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 A TDC Blog: strategies , unit analysis, batreps, observations, tactics

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Count Adhemar
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A TDC Blog: strategies , unit analysis, batreps, observations, tactics - Page 17 Empty
PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   A TDC Blog: strategies , unit analysis, batreps, observations, tactics - Page 17 I_icon_minitimeFri Mar 28 2014, 12:01

I can see the benefits of a 2nd beastpack but you're definitely going to suffer from having either 2 weakened packs or 1 strong and 1 weak. Whilst beast stars are amongst the more affordable death stars in the game, at least in terms of points, I don't really think most armies at <2k will be able to afford them and still have reasonable scoring and support units.
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ligolski
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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   A TDC Blog: strategies , unit analysis, batreps, observations, tactics - Page 17 I_icon_minitimeFri Mar 28 2014, 12:25

When it comes to multiple deathstars, in general the more you have (less than 2k pts) the worse each one is compared to what you could make it. Why? Lack of HQ choices and buffing units in general (which generally lie in the HQ slot). If you can make a true deathstar with just 1 HQ unit then its possible to field 2-3. However, the more we want the law of diminishing returns starts to come about. So with regards to the double beastpack, you can make one really powerful and only minutely boost the other. Simple because you can't take 2 barons and you can only take 1 farseer in this manner. You could do grots and Urien for a sudo deathstar.

However, I do think that 2 beastpacks could work. I would boost the one up hardcore and let the other harass and annoy your opponent. The one will be unstoppable and most likely either go unchecked or take up a lot of your opponents firepower. This way the other pack is either focused on or ignored and left to assault up a storm. A pure beastpack is still powerful, don't underestimate it.

If you want to run double beastpack I would run baron, farseer, double pack, dark reapers, windrider bikes, and venoms with wyches/warriors and blasters for AT.
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egorey
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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   A TDC Blog: strategies , unit analysis, batreps, observations, tactics - Page 17 I_icon_minitimeFri Mar 28 2014, 12:27

Wow Ligs was replying the same time as me. I agree with some of what Ligs is saying.

So tell Bugs.n.Orks who has been winning with dual packs or Randozart with tri deathstar that the concept is flawed. Clearly it has been proven to work in successful builds. More to the point is wether this particular build is the best approach. Sean - who developed the pack - prefers Vect over a shard seer - both grant fearless, btw. So thee are more than one way to skin a cat.
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Bugs_N_Orks
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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   A TDC Blog: strategies , unit analysis, batreps, observations, tactics - Page 17 I_icon_minitimeFri Mar 28 2014, 14:57

I keep seeing the argument pop up that vect/eldrad slow the unit down, keeping a model on foot with a beast pack is very easy by stringing out 2 beastmasters at the back of the unit. They deploy towards the front then end up at the back of the unit after the first move, then you string out 2 guys to keep coherency on the the second move. After that you're probably assaulting. They will slow your assault if they're going through terrain though. All that said, I prefer Baron/Farseer to any other options, they're 150+ points cheaper and their speed is useful for jumping in between units (and a single model on a Jetbike is great for last turn contesting if I need it).

I'd suggest proxying a double pack list and trying it out before knocking it. It's completely true that you'll (usually) only have one buffed pack and one normal pack, but a normal pack (or even half of a beat-up pack) is still an incredibly effective unit and can usually go toe-to-toe with one or two enemy units without breaking a sweat (and their speed lets them pick their fights). As far as the rest of the army goes, I prefer more fast units like warp spiders and a wraithknight that can keep pace with the beasts and threaten lots of different stuff at once (and guided spiders are pretty solid AA), but there's plenty of different ways to complement the packs with the rest of your army.
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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   A TDC Blog: strategies , unit analysis, batreps, observations, tactics - Page 17 I_icon_minitimeFri Mar 28 2014, 21:07

Hi altogether!
First off all, I wanted to say hello from Germany as this is my first post here in the Dark Citiy. I have been following this blog for already 2 months and I really appreciate it. The fresh and different list ideas are what keeps me playing 40K as they encourage me to try something different than the standard copy&paste-army lists that everybody seems to play now - especially in the tournament scene.
I first thought about quitting 40K as a whole but I think I will go the way and try some different concepts, practice them and find my way back Wink.
I started playing DE as a desperate ally for my Orks to help the Greenskins to come over the 2 problems they are mainly facing: high-armoured tanks and MCs. Orks have to fight them in CC and I found it very problematic - take a Knight with T8 - a normal mob of boyz cannot even harm it (except when assaulting) and even a Nob will be taken out by the Knight as it is a character...but it did not really worked as I expected as the Orks take too much place on the battlefield so that you are always risking to be in the 6" range. I went to a tournament with 5 games and I was tabled twice, got one high loss - and tabled a GK-Army and won against Necrons / GK.
And I found out that I am getting to old for pushing around 150+ miniatures Wink. But as I am fascinated by the DE miniatures and their playstyle, I decided to work on a complete army of DE starting with those few units I have.
The first goal is to have 850 points completely painted as this is a size I am playing often with a friend. We both have small children and while they are playing together, we can have 1-2 40K matches and with 850 points they won't take too long (and fit on 48x48"). From there on, I will continue of building the army to at least 1850 points, maybe with some Eldar allies.

What I first thought about for 850 was:
- Haemie
- 3 Trueborn with 2 Lances and a Venom with additional SC
- 8 Warriors in a Raider (Lance) with splinter racks
- 8 Wyches with HWG in a Raider (Disintegrator)
- 3 Wracks in Venom with additional SC
- 5 Scourges with 2 Heat Lances
- 1 Ravager

The Haemie should join the Wyches to give them the pain token for FNP. The Trueborn will never get into the Venom, it should stay empty and giving fire.

But I am not really satisfied with the list. I have a lot of AT but I am thinking I am lacking effective AI or I will have problems with MCs. I own nearly all units - except the second Raider and the Scourges. I am thinking of how to get a little more punch respectively more AI into the list. One thought was to leave out the second raider and the scourges and making the warriors a 20-man-blob. They would give me a lot of AI-fire. But to do with the rest of the points? Besides, I start to dislike the Venoms more and more. The are made out of cardboard and exlode if the enemy is just coughing at them and if you think - out of 12 shots, normally 8 hit and 4 wound...that is not much. I think those points could be invested in other units. Maybe I should shelf the Venoms until a bigger army size?

Might you have some inspiration or any suggestions for me Smile?

And I got an additional question or a challenge. I do not see Inccubi or the Archon's Court in any list here. Are these units in fact so bad that they are not considered? Or coud you imagine a build where they may work?
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egorey
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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   A TDC Blog: strategies , unit analysis, batreps, observations, tactics - Page 17 I_icon_minitimeSat Mar 29 2014, 12:18

Incubi are not bad. But do note that the largr the game the less effective they are. Another option is grots in a boat with urien/archon/haemie. The best is a beastpack. Revers with caltrops will kill infantry too. Now if you add Eldar allies the whole thing changes. Look at some of the lists posted on this thread for breakdowns.

Power armor is something dark eldar rarely have problems with. Our Achilles heel is generally armies with lots of mid strength weapons and medium armor. Like mechanized guard, tau, and necrons.
That said a big beasts pack and/or eldar allies tends to solve these issues. Eldar allies solve problems for a lot of armies.

Court of the Archon might, I ay might, have a use. I have not found it yet. Maybe Unortodoxy could win with them though, lol. I'm not that good.
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Randozart
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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   A TDC Blog: strategies , unit analysis, batreps, observations, tactics - Page 17 I_icon_minitimeSat Mar 29 2014, 13:08

Calaman wrote:
Hi altogether!
First off all, I wanted to say hello from Germany as this is my first post here in the Dark Citiy. I have been following this blog for already 2 months and I really appreciate it. The fresh and different list ideas are what keeps me playing 40K as they encourage me to try something different than the standard copy&paste-army lists that everybody seems to play now - especially in the tournament scene.
I first thought about quitting 40K as a whole but I think I will go the way and try some different concepts, practice them and find my way back Wink.
I started playing DE as a desperate ally for my Orks to help the Greenskins to come over the 2 problems they are mainly facing: high-armoured tanks and MCs. Orks have to fight them in CC and I found it very problematic - take a Knight with T8 - a normal mob of boyz cannot even harm it (except when assaulting) and even a Nob will be taken out by the Knight as it is a character...but it did not really worked as I expected as the Orks take too much place on the battlefield so that you are always risking to be in the 6" range. I went to a tournament with 5 games and I was tabled twice, got one high loss - and tabled a GK-Army and won against Necrons / GK.
And I found out that I am getting to old for pushing around 150+ miniatures Wink. But as I am fascinated by the DE miniatures and their playstyle, I decided to work on a complete army of DE starting with those few units I have.
The first goal is to have 850 points completely painted as this is a size I am playing often with a friend. We both have small children and while they are playing together, we can have 1-2 40K matches and with 850 points they won't take too long (and fit on 48x48"). From there on, I will continue of building the army to at least 1850 points, maybe with some Eldar allies.

What I first thought about for 850 was:
- Haemie
- 3 Trueborn with 2 Lances and a Venom with additional SC
- 8 Warriors in a Raider (Lance) with splinter racks
- 8 Wyches with HWG in a Raider (Disintegrator)
- 3 Wracks in Venom with additional SC
- 5 Scourges with 2 Heat Lances
- 1 Ravager

The Haemie should join the Wyches to give them the pain token for FNP. The Trueborn will never get into the Venom, it should stay empty and giving fire.

But I am not really satisfied with the list. I have a lot of AT but I am thinking I am lacking effective AI or I will have problems with MCs. I own nearly all units - except the second Raider and the Scourges. I am thinking of how to get a little more punch respectively more AI into the list. One thought was to leave out the second raider and the scourges and making the warriors a 20-man-blob. They would give me a lot of AI-fire. But to do with the rest of the points? Besides, I start to dislike the Venoms more and more. The are made out of cardboard and exlode if the enemy is just coughing at them and if you think - out of 12 shots, normally 8 hit and 4 wound...that is not much. I think those points could be invested in other units. Maybe I should shelf the Venoms until a bigger army size?

Might you have some inspiration or any suggestions for me Smile?

And I got an additional question or a challenge. I do not see Inccubi or the Archon's Court in any list here. Are these units in fact so bad that they are not considered? Or coud you imagine a build where they may work?

Hello to you too Calaman! Greetings from the Netherlands to you.
First off, it is indeed true our units are made of wet cardboard, better don't tell Njal Stormcaller about the whole stiff breezes thing, he tends to take care of those quite well.
However, this is why we should capitalize on speed. If you compare a Raider to an Ork battlewagon it will be clear how "fragile" our units really are (hint: we don't explode by having someone touch the wrong button). There is of course a few ways you could approach anti infantry.

One way would be to use kabalites with splinter cannon loaded on a raider with splinter racks. The advantage of this is is that you boast a fair amount amount of shots. To be precise: 15 shots at 24" range w/ rerolls to hit and 24 shots at 12" range w/ rerolls to hit at 170 points. The disadvantage of this is that they have to get close to be effecive which could place you in some dangerous threat ranges to your vehicle.

The other could be 5 kabalites w/ blaster in a venom w/ splinter cannons and nightshield.
The advantage this boasts over the gunboat is the survivability. It's alot easier to keep this unit out of teh threat range of units that could destroy it. Especially since any shot focused on it has a 6" reduction. This means at 36" range they have 12 splinter shots, which is decent, but they also have the anti-tank to get a bit closer and eliminate whatever's there. Also, at 24" they boast 4 shots more with 16 total, and 12" they would have 20. They're less risky and less expensive than the raider variant and more survivable IMO.

However, if you're feeling you're really lacking there, ally in some Dire Avengers with their 18" shuriken catapults, they're really quite deadly. Also, try giving those trueborn blasters instead, any vehicle close enough to shoot you would die by said blasters anyway, especially with night shields. And additional ravagers never hurt. Not entirely certain about those scourges however, if you want heat lances, reavers work aswell. Scourges can be taken for their carbines which is deadly AI and haywire guns which are really deadly against vehicles. If you decide on reavers however you can make them fullfill some pretty good AI aswell by taking caltrops and literally driving over enemy infantry. Aside from that, I recommend you just read a thing or two about Dark Eldar and try things until they work out for you and good luck. Also, allying in Eldar isn't a bad idea at all, makes things SO much more fun ;D
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egorey
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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   A TDC Blog: strategies , unit analysis, batreps, observations, tactics - Page 17 I_icon_minitimeSun Mar 30 2014, 04:55

Out of interest only ... played this ... we have been doing some testing with Eldar against Nids. This was our second game in two consecutive nights. First game was relic which I barely won. This game we tweaked our lists but did not tailor ( I would for sure have dropped the IK against his Crones, lol). He added a Reaper to his Flyrant ( he had been talking about it for awhile anyway). He did not add toxin which he could have and it would have helped him for sure. But we wanted to play lists we would be generally using. I also dropped my laughtarch for a seer to see what would be better.

Eldar Knights

Farseer, Jetbike, Singing Spear, Shard of Anaris, Mantle of the Laughing God, Divination 200

3x 3 Windrider Jetbikes 153
6 Windrider Jetbikes, 2 Shuriken Cannons, Warlock, Jetbike, Singing Spear, Conceal 177

9 Warp Spiders 171
6 Warp Spiders 114

Crimson Hunter Exarch 180

2x Wraithknight 480

Knight Paladin 375

Skyblight Nids

Flyrant, Devourers, Adrenal Glands
Flyrant, Devourers, Adrenal Glands
Flyrant, Reaper of Obliterax, Adrenal Glands

Venomthrope

10 Gants
3 Warriors, Barbed Strangler

Crone
Crone
Harpy (Venom Cannon)
Harpy (Venom Cannon)
10 Gargoyles Adrenal Glands
10 Gargoyles Adrenal Glands
10 Gargoyles Adrenal Glands

So neither list would really be considered optimized but both have some very strong elements. Warp Spiders will take down a FMC - I guarantee it. I went after the Reaper Flyrant as a priority. I did not want to lose WKs to it. Now I rolled prescience, scrier's gaze (so good in his list) and foreboding. Nice, i know. That said the game was very close. Even with a pile like this list Eldar just have a lot of very decent rules that make them tough. Speed does kill but my opponent's list also had a fair amount of fast units.

Of course gargoyles with secured objectives are nasty. I went for FB, Warlord, and Linebreaker. Those was my focus in that order. Now Crones were frickin' amazing against me (this was my second game against this list in two days) but the rest of the list was not so super. As I said the game was close an you would think that Nids should have run over me. But it takes a lot to down three Knights. No toxin hurt him a bit. My ability to redeploy and move quickly were his problem. Nothing in my list moves less than fast. I don't think there are easy answers for any Eldar list, TBH. Now - did I win. no - we drew. I had an advantage though as we rolled Big Guns - how nice is that with two WKs and an opponent with no heavies. This game my opponent learned from the last and he also paid attention to the mission. He knew what to take out first.

Now I wanted to play my IK but this was not the match up an IK likes, lol. Non-the-less, the list itself was okay and a a bit of a change from my Eldar/GK alliance. I should probably explain a few nuances here.

Why the odd layouts of the Waep Spiders? Spiders have hit and run. The small squad really is a distraction, a unit used to tie up threats and a nuisance. It can do damage but I'm willing to sacrifice it and tie up cc units if necessary. The larger squad does the bears the load of real damage dealing and I want a squad that can take a few casualties and still perform. I've had one Spider secure linebreaker for me in a game.

The larger jetbike squad might seem out of place as well. But, there are games, like the one I played where you need to grab a relic. There are games where that last scoring troop will win the battle for you. A larger squad with a 2+ save and speed can really make a difference here. Also six bikes with cannons can put out appreciable damage. The smaller squads can only be used to either linebreak or grab a late objective and with intercept everywhere there are no guarantees. A big squad with a 2+ will weather that storm much better.

I had used a laughtarch originally for reserve manipulations. But I have  50/50 chance to scrier's gaze anyway with a Seer and the other powers are just too good to pass in the list.  So in went the Farseer - I know Ligs - that is why I questioned you in chat. The list had no Seer, no wave serpents in its first incarnation. This is a departure from standard Eldsr philosophy for sure.

So that was my test for the day. Hope you enjoyed the breakdown. Just a last note. Warp Spiders are freaking amazing. They are the second best AA in the codex and still great AI. It is their speed that makes them work. Even though they have short range guns you generally can get them into range with 6 + 2D6 movement + battle focus, plus they can retreat 2D6 in the assault phase - this is ridiculously good movement. Jetbikes to some extent also exemplify speed. Being able to move 48" in one turn is strictly awesome. Learning to use these two units correctly always gives you options to win what might seem an unwinnable game.


Last edited by egorey on Mon Mar 31 2014, 13:04; edited 1 time in total
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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   A TDC Blog: strategies , unit analysis, batreps, observations, tactics - Page 17 I_icon_minitimeSun Mar 30 2014, 21:06

Thanks for the first Feedback. I think I will go back to the codex and see what I can do out of it.

But besides, coming back to the Inccubi - I really like the models, they are one of the reasons why I started the DE.
What about allying the DE with Eldar and adding an Archon and a Spiritseer to a bunch of 8 models? - if you can afford it even Vect with the Dias to get them safe to the point where you want them? It all depends on the role for the spells you get for the Seer but if you get the spell which increases the armour save of the unit you have TEQ-like warriors, striking at I6/5 with AP2.
Sure, it is a costly build, but wouldn't that work?

I think I got my "challenge of the year". Building and playing a list that will be competitive (it must not be a tournament winning list but it should be able to compete with some favourite builds) including a unit of Inccubi  Very Happy Twisted Evil
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ligolski
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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   A TDC Blog: strategies , unit analysis, batreps, observations, tactics - Page 17 I_icon_minitimeSun Mar 30 2014, 22:28

Welcome to the blog and TDC Calaman!

Don't forget that allies cannot go on a transport with your primary army. So if you want to ally in Eldar I would add a Farseer rather than a spiritseer (unless you plan to go a wraithguard army!). I know the +1 armor is nice, but things like prescience and a 4++ invulnerble save will go further to save your guys by using divination (which only a farseer could use). We've explored making incubi into deathstars by taking 3-5 spiritseers but that isn't necessarily the best thing to do and since they are 1 wound models they still won't last long.

Best of luck!
ligs
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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   A TDC Blog: strategies , unit analysis, batreps, observations, tactics - Page 17 I_icon_minitimeMon Mar 31 2014, 06:52

ligolski wrote:
Welcome to the blog and TDC Calaman!

Don't forget that allies cannot go on a transport with your primary army. So if you want to ally in Eldar I would add a Farseer rather than a spiritseer (unless you plan to go a wraithguard army!). I know the +1 armor is nice, but things like prescience and a 4++ invulnerble save will go further to save your guys by using divination (which only a farseer could use). We've explored making incubi into deathstars by taking 3-5 spiritseers but that isn't necessarily the best thing to do and since they are 1 wound models they still won't last long.

Best of luck!
ligs

OK, I missed the part with the transport - one can see that I have been playing Orks for the last 3 years, they do not have any battle brothers and do not care about such things Wink.
So back to the scrapboard. But one thing I have learned from this blog (and unorthodoxy40k):
(Nearly) everything can work if:
- you look at your army as a whole working together and not at single units and have a plan how this army should work
- know your enemy and your priorities
- keep practicing  to become a smart player Very Happy 
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egorey
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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   A TDC Blog: strategies , unit analysis, batreps, observations, tactics - Page 17 I_icon_minitimeMon Mar 31 2014, 12:57


Well 'not anything can work', lol. But yes, we look at an army as the whole being greater than the sum of its parts. And bear in mind that Unorthodozy ( who knows how much I respect his oponions ) is a great general. He knows how to win matches that others might lose.
His has two facets in his list and play.

1) Have various options of deployment. That is to say use reserves, use infiltrate, use scout, use speed. Know how to position your force. If your opponent thinks you are going to one thing plan to do the opposite but make him believe his assessment is correct. He reads the Art of War.
2) Which brings us to bait and switch constantly. Rando said to me once - how can anyone predict your movements in a game (he reads my reports) when I cannot myself predict what I will do. The unexpected wins games. With some lists you have to take aggressive risks at the right moment. Of course risk/reward is a large part of 40k.

Prioritizing is of course important. And we must indeed always be aware of the mission. So don't fall into the net trap that only cherry picked units from a codex work. Of course you can make incubi work. You just need to think it out.
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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   A TDC Blog: strategies , unit analysis, batreps, observations, tactics - Page 17 I_icon_minitimeTue Apr 01 2014, 05:20

Incubi look so damn good. They really do. I should give them some thought. One possibility I thought of was Illic and Incubi...

well the Imperial Knights, more and more, are showing us that they aren't really all that broken. Scary? Yes. Woprthy of respect? Hell yes. But not to be feared as much as they have been I think.

Even their D weapon does not seem to be making as much of an impression as it could have (though I still maintain that we've opened Pandoras box by allowing ANY D weapons into normal 40K).




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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   A TDC Blog: strategies , unit analysis, batreps, observations, tactics - Page 17 I_icon_minitimeTue Apr 01 2014, 06:51

egorey wrote:

Well 'not anything can work', lol.

That's why I wrote '(nearly)' Wink
I am well aware that not everything will work and that the first and foremost thing is to have a good General playing the list. But this Blog here shows that there is a route next to the "Oh, I find a broken unit in each slot so I can spam the slot with this unit"- or "oh I found a list that wins tournament, just copy&paste it"-Lists that is worth going.

I am still working on a list and maybe come up with a draft idea in the next 1-2 days.

@Unorthodoxy:
yes, the models look so damn cool - even my 6-year old son is asking me everytime is looking into the codex why I do not have any Incubi yet. And interesting: I was also thinking about Illic...

Maybe the Incubi should not be playes as a deathstar - in fact I do not think with T3 and a 3+ save they are a deathstar anyway. But maybe as some sort of "surgical instrument" for taking out annyoing or central elements of the enemy's army?
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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   A TDC Blog: strategies , unit analysis, batreps, observations, tactics - Page 17 I_icon_minitimeTue Apr 01 2014, 15:40

Incubi do just fine. The main issue ive encountered is that they are one more anti infantry tool in an entire army built to destroy infantry. When I do take incubi its primarily for counter charge duty in units of 3-4, no PGL no upgrades. My friends call them the sadists..
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wanderingblade
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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   A TDC Blog: strategies , unit analysis, batreps, observations, tactics - Page 17 I_icon_minitimeTue Apr 01 2014, 18:03

I've run a couple of experiments using them in the way that Brom suggests, not with total success but with some good results.
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Brom
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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   A TDC Blog: strategies , unit analysis, batreps, observations, tactics - Page 17 I_icon_minitimeTue Apr 01 2014, 20:52

I basically shifted from using them as a bodyguard for my archon which drew a ton of attention to simply another unit which unlocks a venom but also survives the crash better.. then comes out of the wreckage with a vengeance.
Its payed off quite a few times actually and they've bagged everything from DSing crisis to broadsides to mega nobz to cron O lords + escort. Despite common perception I believe 22 pts for a fleeting ap2 meq save vet is a bargain.
My main regret is that other units currently take priority causing my 20+ pewter models to collect dust. Maybe 7th will change that a bit.

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Unorthodoxy
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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   A TDC Blog: strategies , unit analysis, batreps, observations, tactics - Page 17 I_icon_minitimeTue Apr 01 2014, 23:35

Calaman wrote:


@Unorthodoxy:
yes, the models look so damn cool - even my 6-year old son is asking me everytime is looking into the codex why I do not have any Incubi yet. And interesting: I was also thinking about Illic...

Illic...mm mm mm. I did a couple different blogs, concerning her use. One was more generally about the use of outflanking/scoutty stuff for Eldar/Dark eldar etc... and the other is on Illic specifically.

Illic presents a lot of fun combos I think that Dark Eldar can take advantage of.

Baron+BeastPack+Illic. So... No need for save re-rolls cause you may not be in the open long enough to care!
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Calaman
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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   A TDC Blog: strategies , unit analysis, batreps, observations, tactics - Page 17 I_icon_minitimeWed Apr 02 2014, 10:20

Yes, I read the article about Illic and found it very inspiring.
Besides, I do not satisfied at the moment. I tried several lists but none convinced me. The problems I have are that I want a list I could also play a tournament with and that means it should be based on 1850 points
-> all my draft trials ended up in the result that I need at least 2000 points Wink
-> I alway lack AA cause - here in Germany - you will normally either see 2+ Flyers or FMC or 1-2 Imperial Knights at the moment (as far as I analyzed some of the army lists of the last tournaments).

I think I have to consider whether to change from Eldar as primary force with DE allied or search for another DE ally, looking at the desperate allies...
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Randozart
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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   A TDC Blog: strategies , unit analysis, batreps, observations, tactics - Page 17 I_icon_minitimeWed Apr 02 2014, 10:32

Calaman wrote:
Yes, I read the article about Illic and found it very inspiring.
Besides, I do not satisfied at the moment. I tried several lists but none convinced me. The problems I have are that I want a list I could also play a tournament with and that means it should be based on 1850 points
-> all my draft trials ended up in the result that I need at least 2000 points Wink
-> I alway lack AA cause - here in Germany - you will normally either see 2+ Flyers or FMC or 1-2 Imperial Knights at the moment (as far as I analyzed some of the army lists of the last tournaments).

I think I have to consider whether to change from Eldar as primary force with DE allied or search for another DE ally, looking at the desperate allies...

Well, to be quite fair here, Eldar and Dark Eldar anti-tank/anti-infantry can be a bit lackluster. However, the advantage we specifically have over the enemy is our use of lance weapons. At 1850 points you could consider using a few ravagers, some blasterborn (4 trueborn with blasters in venom, awesome anti-infantry AND anti-tank. Also anti-transport) or what is even more amusing: Dark Reapers on a Bastion. They ignore jink saves, the Exarch can fire an extra shot with the anti-air weapon and hits on 2's. A fairly deadly anti-air combo. Also, due to their height they should be able to see most things on the battlefield, even behind cover. They're really fun. Anyway, splinter cannon should nicely cover your anti-infantry so what you could focus on is building versatile units. If Egoray is to be believed, and I take his word quite seriously, the Wave Serpent shield blast or whatever it's called can make for good anti-air aswell. And the Wave Serpent too can take a few lance weapons of it's own. Try taking that in consideration.

Also, recently I've tried to bring up the topic of using Militarum Tempestus allies with DE, if the codex for that allows you to ally with DE. If this is the case, we could see some interesting combination of DE anti-infantry and anti-heavy tank and Militarum Tempestus anti-MEQ and anti-air in the form of Valkyries. In short, we have the tools to deal with the opposition and with the nerf melee oriented armies had with 6th edition you might wish to consider the power of kabailites. But then again, haywire grenades can take anything down with relative ease.
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ligolski
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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   A TDC Blog: strategies , unit analysis, batreps, observations, tactics - Page 17 I_icon_minitimeWed Apr 02 2014, 13:03

My bet is that we will be desperate allies. Which is the same for Inquisition and knights mind you. I think if you really wanted valkyries you would be better off with inquisition.

Also, the reason why the wave serpent has potential AA abilities is because you would generally field it with a twin-linked scatter gun and shuriken cannon. The idea is that the scatter laser has a decent chance of at least hitting since its 4 shots TL. Once you get that, you pop the shield hopefully getting a high number which is now also TL. Anything that hits is now Str 7 ignores cover...aka no jink. So there is a chance you might down one!
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Calaman
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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   A TDC Blog: strategies , unit analysis, batreps, observations, tactics - Page 17 I_icon_minitimeWed Apr 02 2014, 13:49

So, here is a first version I came up with. Not to unorthodox as I wanted to have it but let's see It is only written on the paper - so it is untested and I think I am missing the experience with playing DE. I am not always sure how the English names for all units respectively all upgrades are, so sorry if there are some confusions.

So starting with the inspiration of the unorthodoxy-Blog:

- Baron
- Illic
- 14 Hellions w. Helliarch with Claw

-> the rules state that Illic can be placed anywhere on the board with infiltration. so this is not a real deathstar but I like the Baron and Hellions. The unit should be placed near the enemy but - if possible - completely hidden. At the beginning of the game, Illic will split from the unit and the Baron with the Hellions will be directly in CC during round 1 (I would choose to start second). Why the Helliarch with the Claw?
If I am playing for example against Demons with a Screamerstar, I can pick out the Herald with the Grimoire using Hit'n'Run. Then the star isn't so scary any more.


- 5 Incubi in Venom w SC

-> they should drive as fast as possible to Illic and then act like some sort bodyguard-unit while the Venom can go on hunting infantery


- Blasterborn in Venom w SC (4 Blasters).

-> as already proposed for AT and AI


2x 5 Wyches with HWG in Raiders with Lances

-> more AT, and small units for objectives


- 5 Dire Avengers in a Serpent

-> for objective grabbing and the Serpent should be used as AA, AI or AT


- 10 Warp Spiders

-> also for AA or AI. Fast and I like the models


- 2x Ravager w Lances

-> again for AT and also for shooting at MCs or TEQ-Units


- 3 Dark Reapers, Exarch with Night Vision in a Bastion with Icarus

-> as proposed for AA and with the Reapler Launcher also for Bikers, MCs etc.

And here again the full list:

HQ
- Baron
- Illic

Elites
- 5 Incubi in Venom w SC
- Blasterborn in Venom w SC (4 Blasters).

Troops
- 2x 5 Wyches with HWG in Raiders with Lances
- 14 Hellions w. Helliarch with Claw
- 5 Dire Avengers in a Serpent

Fast Attack
- 10 Warp Spiders

Heavy Support
- 2x Ravager w Lances
- 3 Dark Reapers, Exarch with Night Vision in a Bastion with Icarus
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egorey
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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   A TDC Blog: strategies , unit analysis, batreps, observations, tactics - Page 17 I_icon_minitimeWed Apr 02 2014, 15:03

Seems quite good, tbh. Not sure you are getting the most out of Illic though. Karabdras ( adeptcon allows ICs with infiltrate to infiltrate squad) might be a better choice for that squad.
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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   A TDC Blog: strategies , unit analysis, batreps, observations, tactics - Page 17 I_icon_minitimeWed Apr 02 2014, 15:27

Ah crap. I looked up the "official" German Tournament-FAQ (it is not really official but > 90% of the tournaments use it). Infiltrating UCM are not allowed to give Infiltrate to other units without this rule. So the list won't work...back to the codex, rethinking Sad
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PostSubject: Re: A TDC Blog: strategies , unit analysis, batreps, observations, tactics   A TDC Blog: strategies , unit analysis, batreps, observations, tactics - Page 17 I_icon_minitimeWed Apr 02 2014, 17:38

which is an incorrect reading. Characters definitely DO grant the USR. The unit just can't give the USR to a character.
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