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Post by Stretch on Jan 27, 2015 21:51:15 GMT
Got a game against an unknown dark eldar army next week. I'm not up on the current codex so need some help with what to take.
I have wolf guard, grey hunters, long fangs, terminators, Vindicators, land raider crusaders, drop pods by the dozen.
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Post by Lord Draconiroth on Jan 28, 2015 9:08:42 GMT
Last time I played them (probably old codex) the guy had plenty of raiders (killable with bolters) and the warriors are all weak. But he had a HQ unit that could kill anything on the table and did. So beware of their toys. But get them trapped in the open and you can tear through them like tissue paper.
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Post by Geifer on Jan 28, 2015 9:35:46 GMT
The highlights of the current Dark Eldar as I understand them are:
Jinking transports with permanent night fighting bonus. Even if they are AV10, a 3+ cover save all the time makes them quite resilient. High volume of fire is the only good way to deal with this unless you also have ignore cover weapons, but I guess for woofies that's heavy flamers at best?
Poison shooting. Shouldn't matter much to you. Even Thunderwolf cavalry would not be hit as hard as say, monstrous creatures. To everything else it's just like bolter fire, so you should be good in that respect no matter what you take.
Lances. If you play against Eldar it is pointless to bring a Land Raider. You pay massive points for armor you are not going to use. There's better ways to spend those points.
T5 feel no pain troops. Believe it or not, Dark Eldar actually have things that are very resilient. Grotesques and, umm, snake things, and Claw Fiends, too, if the Dark Eldar player is so inclined (the latter without feel no pain, though). The former two sport AP D6 S3 flamers and assault 3 splinter weapons in addition to being resilient and good in close combat. The easiest solution, should you get to shoot them, is a Vindicator after you shot them out of their transport. Doing that or keeping the Vindicator alive long enough is another matter. In close combat or with other ranged weaponry your best bet is volume of fire again, so numerical superiority with lots of (plasma, if you can) Grey Hunters could be good. The obvious answer to T5 feel no pain in close combat would be a Thunderwolf thunderhammer massage, but that's out of the question, I guess?
Pinpoint deep striking. With a webway portal you do not scatter, so it is easy to drop a Raider with a bunch of AP D6 flamers next to a unit. Don't bunch up if you dom't have to. A flamer template's reach is only 8", so if you can spread out, you may want to do so so models outside that range can't die.
I think those are the biggest threats current Dark Eldar can pose. They have a lot of usable units, actually, but these are the options that shine.
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Post by Stretch on Jan 28, 2015 12:41:37 GMT
I was thinking of the Thunderstrike formations from the champions of fenris book. It's pricey at over 500 points each but that gets me 10 wolf guard in power armour with combi plasma in a pod and 5 deep striking wolf guard in terminator armour, either with hammers and shields or combi weapons of their own, all re rolling misses on rapid fire weapons the turn they arrive. If he deploys badly and I combat squad, that's a lot of transports toasted ready for the 3 Vindicator smash on whatever is left.
Thunderwolves making up the rest of the army is a distinct possibility to chew up whatever that 1st turn of shooting doesn't total. Should have a couple of units of them by the weekend after a couple of recent trades.
Cheers for the input G.
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Post by Geifer on Jan 29, 2015 9:44:42 GMT
Sounds good to me. Not sure how much Long Fangs cost today, but if you can fit in a cheap squad of those in a central position as bait and to get you a couple of missles that reach every point of the board (so as to give straggling Raiders something to think about) wouldn't go amiss if you have the points to spare. I like the trio of Vindicators. That's a nice touch.
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Post by Stretch on Jan 31, 2015 9:22:31 GMT
I was thinking about a unit of long fangs. Currently they're the only flyer defense I have but it means dropping a Vindicator to squeeze them in if I want to stay battleforged.
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Post by Geifer on Jan 31, 2015 15:51:24 GMT
Oh yes, I didn't think of that. But if it's only Dark Eldar flyers you need to defend against, bolters will do just fine. Well, you know, they'll be able to glance them to death, which should either work over time or fear of it will force jink and snap shots on the flyer's part. So I don't think it's crucial. They can't hover and therefore don't score either. Overall I think Dark Eldar flyers aren't that much of a problem. Good for coming on and doing some damage, but after that?
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Post by Stretch on Feb 3, 2015 17:13:12 GMT
Agreed and hopefully most of the army will be in combat by that point so the flyer won't have much to shoot at. I had a quick play in my head at work and so far it's looking like this:
Wgbl on thunderwolf with morkais claws
Wgbl with storm shield and the fancy sword
6 pack thunderwolf cavalry x 2. Storm shields and rending hopefully to cary the day here
2 grey hunter squads. Pair of plasma guns and a drop pod x 2
2 units of 5 wolf guard. Combi plasma all round and podding in
3 Vindicators.
Nice and rounded, lots of shooting, lots of ordnance, lots of rending cc, and a fair amount of resilience too. If I have points I might throw a dread in just for giggles
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Post by Stretch on Feb 3, 2015 18:58:29 GMT
Ok. Had a play with the book to hand. Got this
WGBL thunderwolf, storm shield, kraken bone sword, fell claws teeth
WGBL thunderwolf morkais claws and fell claws teeth
2 units of 5 thunderwolf cavalry. 4 stormshields, 2 melta bombs
2 units of 5 grey hunters. 1 plasma gun
2 units of 5 wolf guard in power armour. All with combi plasma in a drop pod
1 unit of 5 wolf guard in power armour with combi melta in a drop pod.
3 Vindicators. Siege shields.
Alpha strike on turn one hits his biggest threats with a bucketload of plasma and melta if he's brought armoured allies. Keep the 3rd pod to deal with his deep striking Web way portal hopefully. Vindicators thump anything that gets out of a plasma'd transport and the thunderwolves with a WGBL in each eat whatever is left. The 2 grey hunters peg it to objectives and plasma anything in the way.
50 points left to spend. Open to suggestions and would you keep the twc as 5 man units or split them into a 3/3/4, 4 with melta bombs for tank hunting and the 3s get wgbl each?
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