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Up against the new DE this Sunday


Bulweih

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Hail brothers,

it's pretty much what it says on top. This Sunday my wolves will have their debut in a LGS I never went to before. I want to have an allcomers list for that day to be able to face down whatever awaits us there.

It is very likely I might face DE amongst other armies. Yet I never played against the new DE, so I ask you my brothers for tips on them, as I'm quite familiar with the other armies around.

So no list tailoring here, just want to know how they play and what those paintokens etc. can do to me.

The DE player is a vet. and those are dangerous I heard.

So if you have any tips or good advise, let's hear you.

 

Many thanks, represented by roasted elk and cool ale :) , in advance.

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Hail brothers,

it's pretty much what it says on top. This Sunday my wolves will have their debut in a LGS I never went to before. I want to have an allcomers list for that day to be able to face down whatever awaits us there.

It is very likely I might face DE amongst other armies. Yet I never played against the new DE, so I ask you my brothers for tips on them, as I'm quite familiar with the other armies around.

So no list tailoring here, just want to know how they play and what those paintokens etc. can do to me.

The DE player is a vet. and those are dangerous I heard.

So if you have any tips or good advise, let's hear you.

 

Many thanks, represented by roasted elk and cool ale :) , in advance.

 

I ve played a couple of time agauinst the dark eldar... and the thing that troubled me most was.. light infantry fire! They can have a crapload of it, at a very cheap price, so you should embark whatever you can.

 

A little tip: be ware of how you put yours models on the table, the wiches has special weapons that lower the attack of models in base contact with them, so put the important weapons in the second line...

 

Then... bring a lot of fire, to pop theyr's transport and mass bolter fire to soften them up.

 

p

Okay they are probably the premier hit and run force. I know that in my LGS the DE player runs a flying circus that you will not believe how fast it is. The raiders are usually equipped with Aether Sails which allow a fast skimmer even more movement, Flicker Shields for a 5up invulnerable save and Night Shields which reduce ranges by six inches. One of his raiders has drop jets which allow his kabalite raider with splinter rack to deep strike. The splinter rack allows re rolls for splinter weapons. Reaver jet bikes are great for pinning stuff down in place, especially Long Fangs. Don't let that happen.

 

Some key points mainly revolve around taking away his maneuverability. Long Fangs take the spotlight in this although living lightning comes in handy for popping raiders too.

 

Don't let characters get in close. The husk blade instant kills and bumps the Archon up to strength six. Also seeing as how DE do not have assault grenades terrain is your friend.

 

Pain tokens and combat drugs don't have any effects on you other than making the DE stronger, the more pain tokens they get, the more toys they have to play with.

1.long fangs to take out there fast vehicles early

2. you need large units to deny pain tokens

3.thunderclap and tempest wrath work well against DE better them living lighting and jaws which are the powers i normally take.

4. take a chooser of the slain for the madraks

5.buckets of bolter fire

Vehicles are really easy to stop. They don't have EA and can't get it. Lots of misslese etc... Don't think you need to blow everything up in one turn. Go down his line and at least stun the tanks and you'll find they are really easy to keep at arms length if you can manage that.

 

The army as a whole is even more fragile than eldar. Especially the tanks. Wytch cults die to exploding vehicles and any ranged fire, unless he gets lucky and starts with a pain token.

 

shouldn't see many power weapons so wolf standards are great.

These are two basic rules that i've learned to follow thus far from playing my dark eldar friend:

 

1) Do everything in your power to blow those vehicles to pieces. Take away the mobility and force them to walk across the battlefield toward you, and you've already taken a big step toward victory.

 

2) Ravagers must die...quickly. Those things will leave your grey hunter packs looking like lone wolves scattered around the board.

Pretty much what everyone else said, but I'll expand a bit.

 

* Don't bother with anything heavier than Missile Launchers - the vehicles are fragile and you don't need it.

* A Whirlwind will be nasty because it can fire those "ignore cover" shots, and even those will go through Wych armor at least.

* DON'T LET THEM GET CLOSE - FOR THE LOVE OF RUSS! I know we like to be tough, but DE are so nasty in CC.

* Rune Priests! Try to squeeze 2 of them in! Tempests Wrath (for limiting Skimmers) and Murderous Hurricane (for causing the Difficult/Dangerous terrain tests) are your friend. Living Lighting is still great - it punches through Wych and Warrior armor.

* If you are going to charge a leader, like a Wolf Lord, make sure you have Eternal Warrior. They have a BUNCH of stuff that causes Instant Death.

* Don't bother with heavy tanks (no Land Raiders and even Preds are questionable) - there will be a LOT of Dark Lances that will lower things to armor 12. They're not worth the points.

 

In short: limit their mobility, keep them at range, then bolter and frag missile the crap out of them.

Rifleman Dreadnought should be good. It doesn't give them pain token if destroyed and those twinlinked ACs should do realy well. Just be careful for any Incubi he may have they are dedicated marine killing CC unit. It may help if you can assault them with TWC or bikers before they get any pain tokens. But just to be safe: Shoot them.

Just the usual.

 

Bring enough pewpew to make him do the QQ.

Target his transports. Though Deldar fleet, that is when they are close. They are just as slow as the rest of us other than that.

Make Archons, Incubi and Wyches high priority. They are his mêlée things.

 

Once the transports are gone, take apart his Ravagers and then Talos [the Scorpion thingies]

 

Your army can now mop up his men.

 

Don't get out of your transports until they blow up. You might think you have them, but in true glass cannon style, can really hurt you quickly. Don't be fooled by the lame bear!

Tank-shock is always useful, just remember not to run over the guy with the high strength weapon :P

 

Tag team his squads. Bring 200 pts against his 100 pts, etc.

 

There is nothing they are doing that is radically different. Sure they are unique, but not like they are from a different system :lol:

Fenrys Hjolda!

Now that's why I tell everyone who wants to know, the SW subforum at the B&C is the best place to be.

Many thanks to you my brothers and you Wilhelm :lol: .

You provided me with valid information and gave me a good picture of the Deldar.

 

*Points at the door where thralls roll in barrels of ale and carry large plates of meat inside*

 

Make yourself at home, you deserve it well.

 

If anyone feels like there's more to add to the picture, let's hear you too.

They can actually have grenades - its called Phantasm Grenade launcher and is a must for Archon is he comes with a squad (and he has to). Usually he comes with Incubi and they will wipe out GH packs without being hit back - it's the high initiative thing. Does he use Vect (the special character)? If he does, he will steal iniative on 4+ so deploy carefully. Keep Your troops in transports as splinter weapons will cause lots of wounds - they hit with Marine BS and wound on 4+. Don't expect to melta anything - rocket launchers and bolters are Your friends. Once the transports are gone - and taking them out is Your priority - give them some bolter fire, and they will cripple. Even the Archon with his 2++ save, which is gone after the first failed save. After his inv is out, he is pretty dead to shooting - just don't try to take him out in CC, as he will retaliate.

If the oponent is vet, don't expect him to take Mandrakes, as this unit sucks - expect to see lots of Raiders with Witches/Warriors/Both, Archon with Incubi, Reavers. The rest is up for personal preferences.

Living Lighting is a must.

Oh, I forgot to mention something: flamers. It might be time to swap out all those Meltas in your list for Flamers. I know they are close range, but your standard infantry flamer is AP5 which actually punches through everything but Incubi armor. So, if you aim it right, you can get that template to hit 5-7 troops, wounding on 3+ (Toughness 3, weeee), with no saves. So, Flamers are a good idea on the Grey Hunters as they may give you the edge to wipe out those squads before they can close into CC with you.

 

Come back and post after the game is over and let us know how it goes!

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