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Made in gb
Purposeful Hammerhead Pilot





Ok minorly offtopic here, but I noticed that you mentioned IG camo platoons, whovever's using this against you might wanna check the FAQ, as it now gives the character wearing it ONLY +1 to cover saves, not stealth

*back to lurking*
   
Made in us
Longtime Dakkanaut





Whorelando, FL

Bobug wrote:Ok minorly offtopic here, but I noticed that you mentioned IG camo platoons, whovever's using this against you might wanna check the FAQ, as it now gives the character wearing it ONLY +1 to cover saves, not stealth

*back to lurking*


It still grants stealth by RAW as the explanation occurs in the third sentence..not the second. The FAQ tells you to replace the second sentence.

This message was edited 2 times. Last update was at 2012/07/18 16:16:42


   
Made in us
Twisted Trueborn with Blaster





CaptKaruthors wrote:Yeah, because it's so easy to extract them from their transports :rolls eyes: Your blaster delivery systems got weaker, etc. easier said than done my IG crushes DE. I don't think I've lost a game to DE in 5th. I haven't played my IG in 6th yet as I've been more focused on retooling my DE for 6th.


Oh, so we're talking 200-300 points for their command units now? At 1500 points, that's more than a fifth of their army concentrated into a unit that, while a great force multiplier, isn't exactly contributing a holy amount of firepower to the army. If they scoot up to take advantage of 4x plasma guns or what-have-you, then they're vulnerable to being taken down. If they sit in the back, they're not exactly going to be a shooting monstrosity. Even if the IG player threw a lascannon or autocannon in there, it's just one heavy weapon that cost them quite a sizable chunk of points.

You assume too much. A.) you are assuming your ravagers always have the best cover and are moving. B.) Creed can outflank units into your zone. Again, your explanations seem...shall we say more theory and less about real game play. Or, you have the fortune of playing less experienced players. IG and Eldar are the worst match ups for DE in 6th...even more than they were in 5th.


So.

Okay. Lemme get this right. Opponent took creed, outflanked plasmavets into my zone. Okay, that I can buy. But that Creed is pushing the front line up to get close enough to those outflanking units so he can give them BiD? Sorry, but that's... not gonna happen. If Creed and his squad are pushing so aggressively forward, they're vulnerable to MSU wyches charging his transport and Beastmasters eating his face. Stop making up situations that, are in theory, quite bad, but in reality are never going to happen.

Also, why wouldn't I move my ravagers every turn? I get a 5+ save for scooting a hundredth of an inch. Even if I have perfect LoS where I'm sitting from, I shift my vehicles around to benefit from the Jink save. Of course I'm always going to have that save. You'd have to be a fool not to.

Maybe they should. Venoms get rolled by massed Str5 firepower and the Tau bring it in spades (hell and I'm not even counting the massed Missile Pod firepower they bring). Venoms have only 2 hull points....you must have great FF saves on your Venoms then. Most of my Venoms die by turn 3. Like I said, you must be extremely lucky...or your player base is lacking.


Oh no, they're wise for keeping fire warriors in their transports. Because yeah, if they drop those 8 fire warriors nearby, they'll drop a venom or two. And then the wyches will either tear them to shreds or tarpit them them in place for my beast pack to scoop up whenever I please. Our local tau player tried this in my second game of sixth, he killed a pair of venoms and then my beast pack just bounced back and forth, munching troops and transports alike. Now you're pretending all I have is Venoms in my army, unsupported by any other elements out there. I don't know about you, but I don't let my enemy isolate and destroy small elements of my army.

There is no disputing the potential effectiveness of the Shard. In the case of my army, it's a nice edition. 80pts for a Haemonculus is getting borderline expensive...especially on a character that has subpar stats for an HQ choice and is essentially a token generator and flame template chucker in this edition. The Haemonculus' durability took a slight dip in this edition.


This I will not disagree with you on. 80 points is the absolute maximum I would ever spend on a Haemonculus, but that particular combination of wargear has always served me well.

That's what the discussion was about in regards to the FFs in my army. Recheck the posts. Also, Grisly Trophies, while nice, aren't very useful when your wyches are usually out of range after they charge.


No. No I don't think so. I made a comment that Flickerfields aren't worth their points on Ravagers, and you have since named two valid situations where Flickerfields are worth it (Hydras and Hive Guard) and have since been trying to come up with obtuse, improbable situations to prove a point, like Creed leading the charge just to keep up with an outflanking unit so he can give them one specific order.

And you must play your wyches different than mine. I generally disembark within 6" inches of a unit, mostly out of habit from fifth, partially to guarantee the charge in spite of random rolls. Grisly trophies would come in handy, if I had the points to include them, but ah well, more important things picked up for me.

Here is your first mistake. You said most people. I'm talking about people that understand to wrap their flanks with the small pieces to get the cover from all three sides. It reduces the size slightly, but it worth it.


So okay, the entire enemy army is behind these aegis defense lines that are not only long enough to accomodate them but have leftover sections to shore up their flanks? Again, I'm not buying that. Especially since the rulebook specifically states how much defense line you can buy. It's usually enough for two twenty-man squads cramped together or two spread out smaller squads. There are always going to be units who aren't getting that cover, simply because the cover is finite, it is not unlimited. If you cannot fire upon the flanks of the protected units, fire upon the unprotected units to open up holes in their lines. It doesn't seem like rocket science to me.

Your experience differs from mine. My opponents recognize that and deploy accordingly to solve that problem.


In other words, they leave cover once they see you are opening up on their unprotected sides. I'll take it. Sounds like a win to me, they're out of cover.

Focus fire maybe one or two guys. Good job. Way to waste 12 shots from your Venom that will get one turn, maybe two to shoot.


Why do I only have one venom? Did I grab the wrong army case on the way out?

Here you go about combat specialist getting there. In every game I've played so far, I've safely delivered combat units to my opponents lines 4 times. In all the other games they get shot out from their transport, most die from that, then the rest get shot off the board. Getting hammered by powers like Foreboding, Perfect timing, and Prescience really sort of limits your ability to get into HtH at times.


So your grotesques have only gotten into combat 4 times? Man, you said they'd performed well in every game you played! That seems like quite the contradiction. Either way, my beast pack has yet to fail me in combat, especially with The Baron soaking up small arms fire at the front, and transferring str 6+ wounds to Khymera with a 2+ LoS!. I haven't tried the whole raider wyches yet, and I doubt I will in this edition for the exact reasons you mentioned. But I have plenty of other units to use for CC. Hell, I'd even throw a 6 man unit of Reavers against a unit of Dire Avengers or Veterans. Between Hammer of Wrath, the Champion with a venom blade and their wych statline, chances are they'd win that combat and tie up that unit from shooting for a turn.

I'm really astonished how you've overlooked what a boon it is to be able to purchase 4+ cover and take it with you in this game...then pair it with units that can improve that cover. With the nerfing of assault distances, and the loss of not being able to assault from any kind of reserve move that level of cover is more durable than ever. Other than flame template weapons, the DE have no cover ignoring weapons. At. All. It is very easy for units of IG to get the save to a 2+, then get back in the fight to shoot again on their turn.


I. Uh. Did you miss the part where I said it's effective? I mean. I quite clearly stated that in those exact words. Also, I thought we were talking about an IG mechanized list? That's pushing up the board with Creed to use BiD on outflanking plasmavets? So you're telling me that they're going to sit back instead? But that directly contradicts what you said earlier! Especially since he'd have to sit back to use the rallying order on units that have gone to ground. And if their entire army, or at least the ones hidden behind Aegis lines, goes to ground, well that sounds like a damn good turn to me. Creed has 4 orders yeah, but he's not going to be able to get all of those units back on their feet, especially not in time to avoid a beast pack charge.

See above. It isn't always 4+. Think about the kinds of units that can get placed behind it, then come talk to me. Apparently your opponents aren't taking advantage of that opportunity. That's good for you, but bad for them. Good luck trying to connect with your missiles when the Aegis line is occupied by a Quad Gun with a character manning it...and either A.) shoots your AV10 Razorwing down at the end of your movement phase, or B.) Shoots you, and forces you to evade and you are now unable to fire your missiles. Did you bring a FF? Did you bring more than one Flyer? I hope so. Like I said, I don't quite think you are a playing vs. some tough lists...or you are extremely fortunate that you are a 40k god amongst your peers in your gaming circle, or the meta in your area is a little more forgiving to your DE.


I uh. Take Voidravens, not Razorwings. Nice try though. Also, who's manning the Aegis defense line? Creed? But he's gotta be in the middle of the board to give orders to outflankers! Those vague eldar you're talking about? I'm still not quite sure how the Eldar got Plasmavets and Creed on their side, and why they've all coalesced together into one terribly apocalyptic situation for me. If that's what you're playing against, I think your friends are cheating you, buddy. Allied detachments can only take few very limited choices after all, and allies of convenience can't join each other's squads. If they're fielding all of this artillery you keep touting about in on game, I think they may just be over the points limit too. I mean, if you're playing my DE with 3000 points of Eldar and Imperial guard with all the trimmings and list-tailoring, I'd probably lose. But here, where I play, in my store, we play game where both players have equal points limits. Every unit I've spoken of is used in my lists. The exception being Voidravens which are currently lacking a kit. I'm not talking about a vague 'they might take all these things at once if they're not bound by points or FoC' concept. I'm talking about an actual army list. Yeah, if we disregard FoC and points, you can take alllll of those things, creed and plasmavets and phoenix lords and vibrocannon batteries and chimeras and defensive lines and fire warriors and so on and so forth and such. In reality, when playing an equal points game, you will have a fraction of those tools at your disposal.

Yes, they can do bad things to my army, but they're not going to wipe me off the board in a single turn. Maybe claim a couple of units, but such is the game, I've rarely won a game where I didn't lose a unit or two.

Also, thanks for calling me a 40k god. I love it when people are willing to admit their folly and venerate me as is proper.
   
Made in ca
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I feel like this particular discussion is really not about Dark Eldar and 6th edition anymore.

   
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Stone Bonkers Fabricator General





Beijing, China

Foo wrote:I feel like this particular discussion is really not about Dark Eldar and 6th edition anymore.


yeah, different strokes for different folks

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
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Yeah, kinda hijacked the thread there. Sorry, folks!
   
Made in us
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Whorelando, FL

Oh, so we're talking 200-300 points for their command units now? At 1500 points, that's more than a fifth of their army concentrated into a unit that, while a great force multiplier, isn't exactly contributing a holy amount of firepower to the army.


1500pts? Who said anything about 1500pt games? Have you even read anything I've said? My list is 2000pts. My explanations are based on that points value. If someone were to field Creed X4 plasmagunners in his list it's 255pts. and is essentially the only command squad you'd need. Most top level IG lists are using dual command squads. A basic command HQ squad is 165pts. for one, or 330pts for two. That's not even 25% of a 2000pt force. Who's playing 1500pt games in competitive events? No one. My experience is based on games played at that level.

So.

Okay. Lemme get this right. Opponent took creed, outflanked plasmavets into my zone. Okay, that I can buy. But that Creed is pushing the front line up to get close enough to those outflanking units so he can give them BiD? Sorry, but that's... not gonna happen.


LOL. Why is that hard to grasp? Creeds command radius is 24". One simple move puts him in range with most of the board his forces are in. Lastly, I used Creed as an example that your Ravagers can face. I never said I've played against a Creed list. You assumed I did. I've played against dual command squad lists because that's what some top IG lists use at 2000pts.

If Creed and his squad are pushing so aggressively forward, they're vulnerable to MSU wyches charging his transport and Beastmasters eating his face. Stop making up situations that, are in theory, quite bad, but in reality are never going to happen.


How are your MSU wyches even getting across the field in one piece? How are your beastmasters getting around the Psychic battle squad from punking them out with their weak LD8? See? It's easy to add in other units to counter your lame example of what you "would" be doing.

Also, why wouldn't I move my ravagers every turn? I get a 5+ save for scooting a hundredth of an inch. Even if I have perfect LoS where I'm sitting from, I shift my vehicles around to benefit from the Jink save. Of course I'm always going to have that save. You'd have to be a fool not to.


Again, you keep missing the point. What if you went second and didn't move them? Who's to say you will be able to perfectly hide them every game? Who's to say that your opponent came prepared to bounce your 'jink' save with weapons that ignore it, or abilities that ignore it? At times like that the FF is still useful. Which was my point. 30pts out of 2000pts isn't a big deal.

Oh no, they're wise for keeping fire warriors in their transports. Because yeah, if they drop those 8 fire warriors nearby, they'll drop a venom or two. And then the wyches will either tear them to shreds or tarpit them them in place for my beast pack to scoop up whenever I please.


Wow, you must play some pretty horrible Tau players then. How are your wyches even getting close to Firewarriors? They have a 15" rapid fire range, premeasuring ensures you'll never reach them....you can only assault 2D6. Your vehicle is now dead and your wyches are sitting there with their asses in the wind? Are we even playing the same game? LOL.

Our local tau player tried this in my second game of sixth, he killed a pair of venoms and then my beast pack just bounced back and forth, munching troops and transports alike. Now you're pretending all I have is Venoms in my army, unsupported by any other elements out there. I don't know about you, but I don't let my enemy isolate and destroy small elements of my army.


I'm not pretending anything. You are assuming my opponents are idiots when they aren't. You are the one throwing unit choices around in what you apparently have in your list. I'm reacting based on your assumptions. I'm reporting based on what I'm taking and armies I've faced. We are also playing armies that are different in size. If the information isn't helpful to you...move along.

No. No I don't think so. I made a comment that Flickerfields aren't worth their points on Ravagers,


And I've stated that in the context of my army and the meta in my area....they are

and you have since named two valid situations where Flickerfields are worth it (Hydras and Hive Guard) and have since been trying to come up with obtuse, improbable situations to prove a point, like Creed leading the charge just to keep up with an outflanking unit so he can give them one specific order.


No, actually I'm pointing out how obtuse you sound by magically having your Ravager in cover all the time...or still failing to ignore the damn obvious in the fact that you aren't going first in a game all the time.

And you must play your wyches different than mine. I generally disembark within 6" inches of a unit, mostly out of habit from fifth, partially to guarantee the charge in spite of random rolls.


You're right, I do play them differently. Like I said, have you read what I posted about my list? They are terrible assault units now unless you take 15 (not like they were that great before). Iuse them as 5 man squads to attack vehicles or to hide them on objectives. If you are getting your Venoms close enough where your wyches are within 6" of a unit that means you must be moving them extremely fast to reach on the following turn...which means you are moving over 6" to do so which leads to this situation: A.) you've moved 12" in which case your 12 shots from the venoms are snap shots (which means not enough shots to dent what's behind an Aegis.). B.) You've moved them flat out which means no shooting and you are now in range of pretty much everything your opponent has to shoot with. Good luck trying to deliver your assault cargo buddy. LOL.

So okay, the entire enemy army is behind these aegis defense lines that are not only long enough to accomodate them but have leftover sections to shore up their flanks? Again, I'm not buying that. Especially since the rulebook specifically states how much defense line you can buy.


Who said anything about putting an entire army behind it? I didn't...you did. I said that my opponents were putting units that benefit from it's abilities the best behind it. You keep putting words in my mouth at every turn.

It's usually enough for two twenty-man squads cramped together or two spread out smaller squads. There are always going to be units who aren't getting that cover, simply because the cover is finite, it is not unlimited. If you cannot fire upon the flanks of the protected units, fire upon the unprotected units to open up holes in their lines. It doesn't seem like rocket science to me.


Did you ever hear about bookending your flanks with Vehicles, transports with guys in them, and screening units ? Seriously? How hard is it to grasp basic concepts of deployment? You consistently assume the opponent is an idiot.

Why do I only have one venom? Did I grab the wrong army case on the way out?


Sigh...really? No fool, I fully expect to face 3-4 Venoms most DE list. My point was about wasting 12 shots to kill 2-3 models out of cover...that's stupid.

So your grotesques have only gotten into combat 4 times? Man, you said they'd performed well in every game you played! That seems like quite the contradiction.


Seriously, why do I even bother giving this a response? My Grotesques have no issues getting into combat...that's why I field them in favor of other assault units. If you've been actually reading what I type vs. putting words in my mouth you might realize that. Just to bring you up to speed: I don't place larger assault units in transports anymore as they rarely reach their intended targets anymore. In the many games I've played, this is the conclusion I've reached. This means wyche squads stay at 5 models for me and are only used to go after vehicles of opportunity or to camp on objectives..until further testing proves otherwise. Like I said, all my information is based on games played. Not theory. My games are also tested against solid firepower lists...something that we'll see more of in this edition since CC took such a kick to the dingus.

Either way, my beast pack has yet to fail me in combat, especially with The Baron soaking up small arms fire at the front, and transferring str 6+ wounds to Khymera with a 2+ LoS!.


That's good that you can attempt that combo, but the Baron has only 2 wounds, and the unit can still be stripped from the flanks and or blast sniped with indirect weapons. Remember, the IG? Yeah, Manticores make short work of that unit. Same goes for shooty based Eldar. Face it, breaking cover in this edition punishes our assault units more than ever before because we lost the ability to alpha strike with our assault elements.

I haven't tried the whole raider wyches yet, and I doubt I will in this edition for the exact reasons you mentioned.


Okay, but you've been railing on me saying you have no problems with wyche delivery? Which is it? Try it. It's harder than you think. Which was my whole point!

But I have plenty of other units to use for CC. Hell, I'd even throw a 6 man unit of Reavers against a unit of Dire Avengers or Veterans. Between Hammer of Wrath, the Champion with a venom blade and their wych statline, chances are they'd win that combat and tie up that unit from shooting for a turn.


This assumes you can put them into the position to assault in the first place. Reavers are no better than they were before vs. shooting. They gained only moderate buffs, but not enough to use them as a combat element. They also don't have grenades. I want to like Reavers, but I'm afraid they aren't any better than they were before. I'm going to try using them with WWPs so they can at least survive long enough to shoot something. In my test games Reavers haven't lasted very long as they are some of the first units to be targeted.

Also, I thought we were talking about an IG mechanized list? That's pushing up the board with Creed to use BiD on outflanking plasmavets?


No, you assumed that. I just said that the IG lists I've faced are using two command squads like most top lists do. No mention of a full mech list was given. As for Creed, it was an example of showing you that..yes in fact there are ways to get to your always hiding or always moving Ravagers. Creed can outflank more than just a plasmavet squad. He can outflank other stuff of value as well. Hellhounds being the scariest since the 6th edition increased the reach of it's gun now.

So you're telling me that they're going to sit back instead? But that directly contradicts what you said earlier!


LOLz. Man, you sure have a knack for assuming and putting words in people's mouths. That's not what I said. Besides, the IG opponent only really has to hold back for 2 turns. More often than not most of your stuff will be dead, and he can move out to mop up.

Especially since he'd have to sit back to use the rallying order on units that have gone to ground.


What the hell are you talking about? Creed's command radius is 24"! Even if he moves forward a bit his well within range of just about everything in his army. Have you even played a game vs. Creed, or have used him? I've done both.

And if their entire army, or at least the ones hidden behind Aegis lines, goes to ground, well that sounds like a damn good turn to me.


Lolz. I'll chalk this up to: you have no idea.

Creed has 4 orders yeah, but he's not going to be able to get all of those units back on their feet, especially not in time to avoid a beast pack charge.


Creed can do this with little to no problems...and the beasts most likely will never reach their intended targets because they'll be dead, or falling back. Creed can do all of this from the safety of a vehicle. But enough about Creed as I haven't faced a Creed list yet, but as an IG player as well, I know what it's capable of.

Take Voidravens, not Razorwings. Nice try though.


Okay, and how many of those are you bringing in your 1500pts?...and yet somehow I'm the one that's clueless about points? Got more than one? No? Most likely your one flyer dies or is crippled the turn it arrives if you can't shut down the Quad Gun.

Also, who's manning the Aegis defense line?


Reading fail. I already stated this. No Creed isn't manning the line, but a vet squad or two manning one is quite nasty as it is now BS 4 on the Quad gun...or if you'd actually read what I say...I said Exarchs with Crackshot (which are BS 5!). I've also seen Farseers used to man it as well.

Creed? But he's gotta be in the middle of the board to give orders to outflankers! Those vague eldar you're talking about? I'm still not quite sure how the Eldar got Plasmavets and Creed on their side, and why they've all coalesced together into one terribly apocalyptic situation for me.


That's because you've assumed things and put words in my mouth like someone that can't read very well. But for the clueless, I'll help you out. The two armies I've been predominately testing against have been IG and Eldar. Both with Aegis lines. Does that make sense now? And no, I haven't faced a Creed list, but used it as an example of how it's possible to pop your seemingly invincible 'jinked' ravagers with a modicum of thought.

If that's what you're playing against, I think your friends are cheating you, buddy. Allied detachments can only take few very limited choices after all, and allies of convenience can't join each other's squads.


Who the hell said anything about allies? Heck, I haven't even reported my findings with vs. those types of lists yet as I've only played 2 games in which allies were used against me.

If they're fielding all of this artillery you keep touting about in on game, I think they may just be over the points limit too.


Again, you are assuming things. Eldar Artillery is dirt cheap for what it does, and Vibrocannons have gotten very useful again. 2x3 Vibro batteries with 3 warwalkers and farseer support easily fits behind an Aegis line...and absolutely will shred gak. All for the rock bottom price of 480pts. That still leave plenty of other crap to put in the list at 2000pts. To be honest, I really don't think you are testing this stuff as rigorously as I am.

snipped the bloviating


The points limits are 2k per side. A standard tournament sized list...with tournament list type builds...but also adapted to shift in meta in 6th.

Yes, they can do bad things to my army, but they're not going to wipe me off the board in a single turn.


Maybe not everything off the board in one turn, but crippled significantly where the ability to recover is impossible...and this isn't even taking into consideration how lopsided the Secondary Objectives can get...specifically first blood.

Also, thanks for calling me a 40k god. I love it when people are willing to admit their folly and venerate me as is proper.


I believe it was more of a backhanded comment than anything else. LOL. but whatever helps you sleep at night.



This message was edited 2 times. Last update was at 2012/07/18 18:51:21


   
Made in us
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San Jose, CA

Folks, you need to calm WAY down.

Quis Custodiet Ipsos Custodes? 
   
Made in us
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Alabama

Awww, c'mon, they're just roleplaying DE. If they weren't arguing over the best way to flay some 'umies they wouldn't be in character.

Aside from all that.... has the transport rules discussion going on here affected any of your lists? If it has, what changes are you making? I'm considering going old school DE and taking transports, but not embarking units in them. Transports, will still be have to be dealt with, but my opponent would have to deal with both the disembarked unit and the transport separately.

This message was edited 1 time. Last update was at 2012/07/18 20:07:19


 
   
Made in us
Twisted Trueborn with Blaster





If it's true that we can't assault out of our vehicles when wrecked, even though they're open topped, that'd be the final nail in the coffin for assault-oriented raider-rush lists. Not that this edition has been kind to them to begin with.

But I've already swapped over to a style of list where that hardly effects me.

That's an interesting debate though, something I'll have to check out from start to finish.
   
Made in us
Longtime Dakkanaut





Whorelando, FL

I feel like this particular discussion is really not about Dark Eldar and 6th edition anymore.


Agreed. I'm simply trying to report my findings. If there is disagreement, that's fine.

yeah, different strokes for different folks


Yup. True enough. I'm curious to hear what other people have been finding out. Us DE players need to work together...LOL. Anyone else having success with different builds? Or have any ideas? My Grotesque list came about through a lot of process of elimination in my games. Anyone having success with 3 flyers? Lack of vector dancer makes them rather difficult to steer after the initial arrival...plus Aegis quad guns are a pain.

Yeah, kinda hijacked the thread there. Sorry, folks!


Yeah, my apologies as well, people. No hard feelings Lokas, you've still added good content...which is never a bad thing...and I will aim to test some of your suggestions on Saturday.

If it's true that we can't assault out of our vehicles when wrecked, even though they're open topped, that'd be the final nail in the coffin for assault-oriented raider-rush lists. Not that this edition has been kind to them to begin with.


Yup. Which would really irritate me as the army isn't that old...and it's already been made obsolete due to an edition change. I don't feel like waiting another 10+ years for an update. If that becomes a reality...then my army will be sold.

But I've already swapped over to a style of list where that hardly effects me.


Same here...which is what my grotesque build is.

This message was edited 1 time. Last update was at 2012/07/18 19:47:02


   
Made in gb
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Well I have been having good result with a rather strange list, using reavers.

Battle Report 1
Battle Report 2


 
   
Made in us
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Commoragh (closer to the bottom)

Ok, so I havent looked at this threadin awhile...It seemed to go off topic.

So you cant assault after your vehicle has been wrecked(DE)?

 Wyzilla wrote:
Saying the Eldar won the War in Heaven is like saying a child won a fight with a murderer simply because after breaking into his house, shooting his mother and father through the head, the thug took off in a car instead of finishing off the kid.


 
   
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Curb stomping in the Eye of Terror!

DaKKaLAnce wrote:Ok, so I havent looked at this threadin awhile...It seemed to go off topic.

So you cant assault after your vehicle has been wrecked(DE)?

Nope... due to disembarkation rule.

If the ride blows up (not wrecked), then the models are placed (not disembarked). They're free to assault if they can.

Live Ork, Be Ork. or D'Ork!


 
   
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Commoragh (closer to the bottom)

whembly wrote:
DaKKaLAnce wrote:Ok, so I havent looked at this threadin awhile...It seemed to go off topic.

So you cant assault after your vehicle has been wrecked(DE)?

Nope... due to disembarkation rule.

If the ride blows up (not wrecked), then the models are placed (not disembarked). They're free to assault if they can.



Thank you. I just glimpsed and I thought I saw someone say you cant. Just making sure I didnt misread any rules

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Wrecked isn't blown up(exploded).

So you can't assault after your vehicle is wrecked.

You can assault after your vehicle explodes.

It's doesn't make the least bit of sense right now. I'm "hoping" for an faq to clear it up.



   
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ThePhish wrote:Wrecked isn't blown up(exploded).

So you can't assault after your vehicle is wrecked.

You can assault after your vehicle explodes.

It's doesn't make the least bit of sense right now. I'm "hoping" for an faq to clear it up.





Given what the FAQs have done to my armies so far, I actually dread clarifications way more than I should.

In Boxing matches, you actually get paid to take a dive and make the other guy look good.

In Warhammer 40K, you're expected to pay cash out of your pocket for the privilege of having Marines and IG trample all over your Xenos/Chaos. 
   
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Are you guys forgetting that our transports are open-topped? They can assault after the vehicle has been wrecked, so long as they pass their pinning test.
   
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The argument is that open-topped only gives us permission to launch an assault in the player turn that we disembark, which would be during the enemy's turn. Can't launch an assault, that permission is wasted, the restriction returns next turn and the unit can no longer assault.

At least, that's what I get from reading the thread. If you wanna argue it, feel free to do so in the linked thread. I personally think it's silly, but there are plenty of people to argue that for me.

Back on topic, I really like to see how well that biker list Mushkilla is doing. I see if I can find the points to beef my squads to 9 bikes instead of 6. I'm also pondering taking a haemonculus with a single WWP for the bikes to deploy from the center of the map. I'll miss the +1 to deployment from Sathonyx, but bladevaning the turn they come in might just be worth it.

Something to experiment with.
   
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Beijing, China

Sephyr wrote:
ThePhish wrote:Wrecked isn't blown up(exploded).

So you can't assault after your vehicle is wrecked.

You can assault after your vehicle explodes.

It's doesn't make the least bit of sense right now. I'm "hoping" for an faq to clear it up.





Given what the FAQs have done to my armies so far, I actually dread clarifications way more than I should.


the FAQ has not been particularly kind to DE

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Lokas wrote:
Back on topic, I really like to see how well that biker list Mushkilla is doing. I see if I can find the points to beef my squads to 9 bikes instead of 6. I'm also pondering taking a haemonculus with a single WWP for the bikes to deploy from the center of the map. I'll miss the +1 to deployment from Sathonyx, but bladevaning the turn they come in might just be worth it.

Something to experiment with.


Reavers only really need the portal for hammer and anvil deployment, any other deployment they can reach anywhere on the board from reserve. I don't think it's worth getting a portal just for nine bikes when it's only going to be useful in 1/3 games (Portals are still handy for heatlancing things from reserve).

Here's another report if anyone is interested:

Battle Report 3


 
   
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Beijing, China

Mushkilla wrote:
Lokas wrote:
Back on topic, I really like to see how well that biker list Mushkilla is doing. I see if I can find the points to beef my squads to 9 bikes instead of 6. I'm also pondering taking a haemonculus with a single WWP for the bikes to deploy from the center of the map. I'll miss the +1 to deployment from Sathonyx, but bladevaning the turn they come in might just be worth it.

Something to experiment with.


Reavers only really need the portal for hammer and anvil deployment, any other deployment they can reach anywhere on the board from reserve. I don't think it's worth getting a portal just for nine bikes when it's only going to be useful in 1/3 games (Portals are still handy for heatlancing things from reserve).

Here's another report if anyone is interested:

Battle Report 3


The baron is great with bikes for stealth, grenades, melee punch, and hit and run.

WWPs arent much use as you can now bladevane 48" away getting you anywhere on hte table.

Take caltrops. D6 str6 hits is awesome.

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Mushkilla wrote:Reavers only really need the portal for hammer and anvil deployment, any other deployment they can reach anywhere on the board from reserve. I don't think it's worth getting a portal just for nine bikes when it's only going to be useful in 1/3 games (Portals are still handy for heatlancing things from reserve).

Here's another report if anyone is interested:

Battle Report 3


I quite like your Battle Reports, I've been looking into having Reavers play a larger role in my force, although perhaps not that large.

I'd love to hear about the plan for a Jetbike Autarch since I had intents to do much the same, personally I couldn't resist the idea of gearing him right up with a Laser Lance, Fusion Gun, and Mandiblasters, which leaves him pretty expensive when you add in the bike, but those S6 power weapon attacks on the charge will be delicious, not to mention his 4+ invulnerable save letting him hop into challenges a bit more safely than the Arena Champion.

Interceptor Drones can disembark at any point during the Sun Shark's move (even though models cannot normally disembark from Zooming Flyers).


-Jeremy Vetock, only man at Games Workshop who understands Zooming Flyers 
   
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Thanks. I'm currently trying to work out a 1500 point variation on that list which includes a bike Autarch (it's hard not to make him expensive ). I will be having a few games this weekend. I'll post the reports.


 
   
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Ascalam wrote:WWP Assaults are now no-go, as is zoom and assault.

We pay extra in points and fragility for our fast vehicles to be able to zoom-drop-assault, but now we can't do that. Ork trukks are in the same boat.

WWP delivery shooty units might be worth a go though.

Our assault units are likely to get shot up a bit more trying to get into assault, and out Pain Engines are now even less able to handle vehicles due to the loss of the 2d6 to pen.

I'll need to read the book, and try a few games to see how the rules interact, but right now it looks like we took a hefty kick in the effectiveness, and had our speciality (speed)handed out to every other army.



No 2d6 to pen, but all MCs get smash attacks. With the Talos this means you can get up to 4 str 10 attacks on rear armor.... even a landraider is shuddering at that.

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Not to mention vehicles are a lot easier to hit now.


 
   
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Mushkilla wrote:Thanks. I'm currently trying to work out a 1500 point variation on that list which includes a bike Autarch (it's hard not to make him expensive ). I will be having a few games this weekend. I'll post the reports.


Was just re-reading your first battle report while telling a friend about it and I noticed when your reavers charged the assault marines and IC's you say: "Finally the 2 S4 power spear attacks inflict another two [wounds]"

Not sure how you get only 2 attacks, Arena Champion has 2 on the profile, +1 for charging, +1 for ccw/pistol.

You are remembering all Reavers are armed with a pistol/ccw yes?

Interceptor Drones can disembark at any point during the Sun Shark's move (even though models cannot normally disembark from Zooming Flyers).


-Jeremy Vetock, only man at Games Workshop who understands Zooming Flyers 
   
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Beijing, China

skink007 wrote:
No 2d6 to pen, but all MCs get smash attacks. With the Talos this means you can get up to 4 str 10 attacks on rear armor.... even a landraider is shuddering at that.

they use to get 7+2d6 which has a better probibility to pen AV14 than 10+d6. Also they could get up to 8 attacks.
The changes might be a buff for cronos but are a nerf for Talos.

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Drunkspleen wrote:
Was just re-reading your first battle report while telling a friend about it and I noticed when your reavers charged the assault marines and IC's you say: "Finally the 2 S4 power spear attacks inflict another two [wounds]"

Not sure how you get only 2 attacks, Arena Champion has 2 on the profile, +1 for charging, +1 for ccw/pistol.

You are remembering all Reavers are armed with a pistol/ccw yes?


Nice catch! That's just my bad writing, I meant the S4 spear attacks inflicted another two wounds. Don't know where I got the 2 from (will correct it).

This message was edited 1 time. Last update was at 2012/07/26 08:50:08



 
   
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Exergy wrote:
skink007 wrote:
No 2d6 to pen, but all MCs get smash attacks. With the Talos this means you can get up to 4 str 10 attacks on rear armor.... even a landraider is shuddering at that.

they use to get 7+2d6 which has a better probibility to pen AV14 than 10+d6. Also they could get up to 8 attacks.
The changes might be a buff for cronos but are a nerf for Talos.


Definitely a nerf to the talos, but when it only takes 3/4 glances to wreck a vehicle, you don't 'need' penetrating hits. The number of attacks is what really sucks. Although it's easier to hit vehicles in cc now, it's not enough to make up for the loss of half of your attacks.

   
 
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