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Help against the evil space elves.


Baulder

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I've been having a lot of trouble with dark eldar lately and wondered weather anyone has any other tips fighting this army.

 

I've tried to follow the usual tips, take tanks, kill their transports etc but don't seem to be making much headway. If I try to get in there early with an alpha strike I get stuck in the open and gunned down. Or, if I try to sit back and shoot my LFs get flattened and I get stuck trying to get in close enough for the bolters to maybe, just maybe glance the vehicles to death.

 

If anyone has any suggestions how to play a very fast moving army that throws a crap ton of dice when shooting I'd really like to hear them.

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My list of 2 drop pods, one with Arjac and 8 GH with meltas, one with 1 wolf guard and 8 GH, two las/plas razors with a squad of 5+1 WG, a dread, one LF with missile/LC, one LF with PC/HB and a rune priest with each of these did well.  Actually his shooting wasn't my problem in the end, but his close combat squad that took out my thunderwolves.

we have a local player who runs 6 raiders and 3 ravagers, he's kinda hated by the local players mainly because he is a vague list writer whos dark lances turn into desintegrator cannons and vice versa once he has seen your list.

 

if i new i was playing him i would bring the same list and pretty much table him every game.

 

1500pts

wolf preist

saga of the hunter

 

WG x5

1x TDA, powerfist, CML, 4x combi melta, pod (CML TDAWG joins 10 man plasma squad)

 

GH x10

2x plasma, banner (wolf preist here)

 

GH x5

flamer, razorback with TL lascannon.

 

GH x5

flamer, razorback with TL lascannon.

 

landspeeder

typhoon missile launchers

 

landspeeder

typhoon missile launchers

 

landspeeder

typhoon missile launchers

 

long fangs x6

5x missile launchers

 

long fangs x6

5x missile launchers

 

predator

side sponson lascannons.

 

18 krak/frag missiles, 6 lascannons, and an autocannon ment a lot of smoking wrecked skimmers. i also would get first blood from the melta pod.

 

i hated this list, and felt dirty as i prefer punching the enemy but after seeing him destroy the local marine players with massed ap 2. i wanted to see him experince the other side of the coin. and with the help of some local IG players he now brings his orks.

 

The key to beating Dark Eldar is target priority, take down the things that have clear targets in your army first. For instance if he has just a few units with AP2 and you have a squad of terminators, focus those down first. You want to target saturate so he cannot remove your weak links.

One of my best friends plays DE a lot. What I do is take serious priority on the weapons with poisioning. The little flying thing with a bazzilion shots is horrid.

Also, range is your best friend here. Las cannons out shoot dark lances so LF's and RB's with them are always good. Other then that, get into their face fast. I usually phalanx up for the first 2 turns and shoot. Make him come to me, then once he is (hopefully) within charge range I leap on him.

Hope that helps.

 

End of Line

Last time I played DE I used a Wolf priest with hunter saga, 5 generic wolf guard with a mix of combi-weapons and a Land Raider Helios as their slotted transport, 5 5-man Grey Hunter packs with flamers in las-plas razorbacks, and 3 Whirlwinds. I just used a barrage of 4 whirlwind launchers to smash juicy DE disembarking from whatever the razorbacks cracked open.

High Strength, AP 3-4 weaponry is tailor made for dark eldar, especially since such weaponry lends itself to volume of shots, which helps deal with flickerfields or whatever they're called.. Autocannons, Krak Missiles, Assault cannons, and plasmaguns all deny them feel no pain (Unless you're shooting jetbikes), and also make a mess of their vehicles. Flamers are handy too, though. Basically, identify whatever is the scariest thing they have (For TWC-heavy armies, that might be a couple of venoms. For me, its usually the Ravagers and Raiders), and put so much fire that thing's way you're making Guard Artillery Officers envious.

 Thanks for the tips, from what I can tell it is looking like getting back and using the long fangs range is a solid option for me at this time. 

 

To be honest the guy that plays DE at our club is pretty sound. Really enjoy these games because it makes my army work really hard to try get the job done. He often forgoes using flyers sine the wolves don't have an answer to it and does help with the game analysis after to give me a chance to learn from key mistakes. 

 

Last night I ran a list with 3 pods 1WG (combi plasma, CML), 2 GH (with deathwinds), lord on bike with usual gearing and some swiftclaws in tow, 2 razors (1TLAC, 1TLHB, both with GH+WG flamer, combi plasma) and 1 LW. As you can see straight away I had a distinct lack for ranged fire power. I was aiming for a more offensive in your face style as my LFs have always drawn a hell of a lot of fire so I gave them a night off. 

 

The list I went up against was 3 venoms (2warrior, 1 trueborn), 3 raiders (1incubi+arc, 1 warrior, 1 wytch), 2 ravagers, 

 

First mistake was I should have let him go first. I won the roll and he castled up using the ravagers as shields. I dropped the WG and a plasma GH squad an flattened the first ravager. Pods are lethal because there was nowhere for the GHs to hide so the next turn saw them receive the full force of TL poison venom and the warriors with splinter racks. So many shots, so few 3+ saves.

 

What did work well, however, was flamers. The squads in the razors jumped out and flamed a venom killing 3/5 of the models inside then the bolters let rip and maybe got a glance or the combi plasma got a pen. These little squads really seemed to work well. Yeah they were stuck in the open for a turn after but then did a fair amount of damage before they went and 5/6 models down is better than a full 10. The nail in the coffin was really the luck of the draw. We were playing maelstrom missions and he get about 10 secure objective cards across the course of the game. With an army that fast it is so hard to prevent them from grabbing objectives at the other end of the board.

Yeah, the "tactical" objectives are best suited to a beer and pretzels setup- They can be fun, but don't get too competitive about the whole thing.

 

With regards to splinter weapons- With regards to vanilla marines, its no different than getting shot at by a bunch of bolters. Which doesn't mean you shouldn't give them due consideration, of course. Just bear in mind getting shot by them isn't that different from getting shot at by a Prescienced Grey Hunter Pack. Or some 'crons in a Ghost Ark.

Aye, very true squark. We don't take it too seriously, but I do like to make sure to play my best when possible. It isn't so much the competition side that is my problem, it is how to maximise the tools available to the wolves to stand up to this kind of enemy.

Been working on a bit of an anti-eldar list, primarily as a wy of also testing out LotD with SW.

 

1500 pts

 

RP - TDA, MoR, Div

 

Dread - AC, CC w/HF in Lucius pod

5 WG - 1 TDA CML, 4 PA, 3 combi plasma, 1 combi flamer

 

5 GH - Flamer, Razorback TLHB

5 GH - Flamer, Razorback TLHB

5 GH - Flamer, Razorback TLLC

8 GH - Flamer, Drop pod deathwind

 

6 LF - 3ML, 2LC, Drop pod

 

5 LotD - flamer, HB, combi plasma, animus

 

 

Reading the drop pod thread it may be fun to drop the deathwind for the IA istaan V so I can place the GH with WG combi flamer to get max damage on passengers of the OT vehicles.

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