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Advice against new Dark Eldar?


Rune Priest Ridcully

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I am going to be playing DE soon, is there any advice for my wolves I could get?

the list I use normally is this:

 

Space wolves 1500pts

HQ

Wolf Priest Sajin with Wolf Tooth Necklace 110pts

Rune Priest Munstrum Ridcully with terminator armour, stormbolter and Chooser of the slain 130pts

Elites

Wolf Guard 5 wolf guard ,3 suits of terminator armour, Cyclone missile launcher, 1 chainfist, 2 power fists, Thunder hammer, Storm shield, Pair of Wolf Claws 260pts

Dreadnought Cohen with Heavy flamer, Extra armour and Wolf tooth Necklace 140pts

Lone Wolf with Terminator Armour Storm shield Thunder hammer 85pts

Troops

Grey Hunter pack 10 grey hunter s with 2Melta guns , Power Weapon and wolf totem 180pts

Grey Hunter Pack 10 grey hunters with 2 Plasma guns and Power weapon 175pts

Fast Attack

Land Speeder Typhoon typhoon missile launchers90pts

Land Speeder Tornado Heavy flamer 60pts

Heavy support

Long Fang Pack 5 long fangs (1 pack leader) with 2 Lascannons and 2 Heavy bolters 135pts

Long Fang pack 5 longfangs (1 pack leader) with 2 Plasma Cannons and 2 Missile Launchers 135pts

Army total: 1500pts

I suspect dropping the lascannons and power fists, thunder hammer and proberbly the lone wolf would be a good idea, am not sure what to else to take though, a whilwind? a iron priest on thunderwolf with cyberwolves, more land speeder? should I try and fit in some more assault cannons?

what tactics are good for wolves against Dark Eldar?

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I've played them twice and won both times here are my tips.

 

Keep your infantry in transports - make him have to crack them open to attack your men

Fight the tendency to charge into hand to hand and avoid hand to hand - even if you charge they will hit you first and oh how many hits

Take auto cannons - dreads, predators (beautiful)

Take missile launchers - lots of long fangs

Dreads with autocannons and missile launchers rule

Beware haywire grenades - I have there things!

consider an alpha strike drop pod to mess up and delay his head long raider/ravager charge

 

Hope it helps.

I played my first game against them two weeks ago. I won with my Templars convincingly, so I think it is very plausible for your Wolves to smash degenerate xenos face too :huh:

 

What he [the baddie] said was the amount of guns and transports I had were very hard for him to counter. I actually hopped out of them on T4 just to make it more fun.

 

+ So take long range anti tank shooting. This offsets their excellent movement ability. I think most of their guns are 36" at the most. Range = speed in this occasion.

 

+ They are wicked in combat. Yes they'll die in a long combat, but in a short one, their proper combat units will mess you up. This means larger squads will be able to take the hit and then wear them down.

 

+ Bolters mess up the Warriors. t3 sv5+ is just begging for some RF magic, and you'll not be exposing your guys to combat, so no chance of getting wounded.

 

+ Stay in your vehicles. As I'd fairly smashed him, I hopped out so the game could be fun. However, I was quite surprised [alarmed?] at how quickly my Marines were taken off the table. Boo!

 

+ Shoot the transports first. I think you should 'always' do this no matter who you are fighting, although there will always be exceptions to this rule, but against Deldar, their transports give them speed, durability and the ability to hit where they want, so perhaps you could say transports are even more important for Deldar than any other race....?

Even if you just stun/shake them, you'll be cutting down on two heavy weapons shots each turn, which is great.

Burn the Wych...

 

It had to be said.

 

Mech don't care about armour, so mech up.

They pay a lot for their lance weapons, which are worse at popping Rhinos than lascannon or meltaguns.

Don't take Land Raiders.

Medium strength high rate of fire weapons destroy their vehicles (autocannon FTW)

Their melee specialists are very good, but burn easily, so flame on.

 

I have to be honest, I would take two Rune Priests. Murderous Hurricane is unholy against their units and Living Lightning is very nice against their armour. MH and LL on one, MH and Tempests Wrath on the other. Cast TW if he plans to deep strike his Raiders or suchlike.

 

Why so few Grey Hunters? At 1500 I'd have at least 3 and possibly 4 units rolling in their Rhinos. DE are one army where plasma guns are probably more useful than melta.

 

My version of 1500 points.

 

Rune Priest, MH and LL chooser 110

Rune Priest, MH and TW 100

 

3 Wolf Guard, 3 x combi-flamer 3 x power fist 129

 

Dreadnought, two twin-linked autocannon 125

Dreadnought, two twin-linked autocannon 125

 

8 Grey Hunters, mark of the wulfen, meltagun, Rhino 175

8 Grey Hunters, mark of the wulfen, meltagun, Rhino 175

9 Grey Hunters, mark of the wulfen, meltagun, Rhino 190

10 Grey Hunters, mark of the wulfen, 2 plasma gun, Rhino 210

 

6 Long Fangs, 5 missile launchers 140

 

Total 1480.

 

The Rhinos are loaded with Rune Priest, Wolf Guard and Grey Hunters and advance to take objectives, the 10 man squad sits on home objective and shoots plasma from their Rhino top, the Long Fangs sit in cover and try to pop anything that crosses their line of sight. The dreads hunker down in cover and shoot things too.

I would definitely lose the Lone wolf, the Power fists, the GH meltas, and the LF Lascannons.

I would go for rhinos for my squads, and maybe a whirlwind. I would also go for some combination of Tempest Wrath, Living Lightning, and Murderous Hurricane.

1) If he leaves Raiders in the open pour as much firepower on them to kill them. DO NOT LET THEM DELIVER THEIR CARGO!! Wyches are squishy and die in droves to bolters when in the open..... not so much in CC.

 

2) All the stuff required to blast through tough armor or characters isn't needed here! Bolters and Missile Launchers, once again are your friend.

 

3) DO NOT LET THEM INTO CC!!! Once they start to acquire pain tokens you are done. And if the Archon manages to bag one of your independent characters he bumps up to a strength 6 with the right wargear.

 

4) Focus on one unit at a time and pound on them till they evaporate!

 

5) Ravagers cover stupid amounts of ground so if you can get rid of them early other wise they will tie up critical units like long fangs in CC!

 

6) DO NOT RECKLESSLY CHARGE IN!!!! Your units will get mulched that way! If you must get into CC find a forest or rubble and make them charge into you taking away their speed! If they are in rapid fire range in difficult terrain... Blast them back to the shadowy hell they came from!

Not sure why everyone is avoiding CC with DE. I've played them 3 times with two draws and one resounding victory. I probably won at least 75% of the CC's I fought. Wolf Totems rock. I know it's counter-intuitive, but for Wolves it's the truth. The few CC's I lost were to Archons and Incubi, which are expensive death star type units.

 

Anticipate him bringing lots of Raiders, Venoms, and Wyches/Warriors. Versus the Wolves, DE are much better at shooting than CC, so those builds will be common because open topped equals lots of poisoned shots coming from within the transports (especially if you use lots of dismounted infantry, which I do NOT).

 

I pulled draws in my first two games only because I know my own list pretty well. The list below isn't exactly optimal vs DE, despite the transports. However, Rhino mounted GH's are awesome against DE. The trick is killing the Raiders as fast as possible. Living Lightning rules.

 

Thunderwolf Lord, all kitted out

 

TWC w/ SS's and TH

 

Rune Priest w/ GH's and WG with PF all in Rhino

 

GH's w/ WG in Rhino, all kitted out

 

GH's w/ WG in Razorback w/ TwinL Las

 

GH's w/ Arjac in Redeemer, all kitted out

 

Vindicator

I've only had one game against DE (A tourney gamer) and I won by the skin of my fangs...

 

My experience is thusly:

 

1) Take out his transports as early as possible so you can engage him at range.

2) Avoid the wyches, they will chew up even termies like khorne berzerkers against gretchins (Ouch, that hurt me badly in my game)

3) Don't be afraid to back away while firing, whittle them down as much as you can.

4) When you finally have to get stuck in, try to do as many multiple assaults as you can, they are bloody lethal in HTH and tend to get stupid amounts of attacks, so try to get the charge.

5) Give your dreadnought a twinlinked Heavy flamer and a drop pod, You're pretty much guaranteed to wipe at least a full squad off the table after that.

 

Make sure you know which units can do what, and by the all-father, kill the fething wyches before you get into HTH with them...

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