| What works well for DE in 6th? | |
|
+10infamousme bklooste sgb69 Brom Deamon B3@$tM@5t3r exsquared MongooseDog DominicJ gunnerboy1607 14 posters |
|
Author | Message |
---|
gunnerboy1607 Kabalite Warrior
Posts : 149 Join date : 2011-11-12
| Subject: What works well for DE in 6th? Sat May 11 2013, 15:07 | |
| It might be a bit late, and been already covered a way back ago! but what part of DE is keeping us alive? like what i mean by that...is what do people take these days to be able to scrape a win or crushingly kill their opponents? | |
|
| |
DominicJ Wych
Posts : 662 Join date : 2013-01-23
| Subject: Re: What works well for DE in 6th? Sat May 11 2013, 16:02 | |
| Venomspam. There are people STILL telling me DEldar cant win and Mech doesnt work. T4 Tables have become a regular occurance.
Fleet is awesome, I recently brute forced it, (called math hammer something or other), and its awesome.
The important thing to remember (in my view) is to leave no survivors. You can not get stuck in a slugging match, you will die. Doesnt matter if its shooting or close combat, if you hit it, its because you mean to kill it.
*Wyches are an exception, they make good CC tarpits, but everything else, hit, kill, move on. | |
|
| |
gunnerboy1607 Kabalite Warrior
Posts : 149 Join date : 2011-11-12
| Subject: Re: What works well for DE in 6th? Sat May 11 2013, 16:22 | |
| If you don't venom spam, is there like a rule of thumb on how many venoms you should take? (eg. Add 1 troop choice per 500pts intervals higher than 500pts) Do raider rushes still work? Or not as well? But that's the thing now, wyches die quickly...is CC even still alive with DE? | |
|
| |
MongooseDog Kabalite Warrior
Posts : 138 Join date : 2013-03-25
| Subject: Re: What works well for DE in 6th? Sat May 11 2013, 16:27 | |
| Sure. You have people running grots or incubi. Beasties can hold their own. If you ally then harlies. Archon can be mean in CC. Bring it on people. Our army has options | |
|
| |
gunnerboy1607 Kabalite Warrior
Posts : 149 Join date : 2011-11-12
| Subject: Re: What works well for DE in 6th? Sat May 11 2013, 16:34 | |
| See I love running grot bodyguard for my archon with an extra haemy! Iv never seen beasts in action, what composition are they usually made off? DE has their own harlies?why ally? Is there a way to make wyches beasts again? | |
|
| |
DominicJ Wych
Posts : 662 Join date : 2013-01-23
| Subject: Re: What works well for DE in 6th? Sat May 11 2013, 16:43 | |
| I tried grots last game, they fought some marine bikers, the Archon killed them all first | |
|
| |
MongooseDog Kabalite Warrior
Posts : 138 Join date : 2013-03-25
| Subject: Re: What works well for DE in 6th? Sat May 11 2013, 16:45 | |
| 3x beastmasters, 4x razorwing, buncha khymaera. Or you can make it bigger. They are pretty cheap so why not.
You ally for shinanigans with farseers and rerollable 2++ | |
|
| |
exsquared Hellion
Posts : 43 Join date : 2012-05-28
| Subject: Re: What works well for DE in 6th? Sat May 11 2013, 17:24 | |
| I tend to have 2 venoms per 500 points or there about. Wyches I use either as AT or to finish off a unit. I find the best way to mitigate the damage overwatch can do is to soften them up with splinter fire first. And any nasty CC threat you want to tie up is often not packing much in the way of ranged firepower. | |
|
| |
DominicJ Wych
Posts : 662 Join date : 2013-01-23
| Subject: Re: What works well for DE in 6th? Sat May 11 2013, 20:39 | |
| I match exsquared at the moment, 5*@1200 | |
|
| |
gunnerboy1607 Kabalite Warrior
Posts : 149 Join date : 2011-11-12
| Subject: Re: What works well for DE in 6th? Sun May 12 2013, 00:30 | |
| @dominicj: what was your archon set up? @mongoosedog: do people use clawed fiends with beats? Or is it just rzorwings and khymera? How do people get rerollable 2++? Closest thing that has 2++ is the shadowfield, I just can't think where you would get the rerollable... @exsquared: wow, 2 venoms per 500...ouch roughly 7ish venoms in 1850. Must hurt for the enemy...and people's wallets. But yeah actually I'll give that rule a go. When you use haywire wyches, do you go in squads of five in venoms or in higher numbers in raiders?
Also why are a bunch of lists running 20 warriors lately? Wouldn't they get shot down pretty quick with their 5+ save and all? And how do you guys deal with flyers? Sorry if I'm looking like a noob, I haven't played with my DE much in 6th prob like 2-3 games or so. | |
|
| |
exsquared Hellion
Posts : 43 Join date : 2012-05-28
| Subject: Re: What works well for DE in 6th? Sun May 12 2013, 01:59 | |
| Why is this forum here if not to learn from each other. Yeah, venoms really hurt your opponent; the amount of people I've played that cry 'dark eldar are OP' and who have subsequently been tabled is hilarious. In 5th I ran wyches in raiders, but now it's all about 5 ladies in a venom for me.
To get a 2++ rerollable, take an archon in an allied eldar unit such as harlequins. March your archon up the board yelling 'come at me brah' and engage troll face.
As for the expense of the venoms, I got mine for around £14 a piece from rocket hobbies. | |
|
| |
B3@$tM@5t3r Slave
Posts : 6 Join date : 2013-01-20
| Subject: Re: What works well for DE in 6th? Sun May 12 2013, 03:41 | |
| - exsquared wrote:
- Why is this forum here if not to learn from each other. Yeah, venoms really hurt your opponent; the amount of people I've played that cry 'dark eldar are OP' and who have subsequently been tabled is hilarious. In 5th I ran wyches in raiders, but now it's all about 5 ladies in a venom for me.
To get a 2++ rerollable, take an archon in an allied eldar unit such as harlequins. March your archon up the board yelling 'come at me brah' and engage troll face.
As for the expense of the venoms, I got mine for around £14 a piece from rocket hobbies. Whoa, I thought that Fortune only worked on Codex Eldar units and since the Archon isn't from there he wouldn't get the re-roll. I understand Harlies from Codex Eldar (so stupid, fortune should work on DE) get the benefit of Fortune but how does the Archon get it? | |
|
| |
gunnerboy1607 Kabalite Warrior
Posts : 149 Join date : 2011-11-12
| Subject: Re: What works well for DE in 6th? Sun May 12 2013, 06:59 | |
| @exsquared: hahaha! see when i play with my DE its either usually youre screwed right from the start, or you buttrape your enemy right from the start, but then again, i only ran 2 venoms in 1500 games see i use to run wyches in raiders as well, with a haemy...but once FnP got a bit crap, and random assaults and all these other stuff...its sorta turning me off them. This could be any allied unit right? so tehnically, be like striking scorpions? and then cast fortune on the striking scorpion squad and the archon also benefits from it? Also, is it possible to have a farseer in lets say a beast squad (with jetbike) and cast fortune on itself, which would then pass on the forune buff?? | |
|
| |
exsquared Hellion
Posts : 43 Join date : 2012-05-28
| Subject: Re: What works well for DE in 6th? Sun May 12 2013, 08:31 | |
| Works with any eldar unit. B3@$tM@5t3, when an IC joins a unit they become part of that unit so yes this works.
The same ruling applies when the farseer joins a DE unit; he is then part of the unit and codex:eldar powers cannot be cast on it. | |
|
| |
DominicJ Wych
Posts : 662 Join date : 2013-01-23
| Subject: Re: What works well for DE in 6th? Sun May 12 2013, 08:39 | |
| Archon, Huskblade, and then points allowing, shadow field, drugs, and soul trap. - Quote :
- When you use haywire wyches, do you go in squads of five in venoms or in higher numbers in raiders?
5 in venoms. Its enough to nuke a tank, but ten in a raider offer little over five in a venom. | |
|
| |
gunnerboy1607 Kabalite Warrior
Posts : 149 Join date : 2011-11-12
| Subject: Re: What works well for DE in 6th? Sun May 12 2013, 15:09 | |
| @exsquared: ah darn! thats fair enough then! then in that case, how do you get 2++ rerollable on beasts? @DominicJ: isnt most of that pretty much roughly 150ish anyways? ahh cool, thanks for the wych help How do you guys fill up your heavy support? cause i usually try to fill it up with 3 ravagers (maybe 1 with disintegrators)....is that still the right way to fill it up? or should we take 1 flyer or so? | |
|
| |
Deamon Sybarite
Posts : 265 Join date : 2012-05-09 Location : Drummondville
| Subject: Re: What works well for DE in 6th? Sun May 12 2013, 15:10 | |
| In my experience, Wyches in Venom die before they can reach their target. Every mech opponent will focus on those venoms and the wyches will die in the explosion. I found that Grots are much more efficient at killing vehicules, save for walkers and Land Raiders. | |
|
| |
DominicJ Wych
Posts : 662 Join date : 2013-01-23
| Subject: Re: What works well for DE in 6th? Sun May 12 2013, 16:34 | |
| Gunner 95 to 145. I've had success with lots of different H/S mixes. That you take them appears to be more important than what they are.
Deamon If they go first, out of sight, Then 4+ jink save for Flat Out Then you are in combat. Chimera Spam will probably shoot them down, but I'm not sure what else will, maybe Tau would have enough shooting and enough squads. | |
|
| |
Brom Wych
Posts : 755 Join date : 2013-03-28
| Subject: Re: What works well for DE in 6th? Sun May 12 2013, 16:43 | |
| - Quote :
- In my experience, Wyches in Venom die before they can reach their target. Every mech opponent will focus on those venoms and the wyches will die in the explosion. I found that Grots are much more efficient at killing vehicules, save for walkers and Land Raiders.
Same here, grots with HWG archon are excellent and reoccurring AT as opposed to wyches. Honestly though ive never brought more than 2 units which I acknowledge is the main reason why. That said I have no desire to try and spam wyches mostly because of how I would then want to be using them but also because I like having more splinter rifles. I usually prefer 1-2 units primarily for their flexibility inside my DZ and secondary as an aggressive weapon, if needs be. | |
|
| |
DominicJ Wych
Posts : 662 Join date : 2013-01-23
| Subject: Re: What works well for DE in 6th? Sun May 12 2013, 17:05 | |
| I dont get how a 400pt unit with three hull points is "more survivable" than three units each with two hull points. | |
|
| |
Brom Wych
Posts : 755 Join date : 2013-03-28
| Subject: Re: What works well for DE in 6th? Sun May 12 2013, 17:39 | |
| Explosions, overwatch for transports especially open topped like arks and battlewagons, failed charges leaving them in the open and so on. Grots have the ability to survive all of these very well where wyches dont. Getting close isnt usually the problem its surviving until the following turn to do something and surviving after that to keep on doing something.
For me its also about having the option to play defensive and not feeling obligated to send scoring units into assault with vehicles because then I would want to run more troops then id like.
I also like how a grotstar actively hunts warlords and forces my opponent to try and kill them or give up linebreaker as well. So much value in one unit.
Wyches I like for defending against deepstriking dreads/MCs, light assault units and short ranged tanks that are forced to move up due to night shields putting them in charge range (counting 6" venom movement and 6" deployment). | |
|
| |
gunnerboy1607 Kabalite Warrior
Posts : 149 Join date : 2011-11-12
| Subject: Re: What works well for DE in 6th? Tue May 14 2013, 03:16 | |
| how about for anti-air? do you guys rely on the QG or a voidraven/razorwing? | |
|
| |
Brom Wych
Posts : 755 Join date : 2013-03-28
| Subject: Re: What works well for DE in 6th? Tue May 14 2013, 03:49 | |
| I don't use any flyers in any of my armies, haven't missed em yet. Ravagers all the way.
Off topic for a second I'm gonna run 5x5 wyches this week to see exactly what I'm missing. Will need to proxy a couple units but I want to see how the dynamics of wyches (and my army) change when they are taken en masse. That said any secrets for success with this style? | |
|
| |
exsquared Hellion
Posts : 43 Join date : 2012-05-28
| Subject: Re: What works well for DE in 6th? Tue May 14 2013, 09:23 | |
| I wouldn't say secrets necessarily but in no particular order: remember your drugs; know how much damage they can do when assaulting and avoid combats they can't win unless you are just wanting to tie a squad up; you can always send multiple units into an assault; especially against 4+ armour or worse their grenade can be very effective, as can the handful of splinter shots; haywire grenades are better against non-transport vehicles as it reduces the chances of them being lit up the following turn; remember to throw a haywire grenade in the shooting phase. | |
|
| |
sgb69 Kabalite Warrior
Posts : 186 Join date : 2013-03-02 Location : Redwood Curtain
| Subject: Re: What works well for DE in 6th? Tue May 14 2013, 23:31 | |
| For anti-air.... meh? All that mobility we have is pretty nice. If you can win the ground game those flyers don't mean much.
Usually my Razorwing kitted to destroy infantry and kept cheap provides a bit of a distraction. I'm glad that Tau came out and will be lowering the likelihood of people running 6 to 9 Nightscythes. | |
|
| |
Sponsored content
| Subject: Re: What works well for DE in 6th? | |
| |
|
| |
| What works well for DE in 6th? | |
|