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Thread: Dark Eldar (DE) Strategy Guide 5th

  1. #2841

    Re: Dark Eldar (DE) Strategy Guide 5th

    Pretty sure vehicles cant come out.

  2. #2842

    Re: Dark Eldar (DE) Strategy Guide 5th

    i dont mean from wbp but from table edge

  3. #2843
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    Re: Dark Eldar (DE) Strategy Guide 5th

    archon, please do me favour: Punctuation, grammar, spelling - could you at least try.

    For your new question, please refer to the same page, the same paragraph where the answer to your last question was to be found, only the very last sentence this time.

  4. #2844

    Re: Dark Eldar (DE) Strategy Guide 5th

    The WWP does not give units the ability to be put into reserve, although most 5th edition missions (at least all the standard ones) already allow every unit to reserve if you choose.

    The WWP simply allows units that are already in reserve to choose the portal as a table edge instead of their original method of arrival.
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  5. #2845
    Chapter Master fwacho's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    Did a tourney this weekend. scored 32 out of a possible 75 points. placed in the lower middle of the pack as most games end in 25-0 results armies represented
    SW (last- sisters ripped them a new one 3 pts)
    BA (2nd place) 52 pts
    Gray Knights x3 (1st and 3rd) 62 pts and 50 points
    Dark eldar - Me (32points)
    Sisters (37 final points)
    Salamanders
    Mech guard x2 (one had 25 pts other neighborhood of 30)
    Ultramarines X2 (trip vindies 35 pts) or (marneus calgar)


    My army
    5 scourges 2 haywire blaster and solarite
    5 scourges 2 haywire blasters and solarite with powersword (waste vs marines, useful vs guard)
    9 wyches (leader with power sword, shardnet/ impaler) raider
    Arsubal Vect (really underwhelming)
    ancient hamonculi with shattershard (never used) and agonizer (with Incubi)
    5 incubi (Klavex with cool weapon and onslaught) raider
    10 wracks 2x liquifiers raider
    4 trueborn w/ blasters venom with twin cannons
    4 truborn w/ blaster raiderw/ Dissie cannon
    10 warrior (dark lance, blaster, blast pistol
    10 warriors (blaster, syrabite with power sword)


    I lost 0-25 first game to BA. This was do to some tactical errors and stupid forgetfulness on my part as well as sub par rolling. arsubal vect and his squad of wyches failed to assault a dev squad in cover 8" from where raider stopped at turn 1. wracks had to stay inside their raider as misjudged thier distance as well. all shooting in first turn succeded in shaking the storm raven with asasult termies. Arsubal forgot assault second turn despite being one inch away after movement (wych squad plastered) things down hilll from there. Arsubal killed 3 devestators in first round of combat and only one in second round allowing srg to take down his shadow field. High point, last turn I killed a rhino tank shocking my warrior squad on objective. incubi only unit that did anything of value. blaster repeatedly failed to cut through armor. scourges had trouble even hitting and then often even failed to glance

    game two vs MECH IG 5 leman russes, 2 hydras, 3 flyers deep striking storm troopers. WIN 22-2 dawn of war KP
    Oppoent had no clue what was going to happen and play ed foolishly leaving a lot in reserve and coming peicemeal. my dark lances were on fire to make up for last game a cut two tanks in first turns. scourges were awesome. they kept enemy form shooting and by turn 3 were in back field forcing tanks to keep moving. do to use of squadrons by guard player he lost two tanks to immobilized results from scourges. true born took down a valk and tore pieces off another. ne of the coure squads pillaged a vetern unit that had dismounted to kill of trueborn. blaster did a lot of work. and storm troops deep striked in front of wrack. suffice to say I didn't need to charge. arsubal vect killed off command squad and just chased tanks around with his plasma gernades for rest of game not real effective.

    Game 3 vs. Ultramarines (3 vindies) 23-10 (I was winning at turn 5) He stole iniative...ya I know. buildings acting as tranports made life very rough.
    This game looked like it was going to go my way till I failed some key rolls. UPS... wiped out 15 marines that foolishly dismounted on his bored edge and a razor back on turn 2. (incubi cleaned up one Arusbal death orbed another, and wracks bagged a third 5 man team. Arsubal got back 3 wounds over course of game from death orb by turn two all 3 melta speeders were dead.
    DOWNS... true born on one flank failed to even glance a vindie and later failed to even glance a razor back driving down to take my objective. squad on objective failed a leadership test and ran off board despite being in perfect position as back up plan to deal with aforementioned razorback. this after surviving a lot of attention for vindies.
    Opponent caught my incubi on wrong side of immobilized razorback landraider situation (raider was immobilized and I got caught in trap (good play by opponent) Incubi with furious charge fail to cause even single wound to assault termies defending his objective. I don't think I can put into words how much I hate TH/SS termies. even the lightning claws were passing 5+s It helped that he only had to make 5 saves. also wyches failed to even get a hit on landraider first turn. consequently smoked like good cheese by vindies.
    I had to keep assaulting his vehicles just to keep the vindies off my back in his midfield.

    CONCLUSIONS
    1. Arsubal Vect is NOT all that and a ball of wax. vs. heavy mech he just feels useless. C
    2. Raiders pop way to easy. C-
    3. even 4 blasters will fail you.
    4. scourges are more scary than useful except vs heavy MECH. vs transport armies they are near useless. B-
    5. Haywire grenades go everywhere you can put them.
    6. dissie C is okay as an anti vehicle weapon . better than a D lance as I tend to miss. My 2 Dcannon raiders bagged one termie, 2 landspeeders, and 1 razor back over course of day and got a lot of glancing hits. C
    Dark lances on raiders bagged one Lemanruss and glanced a valk. D
    Trueborn killed one valk, imobilized a hydra and killed one landspeeder. they caused a lot shakens as well. They were a major fail over course of day. C-
    Scourges.. one vendetta, one demolisher, one hydra, one vet squad and a lot of tanks not shooting at me. overall B-
    Wyches only ever made it into one successful combat D-
    Wracks Liquifiers did okay but week in combat C
    venom- never had anything to shoot at (due to trueborn failure and mass vehicle presence) D
    Ancient hamonculi. did pretty much nothing and wiffed the two times he made it into combat. D
    Warriors with dark lance ect. killed a vendetta, 1 hydra, one rhino, kept a land raider from shooting most of a game, ran off board at key juncture. nearly got their points back C-

    warriors with blaster and power sword (scored tourney points every game they could. Scored two wounds termies on first game despite rapid fire. (both saved) C

    Overall performance of general: C
    Overall performance of list: C+

    This is not the armylist to take to tourneys in future. raiders are far too vulnerable and trueborn too unreliable for transport popping.
    Last edited by fwacho; 17-05-2011 at 05:23.
    The OBJECT of the game is to win. The POINT of the game is to have FUN! Never confuse the two. --- Zoolander
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  6. #2846
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    Re: Dark Eldar (DE) Strategy Guide 5th

    Quote Originally Posted by Krovin-Rezh View Post
    The WWP does not give units the ability to be put into reserve, although most 5th edition missions (at least all the standard ones) already allow every unit to reserve if you choose.

    The WWP simply allows units that are already in reserve to choose the portal as a table edge instead of their original method of arrival.
    This is wrong.

    Read the last sentence in the WWP description.
    [edit: mea culpa: second to the last sentence!]
    No matter the mission it allows you to keep units in reserve - there is o restriction concerning, for example, "only units eligible for arrival via WWP"

    That wording, curiosly enough, is similar to reserverules units received back when you could NOT reserve everything. If they were to abandon the "reserve everything if you want to" approach in 6th, the WWP might become a must buy...
    Last edited by bloodyJokerblackHarlequin; 17-05-2011 at 05:43.

  7. #2847

    Re: Dark Eldar (DE) Strategy Guide 5th

    Lots of points tied up in questionable upgrades in that list for sure fwacho, I'd do the math, but I also think thats not a lot of anti-mech for the points level. My 1500 lists bring 15-20 lance weapons for example...

  8. #2848

    Re: Dark Eldar (DE) Strategy Guide 5th

    Quote Originally Posted by Scribe of Khorne View Post
    Lots of points tied up in questionable upgrades in that list for sure fwacho, I'd do the math, but I also think thats not a lot of anti-mech for the points level. My 1500 lists bring 15-20 lance weapons for example...
    Agreed, if I had to guess, I'd say fwacho is a reformed marine player, because his list kind of looks like that. I know because I've had to ditch some of the very same lines of thought myself.

    I'd scrap Vect for anything that small, I'd never take a haemie ancient and indeed scrap a lot of the character upgrades.
    Quote Originally Posted by Nurgling Chieftain View Post
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  9. #2849
    Chapter Master Max1mum's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    i don't see how the fighter and bomber can be compared with the purpose of figuring the hell out what the better choice is.

    The figher imo is a Anti Infantry unit and the bomber is anti tank.

    So if one of the two is better or not depends on the rest of your army.

    if you need help against infantry (wtf?) you take the fighter (with the D's and Splinter Cannons)

    If you need help against tanks you take the bomber (or ravager, but the bomber has the rule of cool going for it imo :P )

    Then a question. Chances are it is a silly question and the answer will be a yes or no kind of deal.

    Our supreme overlord (for now) mr vect has his armour 13 ravager. This one is incorperated in his total point value right? or do you get him and then get a ravager that gets the armour upgrade to 13 all round ?
    For those of you who do not play a marine army. Thank you. You bring some spice and flavour to this hobby.

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  10. #2850
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    Re: Dark Eldar (DE) Strategy Guide 5th

    Vect's transport costs extra (nearly as much as Vect himself).

    I was going to work it into my tourney list, but it's just too expensive. Good for fluff lists and Apoc, but that's about it. In fact, I would rather it had been released as an Apoc datasheet.

  11. #2851
    Chapter Master Max1mum's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    so it's a lot for vect and another bundle for the transport.

    ...right.

    pass on that one then.

    So far building a DE list is nice and fun challange.

    I keep doubling back on my self, every time i make a choice i start doubting :P.

    All i know for sure are the following.

    2 times 6 reavers with lances.

    And i want to use Lelith - because of the model. But i'm not even sure about her, she is pretty expensive.

    And why are the pro mandrake people talking about infiltrating the mandrakes and then flying over a pain token and portal. Just put the drakes and the pain token in the same ravager if that's what you really want to do. Saves you from potential embaresing alpha strikes or refused flank moves.
    Last edited by Max1mum; 17-05-2011 at 13:17.
    For those of you who do not play a marine army. Thank you. You bring some spice and flavour to this hobby.

    For those of you who do play a marine army. Thank you. You are paying for the development of the spice and flavour in this hobby.

  12. #2852

    Re: Dark Eldar (DE) Strategy Guide 5th

    kk y thanks got it prob was that 1 of my friends plays necrons and confused me with his 3ed codex ;P

  13. #2853

    Re: Dark Eldar (DE) Strategy Guide 5th

    kk i saw your list too so drop blast pistol and power weapon u dont need them,also you could mb take heat lances for the scourges,all trueborn must be on venoms,vect is overpriced,u do not need onslaught on klaivex

  14. #2854
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    Re: Dark Eldar (DE) Strategy Guide 5th

    Quote Originally Posted by Max1mum View Post
    so it's 240 for vect and another 110 for the transport.
    110 is not nearly the price of Vect - it's closer to a Land Raider in price

    If you want to work it into the list, you're probably best giving up a HS slot for it plus not buying a transport for the models that ride with Vect.

  15. #2855

    Re: Dark Eldar (DE) Strategy Guide 5th

    Here's a question:

    What are peoples experience with an all DS duke list? Has it worked? What kinda list did u use? And did u learn any tricks or tactics that would help others learn how to play it?

  16. #2856
    Chapter Master Max1mum's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    Quote Originally Posted by Sami View Post
    110 is not nearly the price of Vect - it's closer to a Land Raider in price

    If you want to work it into the list, you're probably best giving up a HS slot for it plus not buying a transport for the models that ride with Vect.
    Two things went wrong with that post of mine.

    First i forget the rules of this particular corner of the web (sorry mods, i will edit my post)

    And two - for some reason i have most of the point costs memorized but i don't recall having seen the entry for that ravager/raider/thing. But i did find the proper point value on the web.

    is it true that it doesn't have the special rule that lets it fly 12 inch and fire all ?

    /edit

    and a extra opinion question.

    How many units do you have to do tank hunting.

    I am keeping a minimum of 6 dedicated AT units in my army (or any army that i make).

    (2*6 reavers with lances, bombers, blaster borns ravager etc)

    Will that be enough ? or is it to much allready.

    Considering that anything in the D/E list that does AT is also great at killing infantry.
    (reavers have that move ability, bombers the missles, blaster borns will nail infantry just as nicely as they do tanks ravager with spliter racks can be a nice home for scoring warriors and so forth)

    Is the key to dark eldar simply to make sure that everything can kill tanks. And if it can't kill tanks it's not worth it?
    Last edited by Max1mum; 17-05-2011 at 13:17.
    For those of you who do not play a marine army. Thank you. You bring some spice and flavour to this hobby.

    For those of you who do play a marine army. Thank you. You are paying for the development of the spice and flavour in this hobby.

  17. #2857

    Re: Dark Eldar (DE) Strategy Guide 5th

    Quote Originally Posted by CentryTheGrim View Post
    Here's a question:

    What are peoples experience with an all DS duke list? Has it worked? What kinda list did u use? And did u learn any tricks or tactics that would help others learn how to play it?
    I didn't try it myself, but in general my experience with all deep strike is that it doesn't work really well if you have no way to manipulate your reserve roll. It will results in your army arriving piecemeal. Apart from the disadvantage of sending small groups of your army at a time there is the problem of units for which you paid full points only participating in half the battle. For some units (mostly melee) this is not much of a problem as they only need one good round to be worth their points, but others (usually fire bases) accumulative their usefulness over an entire battle.
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  18. #2858
    Chapter Master Max1mum's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    Quote Originally Posted by Symrivven View Post
    I didn't try it myself, but in general my experience with all deep strike is that it doesn't work really well if you have no way to manipulate your reserve roll. It will results in your army arriving piecemeal. Apart from the disadvantage of sending small groups of your army at a time there is the problem of units for which you paid full points only participating in half the battle. For some units (mostly melee) this is not much of a problem as they only need one good round to be worth their points, but others (usually fire bases) accumulative their usefulness over an entire battle.
    That is part of why i strongly believe the Dark Eldar codex is the most balanced. We would all wish for a way to manipulate our reserve roles, but it would make the De to powerfull if we could.

    Instead we have to be masters at placement, manipulation and target priority ;-).
    For those of you who do not play a marine army. Thank you. You bring some spice and flavour to this hobby.

    For those of you who do play a marine army. Thank you. You are paying for the development of the spice and flavour in this hobby.

  19. #2859
    Chapter Master lethlis's Avatar
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    Re: Dark Eldar (DE) Strategy Guide 5th

    I tried it but played it wrong. One thing about the duke deep strike is that you would only ever do it if you were going second. Because then they are missing out on 1/3 of their shooting for the entire game. In addition he has no idea how you are planning to deploy. As the above said it will be difficult to make shooting units make up their points. Also most likely want to invest in flicker fields since you wont be able to get your flat out save. I would probably get incubi, grots, in raiders things of that nature on top of scourges and reavers. Basically giving everything multiple deployment options for the purpose of providing tactical flexibility. Remember the duke still has other awesome rules
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  20. #2860
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    Re: Dark Eldar (DE) Strategy Guide 5th

    Quote Originally Posted by Max1mum View Post
    Two things went wrong with that post of mine.

    First i forget the rules of this particular corner of the web (sorry mods, i will edit my post)

    And two - for some reason i have most of the point costs memorized but i don't recall having seen the entry for that ravager/raider/thing. But i did find the proper point value on the web.

    is it true that it doesn't have the special rule that lets it fly 12 inch and fire all ?

    /edit

    and a extra opinion question.

    How many units do you have to do tank hunting.

    I am keeping a minimum of 6 dedicated AT units in my army (or any army that i make).

    (2*6 reavers with lances, bombers, blaster borns ravager etc)

    Will that be enough ? or is it to much allready.

    Considering that anything in the D/E list that does AT is also great at killing infantry.
    (reavers have that move ability, bombers the missles, blaster borns will nail infantry just as nicely as they do tanks ravager with spliter racks can be a nice home for scoring warriors and so forth)

    Is the key to dark eldar simply to make sure that everything can kill tanks. And if it can't kill tanks it's not worth it?
    well, the big issue with the dais is that its a RAIDER not a ravager, so it may have 3 dark lances but doesnt have the aerial assault rule, making it nowhere near worth it for the points.

    As to the at/ai question, i beleive we`re already pretty good at anti infantry, so i tend to take special weapons for at purposes (although i have fielded a unit con sisting 5 trueborn with 4 shredders, on a venom this unit can put out Serious amounts of firepower...oh, and dont let anyone tell you shredders are rubbish

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