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Dark eldar 1750pts


Amarog

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Any tips?

 

I've got most models available.

I have played him before and my tactic last time was to take out his transports made of paper with those horrid dark lances in first and foremost.

 

I know they have a couple of cc monster units too which destroyed my vanilla marines last time I played him.

 

My plan was to let him set up first and then concentrate my deployed force on one half of his army.

 

Any other ideas welcome.

 

Units I will most likely use are 2 land raiders with GH inside.

My stormgrr with claws / termies? Inside as they had great effect in my last game.

Possibly a couple of units of long fangs with missile launchers to deal with said transports.

 

Any help welcome, thanks.

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Yea definitely. My only thinking with the land raiders was that if the long fangs take out the dark lances then the raiders will get free rain and then try and take out the units with haywire. Although I suppose that is a big risk.

 

I'll definitely keep the long fangs.

run up and punch the vehicles. they can't jink if you hit them in the face. But on a serious note, 3 pods with 10GH (2*flamers) maybe even a combi flamer n the pack leader. That is 3d6 hits on the passengers and the bolters have a fair chance of glancing the vehicle to death.  In the mean time Longfangs with rune priests (pref ignores cover) to help supporting fire. 

 

If your GH survive T1 then move them to do the same on another vehicle but instead just flamer/pistol it and then charge it. Grenades should be able to pop the vehicles.

 

They are weakest at the start of the game so start nuking them fast.

I have never beaten my regular dark eldar player so feel free to ignore me!haha. I usualy try to take out his transports, their best weapon is their speed. I just do my best to stay out of the way of his good CC units and put as much fire power on them as I can. It's usualy my dice rolls that let me down, that and hubris!haha.

I got creamed.

My list included 3 long fang units each with 2 missile and 1 HB.

Razorbacks with GH inside.

Stormgrr with claws inside.

Wolfguard on bikes and wolf lord on mount.

2 speeders with typhoon missiles and hb's.

 

And a couple of other bits.

 

All of my list was irrelevant as he stole first turn, shot my razorbacks to nothing, killed half the men in each both times, obliterated my wolf guard with a 20 man helion unit with hammer of wrath and then turn 2 and 3 he just killed off the stragglers .

My flyer came in turn 2, did nothing as standard ... Urgh ... Then he dark lanced it to high heaven killing 11 guys in one fell swoop.

 

So yea. Not playing him again for a long long time lol. Talk about going in dry.

obliterated my wolf guard with a 20 man helion unit with hammer of wrath and then turn 2 and 3 he just killed off the stragglers .

 

erm, if I am reading this correct he had first turn and charged. That is against the rules. If you go first you cannot charge first turn. However, if you go second you can charge first turn.

 

Sounds like it was a tough game. I play against a mate of mine who is brutal with DE. THey are fast and hit like a truck, but cannot take a beating. Soaking their shots with TWM woflord can work but there are often so many that it is hard. Pods plus flamers are the way to go so you can drop next to them an obliterate both the vehicles and the people inside.

 

I think the LF squads you had were a bit small maybe bulk them out and put a TDAWG at the front to soak wounds, followed by the ancient. They should both be dead before you start losing any heavy weapons.

 

Failing all that take legion of the damned allies and watch him cry as you drop a load of ignores jink bolters to chew through his paper armour.

 

obliterated my wolf guard with a 20 man helion unit with hammer of wrath and then turn 2 and 3 he just killed off the stragglers .

 

erm, if I am reading this correct he had first turn and charged. That is against the rules. If you go first you cannot charge first turn. However, if you go second you can charge first turn.

 

 

Do you have a reference for that? Because I'm fairly sure that you can unless you scout or infiltrate, which specifically says you can't charge afterwards.

 

Anyway, wouldn't have helped here but what about Sicarian tanks? autocannons which ignore jink are always good against light vehicles.

Sicaran, yes.  You'll pulp any of his transports with a single turn of shooting, unless the dice gods are not on your side.  I'd go more dakka and bring HB sponsons.  Fast will help you a bit when countering an already fast army like DE.

 

A Sicaran could really help against things like Reavers that can give you some nasty HoW hits (b/c of Bladevanes) and which might also pack nasties like a Heat Lance.

 

You should also be able to control the skies with a Storm Raven.  His flyers are all AV 10, so assault cannons will wreck face or even hurricane bolters.  DE flyers will have limited opportunities vs. a Storm Raven: a Razorwing will only work if it brings 2 Dark Lances (Distintegrators can't touch your AV 12), and he'll maybe hit once a turn; the Void Raven is the same way (and if it brings Dark Scythes, it can't even dogfight with you). 

 

My main opponent is plays DE and I'll say that Sicarans and Fire Raptors are murderous.

 

Otherwise, leave the Land Raiders at home.  I pod mostly (BAngles) and just go for as much target saturation as possible and take the small guns/volume of fire since armor saves are not a concern.

 

That said, as many flamers as possible to help slow the charge; Wyches should burn easily now that they lost their invuln outside of close combat.

 

 

obliterated my wolf guard with a 20 man helion unit with hammer of wrath and then turn 2 and 3 he just killed off the stragglers .

 

erm, if I am reading this correct he had first turn and charged. That is against the rules. If you go first you cannot charge first turn. However, if you go second you can charge first turn.

 

 

Do you have a reference for that? Because I'm fairly sure that you can unless you scout or infiltrate, which specifically says you can't charge afterwards.

 

Anyway, wouldn't have helped here but what about Sicarian tanks? autocannons which ignore jink are always good against light vehicles.

 

 

I will have to double check this, I may be incorrect on this issue. 

 

However, it should have been very difficult for him to get a T1 charge. He can only move 12" and then can only charge a max of 12". So if Amarog had placed his models on his deployment line directly opposite the helion unit then it would have been theoretically possible to go the full distance, but only if he rolled a double 6 for his charge distance.

 

Furthermore, all 20 helions needed to be exactly 24" away from his wolfguard in order to have landed all of the hammer of wrath attacks. Personally, I call shenanigans as it is highly inprobible that this all occurred to give the DE player a goldilocks charge. More likely he move his models further than he should have in the movement phase.

obliterated my wolf guard with a 20 man helion unit with hammer of wrath and then turn 2 and 3 he just killed off the stragglers .

erm, if I am reading this correct he had first turn and charged. That is against the rules. If you go first you cannot charge first turn. However, if you go second you can charge first turn.

Do you have a reference for that? Because I'm fairly sure that you can unless you scout or infiltrate, which specifically says you can't charge afterwards.

Anyway, wouldn't have helped here but what about Sicarian tanks? autocannons which ignore jink are always good against light vehicles.

I will have to double check this, I may be incorrect on this issue.

However, it should have been very difficult for him to get a T1 charge. He can only move 12" and then can only charge a max of 12". So if Amarog had placed his models on his deployment line directly opposite the helion unit then it would have been theoretically possible to go the full distance, but only if he rolled a double 6 for his charge distance.

Furthermore, all 20 helions needed to be exactly 24" away from his wolfguard in order to have landed all of the hammer of wrath attacks. Personally, I call shenanigans as it is highly inprobible that this all occurred to give the DE player a goldilocks charge. More likely he move his models further than he should have in the movement phase.

i should have worded everything a little better. The assault was in his turn 2, i could have assaulted him with what was left of my wolf guard and wolf guard after he shot at them but i didnt make the charge and faced a massive amount of overwatch which reduced my unit to just the wolf lord himself lol. turn 2 and 3 was mainly mopping up left over units as turn one was extremely brutal.

sad times sad.png

ah, that makes more sense. tough game indeed.

Definitely. Overwhelmed well and truly. It was the first turn alpha strike from him that did it. I was so crippled after that I had no chance of fighting back. Doesnt help I'm still relatively new to the hobby and wolves. Still, I have some ideas of how to improve for next time. Namely, get first turn lol

not up with de units :S but 2 units of some winged things with dark lances? (both on objectives with skyfire sad.png) a 20 strong unit of helions, 3 of the open topped transport things, 2 with dark lances again and the other wiiiith something else. the flyer (which is pretty lame really). and his warlord in a small unit of something.

i know that is no help at all but that is literally the extent of my DE knowledge lol.

The Scourges (the things with wings) don't have Skyfire, FWIW, unless you mean the objective they were on gave Skyfire.  (No DE units or weapons have Skyfire, save the flyers, obviously).  Although 4 Dark Lances on a jump unit might seem bad, they're Heavy 1, so if he moved, his chances of hitting are low.  Was he just camping them?

 

I would say a Dread to tarpit the Hellions, if possible...buuuuuut that won't work since they have Hit and Run and an I 6, so they'll pass with no prob.

 

So just try and put as much dakka on the Hellions, since that seemed to cause you trouble the most, on turn 1 or 2.  Heavy bolters in quantity would be my choice (wounding on 2+ with no save) and/or try to get flamers everywhere (wounding on 3+ and no save).  MLs wouldn't be my choice because they're only AP6 with frag and Hellions are 5+.  Try to get as many as you can turn 1, since he'll have FNP by turn 2.

 

And pod some units with as much shooting as possible close to the Scourges or tie them up in combat?

 

And a Sicaran can be a workhorse: prioritize the Scourges if they're camping and getting 4 shots at full BS, since they can hurt the valuable tank.  One turn of shooting (and you'd outrange their Lances 48" to 36") will probably mulch a squad.  Then turn its attention to the Hellions (which can't hurt anything but infantry) or the roaming Raiders with the Dark Lances.  Armored Ceramite upgrade could protect if there are any stray Heat Lances in his army and HB sponsons can really give you the firepower edge against such a low T army.  (9 HB shots and 6 Str 7 Rending hits from the autocannon = dead DE.)

 

Were there troops (Kabalites or Wyches) in the transports?  Because, if not, it doesn't sound like he's got his mandatory 2 troops for Battleforged (or Real Space Raiders detachment).

From a guy that plays against a couple of DE players regularly looks like he had:

 

2 units of Scourges with Dark Lances

20 Helions

3 Raiders 1 with Disintegrator, 2 with Dark Lance all full of Warriors (most likely with Nightshields +1 cover save)

The flyer

And his Warlord with honour guard in another transport? Raider or Venom.

 

To have a good chance at winning against this list I would say take 3 pods of 5 GH with flamers and a Pack Leader with combi-flamer and a couple of Typhoon Speeders then build your list out from there. Maybe even some Thunderwolf Cavalry to draw some fire.

 

Even if you have first turn, set up everything in cover/out of sight of the lances just in case he seizes.

 

On turn 1 2 of your pods flame the scourges. They only have 5+ armour from memory. Pop your Typhoons out of cover and shoot at the Raiders with Lances. They will jink unless he has them obscured meaning you've bought yourself a turn of not getting shot at by them. Use the rest of your army to shoot the Hellions. Turn 2 your second pod comes down and flames a raider most likely killing everyone on board at a minimum.

 

If he has a Venom (a small transport that carries 5 dudes) make sure you shoot at it with any other Heavy weapon you have. They have 12 Poison shots at 36" per turn and that kind of firepower will do big damage to any squad.

 

The max range of any of their weapons is 36" so your Typhoons can hang at the back taking pot shots at transports with their missile launchers staying out of harms way. Once their are no more Lances you can move closer to get the HB in range.

 

Good luck!

From a guy that plays against a couple of DE players regularly looks like he had:

 

2 units of Scourges with Dark Lances

20 Helions

3 Raiders 1 with Disintegrator, 2 with Dark Lance all full of Warriors (most likely with Nightshields +1 cover save)

The flyer

And his Warlord with honour guard in another transport? Raider or Venom.

 

To have a good chance at winning against this list I would say take 3 pods of 5 GH with flamers and a Pack Leader with combi-flamer and a couple of Typhoon Speeders then build your list out from there. Maybe even some Thunderwolf Cavalry to draw some fire.

 

Even if you have first turn, set up everything in cover/out of sight of the lances just in case he seizes.

 

On turn 1 2 of your pods flame the scourges. They only have 5+ armour from memory. Pop your Typhoons out of cover and shoot at the Raiders with Lances. They will jink unless he has them obscured meaning you've bought yourself a turn of not getting shot at by them. Use the rest of your army to shoot the Hellions. Turn 2 your second pod comes down and flames a raider most likely killing everyone on board at a minimum.

 

If he has a Venom (a small transport that carries 5 dudes) make sure you shoot at it with any other Heavy weapon you have. They have 12 Poison shots at 36" per turn and that kind of firepower will do big damage to any squad.

 

The max range of any of their weapons is 36" so your Typhoons can hang at the back taking pot shots at transports with their missile launchers staying out of harms way. Once their are no more Lances you can move closer to get the HB in range.

 

Good luck!

Thanks mate. That sounds pretty much exactly what he had.

 

And yea I think my mistake was to deploy at the edge of my deployment. I didn't expect him to seize. Then everything was his to pick off completely. Flamers are something I didn't use, same as pods. Not sure why. He had those night shield things defonately. And apparently something that gives his whole army +1 cover save?

 

Anyway. That's some sound advice and will definitely take note for if I play him again :). My only issue now is the dice gods, I'll have to make a few sacrifices to them, try and improve my rolls ><

 

Thanks guys.

 

Oh and yea, his scourges were camped on a couple of objectives with skyfire.

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