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Thread: Dark Eldar (DE) Strategy Guide 5th

  1. #2241

    Re: Dark Eldar (DE) Strategy Guide 5th

    Quote Originally Posted by Nurgling Chieftain View Post
    If an army can blow you off the table on turn one, what's to keep the same army from blowing half your army off the table on turn 2, 1/3 on turn 3, and the final 1/6 on turns 4 and 5?
    Once I'm in melee he can blow up all the Raiders he wants.

    Besides assuming I get to shoot first I'll take out a good chunk of his tanks.

  2. #2242
    Chapter Master lethlis's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    Also 4+ saves on everything from flat out, heck now that IG don't have mystics I am trying a combination duke and WWp list
    Last edited by lethlis; 04-04-2011 at 04:23.
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  3. #2243

    Re: Dark Eldar (DE) Strategy Guide 5th

    Quote Originally Posted by Warnoober View Post
    Once I'm in melee he can blow up all the Raiders he wants.
    You can't reach melee from your board edge unless your opponent wants you to.

    Quote Originally Posted by Warnoober View Post
    Besides assuming I get to shoot first I'll take out a good chunk of his tanks.
    You'll only have about half your army, determined randomly, to attempt this. Dark Eldar anti-tank is pretty good, but half of it against a hypothetical 1-turn wipeout opponent? I doubt this would work.

    Also 4+ saves on everything...
    That's just how 5th edition works.
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  4. #2244
    Chapter Master Torpedo Vegas's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    I had a thought. In my standard list, I take two raiders with a squad a Kabalites with a blaster and SC in each. And in my recent games the only thing they have done for me is to die in an explosion as their raider is shot to pieces. Until today, where I tried something I hadn't before. Namely, I had them lurk around in the back and sides of the board almost all game, then rush in around turn 4/5 to grab objectives/kill objective holders.

    I normally take the Duke as one of my HQ's, on account of my army having a fair few Combat Drug users. Anyway, I was thinking of using those two squads of Eldars as a strategic reserve. Have them in reserve and then either Deep Strike if they come in late in the game, or pop up turn two and lurk. Has anyone tried something similar?
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  5. #2245
    Chapter Master lethlis's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    Yep but I normally do it with venoms and wyches because of the smaller size template and the ease with which to hide it. It cant tank shock but still an effective claimer.
    Ahhh, the internet, where people lose all social inhibitions and somehow everyone gets compared to the losers in WWII

  6. #2246

    Re: Dark Eldar (DE) Strategy Guide 5th

    Quote Originally Posted by Torpedo Vegas View Post
    Have them in reserve and then either Deep Strike if they come in late in the game, or pop up turn two and lurk.
    Um, you have to decide during initial deployment whether reserves are coming in normally or deep-striking. In my experience (I'm mostly talking about daemons but whatever) trying to deep-strike into hidden positions is one of the hardest things to pull off.
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  7. #2247
    Chapter Master lethlis's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    Yea if you want lurking we are fast enough to just do regular reserves
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  8. #2248
    Chapter Master Frankly's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    Quote Originally Posted by Warnoober View Post
    If not going first (and not fielding Vect) should you reserve everything?

    I just played a game where I got blown away pretty much 1st turn. Yes stuff was in cover etc but eh...

    Also bare minimum game points to field Vect? 1500? 2000?
    Yeah its one of the challenges of playing DE; to keep your armylist mobile after a round of shooting, especially first round shooting against a heavy shooter list. I personally think a well played IG bombard list can be our worst match up.

    Reserves isn't a bad option if nothing else is stacking up, i.e terrain is against you, bad armylist match ups. Depends heavily on objective deployment/taking I also find.

    At the moment I'm playing more mech/shooty than anything else, I prefer my models on the table so I dont lose out on any firepower through bad reserve rolls.

    I'll usually have NS on my ravagers or Razors, NS/FF on 2 raiders and 3-6 naked raiders. I usually run with a warriors unit deployed off their in cover with a D.lance tagerting a fire lane, maybe 3 units depending objectives and terrain set up. Those naked raiders are sometimes better off dead and performing their duties as terrain cover than transports than losing a heavy hitting unit and its tansport.

    You can create other threats to take the heat off your transports aswell. Small units of Trueborns with 2 x D.lances are pretty good fire control and can draw fire away from better targets. Big footslogger warrior units with FNP + cover are a really nice at drawing fire away from better units.

    The biggest thing I think its balancing your list and not having to many points stuck in just a few transports and giving your opponent easy targets.
    .......... alittle more ....... a little more.

  9. #2249

    Re: Dark Eldar (DE) Strategy Guide 5th

    What are you guys doing against the new Paladins? I faced them last night in a small battle, and they can take a hellacious amount of punishment before becoming non-viable as a unit.

    I would have preferred to avoid them, however the unit had a lot of kill points tied up in it that I needed to get at.

    2+/4++ w/FnP, 2 Wounds, Wound Allocation, you need to really unload a lot of damage into them if you 'need' to deal with them.

  10. #2250
    Avoid those 24" Psycannons and Dark Lance.

  11. #2251

    Re: Dark Eldar (DE) Strategy Guide 5th

    Quote Originally Posted by Scribe of Khorne View Post
    What are you guys doing against the new Paladins? I faced them last night in a small battle, and they can take a hellacious amount of punishment before becoming non-viable as a unit.

    I would have preferred to avoid them, however the unit had a lot of kill points tied up in it that I needed to get at.

    2+/4++ w/FnP, 2 Wounds, Wound Allocation, you need to really unload a lot of damage into them if you 'need' to deal with them.
    Wouldnt Ravagers do well against these guys?

  12. #2252
    Chaplain Tyrannus's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    If i remember right the 4++ is just in combat too, so really our massed DLs should do the trick, but i also like the void mine here when they deep strike (if they do). And lastly Husk bladeing archon, with drugs and a couple pain tokens will work too but they get a better save and one might even have the warding staff to give one a 2++ in combat.

    And i almost forgot, Implosion missiles and shattershard , Although those missiles are so damned expensive.


    I got a question bout that do all four missiles have to be the same, could i get two shattershards and two implosions?
    Last edited by Tyrannus; 04-04-2011 at 18:53.
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  13. #2253
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    Re: Dark Eldar (DE) Strategy Guide 5th

    Quote Originally Posted by Scribe of Khorne View Post
    What are you guys doing against the new Paladins?
    Venoms and bombers. If you can afford 30 points per missile, Implosion missiles (Voidraven) only will nuke both their 2+ and FNP saves due to it inflicting ID. Sadly, it's only a small blast (for 30 points they could've made it large...). Failing that, most of the DE missiles will spank MEQ quite nicely.

    If you take the Razorwing instead, you can launch missiles and use a spinter cannon on them :P
    Last edited by Sami; 04-04-2011 at 19:13.

  14. #2254

    Re: Dark Eldar (DE) Strategy Guide 5th

    I'll have to get the book, as my opponent was rolling them at a 4++ in both shooting and assault. I think if they only have a 5++ to shooting Ravagers would certainly do the trick.

  15. #2255
    Brother Sergeant Supernaut's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    Quote Originally Posted by Sami View Post
    Venoms and bombers. If you can afford 30 points per missile, Implosion missiles (Voidraven) only will nuke both their 2+ and FNP saves due to it inflicting ID. Sadly, it's only a small blast (for 30 points they could've made it large...). Failing that, most of the DE missiles will spank MEQ quite nicely.

    If you take the Razorwing instead, you can launch missiles and use a spinter cannon on them :P
    Could be interesting though, Yesterday my friends were playing a 4 man apoc game, one of whom was using the new GK codex. At one point he deepstriked a unit of Terminators nearby his opponents Chaos Obliterators, who happened to have 2 plasma Cannons, safe to say he was not pleased when his clustered terminators were reduced to one man by templates.

  16. #2256

    Re: Dark Eldar (DE) Strategy Guide 5th

    Quote Originally Posted by Scribe of Khorne View Post
    What are you guys doing against the new Paladins? I faced them last night in a small battle, and they can take a hellacious amount of punishment before becoming non-viable as a unit.
    2+/4++ w/FnP, 2 Wounds, Wound Allocation, you need to really unload a lot of damage into them if you 'need' to deal with them.
    bump some wyches into them, they're expensive so a good chunk of the enemy is occupied. Then fight the rest of his army with your points advantage.

    or shoot them with blasters/lances. instant death and only a 5++ as the sword's +1 are only for assault.
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  17. #2257
    Chapter Master Frankly's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    Quote Originally Posted by Scribe of Khorne View Post
    What are you guys doing against the new Paladins? I faced them last night in a small battle, and they can take a hellacious amount of punishment before becoming non-viable as a unit.

    I would have preferred to avoid them, however the unit had a lot of kill points tied up in it that I needed to get at.

    2+/4++ w/FnP, 2 Wounds, Wound Allocation, you need to really unload a lot of damage into them if you 'need' to deal with them.
    All of the above from other posts. TBH their points are high and they're not coverign alot of ground for their points points. bring units to bare on them should be hard.

    Honestly, we had a quick run through game just before and Interceptors/Strikesuads/Captains seem pretty harsh against DE. I was actually paly Nidz tonite, but I'm wondering about the interceptor shunt + Psirounds downing our raiders.
    .......... alittle more ....... a little more.

  18. #2258
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    Re: Dark Eldar (DE) Strategy Guide 5th

    Interceptors can only shunt once per squad per game. Any other time and they are just regular jump infantry. 2xS5 shots per model is a pain, but they're limited to 24" (or 18" if you use nightshields). Providing you deploy your Raiders well, any shunt should be met with overwhelming return firepower, even if they do manage to pop a Raider

    Also, every Interceptor squad taken prevents GK from taking a Stormraven (both are FA) which are very handy to support the rest of the list.

  19. #2259
    Chapter Master lethlis's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    While building Grey Knight lists I can almost say for sure....You are not going to fill your slots. There are just not enough points to get three heavies or three fast attack and a significant number of troops.

    The thing is unless the person is taking henchemen the army is going to be very small, so focus fire, just overwhelming. Send in an extra unit or two above what is needed. Make sure that they do not get to strike back. Next turn do the same.
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  20. #2260
    Chapter Master Frankly's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    Quote Originally Posted by Sami View Post
    Interceptors can only shunt once per squad per game. Any other time and they are just regular jump infantry. 2xS5 shots per model is a pain, but they're limited to 24" (or 18" if you use nightshields). Providing you deploy your Raiders well, any shunt should be met with overwhelming return firepower, even if they do manage to pop a Raider
    They'll only need one good shunt, 2 x s5 in a 8-10 man unit with addons is going to bring down an open top flyer with AV10.

    Positioning/deploying raider will be hard against mobile 24 inch range attacks, that range can keep the unit out of assault charges aswell; unlike rapid fire.

    Its the targeting not of random raiders, but of key transports where Interceptor will ruin your day. Being able to disrupt DE concentrated support is a pretty solid tool.

    TBH, I'm theoryhammering away, but I'm seeing alot of mobility just through teleporting tactic's. all and all GKs look like they can contruct some hurt for DE.
    .......... alittle more ....... a little more.

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