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 Threatening Units

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Sigmaril
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Painjunky
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Painjunky
Wych
Painjunky


Posts : 871
Join date : 2011-08-08
Location : Sunshine Coast

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PostSubject: Re: Threatening Units   Threatening Units - Page 2 I_icon_minitimeThu Feb 26 2015, 11:01

The Shredder wrote:
That's an interesting notion.

So, do you think it's better to have one threatening unit like Dark Artisan - rather than just having more MSU units?

Dark Artisan is only one of the many, many options, but I see what your getting at.

I ran pure DE MSU for years and that worked quite well for me as I imagine it does for you, but I find the huge monkey wrench that I can throw in my opponents plans,
+ the inherent bullet sponge/damage potential of this unit,
+ the awesome DE ability to do MSU very well and very cheaply,
+ the buff that my MSU units enjoy by my opponent getting distracted by this unit,
+ the area control and denial,
+ my opponent focussing on his own obj rather than taking mine has added more to my list that it has taken away.
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The Shredder
Trueborn
The Shredder


Posts : 2970
Join date : 2013-04-11

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PostSubject: Re: Threatening Units   Threatening Units - Page 2 I_icon_minitimeThu Feb 26 2015, 11:31

The_Burning_Eye wrote:

True, but does the Knight really want to get to you? It's better as a shooting platform, so the 12" move is only really good for getting into range or getting out from behind particularly tall buildings, or threatening tanks.

Depends what it wants to do, I guess. With I5 S10 attacks it's hardly lacking in melee, either. So, it might want to try and pop open a vehicle, then charge the contents. Or, it might simply want to get to one of my objectives (or put itself in jump-range of multiple objectives, so it can choose one to contest later).

I mean, unless there's a melee unit it's afraid of, there's very little reason for it to hang back. tongue

The_Burning_Eye wrote:

I take your point, though i find the lack of an assault transport for the Eldar a bit bizarre, given that they basically get the best of everything else!

Honestly, I'm surprised the Wave Serpent isn't an Assault vehicle. I mean, the designers already gave it everything but the kitchen sink, what's one more bonus? Wink

The_Burning_Eye wrote:

Up to a point I'd agree with you, but for me it's about purpose, if there's a wraithknight hopping around the board I'm really not bothered, it's mainly a shooty unit and i'll only target it if it's shooting is threatening me. If a Talos is heading towards an objective in the late game, that's much more of a scary prospect, because getting rid of it is going to be a pain.

Honestly, this confuses me a fair bit. What makes the Wraithknight more of a shooty unit? I mean, it has nice guns, but it's also got 5 I5 S10 attacks on the charge and very few units will be able to do any significant damage back. So, as well as being able to mash many units, it can also lock down units like Incubi - which rely on speed and AP2, rather than strength.

I guess I just see it more as a melee unit with some good shooting, rather than a shooting unit with some good melee. Neutral

The_Burning_Eye wrote:

Absolutely with you on that one, only slightly ahead of Riptides, ahead of wraithknights. BUT. That order of scariness changes if I'm using my marines, particularly if I'm going elite with them - the suncannon wraithknight becomes very scary indeed if you bring terminators.

Well, it's not really surprising - different armies fear different things, after all. If I'm using Coven stuff (other than Wracks), then Force Weapons are my bane. However, my MSU Dark Eldar and my Imperial Guard just shrug "Sure, enjoy really definitely killing each of my 1-wound models with negligible saves." Laughing


Painjunky wrote:
The Shredder wrote:
That's an interesting notion.

So, do you think it's better to have one threatening unit like Dark Artisan - rather than just having more MSU units?

Dark Artisan is only one of the many, many options, but I see what your getting at.

I ran pure DE MSU for years and that worked quite well for me as I imagine it does for you, but I find the huge monkey wrench that I can throw in my opponents plans,
+ the inherent bullet sponge/damage potential of this unit,
+ the awesome DE ability to do MSU very well and very cheaply,
+ the buff that my MSU units enjoy by my opponent getting distracted by this unit,
+ the area control and denial,
+ my opponent focussing on his own obj rather than taking mine has added more to my list that it has taken away.

Fair enough.
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Myrvn
Wych
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Join date : 2012-08-05

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PostSubject: Re: Threatening Units   Threatening Units - Page 2 I_icon_minitimeThu Feb 26 2015, 19:57

My Wraithknight is by far an assault unit. The guns are handy, but only for turn 1 or 2 when I'm not in assault range. The ability to destroy any vehicle, elite high T units, and especially tank squadrons is amazing. It definitely has hard counters (Wyches are great for tying it up) but being overly aggressive with the WK and assault hasn't failed me yet.

Now... Supporting it with with other stuff.. I fail there...
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PostSubject: Re: Threatening Units   Threatening Units - Page 2 I_icon_minitime

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