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  1. From the album: Desperate Allies

    My usual 2000pts force consisting of my Black Legion warband and my Dark Eldar raiders. (from right to left.)

    © Frank J. Agresti

  2. The Kabal of the Shattered World Early History: "You are a worthless coward, who only stabs his foes in the back!" - Last words of Edariphel Blacksword "Correction: I have others stab my foes in the back." - Kalios Rhidainyan, at the Battle of Ardanu The Rhidainyan family has long been one of Commorragh's noble class, famed for producing numerous talented warriors over the millennia, many of whom are even primarily loyal to the lords they choose to serve. When the youngest son of Irnach Rhidainyan, the ancient and cruel Master-Patriarch of the Rhidainyans, proved to be essentially worthless as a warrior, Irnach carefully arranged a suicide mission for his son to lead, in the guise of a 'daring raid' at the head of a number of other lacklustre warriors. In this way, Irnach planned to avoid tarnishing the reputation of the Rhidainyan family. Accompanying his son were a handful of Irnach's personal enforcers, to ensure the youth 'died heroically' in the coming battle, as well as their personal enoturages of skilled veteran warriors. But the son in question, one Kalios Rhidainyan, was no fool, and laid his plans to counter-act his father's death sentence. While he was, in truth, a poor combatant, Kalios' real strength lay in his natural charisma and cunning. Whilst en route to the planned 'raid', on the Imperium-held world of Ardanu, Kalios was able to win the loyalty - if temporarily - of not only the bulk of inexperienced troops, but several of his father's veterans, promising them a glorious future if he survived the inevitable betrayal. Sure enough, the Imperial World of Ardanu was much too heavily defended for a raiding party to make much progress, but Kalios was prodded into leading the battle from the front by his father's enforcers. When the Imperial defences began firing, the enforcers were supposed to cut Kalios down. Instead, the enforcers themselves were torn apart by the rest of Kalios' army. Kalios immediately ordered the retreat, but the webway portal used to access Ardanu was damaged by Imperial artillery, and did not lead the Drukhari home. Instead, the portal spat them out in a dark, forgotten corner of the webway, the way out behind them sealed by the destruction of the webway gate on Ardanu. In this un-natural realm of twisted and broken paths, Kalios and his party were lost. Only the constant threat of attack by monsters both terrifying and malign kept the raiding party from fracturing into squabbling fragments, along with the slick charisma and guile of the wily Rhidainyan son. After an interminable time wandering the broken paths of the webway, the raiders happened across what was, unmistakably, the ruins of a long-forgotten Craftworld. Long-bereft of life and covered by the undisturbed dust of countless aeons, the raiders were at last able to find shelter against the monsters that dwelt outside. At the Craftworld's heart, the raiders found a webway gate, that, in response to their presence, flickered into fitful life. Kalios, fearing what could happen if he returned alive to Commorragh, swiftly made the proclamation that this broken shell, dormant and forgotten in a nameless, dark corner of the webway, would be their new home. He swayed the raiders and their leaders with promises of a glorious future, one rich in prisoners and treasure, where they would rule this broken city as kings. And thus, the Kabal of the Shattered World was created. Recent History: "We are no longer simply soldiers to die at Lord Irnach's will. We have become the destroyers of worlds - and no foe can stand before us." - Archon Mephirion the Bleak The Kabal of the Shattered World operate mostly around the region of space called the Glastheim Rifts. Nominally an Imperial territory with thinly-spread defences, Kalios' aptitude at picking his fights carefully has seen the Kabal grow considerably in strength since their creation. The Rifts are anything but a soft target, however. No fewer than Six Chapters of Space Marines encircle its borders, embroiled in an eternal battle not only with alien invaders, but against the God-cursed servants of Chaos. Besides these arrogant giants, the Rifts boast a myriad of Imperial regiments, fleets and even an Order of the Adepta Sororitas. Nevertheless, Kalios is adept at reading the flow of the eternal wars that rage around the Glastheim Rifts, and is most often found guiding his Kabal to battlefields of his own choosing, away from impossible odds. Hundreds of worlds have felt the poisonous wrath of the raider-kings of Kalios' Kabal. This is not to say the Kabal of the Shattered World are afraid of the Imperial war machine, however. Notably, in the dying years of the 41st millennium, the Kabal of the Shattered World completely enslaved the population of the Space Marine recruitment world of Kynasa, formerly in use by the Chapter called the Champions of Athlum. Those who were not taken by the Drukhari were slain, their skin torn from their corpses and used as banners by the Kabal. This act has earned the undying hatred of the crimson-clad Champions, who have since devoted themselves to intercepting and destroying the Kabal wherever they can be found. Most recently, the Kabal of the Shattered World have managed a successful raid on the world of Talhon, the homeworld of the White Hawks Chapter of Space Marines, burning a town to ashes and taking many prisoners for their experiments. While it is surely inevitable that the Kabal of the Shattered World will eventually either be rediscovered by the keepers of Commorragh, so far the Kabal of the Shattered World remain isolated. Kalios is building the power and grandeur of his Kabal with the eventual intent of returning home a conquering hero, at the head of the most elite military force ever to grace Commorragh. In this way, the unwanted heir of the Rhidainyan family hopes to supplant his father as the leader of the family and it's strongest political force. Homeworld "Don't you see? We've built something here that nobody can take away from us - not even my Father!" - Kalios Rhidainyan The Kabal of the Shattered World live in the crashed ruins of an ancient Craftworld, deep in some dark, forgotten corner of the Webway. Access to and from this ruined ship's webway gate is generally limited to areas around the Glastheim Rifts. The vessel itself was, originally, covered in runes so ancient that even the most learned amongst the Kabal struggled to decipher their meaning. Time had at least partially eroded many of the runes, but those that remained seem to speak of sombre despair and the pain caused by grief. This is, of course, of scant regard to Kalios and his Kabal, who have converted most of the remaining sections of the ancient ship into something more befitting the Drukhari. Gladiatorial arenas, slave pens, and twisted laboratories dominate much of the vessel, surrounding Kalios and his generals' personal quarters inside a large, metal tower at the ship's centre. Organisation "We were all supposed to die. That's the truth of it. Instead, countless worlds cower at the thought of us. This is the destiny we were born to achieve." - Morrlagh the Dreaded As noted, Kalios Rhidainyan is not a warrior. He leads through cunning and guile rather than brute force. He holds the rank of "High Archon", allowing his lieutenants to claim the rank of Archon for themselves. Interestingly, Kalios always makes sure to treat his generals and most prized fighters well. This is but one of the reasons none have sought to overthrow him - nobody in Kalios' inner circle can be truly sure the rest of the Archons would back anyone else attempting to usurp the Rhidainyan Scion. In other respects the Kabal is organised mostly as one would expect a Drukhari force to be organised - factions vying for influence and power have sprung up between the Kabalites, all competing for the "right to raid" under one of Kalios' Archons. Battle Doctrines "Death comes for them, in a blaze of violent glory!" - Idarileth Skinsplitter The Kabal of the Shattered World prefer to face unprepared foes, or those already weakened through hard-fought battles. But when forced into action against a competent foe, they have proven to be fierce foes. Focusing mostly on superior speed and mobility, the Kabal typically use Scourges, Hellions, Raiders and Ravagers to strike at a foe's flanks whilst the bulk of their infantry, beasts and haemonculus-created monsters march forward at the centre, crushing any foe unfortunate enough to be caught in their way. The Kabal uses lots of Wracks in support of their Warriors and other units - there is much evidence to suggest these Wracks are created mostly from human prisoners, primarily the ones taken from Kynasa. These lumbering shock troops are treated as utterly disposable, since the Kabal make a point of breeding their prisoners to ensure there is always plenty of "fresh meat" available. [+--++ Pict-Captures of the Kabal of the Shattered World's forces are currently Pending ++--+] -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=
  3. Hey guys, So seeing that Dark Eldar don't have their own Super Heavy to roll out on the field. How does the community feel about a Dark Eldar player rolling out a wraithknight? Seems really un-fluffy to me, but we gotta have something big to go toe to toe with the big guys.
  4. Hello everyone I've been doing project logs for a while (and I even have one on this site in the Dark Eldar section but I didn't know that this existed at the time as I'm still kinda new to Bolter & Chainsword. (It's here http://www.bolterandchainsword.com/topic/345779-kabal-of-the-nightsworn-project-log/ ) Anyway I play Dark Eldar and have been making a converted army in the theme of Necromancy, Armor, and Kabals (you'll see some of these themes as I post images) if you all would like I could start posting lore to go with each of the models as well. Anyway on with the show! Talos Pain Engines Grotesques Incubi My first conversions (These are pretty much a test now but I'll put em here anyway) WIP Mandrakes (Conversion not Complete) Wyches-Kill Team (You can see some of my other projects here if you look) Archon Conversion Anyway I hope you guys like some of my conversions and more will be on the way, and I look forward to your comments
  5. https://youtu.be/Wo6gqc6nLuM Cheers, Thoth
  6. Hey guys you've probably seen me post a few things around here before but I've had a project log for my Dark Eldar for quite some time (although my activity is sparce) and since I was planning on doing an update today I thought I'd start posting my stuff here. So you'll probably be able to tell but I'm going with a Necromantic theme with my Dark Eldar. Talos Pain Engines Incubi Clawed Fiends / Grotesques Mandrakes / Wyches Dark Reapers (Made outta spare stuff so they're bad) I apologize for the image quality on some of the photos I got a new phone which unfortunatley has a worse camera than my old one.
  7. The new 8th edition dex has been mostly spoiled and despite all of the hype, I still don't see how Wyches will be anything but a point sink. The loss of Haywire Grenades has made this one of the worst units in the DE codex, and GW's attempts to correct this imbalance really haven't corrected the issues. I've listed a summary of the buffs below for consideration: + Cult of Strife: +1 attacks when charged/charging/heroic intervention seems useful, but honestly they could give WE 5 attacks each and it still wouldn't get them to the target any better. Even if you do get there, the notable lack of AP/Mortal Wounds/high Strength attacks means all they can really do is chop up bog-standard Infantry, which is something splinter weapons do in spades at no risk to the unit in question (and with much better chance to wound). + Cult of the Red Grief: Advance+Charge and re-roll charge ranges. This is OK, but ultimately access to plenty of transports means you won't really need this in general, unless you tend to roll terribly on charge distances. Even then, this doesn't do anything to mitigate Overwatch. + Cult of the Cursed Blade: +1 Strength and only lose 1 model to failed Morale tests. This is probably the closest to being useful, as it gives Wyches a much better chance against T4 targets and mitigates some of their durability issues, though the big one (getting shot) remains. + Dodge: Now grants 6+ Invul save. Combined with PfP, Wyches will now always have two chances to roll a 6 versus normal shooting, as well as innate MW protection (though only just). Sadly, this still won't prevent them from getting mauled off the table by any reasonable amount of torrent fire, and this remains the Wyches' chief issue. Now, if any of you out there have insights into this problem, I'd love to read them. As a fan of DE since 5th edition (with their codex reboot), I enjoy the vast majority of their units and I would VERY much like Wyches to find their way to the tabletop :)
  8. In my efforts to expand the kill team options available to Aeldari players, I've developed a new kill team list for Dark Eldar players - Kabalite Trueborn. Many Dark Eldar players don't have Wyches, but these players most likely have Kabalites, so this gives such players a way to play SWA with their existing units. You can see the rules here. This is just my first stab at the rules and I hope to refine it with playtesting and feedback.
  9. Following on from my ideas for Eldar Corsairs and Craftworld Eldar, here's my idea for another Dark Eldar kill team option for Shadow War: Armageddon, Kabbalite Trueborn. First, here are the rules: I've made this as true to the 7th edition codex as possible, including Power from Pain as the kill team's defining rule, to make what I hope is the quintessential Dark Eldar kill team. Not all Dark Eldar players have wyches, so this kill team provides the basic alternative that fits within the schema of Shadow War: Armageddon kill teams (i.e., jump infantry are confined to special operatives roles, and no bikes are allowed). The weapons and equipment go without saying (I hope). I'm not sure that I've necessarily translated the rules perfectly, so I'd definitely appreciate some help there. I've highlighted the points values on the weapons and equipment chart. Anything in green already has an established points value in Shadow War: Armageddon, so these don't need to be adjusted (rather, if they do need to be adjusted, that's a larger issue than this kill team's rules). Anything in blue uses the same points value that I've used elsewhere (most likely in my Eldar Corsairs Kill Team rules, see the link in my signature). These points values are up for debate and, if it is determined that their costs need to be adjusted, they will be adjusted in all of the kill team lists I've created. Anything in yellow is new to this kill team, so changes won't cascade. These are definitely values that need to be evaluated for balance. I started the skills chart identical to the Wych Cult, but shifted things around to reflect that Kabalite Trueborn aren't stabby (like the Wyches), but are instead shooty (like Guardian Defenders). I'm definitely open to suggestions here. As for the special operatives, I decided to follow a "mercenary" theme, using those Dark Eldar units that seemed to be most closely associated as mercenary type units for the Kabals. It also helps that my two favorite units are Incubi and Mandrakes, each cool and terrifying in their own way. Personally, I would have used either a Hellion or a Beastmaster for the Wych Cult Kill Team, keeping with the whole Wych theme, but I can't really affect that (though my modified version of the Wych Cult Kill Team will include that change. So I've used the Scourge for the Kabalite Trueborn. Disclaimer, of the Aeldari sub-factions, I'm least well-versed with the Drukhari. I've never gotten around to painting up my minis (most from the 3rd edition WH40K release), so I'm open to suggestions with regard to Dark Eldar theme and what-not (if I've missed some things). As always, your feedback is greatly appreciated.
  10. Now that we’ve all had some time to digest the new DE codex and all its evil, spike-riddled goodness, I feel it’s time to begin our discussion of our units in detail. We’ll begin with the classic core unit, the Kabalite Warrior. Listed below are some quick concepts/points of interest to get us started: Good: + Relatively inexpensive + Poisoned shooting ignores high Toughness + Fast moving + Good anti-armour options (Blasters, Dark Lances) + Kabal Obsessions + Power From Pain + Multiple transport/mobility options (Raider, Venom, Webway Portal Strategem, etc.) Bad: - Squishy (T3 and 5+ Save) - Poisoned weapons don’t scale “down” well vs. T4 or less, and are relatively useless vs. Vehicles - Poor hitting power in melee (other than Sybarite) Overall, I find Kabalite Warriors are not the de facto Troops choice they once were not because they’re bad (far from it) but because other choices (Wyches and Wracks) have become more competitive in their own right. Instead, KW are now the “shooty” Infantry for the DE, boasting the best generic ranged weapon for a Troops choice in the codex and easily the most useful Special and Heavy Weapon options. Classic Raider clown cars remain a solid blend of mobility and firepower and Kabal Obsessions/Strategems have only made this a more credible choice, though MSU KW in Venoms is another option that offers reduced cost and more shots (at the price of smaller squad sizes and no room for Characters). So how have your Kabalite Warriors done since the codex landed? Any cool/interesting build ideas? Has anyone completely supplanted KWs with other choices in their recent lists?
  11. Index Xenos: Kabal of the Twin Blades Name: Kabal of the Twin Blades Archons: Dûrion Agaith Rincavornon and Lûgion Rincavornon Base of Operations: Pocket-Realm of Liranshadagcekhanel (Liran-Shad-Ag-Ce-Khanel) Twin Blades The Kabal of the Twin Blades is led by twin brothers, Dûrion and Lûgion, who took control of the Kabal from their cousin. Dûrion had been contracted to fight on behalf of his cousin in taking down a rival Archon, while Lûgion had been hired by that Archon to defend his interests. When the two forces came into contact, the brothers Rincavornon combined their forces and turned on both their Cousin and his Archon target. It was a bloodbath, and from it the Twin Blades were born. Their Modus Operandi never changed since that day. Often one of the brothers would take a job fighting for one warlord while the other would fight for their rival, then when the time was right they would flip the tables on both forces and walk away with all the spoils of war for themselves. The older of the twins, Dûrion, is an enigmatic being. It is said that after his birth he was never seen without his signature mask, crafted from a reflective metal with but a single slit for his left eye. He is a master of swordplay, wielding a huskblade that he took from the corpse of his cousin upon the success of the twins' coup. An exceedingly proud warrior, Dûrion cuts down unworthy foes with a blast pistol, not even stopping to finish off those that survive the lance of unlight. Lûgion is the younger by scant seconds, yet it is said he used that moment alone in the womb to start a lifetime of schemes. After staging the Coup and taking command, Lûgion would become the public face of the Kabal, preferring the courts of nobility to the battlefields of warriors. Yet he is no less formidable than his brother, for Dûrion would insist that he train his younger twin in case of the inevitable assassination attempts they were sure to face. History of the Kabal M30-M40 Age of Pain Family Tithes The eldest member of the Rincavornon family, Archon Zyth Rincavornon places heavy tithes on his kin, stating that his protections for the family costs him an exuberant amount of resources. For his young cousins, the twins Dûrion and Lûgion, Archon Zyth not only places a higher tithe but confiscates the majority of their Kabalites. The Tithes That Bind The twins orchestrate a coup to overthrow Archon Zyth. They secretly contact the most powerful members of their family and convince them to attack Zyth at a great feast in his honour. However, nobody other than the twins knows who is loyal to Zyth and who is part of the Coup. When Zyth makes a toast to his own good health all hell breaks loose with downtrodden and overly taxed members of his family vying for the kill. Dûrion and Lûgion make sure to not be present at the feast, and set off a stolen Void Mine hidden within the great ice sculpture centrepiece. When the dust clears the twins are the only members of their family left with any power to their name. Warriors of Iron Offering their services to human pirates to assist them in capturing supplies from Imperial convoys, the Twin Blades also provide protection to the convoys. Dûrion and Lûgion each lead a force of Kabalites, moving their vessels to strike down both forces and escape with everything. However a sizeable fleet of Heretic Astartes vessels appears, in league with the pirates. Caught flat footed and ill prepared to face such overwhelming firepower the brothers strike a deal with the Astartes leader named Viktor. Splitting the bounty from the convoy, both forces retreat. Lûgion finds Viktor to be a cunning individual, seeing in him a potential asset. A Pact with Reavers Physical Characteristics: Like the rest of the Dark Eldar race, the Twin Blades' kabalites are much taller and more slender than human beings. Spanning millennia in lifespan, their skin ranges from an alabaster pale to ghostly translucent grey-blue as the Dark Eldar ages. Eye colour ranges greatly amongst the Dark Eldar from natural purples and blues to cosmetically altered irises suiting the personality of the individual kabalite. As with nearly every Kabal, the majority of it's members are clones and artificially born. Where the Twin Blades differs is that even the cloned Dark Eldar are created to such exacting standards that many are indistinguishable from Trueborn. Clones that are judged less than utterly perfect are discarded, either destroyed or sent to the Haemonculus covens as payment for their services. Where scars are seen as battlefield honours in other Kabals, the Twin Blades see them as a reminder that a foe has bested the warrior. As such Kabalites do not attach their armour via hooks and blades into the skin but with a resin that constricts on contact with the air, leaving skin unmarred but securing their armour tightly. In an effort to further increase the number of their Trueborn, those among the nobility may select those Kabalites that show promise and take them under their wing. If the chosen Kabalite survives the exacting standard of their betters they are taken high into the Kabal's fortress-spire to be cloned and given several concubines in the hopes that they may also sire natural offspring. Base of Operations: The Kabal of the Twin Blades, while holding many assets both within Commorragh and without, has two main bases of operation. The first and most well known is the sub-realm of Liranshadagcekhanel (roughly translated to Low Gothic as The Spear at the neck of False Gods), a pocket-dimension of Commaragh with a vast spire at its centre. This structure, known as The Spear that Stabs the Heavens, is a vast edifice of black iron and unnatural glass more akin to a fortress than the regal palace that it appears to be. Combat Style: The Kabal of the Twin Blades officially only works with it's own kabalites, dozens of squads deploying in Raiders and Venoms in lightning fast fly-by shooting runs. This is due to a deeply ingrained distrust of other Dark Eldar, after all the Twin Blades are happy to stab others in the back so why wouldn't others? When the Kabal goes to war, their Kabalites act with a strict military discipline most unusual for their kind. Manoeuvres such as performing covering fire, tactical withdrawals and feinted counter-attacks are frequently employed which is one of the reasons their services as Mercenaries are so high sought after despite their duplicitous nature. Frequently following the Twin Blades on their missions or raids are several Hellion and Reaver gangs, while not officially a part of the Kabal they are eager youths hoping to attract the notice of a Kabalite and thus earn a sponsorship for joining the Kabal proper.
  12. Moving on from the Kabal units, this next series will take a look in-depth at the Coven units. The first we need to discuss are the twisted and vile Troops choice, the Wracks. Other than being incredibly characterful and unique models, Wracks have been integral to Coven lists since their introduction and form the "tough but slower" element of the DE list. Let's take a look at their particular traits: +Mold-breaking Toughness 4 and 5+ Invulnerable save make for durable foot infantry +Always wound on 4+ in melee (except versus Vehicles) +Slower than other DE Troops choices, but still 7" Move +Benefit from Coven Obsessions +Interesting ranged upgrades +Power From Pain -No shooting other than upgrade choices -Nearly useless against Vehicles -Most expensive of the 3 DE Troops units, per model In general, Wracks are your best choice for backfield objective grabbing despite their lack of guns, thanks to their durability and reasonable cost. They benefit immensely from nearby Haemonculi, which are thankfully nearly mandatory in a Coven Detachment (more on these guys, later). The lack of overall firepower at range is an issue, though their single long-ranged choice, the Ossefactor, is an interesting gun with some potential. Perhaps the best aspect of Wracks is that they benefit from Coven Obsessions which can bolster their utility and durability immensely, depending on the Coven chosen. For me, Wracks have been something of a mixed bag in 8th. I like their comparative durability and love the concept, but I just can't seem to find a role that they fill, combat-wise, better than either Kabalite Warriors or Wyches. Durability is nice, but with Grotesques and Talos being so points-efficient these days I feel like Wracks are essentially compulsory only for Detachment requirements. What thoughts do you all have about successfully applying these gangling horrors? Is there a trick I've missed?
  13. Before we move on to the next sub-faction, I figured to take a moment to talk about one of our most improved units in the new codex: Scourges. Beyond the huge points decrease nearly across the board, Scourges also benefit from some notable shifts to their weapon options. Let's take a look at them in more detail: +Incredibly fast 14" Move +Huge variety of weapon options w/ 4 such upgrades available per unit +Built-in "Deep Strike" +Mercenary status allows them to work in any Obsession without disrupting bonuses +Decent 4+ Save (and spiffy 6+ Invulnerable save) +Reasonably priced +Power From Pain -Fragile -Rather pathetic in melee -Can't benefit from Obsessions of any kind -Stacking powerful weapons can inflate their cost quickly Scourges seem to be purpose-built as a weapon delivery system, boasting a wide variety of options for torrent of Poisoned shooting (Shardcarbine, Splinter Cannon), deleting hard targets (Dark Lance, Blaster) or even focusing down Vehicles (Haywire Blasters). It's even possible to mix and match upgrades, though from an aesthetic and practical sense I prefer to run my Scourges with a set of the same weapons (Solarite excluded). In fact, I find that the biggest issue when considering Scourges is what exact build to use, as nearly any weapon they can take (with the possible exception of the Heat Lance) has a credible reason for existing. So, what are your favourite Scourge builds? Have you found them to be a critical unit in your strategy, or have they been found wanting in practice?
  14. Completing the Kabalite "core" are the masterminds of Realspace Raiding, the Archons! It's fair to say that in the new 'dex, the Archon is a critical model simply because they're nearly required to run Kabalite Detachments. That being said, the Archon is definitely not just an accessory character as they offer a host of benefits for your forces and are solid fighters, too. Consider the following: +Very fast 8" move keeps up with other units +Hits on 2+ in shooting and melee (with re-rolls!) +Five base attacks +Re-roll to hit rolls of 1 aura +Access to powerful Warlord Traits and Artefacts +Benefits immensely from Kabal Obsessions +Excellent wargear options +Shadowfield standard 2+ Invulnerable save until failed +Power From Pain +Relatively inexpensive -Poor Strength 3 can make wounding in melee difficult -Toughness 3 and 5+ Save means his 5 Wounds won't last long once Shadowfield drops As you can see, I couldn't think of many downsides for the Archon on closer inspection, and it's easy to see why! The Archon offers immense flexibility and can be built to handle nearly any task; if you need him to hang back and shoot, a Blaster (Index ahoy!) is a great option, while he can be equipped to handle high Toughness targets via an Agoniser or to mow down MEQ with a Huskblade (or Djinn Blade). As for support, the hit re-roll aura is nice, but it may just be that access to Kabal-specific Warlord Traits (like Labyrinthine Cunning) is the real showstopper, here. Just about the only issue for the Archon is that once you do fail a Shadowfield save (or just get MW spammed) he'll fold very quickly, but as DE players I'm sure the "glass cannon" approach is to be expected. So, how do you equip your Archons? Any "favoured builds"?
  15. This week we'll take a look at the classic HS choice, beloved by all veteran Archons: the Ravager! This "oldy but goody" has stood the test of time throughout every codex release and features a simple, no-nonsense design. Let's take a look at some key aspects of the DE's original mobile weapons platform: +Extremely fast and has Fly (just like the Raider) +Triple weapon mounts that can be adjusted individually, if desired +Mounted weapons are Assault +Built-in 5+ Invulnerable save +Above average melee potential for a support unit +Can benefit from some Obsessions +Benefits from several Strategems to enhance mobility, etc. +Slightly tougher than other DE vehicles -Still somewhat fragile -Scaling profile can hinder accuracy relatively quickly -Limited upgrade potential -Other options now compete for points The last negative point is probably the most relevant coming into the new edition. The Ravager hasn't changed much since its initial incarnation, other than rules being swapped around and some former wargear becoming its standard abilities. Even its points cost has stayed roughly the same, where many other options (Scourges, Razorwing Jetfighters, Voidraven Bombers) have become cheaper. In particular, the Razorwing Jetfighter now is nearly direct competition for the Ravager, boasting even better mobility, flexible missiles and improved durability (thanks to Hard to Hit). The Ravager still offers one of the best concentrations of Dark Lances (for hitting hard targets) and Disintegrators (for MEQ/TEQ) anywhere in the codex, but it isn't the "end all" of DE support units as it once was. For me, I've made a nearly 1:1 swap of my old Ravagers (many falling apart from age and frequency of use) for new, shiny Razorwing Jetfighters. Is anyone else sticking with their tried and true Ravagers? Have they kept working out for you, or are you considering a switch?
  16. Hi all, I'm making this thread to record my attempts to paint up a Drukhari army. To start this project, I've vowed a five man warrior squad and an Archon. Today I primed the warriors and put the first coat of paint on them. Perhaps not the most interesting of first posts, but it's a start. I was slightly disappointed with this guy. I used Liquid Greenstuff to fill in the weird box mouth on his helmet, but having put a layer of paint on it, it looks like I didn't fill it in completely. I may give it another go. Not really feeling the smirk he has currently. For some reason, this guy is my favourite of the squad. To me, he just screams "Dark Eldar". Less keen on this guy, but he'll do. Finally, here's a minor conversion to add a little variety to the blaster wielding warriors in my army. C&C Welcome. Dallo
  17. Next on the docket is everyone's favourite spikey raiding skiff of doom: the Raider! Any Archon, Succubus, or Haemonculus worth their salt knows the value of the True Kin's favoured party wagon, but let's take a moment to discuss this integral transport in its most current incarnation. As before, we'll start with the basic elements, good and bad: +Extremely fast and has Fly +Large transport capacity (10 models) +Carries deceptively powerful Assault weaponry +Strategems increase mobility even further +Built-in 5+ Invulnerable save +Can carry a wide range of units +Embarked models can shoot +Above average melee potential (for a Transport, anyway) +Can benefit from some Kabal Obsessions -Comparatively pricey -Somewhat fragile -Capacity can make including best wargear options + characters challenging -Most wargear upgrades limited use (accept Phantasm Grenade Launcher) Much like Kabalite Warriors, Raiders are my go-to Transport of choice simply because of their larger capacity, though having a bonus Dark Lance/Disintegrator is always helpful, too. While I used to be a fan of the Venom, I'm finding that having more bodies in the transport with a bit of room to slide in a character is exceedingly useful, and I've only been taking Raiders since the general demise of Kabalite Trueborn (more on that in future UotW discussions!). In particular, the old favourite of 10-man Kabalite Warriors in a Raider has been a workhorse unit for me, especially given that those Warriors can now take 2 special weapons. How have your Raiders done in the new 'dex? Have you had any luck using them for strange/esoteric units? Have they supplanted Venoms entirely for you?
  18. I entered my Lady's chambers at her command. The room I was required to wait in was empty. Unusual. My Lady normally had her consorts around her at all times, usually to watch them torture a Mon'Keigh. I had no idea how long I was to wait, so I stood. It would not do to anger her. Her mood has become darker and darker of late, especially after hearing news of Ynnead's emergence. It was dividing the Dark Kin more than ever, many taking sides hoping for an advantage. The Biel Tan Craftworld in ruins a Mon'Keigh King has re-awoken and worse still, rumours afoot of my Lady's arch rival wishing to destroy Commoragh. My lady wishes to stop him. I have no idea how. A curtain to her private chamber is flung back, and an underling leaves, his face ashen. I am glad I am not in his place. "Ml'Hur." The tone in her voice was not encouraging. Whilst slow to anger, recent events has changed this. I must tread carefully... "My Lady Malys." I bow deeply in genuine respect. My loyalty is hard earned, and she has done so a thousand fold already. She beckons me to her chamber. I pause, unsure of what to do. My instinct is to accept my fate. She had already summoned four of her advisors already. They haven't been seen since. She knows of my discomfort, and makes no secret of her pleasure. I approach the threshold and enter. I am surprised to see a very conservative decor. Many Kin I have served in the past lived in opulence, even for our kind. This room was...unnerving. "Do you know why I have summoned you?" I did not and responded as such. "I know you have heard things. Things that even I know nothing of. Let us discuss current affairs. I do not wish to be kept in the dark on the mood of Commoragh." She beckons me to sit next to her. Her beauty is intoxicating, balanced by an extremely shrewd mind and a ruthlessness I have rarely seen. "Tell me. Tell me what you know of Yvraine..." ++++++++ Hello and welcome to my WIP for my eventual Kabal of the Poisoned Tongue! I've never played Dark Eldar before. When I first played 40k in the late '80's/early '90's and before my previous retirement from the game (end of second edition to very late fifth), they didn't exist (as didn't Tau, Necrons and Sisters as we now know them), so I've only recently thought of making a small army. I was drawn to Lady Malys, mainly because of her fluff, but also it served as a chance to kitbash my own model, seeing as she doesn't have one. So, to begin with here are a few WIP pictures of her and Ml'Hur. I have a squad of Wyches, a Succubus, Leilith Hesperax and a Raider as well, but they'll be added to this topic soon. As Lady Malys has a bladed fan, I was struggling to work out how to make one for her. As I'll be using the generic Archon rules, it wouldn't have any effect in the game, but she it's an iconic part of her, so I knew I wanted to make one. In the end, I cut three Witch Aelf blades from their hands, glued them together and whilst it isn't perfect, it certainly passes muster for now. I added a DE weapon to her hip to finish her off. The Marine shoulder guard at her base will have the badge of a known Chapter soon. Just need to work out which Here is a picture of what she looks like with some paint along with Ml'Hur: Forgive the poor pictures, as my proper cameras can't be used as I lost the memory cards and they aren't easy to get replacements for these days! I will make sure to take better ones soon though. Thanks for looking!
  19. I was musing my way through a 500pts list when I remembered my Mandrakes (still in cellophane, before you ask...). They seem quite useful, albeit not particularly cheap. With their shrouded rule they have a little bit of resilience so could do well as a unit to pop up unannounced to send some baleblasts somewhere your opponent doesn't want them (you get a few shots so can fish for those 6s too) and to top it off they're fairly swift with an 8" move and no slouches in combat with their number of attacks so they can follow it up with some combat if you need. If you wanted more MSU sounds best to get the most from their rules by targeting different units potentially. Extra numbers would be good to absorb return fire as well as extra shots. Has anyone used them in 8th yet? Special bonus question: my DE are pale skinned, should I still stick with the classic dark skin? I'm thinking a more charcoal colour...
  20. It's finally time for me to dust off my Dark Eldar... literally. The water on the bases was a different colour before being assaulted by a brush I've only played one game with my DE, where a (proxied) Succubus managed to defeat an Ork Warboss in a challenge - so at least I can say I've a 100% win record However - and this will be no surprise to anyone who has followed my other projects - I find myself dissatisfied somewhat with my original colour scheme. I don't dislike it per se but I feel needs something different. I need to decide how much different, so I'm open to and considering full repaints. I've only got 21 models finished (and many times more unpainted) so it'll be far less work than my previous repaints by orders of magnitude :P Anyway, here's a quick picture to demonstrate the current scheme: I'm fine with the base, intended to be a sort of dead world but I could go for something a bit different (desert?), depending on the army scheme I settle on. Any ideas or suggestions (picture/examples a bonus!) welcome as I need to spread the net far and wide - even if I don't know what fish I'm looking for until I see it (and that's as far as the analogy goes). With my recent escapades in my Chaos force I'm thinking perhaps a bolder and brighter scheme? This will be a slow burn project, time required to decide on a scheme aside, but I'm hoping to get something for the Xeno Files event if possible.
  21. Thought I'd post some of my drunk harrys to contribute and hopefully inspire *Edit* Flickrs working again so I've reposted. Dark eldar by Richard Jones, on Flickr Dark eldar by Richard Jones, on Flickr Dark eldar by Richard Jones, on Flickr Dark eldar by Richard Jones, on Flickr Dark eldar by Richard Jones, on Flickr Dark eldar by Richard Jones, on Flickr Dark eldar by Richard Jones, on Flickr Dark eldar by Richard Jones, on Flickr Dark eldar by Richard Jones, on Flickr Dark eldar by Richard Jones, on Flickr Dark eldar by Richard Jones, on Flickr Dark eldar by Richard Jones, on Flickr Dark eldar by Richard Jones, on Flickr Dark eldar by Richard Jones, on Flickr Dark eldar by Richard Jones, on Flickr Dark eldar by Richard Jones, on Flickr Dark eldar by Richard Jones, on Flickr
  22. Since nobody has stepped forward, I'll take the burden. I cannot do an in-depth review of every unit, much less maths, so just a few units for now; but that's a nice thing imho, so the community can fill the gaps, correct me when I'm wrong and bring ideas, combos, synergies and what not. And I'm pretty sure that here are some veteran DE players that would put this thread-o-pain in the place it belongs. So deal with me and feel free to contribute and share the pain. Archons. They are decent, but nothing spectacular, have a nice invuln and can take a Ld debuff in the form of the Phantasm GL. For wargear, the classic blast pistol+agonizer is pretty solid. If you want to take a Court of the Archon, Lhamaean and Sslyth are solid, but somewhat expensive. Drazhar. Is a beast in CQC, and buff the Incubi to insane levels of killyness. As like much of the DE stuff, he is better if he manages the charge (which shouldn't be that difficult because he is fast and can ride Raiders with his Incubi pals). To put this in numbers, on the charge a unit of 9 incubi+drazhar would be killing ~4 terminators, ~11 marines or ~17 guardsmen on average. It is not a cheap combo (dudes+ride is about ~430 points) but it can be nasty. Venoms. Awesome transport, screaming to be spammed. They're cheap, can be deadly to infantry with dual Splinter Cannon (12 shots that wound non-vehicles on 4+) forcing a lot of saves (which you can add the firepower of the transported unit if necessary), high mobility at 16". It also have a 5++ save and are hit with a -1 penalty, meaning that plasma weapons aimed at him would overheat on 1-2 on a D6 as per the new FAQ. While not specially tough in the statline, they are cheap and with the Flickerfield, the Night Shield, T6 and a 4+ save they are going to be more durable than the statline suggests. Warriors. Cheap and spammable, armed with splinter rifles and a trusty blaster they are great for dealing extra dmg on enemy units. Regarding Ravagers (always triple lance, unless your meta is really horde-heavy) I'm going to quote the Potato God here: On the Voidravens he's referring to the 6.667 mortal wounds it would deal on average against non-vehicle/monster units of 10+ models. But I also love the Razorwing jetfighter, with dual lances, splinter cannon, and funky missiles it's a very annoying unit (and a really good looking model) that can caress everything for just 170 points. For the Reavers I'm going to just quote Slips, as he grasps them better than me: And lastly I'm going to quote myself regarding Talos because I'm really tired: "If you like big nasty things, triple talos (barebones) can also deal a lot of damage both in the shooting phase and in close combat, and you'll like to have a friendly (if that is even possible) haemonculus near them, for a nice and sweet +1T bonus." Looking forward to see your thought on this. Cheers!
  23. Welcome to Meh's Dark Eldar Drukhari thread! Please buckle your safety belts and ensure all tables and chairs are in their upright positions: we're about to take off ! It's that time again: new edition, new army. In the past, I've regulated myself to only playing Factions of Imperial bent. No more, I say! It's been a strange decision but it seems the Dark Eldar chose me to lead them to greater glory and nefarious gain. The denizens of Commorragh voted or something - I'm not entirely sure how this happened. I asked for a recount but they just smiled, shook their heads, and poked me with a stick. There was no other option: it was their drumbeat or I was to be poked again with the stick. After that, who knows? After some thinking, a name came to me for my Kabal: the Kabal of the Left Hand Path. As you may be aware, that already sets them up for some sinister leanings. If you're not aware, "left" is not exactly considered the best direction in metaphysical thinking. For centuries (at least a couple thousand years), the Left Hand Path denoted unwise actions or motives. It also was used to persecute left-handed people for a time but I won't go into that. Anyway, what better name for a Kabal? Here's a mock-up of their colour scheme: As you can tell, they're in white armour. I'll try to get a Warrior painted up this coming week but I am in the midst of converting one of my Archons so we'll see. Also, I know some Warriors and Wyches go around with flayed flesh as a belt but the dark crimson is there to show the secondary colour of the army. The lenses are purple, by the way. Stay tuned for talk about fluff and other backstory about the Kabal of the Left Hand Path. Oh, yeah. I'll also have posts on my Wych Cult and Haemonculus Coven, the Cult of Secrets Revealed and the Coven of the Three-Pronged Way. Cheers !
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