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BA tactic help.


Highborn Mergula

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flamers and heavy bolters, and 1 or two hand flamers.

 

Assault terminators, no real other way of using them besides getting into combat...though against DE they may have issues getting into combat with them...due to speed of DE. For the points, why not run an honour guard or some Vanguard and jump pack in and kick some teeth.

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I havent played DE yet but.....

 

- i woudl use regular termies with an assault cannon....try to shred them with shooting, that AC can take down all of their vehicles and even a lowly storm bolter can take out a raider, especially sense its open topped.

- flamer are a definite against any close combat force cause you know their coming in hard and fast, and you want to kill as many as possible before they get in to cc with you.

- I always had good luck with missle launchers on my tactical squads, then you can use frag missles to middle down the mobs, heavy bolters are good to.

- maybe a plasma cannon to, that way you can nuke that pesky incubi squad in one shot.

 

but again take into account i havent played the new DE yet, thats just from my experience playing in general

 

HB66

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I havent played DE yet but.....

 

- i woudl use regular termies with an assault cannon....try to shred them with shooting, that AC can take down all of their vehicles and even a lowly storm bolter can take out a raider, especially sense its open topped. for the cost...just get a razorback thats twin linked, or a baal predator...200+ points to use 1 assault cannon really isnt worth it.

- flamer are a definite against any close combat force cause you know their coming in hard and fast, and you want to kill as many as possible before they get in to cc with you.

- I always had good luck with missle launchers on my tactical squads, then you can use frag missles to middle down the mobs, heavy bolters are good to.

- maybe a plasma cannon to, that way you can nuke that pesky incubi squad in one shot.

 

but again take into account i havent played the new DE yet, thats just from my experience playing in general

 

HB66

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Yeah, Autocannon, and HB sponsoons would tear up DE, so would Baal Preds

- or a SR with HB's, AC, hurricanes

- anything with a ton of shots, thats why i originally said regular termies, cause even storm bolters shred DE.

 

HB66

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These are all good suggestions, BUT, there is a serious problem w/ assault cannons and DE, getting them in range, even on a Baal, you are going to have a hard time getting those asscans in range w/ out getting shot to hell by the DE, personally I would take as many autocannon as you can, that means Dreads w/ Twin-Linked Autocannons, if you take 3 then that gives 12 twin linked shots per turn on 3 seperate targets, that is a lot of dakka and DE players will sh*t there pants when they see you plop down that much autocannon love. I ran 3 in a tourney a few weeks ago and the DE player just sat in the corner for 5 rounds while I chewed up his bikes...

 

I would support those dreads w/ Sternguard, Tac squads w/ flamers in RB's w/ HF's and maybe Baal's if points allowed, but most likely not.

 

Good luck

 

Ashton

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yeah that is a great point,

- i totally forgot about "Riflemen" Dreds, and they are pretty cheap to, then just have a a bunch of tactical squads to back em up, maybe an assault squad to counter assault once the DE have charged your tactical squad ?

- thats just dirty, ow 12 twin linked Autocannon shots, talk about alot of vaporized DE, an autocannon shell weighs more than a DE LOL :D

 

HB66

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maybe,but usually range wont be a problem as they ill be comming towards you... daka wil put them off, hopefully...

 

 

That is my point, if you give the DE player a coushion of space w/ those asscans then he will or should rather exploit it, and due to his mobility will be able to keep you just out of firing range while he remains in firing range....But pop down the autocannon's and that forces him to stay out of range and in cover very much limiting his options....asscans good on paper w/ DE, but not on the board.

 

Ashton

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id isagree, also the fact that my baals have heavy bolters which 6 str 5 shots with 36 inch range still hurts them. if this was the chaos forum id be saying chaos squads with reaper autocannons or just regular autocannons. when it comes to heavy support rifle man dreads are... meh, of course ou could cover your ass and have both, or auto cannon and assault cannon dreads...(one of each arm) so they hurt afar, but hurt even more up close... id favour a good mix...
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fnp hould hep to overcomevolumes of fire and atacks from eldar and allow you to survive long enough to attack back. thugh i think da have soespeial things for killing characters... meph, dunno. they have lots of poison so his major toughness isnt worth much there... and i think they have an anti phsycer thing... though he shouldbe fast enough and can inst kill most of their stuff. seth should work... as should tycho, after that i dont know...
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Generally speaking, the best way to deal with Dark Eldar is:

 

Massed Devs

 

Massed assualt marines with Sangpriests. Though you can't count on getting the charge, pound for pound you should be able to form mobile castles around the squad with spread out infantry, give them too many threats and stay close together. Priests are there to weather the fire.

 

Power weapons nagate feel no pain, a common equipment.

 

Heavy Flamer/Mult-melta speeders, they are able to rush and keep up with the Dark Eldar transports by deep striking in.

 

Honour Guard (Issue is range, but when your deepstriking, getting within 6 inches is a distinct possiblity. Plus the squad is rigid tough and the San Priest can't be singled out.)

 

Heavy Flamer/Assualt Cannon Baals, auto cannon dreads... Basically anything that can move quickly and lay down heavy firepower. Razorbacks have reach.

 

Ideally, you will be looking to take advantage of their inferiour armour by breaking the transports with devs before wearing them down with massed small fire and fighting in melee where, with a +3 armour save, they will hopefully lose. This is one army you won't be able to get the charge on often though, even on foot they are really quite quick and their transports are fast, so you have to stay together. Their firepower will be better, but their transports are frail.

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If possible try not to let any wyches get into CC with any elite assault units as your expensive power weapons & lighting claws will be of less use. They basically have an invulnerable save during CC, and therefore can effectively hold up your best units to be counter attacked or taken out of the game. Its best to try to use shooting as they have a very little armour when confronting shooting.

 

I would also consider taking few if any tanks as DE can take out tanks very easily, and go heavy Jump pack orientated. It should also help neutralise one of DE greatest strengths speed.

 

If possible try not to sit back to much as thats what the DE player wants, as they want to dictate what close combats take place.

 

Hope that helps!

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I play DE pretty regularily, and ill be posting some battle reports soon as i have some time, but theres 3 things i take every game and they pretty much win it for me;

 

1;DC dread with grapple and talons - along with about 7 dc (regular, one fist) youll absolutly cream everythign except Incubi.

 

2; VV - get these guys in as soon as possible, theyll tie up a unit of wyches or the riders for 2 turn at least.

 

3; Rifleman dreads - take 2 and youll have minial problems with there fast craft.

 

 

Just remember they have Lance weapons out teh wazzoo, so anything over AV12 is going to get no real benefit.My raider taught me this.

 

 

Good luck and let us know how you went.

 

 

 

 

p.s; Remember to either castle your forces or advance quickly, nothign inbetween though.

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