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Dark Eldar Units: Kabalite Warriors


6th edition is a complex game when it comes to building an army list at 2000+ pts. (which is where I play a lot now). I love it though, and building an army list that is balanced gets extremely hard at this level. Not because a balanced list is hard to take, but because of all the varied lists you could face with double foc and allies. Its one of those things that is making the game very exciting to play.


Kabalite Warriors have gotten a nice bump in power in 6th edition. Not because they are much different, but because of the rapid fire rules. Now this would be an even bump with other armies, were it not for feel no pain being able to be spread across your armies much easier (you can take more hq selections).

So here is how I have been fielding my Warriors.
-Kabalite Wariors (20). 2x Splinter Cannons, 1x Blaster. Sybarite upgrade with a close combat weapon and power axe.  This drops at 235pts

-Then lets add in the Haemonculi, with a liquifier (for counter assault) and a power axe. This is for feel no pain, an ap2 wpn, and comes in at 70pts

-For my forward two 20 man squads I add in an Archon to each. Blaster, Djin Blade, Haywire, and shadow field. Comes in at 130pts. Note that my current lists also have combat drugs, but that's for another reason which I will not get into here yet.


Two units dressed like this can put down an awesome amount of firepower. within 18" I believe its 42 poisoned shots on the move. This rivals scourges now with their massive ability to drop tons of anti infantry firepower.

There are some interesting things, some of what I have not tried yet, so they are here for you to take a look at.

Add in Asdrubael Vect to a unit like this, and they become fearless, with preferred enemy. So yes, you hit on a 3+ and re-roll 1's. Then you wound on a 4+ with splinter weapons, and re-roll 1's.
Now go crazy and in Duke Silscus and you wound on a 3+ and still get to re-roll those 1's.
I'm not trying to make this a deathstar, but wow, you can get some great shooting in, so looking at the options is very worth your time.

Haemonculi. If you are worried about being assaulted, stranded and stripped Haemonculi should be joining 20 man warrior units with their liquifiers just in case they are assaulted. By stranded and stripped I refer to units that left other haemonculi rd 1 and took the pain tokens (scourges, reavers).

Lets talk Dark Lances..... Get them elsewhere. Even in 20 man units, there is no real reason to take dark lances over splinter cannons. You can argue this one to death, but dark lances are best coming out of either scourge units or trueborns. (i prefer trueborns).

I love these 20 man units, because the best way to really take them down is through assault. That is right where you want your archon to be, and this is where I put him. Advancing in a 20 man warrior unit on enemy positions. If someone wants to gun you down by rapid fire, that's great, because that's this units specialty.

Smaller units.
10 man infantry units are mostly a cheap mans units when points are tight or in small games. They do not work the same as the 20 man unit, and should be considered to be support units, rather than a vanguard unless your game is really small. Still get your lances elsewhere and take a splinter cannon.

If you are using a raider force, 10 man units work well in raiders, grab yourself a blaster, splinter cannon and do not forget to upgrade to a sybarite. You will need the leadership to avoid getting pinned. I do not like adding splinter racks to raider this way but that is a matter of preference. I have not tried this tactic in mass.

5 man MSU warrior squads. I am still a fan of the 5 man warrior squad. Blaster in hand with a sybarite with a blast pistol. Throw them in a transport and hope they survive the fire. With a couple larger squads I like multiple small units. They go down quickly, but they carry just enough punch to take down that flanking Marine bike squad, or that hit those paladins with a couple S8 AP2 guns to do some damage.

They can be used to help pick off hq or other selective targets. They are fast enough and mobile enough to get where you need to place those shots. Just be careful of where you place that expensive sybarite, or just consider him a casualty.


That is it for now. I have to get in more games with warriors, but I believe in 6th edition they can be a mainstay of your army, with greater access to feel no pain, and greater shot potential with the new rapid fire rules. Large units are meant to gun down any enemy unit that is not inside a transport, while small MSU units are there to take down selective targets, assuming of course that they make it.


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37 Comments

  1. So just to clarify; you can model a weapon with an entry labelled "Power Weapon", as a sword, axe, mace, staff (if you can build/convert it you can choose it) paying the points cost in the codex, no grumbles at all?
    I could have power maul, STR 5 Sybarites as long as I can put an appropriate hammer model in their pale, clammy fists without discrepancy?

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  2. Sorry for the misunderstanding but how do you get 2 Archon and a Haemonculus?
    Great army list though, as a Dark Eldar player just entering 6th these lists come in extremely helpful.
    Thanks
    Loppaloppajoe

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    1. It's 2000+ points where the FoC is doubled.

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  3. Dont get to excited, that 20 man unit is extremely vulnerable to close combat and have lost much cover and FnP protection from 5th.

    I would only run such things from Webway Portals, otherwise the envirnment will just kill them.

    It aint extremely hard to kill 20 shoota boyz and Kabalites are much wimpier then them.

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    1. you dont have feel no pain.

      And yes, I agree 20 guys can be taken down. However we are talking dark eldar tactics. A 20 man warrior unit is very durable for dark eldar. Not to mention its more about what you can throw out, not what you can absorb when playing dark eldar. 42 poisoned shots 46 if standing still is nothing to sneeze at.

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  4. Why not add phantom grenade launchers to 20man units?

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    1. Points mostly. they are shooting units, with an Archon to handle close combat situations. Couple AP2 weapons are just there to do some damage if you need to.

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    2. PGL gives you stealth up close & removes the bonus attacks from charging. Well worth including on a "forward" blob squad like you are describing.

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    3. am I missing something?
      "PGL gives you stealth up close"

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    4. Sorry to but in, but yeah, PGL's give you Defensive Grenades which give you Stealth against shots that originate within 8".

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    5. A unit equipped with defensive grenades has the Stealth special rule against all shooting attacks targeting them, so long as:
      . They are within 8" of the unit firing at them.
      . They have not gone to ground.

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    6. Natfka, read the entry for Defensive Grenades in the 6th ed book. I believe it gives the unit Stealth against shooting attacks originating from 8" away or less.

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    7. Yea, that is something I had not caught before. If someone is going to try and get within 12" for rapid fire of your unit, there is a good chance they are also within 8".

      excellent...... Just goes to show there is always something to learn even after reading the rulebook many times over.

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  5. i've been running 2 x 20 man blob squads with attached Haemonculi and they work a treat. now thanks to this awesome post and comments i need to go add some nice upgrades :)

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  6. So you run them as a WWP unit or are they on the board from the start Natfka?

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    1. On the board at the start. You ever try and run 20 guys onto the board through a webway? Too tight of space.

      I like webways, but they are best for shock squads. Now that we cannot assault out of them, they are best for hard hitting shooting units.... or my favorite out of them... reavers.

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    2. yeah I thought so, it does suck that you cannot assault out of reserve, my plans had to go back to the drawing board after that one...

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  7. I was wondering if the Vexator Mask is useful now, and where to put in my Eldar Allies...

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    1. Im not sold on the Vexator Mask, however I will get to that soon.

      Assuming you are just going for psychic defense, put that farseer somewhere safe.

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  8. My bud is running a very simular strategy with (2) 20 man blobs of plague marines. They ate hard ad nails! Moving and taking 24" shots with plasma guns almost feels like cheating. Loving 6th!

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    1. They are hard as nail. Lol

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    2. You can take 20 plague marines in one squad? Since when?

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    3. You can do that but I've found that it's far better to run squads of 7 plague marines because:
      1. You can put them in more places
      2. They are harder to kill because people need to divide fire more
      3. You can take 2 plasma guns on each squad instead of 2 on one huge squad.

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    4. The thing here is though, that a 20 man warrior squad does not operate like a 20 man plague marine squad. While on the plagues you gain a ton by having smaller units... ie more plasma, you do not get that with dark eldar.

      In fact, dark eldar units only get one assault weapon no matter what size they are, and a 5 man warrior squad dies to a stiff breeze (not even a very stiff one at that).

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  9. I think the idea behind the huge squad is...you can't ignore it. then the msu can do what they want while the black hole unit draws attention. With concentrated fire a 7 man unit can be made to disappear. The big can take a licking and keep on ticking.

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    1. Yeah, I got bored with the msu thing in 3rd. Lol, the cookie cutter community are so trendy. Been wiping out armies since 1996. Stick with your 20 man squads Natfka, i'm liking it.

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    2. the idea behind a large squad is the ease at which Haemonculi can be added to several units. A haemonculi added to a 5 man msu unit is really a waste. You maximize the benefits with a large squad. A couple of these running easily puts down 80+ poisoned weapon shots on anything that gets left out in the open and within 18".

      And if when its time..... and it will be.... The archon leaves and goes to kill something

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    3. also anon, with a couple 20 man units running around, those 3 man trueborn squads with two dark lances each.... all 6 of them, are now free to roam about the cabin.

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  10. Can I ask for the logic behind dark lances in scourges? They're heavy, right? Why limit the movement of a unit designed to move? Blasters I understand. or, better haywire (much cheaper, and can still easily knock out a vehicle). Also, have you given thought to blasterborn mounted in a venom? Bit of a suicide squad, but it packs a punch. Finally, why not take a dark lance in a squad of stationary warriors ( warriors sitting on an objective, for example). I'm building a list too, and having trouble figuring out the best place to put acouple of heavies, so the advice is much appreciated! :)

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  11. Is there any reason you don't like Splinter Rack ten man units much? It would seem to make some very powerful anti-infantry gunboats, which become disgusting at close range.

    Only just starting to get back into 40K with a Dark Eldar army, love the tactica you have been posting for them recently, thanks a lot!

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    1. you are in a armour 10 vehicle that when it is destroyed, and it will be.... especially if you are trying to get in close, you will lose a decent number of warriors. Not only that, but then you have make a pinning test, and then you have to make a morale check.

      I prefer my raider gun boats to be empty.

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  12. I just charged an ork squad with drazhar he is my favorite Charector.

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  13. Speaking of dark lances, I like them in quantity on raiders, but my favorite anti-tank for DE is scourges with 4 heat lances and a blast pistol. Preferably 7-man to have a couple of extras but not too expensive.

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