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 Thoughts on the viability of close combat

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xzandrate
Mushkilla
Mr Believer
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Enfernux
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Painjunky
Wych
Painjunky


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

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PostSubject: Re: Thoughts on the viability of close combat   Thoughts on the viability of close combat - Page 2 I_icon_minitimeThu Sep 06 2012, 07:53

Chaeril wrote:
Still building my (yes) wych cult, I have not played a single game as of yet, so I cannot really comment on strategy here. Just wanted to jump in and say thank you for your long post, strategy which I will start digesting once I have a decent army mounted up.

Being one of those incurable fluff dogs though, I just refuse to start choosing models I don't like (coven, mostly) or adapt to a game style I don't want (shooting lists, my IG army will do that just OK, and I don't need two of a kind, thank you very much) just because somebody at GW changed the rules. Yes, GW has made the trip downhill towards the land of more pounds sterling instead of more depth of experience, and no, I don't like that (the first White Dwarfs I read were filled to the point of bursting with great stories and thrilling battle reports, now it is just 'buy these mini's!'), but but but... I chose this army to play it in a certain way (all out speed and attack) and that is the way I'll play it even if it means losing now and then...

We will see somewhere end 2012, begin 2013 if indeed the humble knife armed wych is indeed as doomed as you all seem to suggest, when I actually play them. Please forgive me if before I stick my fingers into my ears and go 'blah blah blah I don't hear you': dashing knife thrusts I want, and dashing knife thrusts I'll have.

Good one mate! This is your hobby play it the way you want! Trust me, an "all out speed and attack" wych cult will still be viable in 6th. Don't get discouraged if you lose a few games in a row, that just means you need to play more and become a better general. A great general with an average list will usually beat an average general with a great list.

CC is still viable in 6th it just takes a little more skill. Which is a good thing really.

As Mushkilla said always "assault the shooty, and shoot the assaulty". This is as true in 6th as it was when i started playing when wargear items came on individual cards. We've all heard this before and really it should be stapled to the inside of our skulls but sometimes we get excited when something new comes along and forget the basics.
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Snatch
Hellion
Snatch


Posts : 26
Join date : 2012-09-15
Location : Behind you...

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PostSubject: Re: Thoughts on the viability of close combat   Thoughts on the viability of close combat - Page 2 I_icon_minitimeSun Sep 16 2012, 20:51

Going back to what you said at the VEEERY top, if you are worried about overwatch fire, and you're using the Dual Charge technique, why not just put the hammie with the wracks and let them have the token. charge with the wracks first, they re-roll to wound against the marines with their Furious Charge (very fun!), so the enemy will resolve overwatch against them, and the wyches won't be harmed!

P.S- if the enemy chooses not to resolve overwatch against the wracks, it won't be a problem unless they fail the charge ( which they might do as they lackfleet). if the wracks DO fail the charge and you charge in your wyches and overwatch is made against them.... ah well... you'll just lose an average of 2 wyches!


Last edited by Snatch on Mon Sep 17 2012, 16:15; edited 1 time in total
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Krovin-Rezh
Kabalite Warrior
Krovin-Rezh


Posts : 131
Join date : 2011-05-18
Location : Arizona

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PostSubject: Re: Thoughts on the viability of close combat   Thoughts on the viability of close combat - Page 2 I_icon_minitimeMon Sep 17 2012, 01:07

One thing we haven't talked about is that it's not player's choice where the extra pain token goes when a haemonculus leaves the squad (I think). Correct me if i'm wrong here, but I seem to remember the FAQ changing it to randomization.

This means if you want to put a Haemonculus with Wyches for FNP, he either stays with them for the charge, or takes the pain token with him 50% of the time.
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Mushkilla
Arena Champion
Mushkilla


Posts : 4017
Join date : 2012-07-16
Location : Toroid Arena

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PostSubject: Re: Thoughts on the viability of close combat   Thoughts on the viability of close combat - Page 2 I_icon_minitimeMon Sep 17 2012, 07:58

It is the players choice the only time you randomise is when two unit are in combat (multiple combat) and they kill a unit. The advantage of the share the pain is you have a degree of control where the pain tokens go. Smile
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PostSubject: Re: Thoughts on the viability of close combat   Thoughts on the viability of close combat - Page 2 I_icon_minitime

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