Warhammer 40kCommorragh! - Home to the sinister Dark Eldar
New to the Dark Eldar
Firstly you have to decide whether you want to play a shooting army or assault army.
The key to both of these types of armies are Raider squads. They are fast, have a decent firepower (with splinter canon, blaster and either a dark lance or disintegrator on the raider) and they can be good support in an assault.
In an assault army, you will usually find incubi (on a raider), wyches, warp beasts and a Talos or two. A ravager is always good for taking out tanks. If the army contains slow moving units, like the talos then it is a good idea to take a webway portal.
In a shooting army, you will find lots of Raiders and a couple of Ravagers. All warrior and raider squads take the maximum amount of upgraded weapons possible.

The tactics on this page are mainly for an assault army, but can work equally well with a shooting based army.

 

Strike FAST! Strike FIRST! Strike HARD!

Strike FAST: The Dark Eldar are the fastest army in the known 40K Universe. Only one other army can come close, and that is the misguided fools of the Craftworld Eldar. The Dark Eldar’s speed is their greatest asset. They are able to get to grips with the enemy very fast. They use their speed to avoid the enemy’s shock assault troops and attack where the enemy is weak with their own assault troops. With such great speed, they are able to redeploy their troops once on the battlefield. This makes the enemy become confused and vulnerable, allowing them to win the battle.
The Dark Eldar need to use Raiders a lot. Anything that is going to fight should be able to travel long distances in one turn, and they can't rely on fleet of foot all the time. They attack where and when they want. Then fall back, not letting the enemy even have a chance of striking.

Strike FIRST: The Dark Eldar are fast but fragile, they need to strike first, otherwise they will get chopped to bits. Their high initiative means that this will not be a problem most of the time. Beware of troops in bunkers and cover. Taking Plasma Grenades is a must if there is a lot of cover on the battlefield.

Strike HARD: When the Dark Eldar attack they should overwhelm their enemy. Attacking with everything they have against one part of their force, usually the weakest part, will bring the enemy down quickly and easily. Overkill is not such a bad thing, the Dark Eldar like unfair battles where the enemy has no chance.

 

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Unit Overview

HQ
Archon: Every Archon must have a Shadow Field, it will save their life on more than one occasion. An Agoniser is the most useful weapon available to the Archon (wounding on 4+, no armour saves). Combat Drugs are ok but only 2 options are of any use to you (+1 attack, Re-roll any misses in close combat). Get Plasma Grenades so that you will always strike first when attacking into cover.
Drachon: Same tips as Archon, only that it's good for smaller battles and basically the same as an Archon when given Combat Drugs.
Haemonculus: The unique weapons are alright, but the Haemonculus will die quick in combat if not supported by another unit.
Incubi: Get as many Incubi as you can, stick them in a raider with your Archon and they are unstoppable. Assault weapons are useless as they will be in combat most of the time.
Elites
Grotesques: Use these ‘men’ to hold the middle of the battlefield or use them as shields and walk them up in front of the Talos.
Mandrakes: Useful for adding support in combat and slowing the enemy’s advance or attack. Use them to sneak around enemy units to gain advantage of the cross-fire rule. Also handy for claiming table quarters.
Wyches: They're good in combat so stick them on a raider and send them along with your Archon and Incubi. They don’t have much armour so they will die quick. They need to be used in numbers to really do any real damage. Give the unit Haywire Grenades and use them as a tank buster squad.
Warp Beasts: Use them in a second wave attack (finish up the leftovers) or to fill any gaps in the main attack. Also good for taking out isolated units.
Troops
Warrior Squad: Use them to give supporting fire and to hold up the middle to stop being surrounded/flanked.
Raider Squad: They fill any gaps in the attack or defence, and add their numbers to combat. Use them to complete mission objectives. They make good shields for your more important troops.
Fast Attack
Reaver Jetbike Squad: Attack with the Archon and his Incubi, or against isolated squads. They can be used as shields for your raiders. Their speed means that they can also be used to takeout heavy weapons squads and tanks quickly.
Hellions: Use them in a second wave attack or against isolated squads. They can also be used as a shield for Scourge and other fast moving troops.
Heavy Support
Scourge: Use them with all Splinter Cannons as an anti-personal squad or with all Dark Lances as an anti-tank squad.
Ravagers: Makes a good Tank Hunter or with Disintegrators is good for taking out Space Marines and giving support fire.
Talos: Holds the middle of the battlefield. Slow advance with Grotesques and Warriors to help the Archon and his Incubi finish the enemy off. A bit slow, more useful in a portal army.

 

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Hints & Tips

Below are some general hints and tips that you might find helpful.
You need to think carefully about what you are doing
Think about how your opponent might react to a situation and counter their reaction
Put the pressure on them and they will probable make mistakes
Concentrate on your battle plan, don't change half way through the game
Use Surprise attacks - don’t let them know where you will attack
Think about what will happen to your troops after the combat is over - you might want to get them back on the Raider
Don’t attack assault troops unless you are sure you will win
It is better to charge than to be charged - even if you know you will lose
Don’t attack head on straight up the middle, sneak through the terrain and down the sides
Take out bits of the enemy at a time, try to separate the enemies units from the rest of the army
Remember that you don’t always have to kill the enemy to win, concentrate on mission objectives
Try firing your weapons on the move, its harder for them to hit a moving target
Think about pulling back while ahead if the battle is getting too dangerous
Move around a lot and your opponent might not know what to do and end up doing nothing (esp. against newbies)
Hide the Raider after you drop the unit off, so it will then be able to pick the unit up again later
Don't be predictable, change your tactics from time to time

For some reason your Archon and Incubi seem to attract a lot of gunfire. : ) If your opponents don't have anything to shoot at, then what are they going to do.

 

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Scenario Strategies

Standard Missions
Cleanse Mission: Don’t let them gain control of the battlefield, use your Raiders and fleet of foot troops to claim table quarters. Hide behind the terrain and don’t let them attack you, you attack them under your conditions.
Night Fight Mission: Same as the Cleanse mission but use the limited sight to your advantage.
Patrol Mission: Try and take out each unit as it comes onto the battlefield. Fall back if there are too many enemy units.
Recon Mission: Don’t let them advance and stay in their deployment zone.
Rescue Mission: Scout out the objective fast and keep it defended and away from the enemy.
Slave Raid: Attack fast and attack weak units, then get off table in turn 4 or 5. Don’t let them keep you on the table.
Battles
Take and Hold Mission: Swarm the enemy and take hold of the objective early, attack reserves as they come onto the battlefield.
Meat Grinder Mission: An all out attack on several of the enemies units at a time. Send weakened troop units on suicide missions to get them back at full strength. Sustained attack doesn’t mean that all your units can go on suicide missions.
Bunker Assault Mission: Get around the back of the bunkers and concentrate attacks on one bunker at a time.
Raids
Sabotage Mission: Use fleet of foot and fast moving troops. Keep your Raiders in reserve until the alarm is raised. Or you could rush in early with your Raider and blow it up.
Ambush Mission: Attack the front of the column fast, don’t let anything get past you. Think about if you really need to chase a unit if one gets past you.
Strongpoint Attack Mission: Avoid obstacles and sentries, attack the bunkers one at a time. Keep Raiders in reserve and attack from one side. Near the end of the game, think about attacking all the bunkers to stop them getting the points for them.
Breakthrough
Rearguard Mission: Make the first wave attack large and strong.
Breakout Mission: All your units should escape through the weakest area in the enemies defence. Hold up the enemy’s fast moving units with some of your more expendable units.
Blitz Mission: Attack down the sides of the battlefield. Use your Raiders and attack from behind or fly over and hide behind terrain in the second line.
 

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Battle Plan

Flank Attack Flank Attack - Send all your fast units down the weakest flank and use your slower units to hold the middle so you won't get surrounded or flanked yourself.

Redeploy Redeploy - In your first turn move your Raiders to the other side of the battlefield, then attack down the flank.

2 Wave Attack 2 Wave Attack - Attack with all your fast moving troops first, then your slower units follow behind.

Trick Attack Trick Attack - Go down one flank, then fly over their troops and attack from the other more vulnerable side. They won't be able to do anything but complain.

2 Flank Attack 2 Flank Attack - Go down both flanks and attack from the sides.

Surround Surround - Attack from all sides. Use Mandrakes and Scourge to attack from behind, or you could open a Webway portal behind them and bring your troops through that.

Suicide Suicide - Rush into the middle of the enemy with everthing you have and hope for the best. Open a Webway Portal and bring in a couple of Talos and then the enemy is in deep trouble.

 

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Vs Other Armies

Vs Chaos / Space Marines / Sisters Of Battle: Disintegrators, blasters, lots of Incubi, agonisers + poisoned blades. Battle Plan: Flank or Trick attack.
Vs Imperial Guard: Dark Lances, Warp beasts and wyches, grotesques, Reavers. Battle Plan: Flank or redeployment.
Vs Eldar: Blasters, dark lances, splinter cannons. Battle Plan: trick attack.
Vs Orks: Poisoned blades, disintegrators, dark lances, splinter cannons. Battle Plan: 2 flank.
Vs Tyranids: Raider squads with splinter cannons, scourge with splinter cannons. Battle Plan: Trick deployment.
Vs Necrons: Agonisers, Dark lances, disintegrators, blasters, 3 ravagers and lots of incubi. Battle plan : 2 flank attack
Vs Tau: Dark Lances, try to get into combat as soon as possible, shoot at the Kroot. Battle plan : flank attack
 

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Weapon, Equipment and Vehicle Upgrade Summary

Weapons
Agoniser: Great against tough and well armoured opponents.
Close Combat Weapon: Handy for that extra attack in close combat.
Destructor (Haemonculi only): Useful for weakening a squad before charging it.
Hellglaive: Wouldn't recommend giving it to any of your characters as you have to have the Skyboard as well and you can't shoot and attack in the same turn.
Poisoned Blades: Great against troops with no armour save. Cheap enough to give to all your characters.
Punisher: Useful when going against low toughness troops, otherwise go for an Agoniser.
Power Weapon: Good for when you can't afford an Agoniser.
Scissorhand (Haemonculi only): Great against troops with no armour save.
Splinter Pistol: Handy for that extra attack in close combat.
Splinter Rifle: No use in giving this to any of your characters in an army that is designed to fight.
Stinger (Haemonculi only): Good for a bit of unpredictable fun.

Equipment
Animus Vitae: Very useful when capturing prisoners for victory points.
Archangle of Pain: Similar to Terrorfex except its cheaper, useful against low Ld armies.
Combat drugs: Only some of the effects are of any use, but it can still make a big difference in combat.
Crucible of Malediction: If you expect psykers (or a chaos army other than Khorne) then it can be an easy way to kill psykers (including daemon princes and greater daemons) but you do have to stand still for a turn to use it.
Goblet of Spite (Succubi only): Only useful if your enemy has a higher WS than you.
Gruesome Talismans: Helps adds numbers to the smaller squads. Could make a difference whether the enemy fall back.
Haywire grenades: Good for killing tanks. Not very useful without a squad all armed with them, as one grenade probably won't be enough to destroy the vehicle.
Hell Mask: Can give you an advantage in close combat, especially against low ld armies.
Hellion Skyboard: Not as good as a jetbike, but less than half the cost. Good if you want to give a character some cheap speed.
Mask of the Damned: A more powerful version of the Hell Mask, useful against low Ld armies.
Nightmare Doll: Only useful if choosing table edge or quarter is critical.
Plasma grenades: If your enemy is going to hide in the terrain, then these are a must.
Reaver Jetbike: The 24" move is handy when you want to get someone into combat quick or if you want to keep them out of combat.
Shadow Field: The best piece of equipment available to characters. A must for your archon.
Soul Seeker ammunition: Not that useful unless you're shooting alot.
Terrorfex: Can be helpful when you don't want to be assaulted after moving within 12" of a unit. Better against low ld armies.
Tormenter Helm: A splinter pistol that gives you the extra attack even when using a 2-handed weapon.
Trophy Rack: Its cheap and the extra ld can be helpful.
Vexantrope: Similar to Hell Mask. Useful for protecting characters aginst low Ld armies.
Webway Portal: If you can manage to set one of these up in a good position they can be really handy, allowing units to appear in a position to surround the enemy, threaten a flank or maybe just appear closer than normal to them.
Xenospasm: Same as Terrorfex except that it can actually hurt a marine.

Vehicle Upgrades
Horrorfex: A Terrorfex with a longer range, could stop your Raider/Ravager from getting shot down.
Nightshield: Very useful in a night fight or if you are staying back at long range.
Scaling nets: Can be used to keep Raiders out of site while deploying troops into assault range.
Screaming Jets: Very useful for droppong behind enemy lines and supprising them.
Scythes: Only useful if you know the enemy will try to assault your vehicles (i.e. Tyranids).
Slave Snares: Useful if your raiders are going to be up close and personal.
Torture Amp: Very useful for making your enemy fall back.
Trophy Racks: Very useful against low Ld armies, and will give you an edge verse higher Ld armies.

 

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Webway Portal Tactics

The key to using a portal army is to setup the webway portal as close to the enemy as possible or behind cover. Then on come your assualt troops overwhelming your oppent.
Take at least one talos, depending on what army you are playing against. Incubi are also good. Take plenty of Wyhces (warp beasts) and Warriors. It's usually good to start with a Raider or Warrior squad on first. Shield the model/unit that has the Webway portal. You might even want to take two Webway portal so that at least you will have one that survives. Another advantage to having two Webway portals is that you could have rules for moving through them once you have already come on.

 

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Not all the information here is my original work. I have collected information from various places (White Dwarf, Commorragh mailing list, etc). Some credit is given to them for their hard work.

 


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