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Thread: Dark Eldar (DE) Strategy Guide 5th

  1. #5381

    Re: Dark Eldar (DE) Strategy Guide 5th

    Quote Originally Posted by archonisthebesthqever View Post
    Can i ask what they killed?Main problem with static trueborn is that dl is really not a long range weapon,only 36 inch when basic loyalist is 48+.
    Deployed centrally (or roughly as you want them in some sort of terrain) they still cover a large chunk of the board. Most of the 48" loyalist weapons that would target them would be wasted. I don't get them deployed in Venoms, but I think there is room for them on the ground in certain builds.

  2. #5382
    Chapter Master Hokiecow's Avatar
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    So used the lanceborn as normal and took the venom for additional firepower that flew around on it's own?

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  3. #5383
    Banned Marshal Augustine's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    I have seen a static trueborn unit with 2 SC before... they are dirt cheap for the firepower. Well the 3 trueborn with 2 DL comes to 86 pts. That is really a steal, other than the ravager... who can be taken down by one lucky shot... 10 warriors with a lance and blaster are 130, or a lance and raider are 175. For this you can take 2 of the lance trueborn!

    So I can see the benefit from a points perspective, letting you add more things into other areas of your list at the cost of bodies for the lances, but the hope is that your enemy will prioritize other targets before the lanceborn giving them time to do the dirtywork. Also, being only 3 models you can really hide them well and prevent enemy shooting while covering firing lanes.

    This warrants me trying it sometime.

    Cheers!

  4. #5384
    Chaplain Tyrannus's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    Quote Originally Posted by archonisthebesthqever View Post
    Can i ask what they killed?Main problem with static trueborn is that dl is really not a long range weapon,only 36 inch when basic loyalist is 48+.
    Last tournament they got;

    Game 1, Hammerhead, and with venom got a unit of broadsides to run off the board.
    Game 2, Stormraven, razorback and random gk
    Game 3, Monolith and a bunch of warriors

    Placed centrally they can get most the table, and many times armies move forward anyway. if they do not i will redeploy and get shots later much like blasterborn on the first turn. I leave them in the venom for protection, it has the same range so they can usually hit whatever i want or pick off straggler units.

    Really though if i have a bunch of vehicles, how often is the one at back gonna get shot, let alone if i lose it instead of a warrior squad or razorwing, Do I care?
    Tau W/L/D - 2/0/0

  5. #5385

    Re: Dark Eldar (DE) Strategy Guide 5th

    Has anyone tried a 14 vehicle list @ 2k? Full force org + 2 courts is possible and for some builds it could be a huge pain, but you'd be giving up a lot of quality for quantity.
    I used to run 10 vehicles (mix of ravs, raiders, and venoms), then 11, and now I've been playing around with how low of points can I put 12 vehicles in (1200, but I haven't tried it because I'd need to get some more wracks which I wouldn't often use).

    So, at what point does it go from more is better to more is just more?

  6. #5386
    Veteran Sergeant FrostByteVA's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    Quote Originally Posted by Fallencarcass View Post
    So, at what point does it go from more is better to more is just more?
    When it's no more fun because your opponent can't do it at that points level. We can bring an amazing ammount of versitile stuff for 500, especially since our lances trump AV14 and our poision trumps T6.

    3x 3wracks (raider), 3x 3wracks(venom), 3x 3blasterborn (venom), 3x ravager, 1 hami. 1065. Effective, yes. Fun, no.

  7. #5387

    Re: Dark Eldar (DE) Strategy Guide 5th

    I rewrite something i said in another topic to see if i get better opinions here:

    I'm still asking myself if 6 reavers with 2 heat lances are any better than 3 blasterborn with a venom. Slots aren't a problem until 2000+ lists, and the reaver fit the same role as the blasterborns.

    Math wise they seem pretty similar with AT, 3 blasterborn will do on average against armor 12: 1,5 miss, 0,33 glance, 0,66 penetrating. 6 reavers will do on average against armor 12: 1,27 miss, 0,14 glance, 0,58 penetrating, but with +1 on damage table and shorter range (9" against 18"). Against hordes, they shot less than a venom and with shorter range and they can't split the fire like venom and blasterborn can. They gain movement speed, an extra +1 save when they turbo and the possibility to shoot and then run to cover (or to assault a little better than the blasterborns), this movement speed i really good against hidden manticores or hive guards. They are more fragile against dakka shots than a venom but a little more thougher against AT (thanks to their numbers).
    On paper they seems pretty equal at the end of the day, but how they feel on the battlefield at 1500-1850 point range?

    (i can buy 6 reavers for 40€ and i have to decide if they are worth it :P)
    Last edited by Ereshkigal; 10-03-2012 at 13:15.

  8. #5388
    Veteran Sergeant Winterfell's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    What is the best unit to pair a Haemonculous that if you dont have any wracks?
    "When the snows fall and the white winds blow, the lone wolf dies but the pack survives." - Eddard Stark

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  9. #5389

    Re: Dark Eldar (DE) Strategy Guide 5th

    9 wytches,hammy,raider

  10. #5390

    Re: Dark Eldar (DE) Strategy Guide 5th

    Quote Originally Posted by Ereshkigal View Post
    I rewrite something i said in another topic to see if i get better opinions here:

    I'm still asking myself if 6 reavers with 2 heat lances are any better than 3 blasterborn with a venom.
    I was going to post in the Reaver topic a couple of days ago and then just didn't. I didn't want to come off as negative because (other than mandrakes) I think all the units in the codex are decent to awesome. But, as someone who played Ravenwing for years and so has a lot of play experience with bikes (extra move in assault doesn't make Reavers a completely different beast), I really don't like Reavers as anything other than a suicide squad and there are units in the book that can do the same thing they can (different means, same effect) and have a couple of survivors left to do it or at least something again in the game.


    tl:dr = Reavers are cool, but there are (imho) better choices for the points.

  11. #5391

    Re: Dark Eldar (DE) Strategy Guide 5th

    So would you say with a 1000 point army with Sliscus and Baron Sathonyx, that replacing a squad of 3 reavers with another raider to carry wyches would be a better choice? I was thinking about just sending the hekatrix bloodline on foot, but with the extra raider and deep strike, it seems that it would be better than the 3 lone reavers.

  12. #5392

    Re: Dark Eldar (DE) Strategy Guide 5th

    Quote Originally Posted by Fallencarcass View Post
    I really don't like Reavers as anything other than a suicide squad and there are units in the book that can do the same thing they can (different means, same effect) and have a couple of survivors left to do it or at least something again in the game.


    tl:dr = Reavers are cool, but there are (imho) better choices for the points.
    Yeah but against GKvenerable dreads are cool for the ap1 and against IG are a threat for the manticores (more than any venom with blasterborns, thanks to their speed). Or am i wrong?

  13. #5393

    Re: Dark Eldar (DE) Strategy Guide 5th

    Quote Originally Posted by Ereshkigal View Post
    Yeah but against GKvenerable dreads are cool for the ap1 and against IG are a threat for the manticores (more than any venom with blasterborns, thanks to their speed). Or am i wrong?
    Wrong? No, I don't think you're wrong. They have their uses and are decent. But, I normally send wyches to hold Dreads if I don't have enough lance per AV target (a problem with GK) and have occasionally DSed 5 Scourges in with 2 HLs and a Sol with Blaster pistol that was pretty good. I like Wyches w/HWGs the best and in mass (with vehicles or well placed webways) they have less chance of being wiped out early than Reavers. I just don't trust 6 Reavers to do anything besides 1 roll on the damage chart (1 might miss or die before getting to the target) and that's a lot of points for 1 roll on the damage chart of 1 vehicle.

    I haven't played IG at all with Dark Eldar, so I can't talk to the manticores in parking lots situation.

  14. #5394
    Veteran Sergeant FrostByteVA's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    Quote Originally Posted by Ereshkigal View Post
    I rewrite something i said in another topic to see if i get better opinions here:

    I'm still asking myself if 6 reavers with 2 heat lances are any better than 3 blasterborn with a venom. Slots aren't a problem until 2000+ lists, and the reaver fit the same role as the blasterborns.
    Venom can sit back (relatively) and shoot. Blasters take on opponent's advancing mech as it pushes for the middle and venom targets troops/MC from 36". Reavers have to jump forward and are more vunerable to return fire from any AI shots. In small games <1500, they may be able to jump around over troops and snipe from behind. As the points go up, they become harder to manuver and more vunerable. Plus, flat out isn't going to save you from flamers.

    That's said, Reavers do have AP1 that we are lacking elsewhere. As already said, wytches with haywire can help tie up dreads if they are a problem while blasterborn/ravagers take on other mech. Both work but are used differently, and take up different slots so you could have both.

  15. #5395

    Re: Dark Eldar (DE) Strategy Guide 5th

    AP1 is the difference. Unless you are bringing twenty-plus Dark Lances you need something that you can sort of count on. I don't really think Blaster-born and Reavers fill the same role.

  16. #5396

    Re: Dark Eldar (DE) Strategy Guide 5th

    Not tactics, but I just finished Path of the Renegade and would highly suggest it to anyone who enjoys Dark Eldar. Very worth the time and small amount of money.

  17. #5397
    Banned Marshal Augustine's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    How do YOU prevent your wyches from falling back when they are involved in a protracted combat? I find that the charge usually goes OK and then they bounce the turn after if they do not do enough damage or the enemy rolls really hot.

    Cheers!

  18. #5398
    Chaplain Tyrannus's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    Last two tournaments i ran grisly trophies on my wyche raiders, helped a few times actually. Especially since my succubus is completely made of dumb.
    Tau W/L/D - 2/0/0

  19. #5399

    Re: Dark Eldar (DE) Strategy Guide 5th

    Grisly Trophies are made of win. Well, no, they're made of not-lose-suddenly-despite-actually-winning-overall.
    Quote Originally Posted by DoctorTom View Post
    this is probably the first time in the forum someone had to give a definition for "a". Congratulations.

  20. #5400
    Chapter Master Hokiecow's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    I have a bad habit of taking trophies but forgetting to use them.... :-(

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