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Thread: Dark Eldar Tactica - 6th Edition

  1. #1141

    Re: Dark Eldar Tactica - 6th Edition

    @ Perth: Could use more anti-tank. A squad of Wyches with Haywire Grenades may be a good investment. Or go for blasters on the trueborn at higher point levels.

  2. #1142

    Re: Dark Eldar Tactica - 6th Edition

    For 500 pts, that anti-tanks seems good enough: 5 DLs for up to 3 targets. That's roughly a pen and/or glance per turn before cover.

    I would find a way to include night shields on all the vehicles. One less model per squad will pay for that, and each will survive longer if used correctly. It's important for new DE players to learn to use night shields. They are a powerful defensive ability in an army that sorely needs it.

  3. #1143
    Chapter Master Rated_lexxx's Avatar
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    Re: Dark Eldar Tactica - 6th Edition

    I don't have the eldar codex yet so I am hoping you guys can help me deck out my farseer ally. Any suggestions
    Orks vs.
    WIN-DRAW-LOST
    GK: 2-0-2...... BA:0-1-0....DA: 0-0-0
    IG: 4-0-1.......SM: 2-1-0...SW:0-0-0
    DEM: 3-1-1....DE: 1-0-0....ELD:0-0-0
    Ork: 2-1-1.....Tau: 1-0-0...NIDS:1-1-1
    BT: 1-0-1......Sob:1-0-0....NEC:3-0-1

  4. #1144

    Re: Dark Eldar Tactica - 6th Edition

    For a not to expensive ally:
    Runes of warding (to make every psycher hate you)
    Spirit Stones
    2*cheapest powers (Trade them for book powers because its fun to play with the new toys)
    singing spear (atm better than witchblade)
    Total 133 (I can post the total without individual costs right)
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  5. #1145
    Chaplain Wolfsbane's Avatar
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    Re: Dark Eldar Tactica - 6th Edition

    Greetings Warseer, I am making this post to help a friend. He has been struggling against MEQ with the list. Besides a trueborn spam list, what suggestions for units would you guys use against a heavy power armor meta? A few from me:

    1. Is Asdrubael Vect worth his point cost? Just at a glance I would say, "Yes." AP 3 blast template that can steal a wound, power weapon that wounds on a 3+, steal the initiative on a 4+, and preferred enemy everything (which is now bloody amazing).

    2. Is his dais of destruction worth the 200 points? A raider with three dark lances and AV 13 seems pretty awesome to deliver the Lord of Commorragh.

    To give you an idea of what he is running:

    Homoculus ancient
    Mandrakes (7) - sarg upgrade
    Trueborn (5) - 2 lances, 3 blasters
    Warriors (10), 1 blaster, 1 cannon - Raider w/ -1 Ld launchers
    2x Wyches (5) haywires, shardnet, sarg has a blaster pistol- Venom, double cannon, nightshields (two units)
    2x Reavers (3) - caltrops
    Aegis Defense Line - quad gun
    Parasite Engine
    Bomber
    Fighter

    Basic strategy is, set up the gun line. The warriors, true born, and parasite engine stand behind the wall. Homoculus starts with the mandrakes and give them a pain token so they can use their balefire. They hijack the raider. Two wyches fly around shooting the double cannons and drop off to blow up vehicles. Flyers do the flyer thing. Parasite engine sits behind the line waiting to counter-attack/shoot it's blast to give out pain tokens.

    A lot of marine lists in our area are either drop heavy or gunline (basically non-vanilla are drop and gunline is vanilla).

    Any suggestions would help.
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  6. #1146
    Commander Enigma6's Avatar
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    Re: Dark Eldar Tactica - 6th Edition

    My advice:

    Join the reaver units together into a 6 man squad
    Drop the mandrakes unless he is really set on them
    Use the points to turn the single trueborn squad into 2 squads, one with the lances, the other with the blasters, put the blasters in a venom.
    Some would say drop the cronos, but he probaby put it in because he likes the model and rules. It's not an amazing unit but is much better than the mandrakes

    This should increase the effectiveness without making huge list revisions and costing many $$$.

  7. #1147

    Re: Dark Eldar Tactica - 6th Edition

    I have found trying to get objectives in area terrain (or at least get a raider wreckage on objective) really helps when it comes to scoring. Especially with our fragile troops.

    I had another 1500 point game if anyone is interested:

    The Black Buzzards VS GK Razorspam - 1500pts
    Last edited by Mushkilla; 29-08-2012 at 15:33.
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  8. #1148
    Chapter Master FraustyTheSnowman's Avatar
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    Re: Dark Eldar Tactica - 6th Edition

    Nive battle report Mushkilla...seriously looking forward to the game against daemons. Would be really interesting to see you go against another de list come to think of it...
    Nightmare Craft: Chaos Daemons (5/4/13)

    Other: Imperial Guard

  9. #1149

    Re: Dark Eldar Tactica - 6th Edition

    Quote Originally Posted by FraustyTheSnowman View Post
    Would be really interesting to see you go against another de list come to think of it...
    This would be my biggest fear, to be honest.
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  10. #1150
    Chapter Master Hokiecow's Avatar
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    Re: Dark Eldar Tactica - 6th Edition

    @Wolfsbane: My first reaction is your list has a little bit of everything. I get the feeling you like a lot of units and your trying to cram them in. Look at each unit and figure out what it's roll is, such as the Parasite Engine; will it be in range of anything. Will it add value based on your fireline strategy?

  11. #1151
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    Re: Dark Eldar Tactica - 6th Edition

    Quote Originally Posted by Wolfsbane View Post
    1. Is Asdrubael Vect worth his point cost? Just at a glance I would say, "Yes." AP 3 blast template that can steal a wound, power weapon that wounds on a 3+, steal the initiative on a 4+, and preferred enemy everything (which is now bloody amazing).

    2. Is his dais of destruction worth the 200 points? A raider with three dark lances and AV 13 seems pretty awesome to deliver the Lord of Commorragh.
    I've been toying with the idea of running Vect and the Dias for the past few days. There are some prett major pro's and con's to consider when looking at this idea. I've got 2 possible builds that I'll be trying soon.

    Build 1:
    Vect
    Lady Malys
    8 Trueborn w/ 2 Dark Lances, 4 Blasters, 2 Splinter Cannons
    Dias

    Build 2:
    Vect
    9 Harlequins, Kisses
    Shadowseer
    Dias

    Could even squeeze in Malys into the 2nd build too...its not cheap thats for sure, but at least AV13 takes enemy smalls arms fire out of the equation. As for both units purpose, well build 1 is for shooting stuff to death (Termies) and build 2 is for getting close and killing things by hand. Preferred enemy effects both To Hit and To Wound caused by both shooting and close combat while Vect is attached. Both units are gonna kill what they target. Vect on his own is a beast. Infact, he could wipe out 10 Marines on his own, no probs. Vect with a squad of Wyches in a Raider would be plenty Anti-Infantry if you ask me.....then the rest of your army focuses on killing Tanks, Termies or MC's
    Dark Eldar...

  12. #1152
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    Re: Dark Eldar Tactica - 6th Edition

    Quote Originally Posted by Mushkilla View Post
    This would be my biggest fear, to be honest.
    90 - KFF,Bosspole (I guess..)
    85 - cheap Boss with K-Skorcha, 4+,5++,Bosspole
    215 - 5xMANz, 3xSkorcha (as troops)
    230 - 2x{Battlewagon,4xBS,Ram}
    260 - 2x{20xShootas,2xBigShootas}
    195 - 30xShootas,3xBS
    300 - 2x10xLootas
    120 - 3x Kanz, Skorchas

    This would be a fairly standard load for me, give or take the Boss,MANz, and Kanz for TBs in a BW or something. I'm sure you see the issue and I'm curious how you'd attempt to tackle it. Based on deployment I can stick what I may need (probably lootas in this match) in the wagons. It seems that you'd be in bad juju at any range. Even the Reavers lose their luster when they get no saves (Skorchas) and proper deployment would be able to see an even spread of the weapons. Similarly the CC units would have all of these skorchas to worry about; and that's before considering the veritable litany of firepower you'd have to eat first turn and that winning combats convincingly against large fearless (and high volume of snapshots) units seems doubtful.

    But.. I'm quite curious if you'd theoryhammer it out.



    EDIT: That said, very cool battle report; way to beat the cheese! It's out of actual curiosity I pose this to you.
    Last edited by The_Klobb_Maniac; 30-08-2012 at 05:10.

  13. #1153

    Re: Dark Eldar Tactica - 6th Edition

    Quote Originally Posted by The_Klobb_Maniac View Post
    90 - KFF,Bosspole (I guess..)
    85 - cheap Boss with K-Skorcha, 4+,5++,Bosspole
    215 - 5xMANz, 3xSkorcha (as troops)
    230 - 2x{Battlewagon,4xBS,Ram}
    260 - 2x{20xShootas,2xBigShootas}
    195 - 30xShootas,3xBS
    300 - 2x10xLootas
    120 - 3x Kanz, Skorchas

    This would be a fairly standard load for me, give or take the Boss,MANz, and Kanz for TBs in a BW or something. I'm sure you see the issue and I'm curious how you'd attempt to tackle it. Based on deployment I can stick what I may need (probably lootas in this match) in the wagons. It seems that you'd be in bad juju at any range. Even the Reavers lose their luster when they get no saves (Skorchas) and proper deployment would be able to see an even spread of the weapons. Similarly the CC units would have all of these skorchas to worry about; and that's before considering the veritable litany of firepower you'd have to eat first turn and that winning combats convincingly against large fearless (and high volume of snapshots) units seems doubtful.

    But.. I'm quite curious if you'd theoryhammer it out.

    EDIT: That said, very cool battle report; way to beat the cheese! It's out of actual curiosity I pose this to you.
    As an old ork player I can say this would be an interesting fight (though I would be more concerned about green tide, and not being able to place reavers and as a result not being able to bladevane).

    Of course not knowing deployment, unit arrangement or the battle field it's hard to tell. So what follows will mainly be speculation.

    The Ork army has a large footprint so it will be hard for you to react to my lists mobility. I would aim to mass bladevane an exposed unit of boys (taking them off the board, and getting a pain token) to get into a good position to heatlance the battle wagon with the lootas (explosion should kill half, blade vane the survivors, another pain token). Bladevane the other exposed boys to get another pain token. At some point take out the killer kanz to prevent the reavers from being tied up. Demech the MANZ and dance around them firing heatlances or bladevaning. The wyches would be used to force target saturation and support the reavers if they end up in combat, or secure objectives in cover depending on how defensive the reavers force you to play.

    Of course those would be my goals, it wouldn't be that easy as there is a lot of shooting and the kanz will be a nuisance. But I would be confident in DE mobility to avoid the flamers, the reliability of heatlances to take out the armour, and the durability from jink and FNP. Ohh and plasma grenades.
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  14. #1154
    Librarian orkmiester's Avatar
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    Re: Dark Eldar Tactica - 6th Edition

    Originally Posted by FraustyTheSnowman

    Would be really interesting to see you go against another de list come to think of it...

    This would be my biggest fear, to be honest.

    the game would be highly entertaining because your mobility etc in effect cancel each other out, so it becomes a battle of attrition. I had a game like this against a raven/deathwing DA army once you just have to be very careful about how and where to engage the enemy units, i won due to the fact my trusty incubi+archon unit sliced and diced most of his bike units, after i had shot them to bits ofc

    and the firepower element might let your list down, you fought very well against the GK razor spam. However a shooty DE list would probably have given the Gk guy far more to worry about (list depended as usuall...) and getting as close as you did would mean the GK guy getting outshot

    and thats the risk, a shooty DE list will always want to avoid CC unless it has an advantage and wyches don't like being shot at too much either.

    just my thoughts

  15. #1155

    Re: Dark Eldar Tactica - 6th Edition

    Sami, how's the next set of updates on Page 1 coming along?

    Anything the community can help with, try and answer or advise on?

  16. #1156

    Re: Dark Eldar Tactica - 6th Edition

    @orkmiester: agreed a shooty DE list would probably cause me a lot of trouble.

    On a random note somehow my battle report ended up on YTTH and I had the privilege of having it analysed by Stelek himself.
    Last edited by Mushkilla; 30-08-2012 at 12:41.
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  17. #1157
    Commander stereynolds's Avatar
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    Re: Dark Eldar Tactica - 6th Edition

    Quote Originally Posted by Kynth View Post
    Sami, how's the next set of updates on Page 1 coming along?
    Sami has vanished from the world to play Guild Wars so I'll send him a text poke to jopg him along back to the real world :P

  18. #1158

    Re: Dark Eldar Tactica - 6th Edition

    Quote Originally Posted by Wolfsbane View Post
    Greetings Warseer, I am making this post to help a friend. He has been struggling against MEQ with the list. Besides a trueborn spam list, what suggestions for units would you guys use against a heavy power armor meta? A few from me:

    1. Is Asdrubael Vect worth his point cost? Just at a glance I would say, "Yes." AP 3 blast template that can steal a wound, power weapon that wounds on a 3+, steal the initiative on a 4+, and preferred enemy everything (which is now bloody amazing).

    2. Is his dais of destruction worth the 200 points? A raider with three dark lances and AV 13 seems pretty awesome to deliver the Lord of Commorragh.

    To give you an idea of what he is running:

    Homoculus ancient
    Mandrakes (7) - sarg upgrade
    Trueborn (5) - 2 lances, 3 blasters
    Warriors (10), 1 blaster, 1 cannon - Raider w/ -1 Ld launchers
    2x Wyches (5) haywires, shardnet, sarg has a blaster pistol- Venom, double cannon, nightshields (two units)
    2x Reavers (3) - caltrops
    Aegis Defense Line - quad gun
    Parasite Engine
    Bomber
    Fighter

    Basic strategy is, set up the gun line. The warriors, true born, and parasite engine stand behind the wall. Homoculus starts with the mandrakes and give them a pain token so they can use their balefire. They hijack the raider. Two wyches fly around shooting the double cannons and drop off to blow up vehicles. Flyers do the flyer thing. Parasite engine sits behind the line waiting to counter-attack/shoot it's blast to give out pain tokens.

    A lot of marine lists in our area are either drop heavy or gunline (basically non-vanilla are drop and gunline is vanilla).

    Any suggestions would help.
    Yeah, first up he's seriously immobile and the walking squads are too small to be immobile. DE's strangth is mobility, we can't take punishment, our modus operandi is to deal damage while moving. This is why we love Assault Weapons and vehciles so much: move and shoot. OR take a single larger unit of warriors if he'd dead set on it. DE are an AGGRESSIVE army. Right now, we're aggressive and shooty, this may change, we hope and pray, with new FAQs in September.

    Drop the Mandrakes. Just drop 'em. They don't dish out enough damage vs. MeQ. The other thing DE is about is damage, damage, damage. Hit hard, make sure there's not enough left to shoot back.

    There are worse choices vs. MeQ than the Parasite Engine. As long as he takes the Spirit Vortex... he is doing that, right?

    Are there any transports in his list? If not, that's his next few purchases. Venoms and Raiders, in a good mix, don't you DARE not mount the second Splinter Cannon on the Venoms either.

    Downgrade the Ancient to a regular Haemie. The Ancient isn't worth it unless you know what you're doing and have a specific role for him to play (like manning the cannon on an Aegis Defence Line).

    Don't field DL on the Trueborn. Don't walk the Trueborn. They need to be out there, hitting hard and hitting every turn you can manage it. Sensibly, mind, use cover as much as possible and don't bite off more than they can chew.

    When dealing with MeQ you need a good mix of anti-tank and poison shooting with a side order of Disintegrators to even the odds against 2+ troops. Build lists with this in mind.

    Vect isn't a good buy at the point level it seems you're on. The cheaper HQs are better. The Dais sucks, never take it. It doesn't do anything a Ravager couldn't do better. The extra armour on it does little for the army in reality, particularly since it can't move and fire all its guns. If you're starting out with an army, it's better to concentrate on your rank and file anyway, that's where the meat of learning the codex is. Those big 'wow' units are traps more often than not.
    Archon of the Ravenous Void Kabal.

  19. #1159
    Chapter Master FraustyTheSnowman's Avatar
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    Re: Dark Eldar Tactica - 6th Edition

    Muskilla...that's kinda like having the privilege of being a guest on the o'riley factor
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  20. #1160
    Chapter Master Sildani's Avatar
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    Re: Dark Eldar Tactica - 6th Edition

    So. I'm allying Dark Eldar with my Craftworlders. I've got (models wise) a Raider, a Razorwing, 10 Wyches, Lelith, six Reavers and a Succubus. I'm equipping them in the fashionable standard, with the Wyches equipped with haywire grenades and a Hekatrix with PGL and venom blade. The Reavers have caltrops and two heat lances. Razorwing has cannon, lances, flickerfield and nightshields. Raider itself has lance and nightshields. The idea is to provide AT and if needed a CC tarpit.

    I've been considering a Haemonculus though, for the purpose of granting the Wyches a pain token, as well as the fact she can take some decent equipment of her own. She's also the cheapest HQ available.

    What would be the best wargear loadout for her? There's a dizzying amount, and I'd appreciate the help separating the wheat from the chaff. Thanks!
    My Craftworld Yme-Loc project log It lives! Completed Night Spinner. Updated 11/27/12 Now with 100% more Dark Eldar!

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