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egorey
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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   Tue Dec 16 2014, 02:56

So why do I like Mechanicum ... Well ...

Legio Cybernetica Rules

-Mechanicum Protectiva (4++)
-Myrmidax (hatred, precision 5+, fussilade, lumbering advance)
-Djinn skein ((+1BS, LoS barrage from archmagos for thanatar)
-Augury Scanner ( no inflltrate, interceptor)
-Dual Plasma-fusil (strength 6, AP3, salvo 2/3 plasma -they are relentless. doesn't get hot.)
-Cyber-familiar ( +1 tonic save, reroll dangerous terrain)
-Paragon Blade (+1 s, AP2, strikes at initiative, specialist, ID on 6)
-Shock Chargers(concussive)
-Atomantic Shielding (5++ at range 6++ in CC)
-Darkfire Cannons ( 60", s7, heavy2, lance, blind, gets hot)
-Lightning guns (18", s7, rending/shred)
-Photon Thruster (48", s6, AP2, heavy2, lance, blind, gets hot)
-Las lock (18", St 4 AP6)
-Rite of Pure Thought (fearless)
-Induction chargers (laslocks assault 2)
-Irad cleansers (template, s4, fleshbane, rad-phage)
-Blessed Autosimulactra (repair HP on 6)
-Galvanic Drive (reroll failed dangerous terrain)
-Pulsar-fusil (36", s9, ordnance 4 pinning)
-Flarefield (reduce shooting attacks =1)
-Reactor Blast (roll aD^ on automata's last wound - on a 6 all models within D^ take S4 hit)
-Paragon of Metal (IWND + Rampage 2+ D3 attacks
Quad Icarus Lascannon(96", s9, AP2, Heavy2, interceptor, skyfire)
- Djinn-sight (units cannot infiltrate within 24" of a Thallax model Reduce cover saves by 2! this ignores un-augmented jink rolls)

Arch Magos Prime
(WS4, BS5, S4, T5, W3, I3, A2, Ld10, 2+)
Stubborn, Cybertheurgy, Battlesmith, Power Weapon, Laspistol, Cortex Controller, Precision Shot

Legio Cybernetica Castellax Class Battle-Automata (2)
(WS3, BS4, S6, T7, W4, I3, A2, Ld7, 3+/5++ against shooting/6++ CC)
Monstrous Creature, Mauler Pattern Bolt Cannon, Two Boltguns, Shock Chargers(concussive), Atomantic Shielding (5++ at range 6++ in CC), Cybernetica Cortex, Reactor Blast, Rage

Mechanicum Thallax Cohort (6)
(WS3, BS4, S5, T5, W3, I2,A2, Ld8, 4+)  
Jetpack Infanry, Lorica Thallax(FNP 6+), CCW, Frag, Bulky, Stubborn, Djinn-sight

Tech-thrall Adsecularis Covenant (20)
(WS2, BS2, S4, T3, W1, I2, A1 Ld7,  5+)
Infantry, Flak Armour, Las lock, Close Combat Weapon, Feel No Pain (6+), Support Squad

Krios Venator Battle Tank
(BS4, 13/12/10 HP3)
Tank, Fast, Searchlight, Flarefield, Blessed Autosimulactra, Galvanic Drive

Vengeance Weapon Battery
AV14, Impassable building

The Legio Cybernetica have their own unique Warlord table.
• 1 - Master of Mechanism - Select one MC unit OR vehicle squadron with at least one AV12 or more side in the same detachment. This unit/squadron gets It Will Not Die.
• 2 - Perfected Targeting - In the Shooting phase, select a Heavy weapon within 6" of the Warlord. The weapon counts as twin-linked for the turn. This can be done every turn.
• 3 - Predictive Augury - The Warlord and the unit he is joined to hit on 5 and 6 for Overwatch.
• 4 - The Death of Flesh - All units in the detachment have Preferred Enemy (Infantry - All Types) while within 3" of an objective.
• 5 - Dread Rites - The Warlord and the unit he is joined cause Fear and are immune to it. They also receive the Adamantium Will special rule.
• 6 - Battlefield Analysis - After deployment but before the game begins, can select a piece of terrain in the opponent's deployment zone and reduce its cover save by -1.

Now before the inevitable - FW is OP talk. This list can be beat. No interceptor, no skyfire. Limited mobility (it has some). Very low model count at 1500. No doubt it is tough. There are seven MCs after all. It feels much like the old 'Zilla lists of 5th edition. Except it has more tricks. The best part is that these lists can be played at 1000-1500 which just minor tinkering! That is actually the greatest appeal for me.

Lists will follow.

Enjoy![/i]

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Last edited by egorey on Wed Dec 17 2014, 16:41; edited 2 times in total
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Unorthodoxy
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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   Tue Dec 16 2014, 09:11

7 Monstrous Creatures eh? how would it stack up against Nidzilla and does that mean its broken?

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egorey
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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   Tue Dec 16 2014, 16:34

It is not broken. It has a few weaknesses as I mentioned. No anti-air, not a lot of models etc. It does have its strength too though. It is quite durable and can hurt you in many ways with a lot of specialist weapons. There is a plethora of AP2-AP3, dark lances etc. Lots of S7+ too.

Against De (with poison) and against four or five flyrant Nids it will will be pressed to the max. I am slowly building up to 1850:



-Age of Darkness: Legio Cybernetica-
Magos Prime - 305

-Cyber-familiar, Cortex Controller, Archmagos, Mechanicum Protectiva, Myrmidax, Melta Bomb, Rad Grenades, Djinn-skein, Master Crafted Paragon Blade. Powerfist, Dual Plasma-fusil, Jet Pack
(with the Thallax)

Legio Cybernetica Castellax Class Battle-Automata (1) - 140

-Darkfire Cannon,  2 Rotor Cannon, , Paragon of Metal

Legio Cybernetica Castellax Class Battle-Automata (1)
- 110
-Mauler Pattern Bolt Cannon, 2 Flamers, Enhanced Targeting Array

Tech-thrall Adsecularis Covenant (20) - 140

-Las-lock, Rite of Pure Thought, Induction Charges, Revenant Alchemy, Carapace Armour
(fronting the castallax)

Mechanicum Thallax Cohort (3) - 155

-2x Lightning guns, 1x Photon Thruster

Krios Venator Battle Tank - 150
-Pulsar-fusil

- 1000 -

Magos Prime - 305

-Cyber-familiar, Cortex Controller, Archmagos, Mechanicum Protectiva, Myrmidax, Melta Bomb, Rad Grenades, Djinn-skein, Master Crafted Paragon Blade. Powerfist, Dual Plasma-fusil, Jet Pack


Magos Domina - 125
-Cyber Familiar, Master Crafted Photon Gauntlet, Melta Bomb, Machinator Array
(with castellax)



Legio Cybernetica Castellax Class Battle-Automata (1) - 140

-Darkfire Cannon,  2 Rotor Cannon, , Paragon of Metal

Legio Cybernetica Castellax Class Battle-Automata (3) - 330

-2x Mauler Pattern Bolt Cannon, 1x Multi-melta, 6x Flamers, Enhanced Targeting Array

Mechanicum Thallax Cohort (6) - 310

-4x Lightning guns, 2x Photon Thruster, Melta bomb



Tech-thrall Adsecularis Covenant (20) - 140

-Rite of Pure Thought, Induction Charges, Revenant Alchemy, Carapace Armour
(fronting the castallax)

Krios Venator Battle Tank - 150
-Pulsar-fusil
 

-1500-

Magos Prime - 305

-Cyber-familiar, Cortex Controller, Archmagos, Mechanicum Protectiva, Myrmidax, Melta Bomb, Rad Grenades, Djinn-skein, Master Crafted Paragon Blade. Powerfist, Dual Plasma-fusil, Jet Pack
(with the Thallax)

Magos Domina - 125
Cyber Familiar, Master Crafted Photon Gauntlet, Melta Bomb, Machinator Array
(with castellax)



Legio Cybernetica Castellax Class Battle-Automata (1) - 140

-Darkfire Cannon,  2 Rotor Cannon, , Paragon of Metal

Legio Cybernetica Castellax Class Battle-Automata (3) - 330

-2x Mauler Pattern Bolt Cannon, 1x Multi-melta, 6x Flamers, Enhanced Targeting Array

Mechanicum Thallax Cohort (6) - 310

-4x Lightning guns, 2x Photon Thruster, Melta bomb



Tech-thrall Adsecularis Covenant (20) - 140

-Rite of Pure Thought, Induction Charges, Revenant Alchemy, Carapace Armour
(fronting the castallax)

Tech-thrall Adsecularis Covenant (10) - 50

-Rite of Pure Thought
(in bastion)

Krios Venator Battle Tank - 150
-Pulsar-fusil

Krios Venator Battle Tank - 150
-Pulsar-fusil

Fortification: Imperial Bastion  - 145
-4x Emplaced Heavy Blotters, Quad-gun, Magos Machine Spirit
 
- 1850 -

Magos Prime - 305

-Cyber-familiar, Cortex Controller, Archmagos, Mechanicum Protectiva, Myrmidax, Melta Bomb, Rad Grenades, Djinn-skein, Master Crafted Paragon Blade. Powerfist, Dual Plasma-fusil, Jet Pack
(with the Thallax)

Magos Domina - 125
Cyber Familiar, Master Crafted Photon Gauntlet, Melta Bomb, Machinator Array
(with castellax)



Legio Cybernetica Castellax Class Battle-Automata (1) - 140

-Darkfire Cannon,  2 Rotor Cannon, , Paragon of Metal

Legio Cybernetica Castellax Class Battle-Automata (3) - 330

-2x Mauler Pattern Bolt Cannon, 1x Multi-melta, 6x Flamers, Enhanced Targeting Array

Mechanicum Thallax Cohort (6) - 310

-4x Lightning guns, 2x Photon Thruster, Melta bomb



Tech-thrall Adsecularis Covenant (15) - 125
-Rite of Pure Thought, Induction Charges, Revenant Alchemy, Carapace Armour
(fronting the castallax)

Tech-thrall Adsecularis Covenant (10) - 50
-Rite of Pure Thought
(in bastion)

Imperial Avenger Strike Fighter (1) 165
Avenger Bolt Cannon, Wing Mounted Lascannons,  Battle Servitor Control 165

Krios Venator Battle Tank - 150
-Pulsar-fusil

Krios Venator Battle Tank - 150
-Pulsar-fusil

Fortification: Imperial Bastion  - 145
-4x Emplaced Heavy Blotters, Quad-gun, Magos Machine Spirit
 
- 2000 -

One quick note ... Castellax are crutches in a mechanicus list. To have a troops choice be toughness 7, 85 points, have 4 wounds, rage, a lance or bolt cannons, and can get a pair of flamers, a multi-melta all the MC bonuses as well as the option of IWND, that this was pure cheese. Then you get the buffs from cybertheurgy to boot. The cybertheurgy buffs extend to a whole squad as well. Castallax are the meat and potatoes of any mechanicus list.

Because Castallax and Thallax can go crazy (programmed behaviour and malicious cybertheurgy rolls) you have to have a cortex controller to negate these - hence at lesst a few at 1500+. Good thing these HQs are really solid performers as well. And they are durable as heck.

So if you are looking for an elite list this is the one. Even the tech thralls are 4+/5++ fearless, fnp, s4 with forty s4 shots. Try and kill them. Waste all your dakka on the squad.

This said - if you snipe out the cortex controllers - if you use alot of flyers and FMCs - if you are good at killing MCs - this list is quite beatable. Not  ' a sure win' beatable but it can lead to many a good game on the table top.

Cybertheurgy mishap table.

1-3 Signal Corruption: The target battle automata may only fire snap shots and fights with ws 1 in assaults for the next game turn
4-5 Corrosive Paradox: The target battle automata suffers a wound with no armour or cover saves possible
6 Malifica: The machine spirit rebels and gains self awareness! The battle automata is now destroyed for the purposes of VP's and is no longer part of the controlling players force , if part of a unit , it is separated and placed out of coherency with the unit. The battle automata is still used in the previously controlling players turn , will from now on move towards and shoot at the closest unit each turn and then assault that same unit if able, both sides may now target the battle automata if they desire.

The Powers of Cybertheurgy

Rite of Celerity, Ld Modifier +1: Target battle-automata gets +2 Initiative for the duration of the effect.
Rite of Eternity, Ld Modifier 0: Target battle-automata gets It Will Not Die for the duration of the effect.
Rite of Fury, Ld Modifier -1: Target battle-automata gets +D3 attacks for the duration of the effect.
Rite of Destruction, Ld Modifier -2: Target battle-automata may fire its weapons twice against the same target in its shooting phase. Cannot use ranged weapons in the next shooting phase.
Rite of Dread Castigation, Ld Modifier -2: May ONLY target ENEMY battle-automata. Both sides roll a D6 and add Leadership (Cybertheurgist for the attacker, battle-automata for the defender). Battle-automata suffers a wound with no armor or cover save allowed for each point that the attacker's total exceeds that of the defender.
What happens if your roll a mishap ?
Rite of Immolation, Ld Modifier -3: Target battle-automata self-destructs. Replace model with Large Blast marker. S = Battle-automata's Toughness, AP = Battle-automata's armour save. If a mishap happens while trying to use Rite of Immolation, don't roll on the mishap table, instead the Malifica effect is automatically applied.

Programmed Behavior: Unless within 12" of a friendly model with a Cortex Controller, the following restrictions are placed on the units used in the game, these restrictions do not apply if the Battle Automata is already locked in combat:

Methodical: May not make Sweeping Advances or Run.
Target Priority: If an enemy model is within 12" and line of sight during the shooting phase, the Battle Automata must fire all its weapons against the closest enemy unit it is able to harm. If there is no enemy model within 12", they are free to select targets as usual.
Onslaught: If an enemy model is within 12" during their assault phase, the Battle Automata must attempt to charge the closest enemy unit. Note that the Battle Automata may still only charge the same unit it fired at in the Shooting Phase. If consolidating after combat, they must do so towards the nearest enemy model if there is one within 12".
Fire Protocols: A unit with this rule may fire up to three of its weapons at the same target.

_________________
Dear GW,
Paper is overpowered. Scissors is fine.
Signed,
Rock.


Last edited by egorey on Fri Dec 19 2014, 13:26; edited 4 times in total
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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   Wed Dec 17 2014, 22:20

Lot of Latin going on there. You said you already bought half of it? was it on EBay or was it private party? Not sure anyone will recognize any of it, which will make it tough to get a fun game in with it. Wont people give itthe Hairy eyeball? I know that was a goal for you notto have happen.

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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   Wed Dec 17 2014, 22:41

I don't think anyone will complain. It is pretty much fun to play against. Prety much like any other eliyte but not OP army.

AND - EoE has agreed to do up the army!!! I am just chuffed. He is sooo good.

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Last edited by egorey on Thu Dec 18 2014, 00:03; edited 1 time in total
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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   Wed Dec 17 2014, 23:02

Good. Its so foreign to me, this Forge World thing, that I dont even know how to evaluate how people will view it where you're at.

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Vasara
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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   Thu Dec 18 2014, 12:06

a Little BA in between all this beautiful 30k.

My next list:
Libby 65
10 tac marines, flamer, heavy flamer, combiflamer, pod 200
10 tac marines, meltagun, combimelta, pod 195
5 Assault squad 2 meltagun, pod 105

Spearhead formation (WD47)
5 tac squad, flamer, combiflamer 85
5 tac squad, meltagun, combimelta 90
5 tac squad, meltagun, combimelta 90
Storm Raven, multimelta Assault cannon 200
Storm Raven, multimelta Assault cannon 200
Storm Raven, multimelta Assault cannon 200

Cerastus Knight-Acheron 415 (Assault knight with big flamer)
total 1845

The formation allows obsec and lets(doesn't have to) you roll for reserves from T1 (with rerolls).
The list should put some pressure on opponent from T1. It's also deploys only the knight. The rest come from reserves but mainly on T1 if needed. I at least would fear it with my DE.

Two source would have one less Raven and few more pods but same idea. Perhaps Mephiston?

Any comments before I start to make those tac squads? GW again managed to make my BA army almost totally anew even though i had tanks and jumpers beforehand.

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Last edited by Vasara on Thu Dec 18 2014, 12:08; edited 1 time in total (Reason for editing : two source ponderings)
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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   Thu Dec 18 2014, 12:10

My main comment would be that the Tac Squads in the WD formation have to be 10-man so you need to scrounge up another 200-odd points from somewhere.

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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   Thu Dec 18 2014, 12:12

That's true apparently. Need to read it more carefully and make a new list. And as they need to start in the raven it might be too dangerous.

new try:

Libby, epistolary (WL) 90
Mephy 175
10 TAC squad, fl, hfl, cfl, pod 200
10 TAC squad, mg, cm, pod 195
10 TAC squad, mg, cm, pod 195
5 Assault squad 2 mg, pod 105
5 Assault squad 2 mg, pod 105
10 Assault marines 170
Storm Raven mm ac 200
Cerastus Knight-Acheron 415
1850

or if I remove epistolary and meph I could get a second SR...

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Last edited by Vasara on Thu Dec 18 2014, 12:47; edited 2 times in total (Reason for editing : list added)
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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   Thu Dec 18 2014, 13:24


Looking at the list it seems BA have changed style. No longer assault troops and now tac squads - I see no fast vehicles. I really struggle to see how BA has improved with this codex. Enlighten me Vas.

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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   Thu Dec 18 2014, 13:28

I have yet to play a game with them.

At least on the plus side is ability to take grav weapons, heavy flamers for tacs, army wide FC. They have some bad ass IC:s. But they need serious allies to compete.

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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   Thu Dec 18 2014, 22:19

My game against the new Blood angels taught me that the Initiative bosst played big. They can generate a lot more damage reduction through wounds to the enemy than before. So the incoming attacks are much lessened and with Power armor thats a very generous thing to allow them.

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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   Fri Dec 19 2014, 08:18

@Count Adhemar wrote:
My main comment would be that the Tac Squads in the WD formation have to be 10-man so you need to scrounge up another 200-odd points from somewhere.

I treid to find those points but it's next to impossible. Those sqauds would end up barebones. So no 3 ravens from T1 for me.

Unortho wrote:
My game against the new Blood angels taught me that the Initiative bosst played big. They can generate a lot more damage reduction through wounds to the enemy than before. So the incoming attacks are much lessened and with Power armor thats a very generous thing to allow them.

Is there other way of getting I-bonus than the Codex-formation?

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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   Fri Dec 19 2014, 08:56

Speed of the Primarch helps the leader.  

The entire Baal Strike Force gets the Red Thirst which is the +1 Init.  You give up Obsec but gain an extra Elite Slot.

The Blood Angels Battle Company Formation also comes with it.

Corbulo extnds a bubble of +1 WS and INIT constantly, so you can use him for his Red Grail in a normal Combined Ams Detachment.

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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   Fri Dec 19 2014, 09:04

@Vasara wrote:
@Count Adhemar wrote:
My main comment would be that the Tac Squads in the WD formation have to be 10-man so you need to scrounge up another 200-odd points from somewhere.

I treid to find those points but it's next to impossible. Those sqauds would end up barebones. So no 3 ravens from T1 for me.[

Sadly, trying to fit a 1020+ point formation and a 400+ point Knight into a list doesn't leave much room for anything else. I think you either have to take one or the other.


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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   Fri Dec 19 2014, 17:29

True that Count.

This one goes to the table
Corbulo
10 tac marines, fl, hfl, cfl, pod
10 tac marines, mg, cm, pod
10 tac marines, mg
Dc dread
5 asm 2 mg, pod
5 asm 2 mg, pod
Pod
Storm Raven, mm, ac
Storm Raven, mm, ac
Cerastus Knight acheron.
1850
Still not sure who gets to be warlord. Corbulos trait isn't something one dreams about. The list should have some options how to deploy everything. Even null deployment if needed. Last version lost one obsec pod but gained a lot of deployment possibilities. Assault marines pod would have been the obvious choice but its free so it can't be chosen.

Any comments on the new version.

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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   Sat Dec 20 2014, 04:10

It seems that it could work. I mean what you are really playing is Strom Ravens and a IK. Everything else is just supporting those units really. I will do the same when I field my Legio.

I will rely on Casttallax and Thallax to do the heavy lifting. They are really my crutches to keep the list afloat. You are using the IK and the SRs as crutches. This seems to be a trend. So we need to look at the support units to shore up any obvious weaknesses.

I am going to incorporate a support unit like this though:

Myrmidon Destructors (3) - 195
3x Volkite Culverin

Here you have preferred enemy destructors that are 3+/5+, 2 wound models with T4 and PFs. But they are still only support. I can handle AT with the thallax and castallax (MCs). The destructors just destroy teq meq. They have TWELVE S6 BS5 preferred enemy shots and relentless. If they wound a miodel they get an automatic extra hit.

They are specialist in what they do. They can use their PFists to assault a tank but they do not want to. They can assault or try and tarpit but they do not want to. They want to cause 10-20 unsaved wounds in a volley on troops and hordes. You are using TaCs and ASM as support. But they are doing the same thing as your three main units - specializing in AT. Where is your AI? The IK? One unit? Or are you going to rely on that one DC dread? I get that the marines can go into cc but they are not a super resilient or exceptionally strong cc unit. They are at best capable.

You are specializing and not generalizing your units. My problem is that it seems heavy on AT and less manageable against horde. A 100 ork boyz could cause a problem. If you are playing against elite lists - well it should do well. I question how TaC it is though. You are spending a lot of points on three units.

Just as an aside... is there a TaC list today? It seems specializing is what the meta has evolved to. Five flyrants, quad riptide, night scythe spam, wave serpent spam ... et all. More and more we moving towards a rock/paper/scissors environment so we are forced to look at means to alleviate the holes in our lists ... be it lack of ObSec troops, lack of AI, lack of AA etc. Fromthis perspective your list works reasonably well.

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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   Sat Dec 20 2014, 18:45

Well AA has CLEARLY stepped up in importance if you wish to be at the top table. That is as clear as glass.

So no matter the excellent strategies you may have, if your strategy gets forced into being boiled down to "Gotta' roll 6's" you're not going to do very well. and Flyers do that. And even when you're hitting, they are Jinking and wating you;re resources on a ticking clock.

I think what frightens me most in regards to the flyer/FMC type lists is just how simple it is to make what is already a hard to hit, and hard to kill unit even harder. Invisibility, plus various buffs, Shrouding and so on all contribute to the added brutality of such lists.

On that note, I have begun to really look at lists critically that dont provide a lot of this function. you need at least two units that can do anti-air. Now all thats required is to make the enemy jink so their shooting/Witchfire attacks are nerfed. Two units is an absolute minimum.

You need THREE such units if you're army does not ablate well. For example in DuckofDeaths Tau army, it ablates well. Even if the enemy brings a storm of firepower they aren't killing very much at a time and so the net impact on the plan is much reduced and it allows 2 units to be adequate. In other lists that are more elite, sadly, they suffer if they dont have more anti-air. An Aegis line and two planes for example might work, or three planes! It really is crzy to realize that you need that much anti-air these days but trust me: Top tables are definitely going to see some form of Aerial combatants.

How does the Mechanicus list do in this regard? Again this is such a foreign force to me that I am having trouble reading through all the cool stuff it does. Does it have a couple anti-air solutions?





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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   Sun Dec 21 2014, 00:06

It has anti-air in hyperios and flyers at 1500+. Much like IK lists though, mechanicus relies on very durable troops. TBH, my mechanicus list will built much like the tau list (btw, solved the money issue - i can have both). Some units have access to Icarian so that is AA if standing still. But overall at less than 1850 you are in trouble. You will be relying on a quad bastion or something.

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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   Sun Dec 21 2014, 15:39

Loving the new lists and the mechanicus stuff, seems really neat!

This week I'm lucky enough to have off from work and will have some time to play some games of 40k! I will be playing Dark Eldar (not talked enough here!) at 1500 pts.

I will be trying out a new list that continues my love of coven units. I think it is fairly balanced minus AA...still a huge problem from DE imo...especially at low points values, unless you spam razorwings.

Here is my list I plan to test out:

Haemie (scissorhand, armor of misery)
5 warriors (blaster) in venom (dual SC)
5 warriors (blaster) in venom (dual SC)
5 Scourges (4 haywire blasters)
5 Scourges (4 haywire blasters)
Cronos (spirit probe)
2x Talos (SC, ichor injector)

Grotesquerie
Urien
4x Grots in a boat (dark lance)
4x Grots in a boat (dark lance)


So it feels very min/maxed with duplicate units...but at 1500 pts I think that's a good thing for DE. I really like how rounded this list is. I think it can take on a single knight, could attempt to kill a flyer if required...though couldn't do well against spammed knights or flyers...thats tough for DE as a whole imo. Grots will run with urien and the haemie forward and lay into infantry. The same goes for the talos and the cronos riding support...take centerfield or an important area and deny it to the enemy. Scourges have ranged AT (they will not deepstrike in most cases), venoms do what they do as always. Warriors support as needed with AT or AI.

What do you guys think?

Also, got the Nids codex as an early xmas gift! I can't wait to dig in more and figure out a future army... Very Happy

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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   Sat Dec 27 2014, 16:20

So checking in here after Ive played a handful of games against Dark Angels and a KP game against crons. I must say I love how much fun my list is. Grots are simply amazing at hurting anything short of a super unit. The talos with cronos suppirt can be devestating and does a good job of laying down good firepower and massacreing anything short of av14. The rest of my provides good support. I won most my games i played over the last week and tied the cron player in kp...not bad. Scourges give me mixed results...but I think thats how they will play out for most...you either go big win or fail hard.

Taking this up to 1850 will be interesting...maybe a razorwing and some more warriors? Not sure exactly. I find urien to be lots of fun and a solid hq choice. I miss having something with ap2 or 3 but he is very durable. Scissorhand is amazing btw...well worth it. I havent had much of a chance to test out the armor of misery and the Ld bubbles of the grots. So far so good

What DE lists have been working for you guys?

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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   Sun Dec 28 2014, 01:54

well, my Coven is working really well.

Army of the Coven

Grotesquerie (Freakish Spectacles)

140pts Urien Rakarth

225pts 5 Grotesques (Aberration W/Agonizer, Liquifier Gun)
60pts Raider (Aethersails)

190pts 4 Grotesques (Aberration W/Agonizer, Liquifier Gun)
60pts Raider (Aethersails)

Corpsethief Claw Detachment (Freakish Spectacle, and Scout Special Rules)

650pts 5 Talos (Feel No Pain, TL Haywire Blaster)

Covenite FleshCorps (Freakish Spectacle, Master of Flesh)

85pts Haemonculus (Liquifier, Scissorhand, Syndriq's Sump, The Khaidesi Haemovores, The Panacea Perverted)

120pts 7 Wracks (Acothyst w Flesh Gauntlet and Liquifier, 1 x Liquifier)
60pts Raider (Aethersails)

120pts 7 Wracks (Acothyst w Flesh Gauntlet and Liquifier, 1 x Liquifier)
60pts Raider (Aethersails)

120pts 7 Wracks (Acothyst w Flesh Gauntlet and Liquifier, 1 x Liquifier)
60pts Raider (Aethersails)


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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   Sun Dec 28 2014, 16:42

Nice lists. Unfortunately I only own two finished mechanicus units so in order to play and test I have to borrow models and proxy models. Like I mentioned last week - I went to Montrealk over the holidays to meet with friends and family (one friend has 4000+ of mechanicus and was generous enough to let me use some of his models). So I got my gane in against DE. The De used the grotesquerie formation - which was tough on my list - and was similar to Ligs list. I used this ...

-Age of Darkness: Legio Cybernetica-


 HQ: Arch Magos Dominus - 175
-Mechanica Protectiva, Machinator Array, Abeyant, Cyber-familiar

 HQ: Magos Dominus - 155
-Mechanica Protectiva, Machinator Array, Abeyant, Master Crafted Photon Gauntlet, Cyber-familiar

TR: Legio Cybernetica Castellax Class Battle-Automata (1) - 120

-Darkfire Cannon, 2x Boltguns, Enhanced Targeting Array

TR: Legio Cybernetica Castellax Class Battle-Automata (1) - 120

Darkfire Cannon, 2x Boltguns, Enhanced Targeting Array

TR: Legio Cybernetica Castellax Class Battle-Automata (1) - 110


-Mauler Pattern Bolt Cannon, 2x Flamers, Enhanced Targeting Array

TR: Legio Cybernetica Castellax Class Battle-Automata (1) - 110

-Mauler Pattern Bolt Cannon, 2x Flamers, Enhanced Targeting Array

TR: Tech-thrall Adsecularis Covenant (10) - 50
Las-lock, Rite of Pure Thought

TR: Mechanicum Thallax Cohort (3) - 175

-2x Lightning guns, 1x Photon Thruster, Melta Bombs

FA: Primaris-lightning Strike Fighter (1) - 195
-Chaff Launcher, Twin Linked Lascannon, 4x Kraken Penetrator Missiles, Ground Tracking Auguries

HS: Thanatar Class Siege-Automata Maniple (1) - 290
-TL Mauler Bolt Cannon, Hellex Plasma Mortar, Paragon of Metal, Enhanced Targeting array



- 1500 -


Now we used a modified maelstrom mission mission with the relic. This was actually quite fun. The relic changed hands twice! But once in the hands of a castallax is stayed there. My opponent was alittle surprised when I told him all my MCs got to reroll poison saves. I had to go through the rules with him a few times but I did provide him with a cheat sheet.

It should be noted that the two magos HQs are NOT ICs. You really need to protect them. The battle automata MCs ( the castallax and thanatar) need a cortex contrller or they just do their own thing. the thanatar has paragon of metal so he does not need a cortex controller.

So he planned on trying to take out my two HQs with his grots. Of course I buffered them with Tech Thralls and Castallax and kept them out of LoS as much as possible. The grots though are a pain to deal with - especially Urien. But having played DE for years I knew what was coming.  

At 1500, I felt I had the upper hand and indeed I did. I was able to take out his paper boats and slowly grind him down. It was a close game overall although the score seemed lopsided in the end - an 11-4 mechanicus win. I think he was too easily baited as I spread out my force into three prety distinct different sections and baited him towards the Thanatar (I have learnt some things from J). Had he successfully taken out both HQS the game would have progressed quite diffrently but he only managed to kill one.

My warlord trait was perfect targeting -  heavy weapons within 6" of the warlord get twin-linked. So my darkfire cannon never missed all game (60", s7, heavy2, lance, blind, gets hot). I rolled rarely on cybertheurgy but did use rite of fury twice ( battle automata gets D# extra attacks.) and rite of celerity once (+2 to initiative). This helps when people try and tie up your MCs with grots, lol.

It is funny that my opponent did not realize how good the Thanatar is in cc. With Paragon of metal he gets 2 + D3 attacks and IWND as well as being immune to the effects of programmed behaviour). This along with all the good MC buffs of course - HoW, Smash, Move through Cover, etc.How do you ignore:

Thanatar Siege Automata(Enhanced Targetting Array) – S8, T8, 2+/5++ vs shooting/6++ vs assault monstrous creature with twin linked Mauler Bolt Cannons (S6, AP3 Heavy 3, Pinning) and a Hellex Plasma Mortar: S8 Ap2 Barrage ordinance with either 12″-24″ range if it moved, or 12″-48″ range if it didn’t move, that forces you to reroll successful cover saves against it. And IWND and Rampage.

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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   Mon Dec 29 2014, 17:36

The grotesqueie is disgustingly good...the bonuses that you can get are amazing...i played one last game against crons one ladt time in a big guns never tire gake and won  Grots led the way for me big time. I had rage and and when i assaulted sone large blobs of warriors i had a couple times where each grot charged with 9 attacks...wow! 4s to hits then 4s with rerolls with poison S5 made short work...I usually just swept units in combat...nasty!

#Grotesquerie

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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   Tue Dec 30 2014, 23:04

I agree Ligolski. I agree. People look at my list and say "Oh my, Talos!"

I smile, knowingly. Fools...

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