ZettaCrash wrote:I've got two friends who play Dark Eldar and they loooove their mobility and firepower. Couple that with their ability to get into CC and absolutely shred T'au units and they're a huge problem. Thankfully, having played enough games against them, I have learned what is wonderfully effective.
1. Velocity Trackers: These suckers are what make fights against the Dark Eldar easy. If you can take out the transports and force them to slog across the board, you have already won half the fight. Couple these with missle pods, fusion blasters, and whatever else to even the odds. If you can field a stormsurge with a velo tracker, you can slap a really large amount of vehicles out of the board with a combination of Ballistic Skill boosters and re-roll to 1's.
2. Durability: They've got really nasty poison weapons and dark lances as their man stick. To avoid getting annihilated, you want to either make it so as few poison wounds go through by making it really hard to hit the said units or have shields to try and negate as many wounds as possible. Make very well sure to give the most valuable units a shield drone or two otherwise the dark lances are going to land and make life very hard. Alternatively, if you run tons of firewarrriors, they'll have to dump rounds into them which is less then efficient use for most of their poison shots not to mention the standard pulse rifle can wound a raider on a 4.
3. Commanders: Favorite set of commanders against them for me are guys with twin fusions and a flamer. One guy ditches a flamer for a adv. drone controller and they all come in with as many drones as possible. Not only do you pop raiders or whatever vehicles they have, the drones can either gun down what comes out or fire on another vehicle for relatively good chance to wound. This forces a situation where they must engage the new threat or get sundered and bonus points if you manage to do this when they're bikes are too far ahead to divert attention. The flamers are great against anyone who thinks it would be wise to charge the suits, vehicles or infantry.
Ok few things here. 1. You do realise that the enemy can target any unit in range (unless a) they are hidden behind cover, b) they're not a character and c) you don't have a taller unit in front of them). 2. You siad that the commanders had 2x FB and 1x Flamer. You also said that one commander ditches his only flamer for a drone controller. Did you mean he has 2 flamers, or did you actually mean for the 4 weapon suit to only have 3. As well as that, commanders are most effective with 3x CIB and a ATS. Flamers are generally better on the crisis suite (since you're wasting the 2+ to hit with a flamer that autohits. The thing you're wasting is that the normal shas'ui/shas'vre crisis has worse BS and can't hit as well, so flamer goes well with that. The Shas'O
commander has 2+ to hit, so you're only missing on a roll of 1 (which misses anyway regardless of modifiers). So basically you're giving a guy who pretty much autohits in the first place a autohit weapon which he really doesn't need.)
Also: one last thing. Yes, dark eldar have awesome mobility. I've faced it, and been run down by those jetbikes. But their firepower is not really that good. They're definitely better than most space marines with their puny and worthless bolters (S4 is terrible compared to our S5 pulse rifles!!), but they still aren't on par with us, or even the Orks (whose dakka can take out entire armies of the exact same PL and Point values. This s mainly due to the amount of Ork Boyz you can take for a cheap price. Weak individually, but strong when a wall of dakka is comming downrange at you!!). It's still good, but it lacks our relatively awesome shootiness.