Haven't been here in a LONG time but I thought I'd post my thoughts on DE as of late, I have been playing Necrons quite a lot as well as Chaos SM and finally finished my SM Biker army (And for Ravenwing to come out soon enough just makes me groan I might have to change it again with these new bikes...) But I figured I'd share some of the things I have been thinking as I go back to my DE to try to get them into use and out of the closet (Seriously, I only take the Jetfighters in Apoc games locally to go with my Flyer wave, all other times the DE usually stay at home.
For those of you new here, here's what people generally found to be good for DE back in 5th, for perspective -
Many Small Units (MSU) was one (if not the only) way to run DE full tilt. Exceptions for this were basically in medium-sized Reaver units and Beastpacks/Hellions. You basically went MSU to get more Transports (and in return - more firepower) on the field.
Drop-off-and assault was a lot easier to pull off. (Used to be able to go 12", disembark 2", fleet d6" in shooting, and assault 6" for a nice reliable 25" (assuming 3" for Fleet) for a nice bubble o danger
Venomspam or Raiderspam, but most successful, IMO, was a mix.
Ravagers, if you felt you had spare points, a Razorwing Jetfighter
Vect for Alpha Strike (Never was a proponent of this)
DE went for the last turn contest/hold by zooming with their Skimmers with dudes hiding inside to hold the point
Ramming + Shock Prows = Suicide death-to-tanks missile/Crater for cover/BLOS on a Wreck/ slow charges (Underrated and underused tactics)
Torment Grenade Launchers + Shock Prows/Pinning Tests - Another underrated and underused Tactic
Webway Portals, at least for me, lead to a dual army of empty gunboats and all the assault/short ranged infantry coming through the portals or in my table edge and then hopping on the rides, all situation dependent decisions and very flexible
And not to mention basically flood the field with lots of targets and lots of threats.
HQs taken - Duke for people who wanted somewhat of a Wych Cult, Vect for I don't know why beyond hoping a 20 Dark Lances would pen more than 5 Vehicles (Hint, usually they did not) before the enemy got to do anything. Baron, utility belt on the cheap. Archon, because of combat options, even though the Succubus was better bargain price, something flashy about the Archon
. And lastly Mr. "I'm with this party because I have to be" Haemonculus. (Ok, a lil' underspoken for, has a good amount of gear to choose that might be useful and starts with a Free Pain Token)
Oh and GK/Crons came out and threw feces at us and made us cry.
How things have changed so far in 6E:
A move to larger units. MSU is still perfectly acceptable to do, even moreso with Kill Points only showing up 1/6 missions. The PROBLEM is that since scoring is important in 5/6 missions, you needa live through the game with your glass Scoring choices and can't hide in the transports while holding points. Perfect example of this is the transformation of IG lists slowly from Pure Mechanized to Hybrid, usually with 40-50 man blob of men that are practically the hardest guys to shift in the game. This unit can possibly eat Terminators of any sort and usually shoot with other elements in a IG list that can possibly get close enough to assault it and be detrimental to it (Like Trazyn/Purifiers)
Reinforcing - you gotta get out of your shell (Transport), lil' turtle, and make your 5+ Save Troops see the world to_win_games. Yeah, </3
Hull Points - Kinda a benefit for us aside from 2 HPs for the little Venoms but main downer is, even with Haywire Blasters, we have no glance-o-matics in the ENTIRE list from range (And Wychs, I'll recognize them as suicide units, fair?)
FNP got weaker, so did Furious Charge, Fearless got better yet worse at the same time (Bad side most people fail to notice - You can't Go To Ground if Fearless) So...Yeah </3
Overwatch - Hate it all you like, if you really think it's gonna decimate a unit before you hit them, try the tactic of charging with a expendable/ or durable unit (A Clawed Fiend is a perfect example, but won't be seen often) and once the opponent Overwatches him or gets locked with him, charge the other unit in to escape the Overwatch (This is how you deal with Tz Flamers, by the way)
Random charge ranges - Kinda bad, kinda good; is what it is. Bad? You have no certainties. Good? More potential range.
Plasma becoming more favorable than Melta - Bad for us again, mostly because Melta overkills everything we got.
Webway rules got the shaft in a big way - Can't assault the turn you arrive from Reserves now...
Challenges - Generally for DE this is bad, save for Shadowf Field/ Clone Field'd models (Urien), Drazhar, and Lelith. All which should go up in use mostly for this reason. Lelith is a EXCELLENT duelist.
Flyers - We got the short end of the stick here, outside of Flyers of our own, we have no real anti-Flyer (Even other armies with TL S7+ do fine in this backup department)
And lastly the biggest of them all - Allies - Mostly a downer for us, we have one realistic choice (Eldar) Thankfully we're Battle Bros with them and can pretty much think of Eldar/DE one army now. But downer is you can face some awesome (sarcasm) combo of SW/IG.
Whew, I want to type more before I call it done for this first post, so will post some of the key things I want to input what DE should be like nowadays -
Less Lances - Yes, you heard me, l see less armour, more ways to get the drop on a vehicle when it closes in, and generally just higher AVs (12+) in competitive circles than the masses of Razorbacks I used to see (This is also because of how Vehicle Damage results affect passengers, but really the passengers are almost fully safe now unless you get a lucky 6 on a pen, it goes both ways)
Poison by the bucket still good - Mostly because of more numbers in army lists, Average model count of a "good" (IMO) 2k army is now roughly 60. Last edition it was 45. (This from a SM point of view, and not just marines either, mind you)
Reavers - A big hit or miss unit; I love they can Turbo around with a good Cover Save and do damage still and never slowing till they need to possibly melt a vehicle, The problem is how do you guarantee something is not waiting where you will/can only stop and charge you? You can't and with Flyers in the mix now.
Survivability in the Cover Saves - Stealth/Shrouded/ shenanigans to AVOID GETTING SHOT seem much better since life sucks so hard for our Troops. I'm personally thinking of 1-2 big anchors of Troop units as my main scoring and going MSU with the rest. Outside Scoring, avoiding the Chaos SM Heldrake (or even with it, since if it shoots these it's not shooting Scoring, giving you a chance to deal with it) Harlequins went up a notch in my book again. Having a average of a 2+ Cover Save with the Shadowseer around the unit, a bigger unit or even possibly 2 units (With 2 other DE Elites thanks to Allied Eldar Harlequins too
) Seem like good offensive units that can prevent the enemy from having free reign. The clowns have a lot of tools to deal with many threats, use them!
Our new best buddy; the Eldar Farseer - Preferably on a Jetbike to support the fast DE army better. Gives us utility Psychic Powers AND one of the best Anti-Psyker equipments (Runes of Warding) still available. Though expensive, and I haven't even experimented with it yet, the Warlock Council is a fearsome thing in 6E unless your opponent has a Rune Priest/Runes of Warding himself.
Beastpack layouts - I'm a weird fool maybe, but I have given up on Khymerae due to the new shooting rules and easy ways to manipulate around that. So I have changed to simple pure Razorwing builds to entice people to shoot high calibre guns into them and me not worrying too much (This is usually where I put my Farseer with Baron, scoring them Invisibility or 4+ Invuls, Khymerae needed why?)
Haywire squads (Wychs/Bloodbrides or Trueborn (!)) are pretty much suicide melta, and you need them for those few times where luck is a pain in the arse on your side, it's kinda hard to mess up with Haywire status in the new rules. As a Necron player, the Cryptek with 4 Haywire shots usually kills off 90% of the vehicles in the game all on his own, usually only needing help vs 4 Hull Point vehicles.
Whew! That's all for now, I hope this is all helpful and informative and any input would be appreciated. Will add specifics on any questions people have too.