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 Not killy enough?

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Crisis_Vyper
Kabalite Warrior
Crisis_Vyper

Posts : 227
Join date : 2011-08-03

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PostSubject: Re: Not killy enough?   Not killy enough? - Page 2 I_icon_minitimeSat Dec 10 2011, 01:27

@Arrex wrote:
@Crisis_Vyper wrote:


9 Incubi is just asking for it. Unless you can consistently do a multiple charge against several squads, they will kill too much for their own good. 5-6 is the magic number for them.


You cannot count on 5-6 of them magically winning on the enemy's turn every time either.
[/quote]

Actually that's what I am counting on. I use them in a tag team with wyches to get the wyches out from combats that they can't afford to get stuck for too long. A few wounds from a small incubi squad can make the difference. I rarely ever use them as a primary instigator unless I know that the enemy squad is unable to fully retaliate in kind (below half-strength or models that number from 2-3).

I believe in the killing part, but I also want to maintain the tempo so that I will still be in control no matter if it is the opponent's phase or my own phase.

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The Omnipotence
Slave
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Posts : 22
Join date : 2011-11-23

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PostSubject: Re: Not killy enough?   Not killy enough? - Page 2 I_icon_minitimeSat Dec 10 2011, 08:18

I'm telling you that shooty Dark Eldar are really nasty. I play them a little bit different I guess, because I'm not super aggressive with mine, I'm just really crafty. I tend to play them like I'm planning an ambush, drawing them out by blocking line of sight, or staying out of range and the most fun of all...not deploying anything when the game starts. These are just a few of the things I've found that work with the DE. Splinter cannons on Venoms are just down right nasty and dishing out 20 shots a turn (True born with SC) can be just down right wrong for footsloggers. If the put a few tanks in there stun them to death until you are ready to deal with them (or you can get something over there). When things don;t look the way I want them I just fly away and hide. Once again this is what I've found works well for me, everyone plays different so find out what you like and make it work for you.
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Forruner_mercy
Slave
Forruner_mercy

Posts : 18
Join date : 2011-12-09

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PostSubject: Re: Not killy enough?   Not killy enough? - Page 2 I_icon_minitimeFri Dec 16 2011, 21:34

Wyches main things to go after though are things with PW's. Not only would a normal PW be mostly useless against 6+ armor, Wyches get even better because of their standard 4++ in CC, and with Lelith it is a 4++ all the time and a 3++ in CC.
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Guidebot
Hellion
Guidebot

Posts : 40
Join date : 2011-12-06

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PostSubject: Re: Not killy enough?   Not killy enough? - Page 2 I_icon_minitimeTue Dec 20 2011, 12:51

Righty, my worries have been eased to a fair extent.

I tried 9 trueborn with carbines and cannons and the duke. It's good. Painting them up now =).

Then I tried wyches, and yes, they too aren't too shabby at survival if they're in cqc. Amazingly, they even kill things, given time.

Reavers' bladevanes also are more effective than I had thought.

My next question is; what do you guys use for scoring units? Do you even try to win objective games?

Thanks all!
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Shadows Revenge
Hierarch of Tactica
Shadows Revenge

Posts : 2587
Join date : 2011-08-10
Location : Bmore

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PostSubject: Re: Not killy enough?   Not killy enough? - Page 2 I_icon_minitimeTue Dec 20 2011, 14:57

Objectives are normally the only way we will win (although I would say that I tied a KP game in a tournament this weekend against Space Puppies... I was quite supprised actually, he had MSU Loganwing and MSU Thunderwolves, which my dark lances tore apart.)

But i digress. The basic scoring unit that most people use are the 5 warriors w/ blaster in dual cannon venom for 125. This is a good base to build apon, as you have great AI, and some AT all rolled up into a cheap package. Other veriations of this is 5 man w/ blaster in raider (for more AT) or 10 man w/ blaster, splintercannon in raider (does AI just as well, has AT, and more durable) These normally sit on my side of the board to the middle at most and keep shooting to their hearts content. Last T5 they head towards the nearest unclaimed objective and hope their cover save keeps them around.

Wyches make a great offensive objective grabber. Send them towards the opponents line, and then they hit they hit like a ton of bricks. T5 if they are still alive they should have FNP and can go to ground on the opponents objective daring the enemy to charge them.

Wracks are an interesting choice for troops. They are great objective holders, but they also are great on the assault. Where wyches are better at grinding and holding an opponent in combat for along time, wracks are better at just punching you in the face every round of combat. On paper they dont look like much, but their stats = MEQ when you break them down, and once they get FC they get re-rolls to wound against said MEQs. Also they can sit in cover and have a 4+ FNP going on, which is awesome.

Hellions... well I dont use them. I think they are overcosted, and really only good when paired with baron, which means you just have one big expensive squad... and they arent going to out deathstar other deathstars

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Grumpy Kwi
Nightmare Doll on the Loose
Grumpy Kwi

Posts : 362
Join date : 2011-06-02
Location : San Jose, CA

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PostSubject: Re: Not killy enough?   Not killy enough? - Page 2 I_icon_minitimeTue Dec 20 2011, 15:01

Objective games are pretty much what we win at, can't really seeing annihilation games being our bread and butter.

I try to aim for 4 troop choices in a 2k game.

1 to 2 squads of wyches base - depends, 2 squads in raiders for "rush" style lists
1 to 2 squads of wracks - mostly 2 squads, mounted in rush style lists
1 squad of Hellions - in most wwp lists I make

My troop choices are full 10 person squads unless there are raider based in which case they are mostly 8 strong (I will sometimes have a full squad of wracks on a raider when I run two squads of them).

Simply, wracks are used to hold close objectives and the wyches/hellions to take away enemy objectives.

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@Sorrowshard wrote:
Behold my jack-in-a-box anti psycher death wave *phut* *Archon looks at Heamo, looks back at Gk's still pounding up the battlefield towards them*

"is that it ?" ....
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Guidebot
Hellion
Guidebot

Posts : 40
Join date : 2011-12-06

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PostSubject: Re: Not killy enough?   Not killy enough? - Page 2 I_icon_minitimeTue Dec 20 2011, 15:57

Thanks guys, very useful feedback.

I think I'm going to go for the cheaper warrior venoms as dedicated scorers while my two raiders of wyches go for what they can if any are alive Tn5.

I don't have my codex here, but can wracks take venoms? If so, that sounds good?

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Shadows Revenge
Hierarch of Tactica
Shadows Revenge

Posts : 2587
Join date : 2011-08-10
Location : Bmore

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PostSubject: Re: Not killy enough?   Not killy enough? - Page 2 I_icon_minitimeTue Dec 20 2011, 17:44

yes wracks can take both a raider or a venom. and 5 wracks w/ liquifer in dual cannon venom = 5 warriors w/ blaster in dual cannon venom (both being 125 points) The difference is that while the warrior squad has a minor AT role and the venom is an IA role, with the wrack squad both the wracks and venom are AI, which can hurt you in the long run against a heavy tank eviroment (which most are). But that is also a very good way to get flamers into our army, and flamers are great against stuff in cover, and ours even moreso since they have a chance to go through marine armor as well Razz

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