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| Dark Eldar Delete Button | |
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+14Timatron doriii The Shredder lcfr Bugs_N_Orks JackKnife01 Elzadar Count Adhemar Mr Believer Panic_Puppet Azdrubael Thor665 Squidmaster Zeusius 18 posters | |
Author | Message |
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ligolski Wych
Posts : 557 Join date : 2012-12-02
| Subject: Re: Dark Eldar Delete Button Mon Jan 20 2014, 03:42 | |
| I love the scourge model and I love the special weapon choices but they are sooo pricey. They are more expensive than sternguard veterans! If they decrease in points I'd take at least a squad every game. I love the AI potential the most. HWB are good but I think wychs fill the AT work better as they are MUCH cheaper and a troop choice.
Bring them down to 15 points at most with their current options and I would think about it for sure. | |
| | | Rionnay Slave
Posts : 11 Join date : 2014-01-22
| Subject: Re: Dark Eldar Delete Button Wed Jan 22 2014, 22:42 | |
| 10 scourges with 4 cannons=260 points= 32 shots at 18" 2x 3 trueborn 2 cannons in a venom 2 cannons=242= 40 shots moving 36"
scourges are mobile and can put out a ton of shots but there are better options for fewer points that are faster provide you with the ability to shoot at more targets, more range and come in cheaper.
Scourges would need something like crisis suits with jump shoot jump to make them really good. that 2D6 movement back into cover would be great.
Until then 5 scourges 2 haywire starting on the field to just tag a couple hullpoints would be the only thing i could see using them for. Reserves leave too much to chance for a pricey unit that may not come in till turn 3 and isnt accurate upon coming in. | |
| | | Timatron Sybarite
Posts : 443 Join date : 2013-03-12 Location : Brighton
| Subject: Re: Dark Eldar Delete Button Wed Jan 22 2014, 22:58 | |
| What you're not considering is the fact that a single lascannon shot, just for an example, would kill one scourge, reducing their damage output by 3 shots. That same lascannon shot has a very good chance of blowing up a venom, probably killing 2/3 of the trueborn inside, reducing that unit's damage output by a potential 20 shots. | |
| | | JackKnife01 Sybarite
Posts : 360 Join date : 2013-11-16 Location : Planning my next attack.
| Subject: Re: Dark Eldar Delete Button Thu Jan 23 2014, 00:19 | |
| Appear weak were ytou are strongest and strong where you are weakest.
In other words, I use them to draw fire from, as Timatron said, my Trueborn and other damage dealing units. Making an okay unit look Stellar, and a better unit be under noticed. By all means, shoot my Scourges so my Blasterborn and their Anti-Infantry venom can handle a good unit. | |
| | | the baron Slave
Posts : 12 Join date : 2014-01-25
| Subject: Re: Dark Eldar Delete Button Sat Jan 25 2014, 01:12 | |
| Scourges shine at lowering the number of kp in one's army.
I've also tried Dark Lance Scourges and found them really nifty. Though I bring haywire scourges when winning matters. | |
| | | Creeping Darkness Wych
Posts : 556 Join date : 2012-11-21
| Subject: Re: Dark Eldar Delete Button Sun Jan 26 2014, 10:45 | |
| Out of interest, do you find the two haywire blasters in the unit of five scourges limit their versatility? After all, the haywire blasters are pretty useless against non-vehicle models, while the shardcarbines are the opposite. But perhaps, that is the essence of their problem. They pay points to have a cool anti-infantry gun, and are best used paying even more points to include a couple of anti-tank specialists, splitting their role in a somewhat uncomfortable fashion. For what it's worth, I've only run mine in a couple of games so far, 5 with one (darklight) blaster one heat lance. They skim in front of other stuff, providing cover thanks to their wings, taking 4+ armour against incidental small arms, and threatening to immolate stuff that gets close. They've done ok, but mainly because they have been ridiculously lucky in shooting flying monstrous creatures out of the sky. Very characterful, but hardly reproducible | |
| | | The Shredder Trueborn
Posts : 2970 Join date : 2013-04-11
| Subject: Re: Dark Eldar Delete Button Mon Jan 27 2014, 17:05 | |
| - Creeping Darkness wrote:
- Out of interest, do you find the two haywire blasters in the unit of five scourges limit their versatility?
After all, the haywire blasters are pretty useless against non-vehicle models, while the shardcarbines are the opposite. That's true, but then I wouldn't bring them at all if I just wanted anti-infantry. - Creeping Darkness wrote:
- But perhaps, that is the essence of their problem. They pay points to have a cool anti-infantry gun, and are best used paying even more points to include a couple of anti-tank specialists, splitting their role in a somewhat uncomfortable fashion.
That's a good point and, I think, a real issue with both the base cost of the models (Scourges are far too expensive for T3 models with 4+ saves) and the overvaluing of shardcarbines. I don't care if they're jump infantry - 18" anti-infantry weapons just aren't useful - certainly not at that price. I can get shots with identical strength from my troops and transports... why would I buy expensive fast attack to get a few more shots? What's worse is that they were designed for 5th edition (also known as 'You brought vehicles, right?'), when anti-infantry was even less useful. | |
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