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sumguy777
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PostSubject: matchup analysis    Wed Feb 08 2017, 05:45

if anyone could help me out i would like to know

good and bad match ups strengths and weakness for at least the common races.
if anyone could help me out i would appreciate it.
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wormfromhell
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PostSubject: Re: matchup analysis    Wed Feb 08 2017, 07:35

Good

nids
orks
sisters

OK

gene stealer cults
csm
mechanicus
spess mehreens -grav is bad against us, but rhino spam can hurt.
guard

Bad

tau (mostly)
eldar
'crons
knights

well thats my opinion.
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CptMetal
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PostSubject: Re: matchup analysis    Wed Feb 08 2017, 16:57

Guard can be a tough match too. When you're prepared and use Soulfright weapons, you're good, but if he's prepared, you're toast.

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dumpeal
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PostSubject: Re: matchup analysis    Wed Feb 08 2017, 19:49

CptMetal wrote:
Guard can be a tough match too. When you're prepared and use Soulfright weapons, you're good, but if he's prepared, you're toast.

Against mechanical armies, soulfright won't do much. And guards have plenty "ignore cover" weapon. Being with the weapon itself, or with commander's orders.
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Rachet
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PostSubject: Re: matchup analysis    Wed Feb 08 2017, 20:27

wormfromhell wrote:
Good

nids
orks
sisters

So only thrash tier armies are good? Razz

According to my limited experience playing the army itself, and to common sense, the biggest factor is what kind of missions do you play and what does your opponent bring to it.

For instance, in maelstrom DE seem to be way stronger than not in maelstrom, as so called Drunk Commander mode compliments your mobility. If you have to be all over the map to grab victory points there's nothing better than turbo boosting with your bikes for instance, especially if you opponent can't match your mobility. If they can, they're either Eldar or sacrifice something for it: numbers, firepower, putting things in reserve, what have you. All the things you can potentially use to your advantage.

For instance, i played a 750 pts game against a Deathwing DA. Tons of rerollable jinking bikes stacked with plasmas and their 3+ rerollable jink. I was outmatched to a ludicrous degree stat wise, especially since I sunk points into a blaster archon because I simply have no models to make a CaD otherwise. However, my turbo boost lets me be wherever, his limited range allowed me to lure his main forces to try to kill my ground troops while two squads of reavers snatched me at least two thirds of the points i got in total by just being all over the place and grabbing the objectives.

Mobility is a bliss, dispensable nature of your troops is the same. Anybody can be outplayed, the qustion is if you can do it.

HAVING SAID THAT every strategy has a counter. In general if they ignore cover, you have to think quickly as this seems to be the biggest weakness of most DEldar lists (jink op yo). Then again, thye usually sacrifice something to ignore your cover, so there's hope in every scenario.
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dumpeal
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PostSubject: Re: matchup analysis    Wed Feb 08 2017, 23:13

The chart is very incomplete, because the strength of opponents change with the point range you play.

Dark eldar tend to be quite good in low-mid point games (500-1000 pts). Having access to lots of cheap vehicle help them a lot, while your opponent usually don't have many anti-tank weapons. There are bolter, but it can be dealt with.

Plus, depending on the level you play, some opponent can't pull out some formations or bring different kind of lord of wars. Exemple: an imperial Knight is easier to dealth with than a wraithknight. So, after mid level, eldar ennemy gets a lot harder to kill than guards or marines.
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sumguy777
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PostSubject: Re: matchup analysis    Thu Feb 09 2017, 09:15

ok well at a 1500 or 1850 pts then
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wormfromhell
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PostSubject: Re: matchup analysis    Thu Feb 09 2017, 19:58

Rachet wrote:
wormfromhell wrote:
Good

nids
orks
sisters

So only thrash tier armies are good? Razz


good matchups, i.e. better opponents for us.
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