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forest90
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PostSubject: tag team is back   tag team is back I_icon_minitimeWed May 02 2012, 03:12

OK i competed in the last tourney kind of blind but in the end we tied 3rd my nids and (partner)space marines.

another tourney is coming upnext week, (may 12th)
this time around i have already a partner selected and a idea what he has to work with. we are currently thinking of tervigon and genestelers(tyranids), and IG anti-tank/armor. in other words he craks the egg and i chew on the gooey center.

i still havnt played many games with my DE and from the last competition i feel we still lack somthing. so heres a couple of questionsand notes to help my dilema. (ps this will probaly be posted on my tyranid forum for alternative feed back)

1) my parnter has 2 armies IG and space marines. I have two armies tyranids & Dark Eldar. what would be the better team up? IG&NID, IG&DE, SM&NID, or DE&SM.
notes* we share a roster, only 1k each(2k per team), DE and SM are more versatile armies, our IG and NIDs have more models (more list building options),

2)what should be the ideal tasks/tactia for our combined army(who focuses on what jobs)?
notes* both armies focusing on versitility sounds better in my head but with out a focus point of sort theirs not much of a strength (or a weakness to exploit), having two very different set ups (one offense/CQC and the other defense(ranged/anti-Tank) also sounds goods.

3)what are some ideal units to select or build with to support each other?
notes* we are allowed to use eachothers special rules and abilities if they do not specify otherwise(exmple= web way portal alows units to walk on the portal, so walk on some SM terminators half way up the board)

feel free to ask questions incase i missed somthing, i have some time and some money but not unlimited so all adivce is is consideration thanks for the help everyone =)
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AdaptUK0
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PostSubject: Re: tag team is back   tag team is back I_icon_minitimeWed May 02 2012, 11:47

I'd be tempted to run DE and IG or SM and DE. Reason being;

I find nid armies incredibly hard to craft in small point games, 1.5k minimum to get the big critters in viable quantities.
Space marines are ok, but the choices with IG are better for 1K, i.e more models on the table!

What type of scenarios are you likely to be playing? I'd be inclined to make the guard into a mech/objective holding list, lots of chimeras and tanks if possible. This frees the DE player up for some pestering venom play, with ravagers sat back popping targets and wych units for those cc encounters. Many players always go to tournaments playing to focus on killing the enemy and not the objective based play.

So my question is, what units do you both have for these armies, then we can work out what to do with them?
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Shadows Revenge
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PostSubject: Re: tag team is back   tag team is back I_icon_minitimeWed May 02 2012, 15:32

DE IG would probably be best, you get a good all shooty army with armor spam, and DE have lighter armor spam, as well as some good solid assault elements
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forest90
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PostSubject: Re: tag team is back   tag team is back I_icon_minitimeWed May 02 2012, 17:49

so far IG-DE sounds best. Smile. what im looking at a list for DE is 3-4raiders. 2X carrying 10x kabalite warriors, the 3rd blood brides/wyches(not decided yet) and the 4th lileth and bride/wyches. im thinking splinter racks for the warriors just so they can bust out more leathal shots(re-rolls). Im considering paroxying lileth for a different hq but im not shure what one. maby lady mayles. or even duke sicilus to make one kabal unit just a touch more poisoned.

as for the possable scenerios, it was randomized last time with a dice. out of 4 games they were all anihlation with special rules. a flying vortex moving 3d6" and a scatter for direction, night fight rules, 3 objectives each worth 1 kill point opponets worth 2, ect.

this time its supposed to be more variety but i wont actualy know. id assume the typical scenrios(1 each round) and new special rules.
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forest90
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PostSubject: Re: tag team is back   tag team is back I_icon_minitimeWed May 02 2012, 23:23

what do you guys think about using vect and his personal raider(dais of destruction). its alot of points yes but considering it sneaks in the equivalent of a ravager as a HQ slot and still the transport of a raider. vect also alow an almost garuntee of first turn with his 4+ initiative steal. and one thing i learned is when IG shoot first theirs alot of shooting and alot of killing. before you get too move. when i get some completed lists/ ill start posting but i need to reach my partners first.
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AdaptUK0
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PostSubject: Re: tag team is back   tag team is back I_icon_minitimeThu May 03 2012, 08:54

Personally, I play with a bunch of guys who are pretty anti-special characters. Fluff wise, would you expect to see a special character show up with such a small force? I'd probably not play a SC in anything less than 3k points. They are also a massive point sink in 1k.

I'd much rather spend 85-90pts on a tooled up Succubus than take Lelith. That 100pts can go towards 98% of another Ravager.

For 1k points, I'm currently building the following list.

1 x Archon w/blaster

3 x Trueborn w/ 2x splinter cannon
Venom w/splinter cannon

3 x Trueborn w/ 2x splinter cannon
Venom w/splinter cannon

3 x Trueborn w/ 3x blaster
Venom w/splinter cannon, retrofire jets

5 x Kabalite Warriors w/blaster
Venom w/splinter cannon

5 x Kabalite Warriors w/blaster
Venom w/splinter cannon

Ravager w/flickerfield
Ravager w/flickerfield

I've also got 40 points spare from that. Typical venom spam, for 1k points that's probably what I'd run (personally) Moving to 1.5k points I'll include a raider, maybe a couple of big units of hellions. Small point games, everything has to be worth it!

If I came up against a list that someone had bought a Dias with Vect (44% of your total points on 1 unit) I'd be happy. 6 Dark lance shots later from my ravagers and that dais would be gone.
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forest90
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PostSubject: Re: tag team is back   tag team is back I_icon_minitimeThu May 03 2012, 14:31

the problem with the suggested list is we share a roster. and no matter how you cut it, IG heavy supports are simply better. aside from the fact my partner haspotnetialy 9 tanks/artilerys he canfeild. no way can a ravager compair to that kind of firepower. let alone the extra weapons(bolters, side mounts, ect.) the list we have set up this moment is for nids and IG

IG
heavy-(ordanance battery)1x bailisk, 1x medusea
heavy2-1X leaman russ(vanquisher)
heavy 3-1x hydra flack

troop-12x heavy weapon squads(4 squads of 3), 2x infantry squad(9x plus 1x sargeant each) 1x platoon squad (4x plus 1x commander)


i dont know all the upgrades and such but it comes to 1k exact.

my NID list is 3x tervigon(2x HQ, 1x troop), 13x devgaunts with pod, and 10-15x genestealers(still playing with upgrades to maximize potential.)


what i have to work with in DE is
3x raiders'
20x kabalikte warriors
10x wyches
1x ravager
lileth.

its a new army still so its rather small. but i can paroxy and maby borrow a few others.
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forest90
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PostSubject: Re: tag team is back   tag team is back I_icon_minitimeThu May 03 2012, 15:31

ok here is the complete list of what we have now. with vect just so we can always have intiative. IG love having intiative and so do DE


HQ-vect
troop1-5x wyches: haywire grenades, 1x Hydra gauntlet.
>raider:flicker feild, chain snares, splinter rack

(10x total)troop2-9x kabalite warriors: 1x splinter cannon; 1x sybarite:GA, SP, AG
>raider:flicker feild, chain snares, splinter rack

(10x total)troop3-9x kabalite warriors: 1x splinter cannon; 1x sybarite:GA, SP, AG
>raider:flicker feild, chain snares, splinter rack

troop4-5x wyches: haywire grenades, 1x Hydra gauntlet.
>raider:flicker feild, chain snares, splinter rack

troop5-infantry platoon;
-(5x total)platoon squad 4x: VC, 4xLG;1x, platoon comander:(stock)
-(10x total)infantry squad 9x: VC, 9x LG; 1x seargent(stock)
-(10x total)infantry squad 9x: VC, 9x LG; 1x seargent(stock)
-(3x)heavy weapons: 1x auto cannon, 2x las cannon
-(3x)heavy weapons: 3x auto cannon
-(3x)heavy weapons: 1x auto cannon, 2x missle launcher
-(3x)heavy weapons: 2x auto cannon, 1x misslelauncher
i know splinter racks arnt a popular choice but able to re-roll hits, does maximize their out put.

wyches are more for a tie up and to protect vect. im shure at one point he may end up joining the platoon just so they cant get the point. kabalites are my real focus. their poisoned wepons are just beautiful in local games and with atleast 1/3rd playing nids its almost ashame to admit, MCs hate poison. and terminators seem to be vulnerable to it also. i beleive its from the high volume of double tapping inside vehcles but it works. and ive been leaving the vehicle inbetween just make distance when it blows up.
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Baron Tordeck
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PostSubject: Re: tag team is back   tag team is back I_icon_minitimeThu May 03 2012, 17:22

ok

first up, your gunna want a net in the squad with vect. he is killy enough on his own but needs some protection. (same with the other unit if you plan to use it to tie up dreads)

now drop all the useless upgrades on your transports for more bodiesin the wych units (especially the one with vect)

I would also lose the sybarites and all their upgrades to buff the wych units.

it looks like your partner iis gunna be doing most of the heavy lifting shooting wise, which means you need to cover the assault phase. Warriors arent the right choice for that. Wychs are.
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forest90
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PostSubject: Re: tag team is back   tag team is back I_icon_minitimeThu May 03 2012, 23:38

im looking to play decoy and interceter as too any assulting. to many of the local have crazy good CQC. atleast one team im shure is goind to play their all terminator army again. only 4 units, each holding one chracter or more. plent of kill points IF you can kill em. and CC is not the best way to do it and not many options to tie up. i wana keep the kabalites because they seem to do realy good in local (providing you have the anti-tank support). when i tryd wyches they did good but in full honesty they were teamed up with lileth and the wyches just died. a couple wounds and they just started falling.

what if i trade the wyches for incubi? its more pricy but the point adjustments should ad a unit to the vect. and i can combine the wyches (10x total)?
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Baron Tordeck
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PostSubject: Re: tag team is back   tag team is back I_icon_minitimeFri May 04 2012, 00:48

you have a lot of termies in your meta, then you want shardnet toting wyches to tie them up.

I like to run vect with 9 brides w/ HWG 3 nets and a syren w/ agoinser. its a super killy tarpit of doom.
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forest90
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PostSubject: Re: tag team is back   tag team is back I_icon_minitimeFri May 04 2012, 01:05

is that realy gona be enough? termies are realy hard to kill no matter how you cut it. best solution is alot of guns and take advantage of your distance. via kabalites. ive only gotten one game were i could tie up a termi squad and that was a squad of zoanthropes got too close. 3+invulnerable and a couple dice that never roll 2's or 1's. if i go DE i wont have that. yes the wych cult(s) do have CC invulns but it only a 4+ except lilleth. and in that paticular scenerio vect would be the best choice. (2+ invuln) and he can match the strength of the squad with his scepter.
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forest90
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PostSubject: Re: tag team is back   tag team is back I_icon_minitimeFri May 04 2012, 01:08

as for having alot of termies in my meta, every army has atleast one feilded at any game. even I started doing playing with list ideas till i came up with one for nids.

3x zoanthropes, parasite of mortex, tyranid prime:LW&BS. it works but it completly goes against how nids work.
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