Themed
Army Ideas
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Dark Eldar Themed Army Ideas
The Wild Hunt
Recently,
I purchased The Complete Games Workshop Catalog and Hobby Reference,
2004-2005 Edition, an invaluable reference for folks who like to
convert figures and/or build themed armies. Being a Dark Eldar player,
I was curious to see what the models from the Dark Elf range (from the
Warhammer fantasy game) looked like. Once I saw them, the wheels in my
head started spinning on how one would go about using some of those cool
Dark Elf models in 40K….
Background
The Kabal
of the Dragon Princes specializes in providing captives for the gladiatorial
arenas of Commorragh. The Kabal’s raiding parties—each known as a “Wild
Hunt”—excels at capturing ferocious aliens like Orks and Tyranids, which
fetch high prices in the slave markets.
Philosophy
The Kabal
is a conservative organization, preferring older, traditional ways over
high-tech weaponry. Each Wild Hunt relies on prowess with the blade and
the assistance of Warp-spawned entities. In game terms, each Wild Hunt
is a Wych Cult army as described on page 6 of Codex: Dark Eldar.
HQ
Dark Eldar
Wych Lord, with or without a Retinue.
Elites
Mandrakes
are often used as scouts, so at least one unit must be taken. Units of
Warriors, either on foot or mounted on Warp-Dragons (equivalent to Raiders),
may be fielded.
Troops
In homage
to the ancient hunting traditions of the Dark Eldar, each Wild Hunt must
include at least two Wych squads on foot and two Warp Beast packs.
Fast Attack
A Wild Hunt
often relies on Wyches mounted on flying Warp entities (equivalent to Reaver
jetbikes) or on Hellions mounted on Warp-bats.
Heavy Support
A Wild Hunt
needs considerable firepower support when hunting Orks and Tyranids. Units
of Scourges and especially powerful Warp-Dragons (equivalent to Ravagers)
may be brought along on expeditions.
Painting and Modeling
Each Wild
Hunt is a visual celebration of the Dark Eldar heritage. Thus, it is appropriate
for most (if not all) figures to come from the Dark Elf line of the Warhammer
fantasy game, as suggested below:
-
Wych Lord: Beastmaster,
Sorceress, or special character figures
-
Mandrakes: Assassin
or Shade figures
-
Warriors: Dark
Elf Warriors with crossbows
-
Wyches: Dark Elf
Witches or Corsairs
-
Reavers: Dark
Riders or Cold One Knights (perhaps with wings on the mounts)
-
Hellions: Dark
Riders or Cold One Knights figures, mounted on Fell Bats from the Vampire
Counts range
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Above
left: Assassins would make excellent Mandrakes. Below left:
Witch Elves.
Right: The
staff of this Sorceress could easily be converted into a spear-like Wych
weapon
Photos © copyright
Games Workshop, 2004
One could use
various dragon models for Raiders, considering each dragon a “Warp entity”
able to carry up to 10 riders and able to breath bolts of “warp energy”
equivalent to dark lances or disintegrators. I think the War Hydra (below),
if given wings, would make a fine and easily recognizable “Ravager.”
Slap some wings on that
Hydra and it's ready to rock and roll...
Photo © copyright
Games Workshop, 2004
With a little
imagination and modeling skill, one could convert dragons to have the equivalents
of screaming jets (larger wings?), slave snares (chains dangling from its
legs?), horrorfexes (especially ferocious visages?) or other “vehicle upgrades.”
Armor should
be painted in black and/or other dark colors and figures may be decorated
with animal pelts and trophies to visually portray a “huntsman” motif.
Mount all figures on round bases, not the square ones that they come with,
so that they look like they belong in the 40K universe.
General Tactics
A Wild Hunt
favors close combat and prides itself on being able to capture the most
dangerous prey in the 40K universe: Orks and Tyranids. A clever player
will need to soften up the enemy with withering firepower before carefully
applying their Wych troops to bring down the survivors. Then it’s back
to the slave markets to make a killing!
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© Copyright Kenton
Kilgore, August 2004.
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