Dark Eldar & Combat patrol

Posted by Dave on Wednesday Dec 8, 2010 Under Dave, Warhammer 40k

The Dark Eldar codex has been officially out for a full month now and much of the codex has been broken down in many ways, but what hasn’t been discussed is the potential for use in a “Combat Patrol” mission. Last year at Adepticon, IG dominated combat patrol primarily using Hydra Flak Tanks. As the rules and restrictions are changing this year, people are re-working their strategies and lists.

How many armies feel trying to build a combat patrol list.

If you don’t know what combat patrol is, it is a particular type of 40k game that uses the standard 40k rules and game mechanics, but plays at only 400 points on a 4′x4′ table. It is a scenario made popular at Adepticon. There are restrictions on what your force can comprise of, but most of the 40k game play rules are unchanged. The complete rules are found at the Adepticon website or here.

The biggest thing to keep in mind for all armies is the restrictions on the types of units that may be fielded (Armor 11 max for non-troops/non-dedicated transports…armor 12 max for troops and/or dedicated transports.). This is where Dark Eldar finds itself very free, suffering among the least restrictions of any codex. It is just a matter of someone balancing the right combination of firepower and troops.

Several of the traditionally powerful armies find themselves quite handicapped, especially in Heavy Support. Most heavy support options in the game are not eligible for combat patrol, but Dark Eldar gets to keep their three major options (Ravager, Razorwing fighter, VoidRaven Bomber.) The venom transports will also be key for them, with extra upgraded splinter cannon, this vehicle can pump out a dozen poisoned shots at BS 4, even when moving cruising speed, so they can shoot and evade enemy assaults. Very few other vehicles can match the anti-infantry firepower that the Venoms can dish out.

Another aspect that helps Dark Eldar is that the board is only 4′x4′. With their heavy weapons having a range of 36″ and all of their vehicles able to shoot at 12″, they l can hit anything on the board, are able to move to avoid close combats, and then move flat out to seize objectives.

Dark Eldar + Combat Patrol = Money

Some aspects of combat patrol that work against Dark Eldar is that most of the units and vehicles in the codex are very specialized. When you only have 400 points to take to a tournament setting, it is very difficult to bring something that can take on all comers. Dark Eldar players have to build their lists leaning more towards a singular aspect and hope they don’t catch a bad matchup.

Here is a list I’ve worked out.

(Troops)

[155] 4x Kabalite Warriors + Sybarite, Blaster, blast pistol – Venom transport w/ upgraded splinter cannon, envenomed blades.

[130] 5x Kabalite Warriors, Blaster – Venom transport w/ upgraded splinter cannon, envenomed blades.

(Heavy Support)

[115] Ravager – 3x Dark Lances, flicker field

Total Cost – 400 points

It uses the aspects that I mentioned above. The ravager’s main job is anti-tank, with addition anti-tank support provided by the blasters in the warrior squads. Most of the game will involve shooting at long distance and then moving rapidly late in the game to contest and/or seize the objectives.

While Dark Eldar isn’t perfect at combat patrol, they are among the better equipped for the mission. Their ability to play within the force restrictions of the combat patrol missions leaves them well off compared to other armies. They should be a force to be reckoned with come Adepticon.

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Unit of the Week: Dark Eldar Voidraven Bomber

Posted by C Swizzy on Thursday Nov 11, 2010 Under Chris, Warhammer 40k

C Swizzy here with another weekly installment of the Unit of the Week. No, I’m not talking about the Batwing, I’m talking about the Voidraven Bomber. On a side note since there is no GW model for the Voidraven, this Revel Batwing model does the job for only $25 or so, so have at it! Mad props go out to Frosty from The Warhammer Forum http://warhammer.org.uk/phpBB/index.php who uncovered this gem.

I’ll be up front with you guys, I’m not too familiar with the Dark Eldar codex but honestly none of us are. I skimmed through the book and I did find many things to be DISGUSTING but the Voidraven jumped out at me.

Basic cost is 145 and it’s a Heavy Support. Front armor 11 so it is kind of paper thin but you can take Night Shields and Flicker Fields for 10 points each which will definitely help out with your survivability. The other thing that will help out with that armor 11 is the fact that the Voidraven is supersonic, which means you can turbo boots 36 inches. In other words this thing is fast fast FAST. Oh, it also deep strikes so this thing can almost do it all.

Weapon load out is where this thing shines. You get 2 Void Lances which are Str9 Lances. That extra point of Str help out a ton, especially if you’re playing that jag off Black Templars player that has Blessed Hull (negates lance) on all of his Land Raiders… lol. Now you only need 3′s to glance and 4′s to penetrate, or if you are playing said jag off, you will actually pen on 6′s. Add in the fact that the Voidraven has the Arial Assault rule, you can fire both of these off at cruising speed.

The Void Mine is my personal favorite though. Basically you can drop a mine over any unit you fly over, keeping in mind this vehicle is beyond fast so you can almost pick out whatever you want. The mine is also a Str9 lance but there is some scatter and it is a small blast so it can scatter off if you roll bad. With Arial Assault you can fly over a tank, drop a mine and still fire your Lances off if you only moved at cruising speed. Need to get out of harms way? Well now you can, and pop a tank all in the same movement!

The Voidraven can also take 4 different types of missiles. The Monoscythe is Str6 AP5 Large blast. Pretty good for horde hunting. The Necrotoxin Missile is Str X AP 5 with Poison 2+, large blast and pinning. A large blast wounding everything on a 2+ is pretty nasty and is basically effective against everything, especially high toughness units like Plague Marines. The Implosion Missile forces whatever you hit to make a characteristic test against their number of wounds (base, not current) and if they fail they die instantly. Cover and Invuln saves still apply though. The last missile we have is the Shatterfield Missile. This bad boy is Str7 AP – large blast that you get to reroll wounds with. Keep in mind all of these Missiles are one shot, so you only get one chance to bring the pain with each one. You can take up to 4 Missiles and you can mix and match between the 4 different types. I personally would like to go with 2 Shatterfield, 1 Necrotoxin and 1 Implosion just to get a nice balance and be ready for almost anything, but that gets expensive. All missiles are 10 points except for the Shatterfield which is 30.

My idea load out would be Flickershields, 1 Shatterfield Missile, 1 Necrotoxin Missile and 1 Implosion Missile bringing the total up to 205. Kind of pricey but it can handle almost anything and should be able to survive if you’re good with positioning.

All in all this is a pretty damn good unit that will only run you about $25 or so. If I was playing Dark Eldar I’d always run 2 of them, because we all know that I think more than 2 is spam.

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