- Cybrid wrote:
- Hey All.
So as the title says I recently got into Dark Eldar when the new codex came out. I have been working on a 2000 point list and I'm looking to get a bit of feed back.
Okay - well, first I'll go through your army unit by unit and then will discuss it as a whole;
- Cybrid wrote:
- Dark Artisan Formation
Cronos
Spirit probe
Talos
None
Haemonculus
Web way
Very bare bones, but not bad - I tend to toss an ichor in on mine to help maul MCs.
- Cybrid wrote:
- Court of the archon
Lhameans X 1
I'm surprised you're not taking a transport for her to add to your shooting capabilities.
- Cybrid wrote:
- Kabalite warriors X 10
Raider
Dark lance
Splinter racks
Kabalite warriors X 10
Raider
Dark Lance
Splinter racks
This is a mediocre amount of Troops - also, I'd note that 3x Venoms has better anti infantry output (and at safer distance) and some more Blasters might help your mech woes as I'm guessing you're probably pretty ink happy with these so the lances aren't helping much.
- Cybrid wrote:
- Kabalite Trueborn X 5
Blasters X 4
Venom
Splinter cannon X 2
Kabalite Trueborn X 5
Blasters X 4
Venom
Splinter cannon X 2
These are okay, though I will admit I'm starting to doubt the validity of Trueblasters nowadays.
- Cybrid wrote:
- Razorwing Jetfighter
Dark Lances
Razorwing Jetfighter
Dark Lances
Razorwing Jetfighter
Dark Lances
Good.
- Cybrid wrote:
- Scourge
Haywire Blasters X 4
Scourge
Haywire Blasters X 4
Fine.
- Cybrid wrote:
- Voidraven Bomber
Void lances
Voidraven Bomber
Void Lances
Eh...Voidravens are pretty lackluster in my opinion.
- Cybrid wrote:
- The first game I played against a demon of tzeentch army. 3 big blobs of horrors, 2 soulgrinders, daemon prince, greater daemon of change. Almost everything in his army had a 3 up ward and could reroll ones I ended up killing about 20 horrors the entire game and got wrecked. I was doing about 40-60 wounds per round with all of my shooting but his saves were just too good and he rarely failed any and just slowly ground me down. On the plus side my dark artisan formation stood toe to toe with a daemon prince and soul grinder for about 3 full rounds of close combat.
For 'almost everything' to have a 3++ save, it would require him to be using Santic powers, which means he would have been risking perils on any double, the only other option he would have had was the Grimore, and that would only do one unit. He should have had a 4++ with the re-roll pretty easily though.
Optimal target would have been the DA jumping the Horrors and you shooting up everything else.
I'm honestly perplexed you had that much trouble with this list.
- Cybrid wrote:
- Game two was against some Orcs he was using some formation where he had 5 trucks 3 with mega nobs and 2 with a meganob and 10 rocket orks (don't remember the names) he also had two buggies with 3 rockets each full of grots. It was a tactical objective game. I brought most of my army in via deep strike. I was able to pop 4 of his trucks but in doing so I left myself open to counter charges from the mega nobs and they were able to clean house. By turn 4 I mostly just had my flyers left they were able to do some work but I couldn't really score many objectives and he was able to score a few so I ended up losing via points.
I really don't get why you had issues with this list - DA eats Meganobz pretty effectively.
You losing via points seems to strike me as an issue based on your lack of troops - though I always think people lack troops
- Cybrid wrote:
- My fourth game was against an Iron Hands space marine list. He had a knight, 2 vindicators, 2 razorbacks with 5 assault marines each, 3 landspeeders with 5 scouts in each a librarian and chapter master that were able to get up to a +2 armor +3 invuln +2 feel no pain each on bikes.
I went for a turn two alpha strike starting with only the dark artisan on the board. I got lucky and was able to bring everything in turn two. I proceeded to dump all my scourges both voidravens, and two razorwings into the knight dealing a grand total of 2 hullpoints..... yay! My two trueborn squads both shot at the vindicators dealing a grand total of 0 hullpoints....again yay! I dumped all of my gun boats and both venoms into his chapter master librarian unit dealing a grand total of 43 wounds that he proceeded to save all of but one......super YAY! He then proceeded to nearly table me his next turn.
As far as I can tell you're describing a really weird series of dice rolls - this is not anything to base anything upon, it was very non-standard in what went down.
- Cybrid wrote:
- So here I am asking you all for some help. Things I have been having trouble with are massed armor. I would think with 18 darklance shots and 8 haywires a turn I wouldn't have much of a problem.
It's funny because - I would think you would. At 1850 I bring over 20 lance weapons, at 2000 I'd bring even more.
- Cybrid wrote:
- I don't have any issues dealing with troops I have anti infantry in spades.
Agreed, though I think you probably have too much - and I'm not sure why you couldn't handle those Meganobz either.
Okay, so let's start with the list - at the end of the day I think you're paying a premium on your anti-mech shooting and also are lacking in overall firepower.
I think your biggest gaff is the Voidravens - those are fairly ineffectual machines of war for their points. I also am not a fan of the Gunboats, which are basically semi-needless extra anti-infantry. I'll also admit to being pretty 'meh' on using RR and then also going beta strike, which invalidates much of the point of RR.
So, let's just do a bit of consideration - because I see you have some more Warriors and more Raiders.
Let's say you drop both the Voidravens and the Gunboats from your list - that's 630 points.
If you were to then take 4x Warriors w. Blaster in Raider it would equal - 170 remaining. Now, conventionally I'd then say something like 'add some Trueborn w. Blasters' and easily be able to argue that it was a vast improvement to your list, but you lack the transports. So...meh. I dunno, you could float back in a Voidraven and then also afford an Ichor Injector I suppose.
So what I suggest is;
- 2 dark Lances
- 2 Void lances
- 20 splinter rifles w. twin linked.
+ 2 additional units on the board for target saturation.
+4 lances
+4 blasters
+ 16 splinter rifles
+ Ichor Injector to allow Talos to instaglib MCs if lucky.
So, you end up with the same amount of long range firepower (arguably better because, again, I submit you're probably jinking with Gunboats) You have 2 Void Lances equaled by 2 regular lances and 4 blasters - which is a notably uptick to your anti-mech firepower. The Ichor Injector may help scare away MCs and some multi-wound models from giving your DA a whirl. Plus you get more functional boots on the ground All for basically the cost of - 4 s.rifles and twin linking. That seems like it will help your issue (anti mech) only very slightly impact your anti-infantry shooting, and also works within the models you have listed as owning.
That's my feedback.
I'd also advocate getting some other stuff in order to totally work the Voidravens out of the list, they are a point sink in my opinion.