always counter attack and take the offensive and try to force scoring units off of it. What I’m really worried about is enemy artillery or blast weapons, but I do have a plan for that. Perhaps I could mitigate that by bringing them through the WWP)
Fast Attack:
3x Reaver Jetbikes: 1x Blaster 81
3x Reaver Jetbikes: 1x Blaster 81
Heavy Support:
Ravager: 3x Dark Lances, Night Shields, Flicker Fields 125
Ravager: 3x Dark Lances, Night Shields, Flicker Fields 125
(My anti-armor units will bust tanks and such.)
Razorwing Jetfighter: 2x Dark Lance, Splinter Cannon, Flicker Field 165
1941