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Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

Hey folks! No pictures. Build my DE army, and have had a couple of friendly games with them trying to learn how to play with them. I brought them to my first tournament today (1850) to see how they would do.

My 1850 Dark Eldar
Archon + 5 Incubi + Warrior inside Raider
2x Haemonculi (Scissorhand / Destructor)
6x Raider squads with 5 warriors per raider+dark lance each
2x Wych Squads + Succubus / Agonizer
3x Ravagers with 3x Disintegrators each.
3x Reaver Jetbikes (with 2 blasters)

Its a glass cannon. I have 15 dark lances, 6 blasters (12" dark lances), and 9 disintegrator cannons (STR7 AP2 small blast or STR4 AP3 Heavy3), with an assault element (HQ + Wych tarpit)


Round One
Mission: Seize Ground (Automatic 5 Objectives)
Deployment: Pitched Battle

Opponent: Chaos Space Marines
Abaddon with terminator attachment
2x Khorne Berzerker squads (one in a rhino)
1x Chaos Marine squad in a Rhino
1x Greater Demon
Squad of lesser demons
Predator Battletank

One objective went into the middle, and we both placed two objectives. I put both of mine as close tot he middle as possible, while my opponent placed one in the middle and one in his rear - IE, a fight for the middle. My opponent won first turn.

Turn1 Chaos: Chaos had deployed the Predator, two rhinos, and extra khorne squad out, and kept Abaddon+terminators in reserve. He gets first turn and moves his rhinos forward, puts a couple of lascannon shots on my raider spam and blows up an empty raider.
Turn1 DE: I deployed everything - behind cover where I could, with several raiders emptied of troops and their squads in buildings for sniper positions - those raiders are covering my other raiders for cover where needed. I shift around for better lanes of fire, sent a raider full out up the left side to get into a building next turn (to snipe), and sent my RJBs 12" forward into the middle of the table to get side armor shots on a rhino. I opened up - Predator shaken, rhino destroyed, all the stuff inside destroyed, second rhino shaken and stunned.

Turn2 Chaos: He rolls for reserves; fails Abaddon, fails lesser demons, gets a greater demon - which he drops into the champion in the foot-slogging Khorne squad. He moves his Khorne berzerkers towards the middle, runs them forward, and disembarks his chaos marine squad as well in the middle. He owns all objectives, I own none. He puts out a couple shots and immobilizes a raider, but most of his army is split into reserve (which I disapprove of) or can't shoot.
Turn2 DE: My raider squad in the enemy deployment zone drops into a building, and the RJBs go join them to get positioned for sniping at the great demon. The rest of my army maneuvers around a bit as required to get firing lanes and I unload again. Turn 1+2 I've unloaded a *lot* of lances into the predator for zilch. I'm learning to be satisfied with shaken/stunned results. I shake it again. Then I blow up the other rhino and annihilate the chaos marine squad. My opponent mentions that he has no more icons on the table, and if the demons make their reserve roll, they'll auto-die unless Abaddon comes out and the demons don't. My raider in the rear and the RJBs snipe at his greater demon and wound it once. The rest of my lances/splinter rifles pour into the remaining Khorne berzerkers and level them.

Turn3 Chaos: He rolls for demons and gets them - they auto-die with no icon on the table. Abaddon comes out - he tries for the center of the table to at least contest objectives since I've killed his troop choices and mishaps a 3. I stick him in the far rear right corner from me where nothing is happening, so I can deal with him later. His demon scoots 6" towards my RJBs.
Turn3 DE: My RJBs, Raider, and warriors in the rear pound into the demon and wound it again; it's got one wound left. I maneuver ravagers, dark lances, wyches, archon, and everything else over towards Abbadon, and plop a couple raiders in the middle to hold the objectives. The predator absorbs some more dark lances for a weapon destroyed (twin-linked lascannon) and a shaken result. The rest opens up on Abaddon and his terminators, killing several.

Turn4 Chaos: He runs his demon into my RJBs and annihilate them. Abaddon and his couple remaining terminators scoot forward a bit.
Turn4 DE: My raider squad and vehicle in the enemy's rear finish off the greater demon, and the rest of my army finishes off Abaddon.

Game end. I lost my reaver jetbikes and a raider or two and owned all five objectives while tabling my opponent.
*****************
*****************
*****************
Round Two
Mission: Seize Ground (Automatic 5 Objectives) - same as last time.
Deployment: Dawn of War

Opponent: Black Templars - I was fearful of blessed hull, but he didn't bring them. The whole army had rerolls to hit and wound, and lots of templates - he was expecting my mechanized orks, and came with a list specifically tooled to try beating them.

Chapter Master? + Terminators
Another HQ guy in a rhino with 5 marines
2x Vindicators with Demolisher Cannons
Land Raider Crusader
1x Razorback + 5 marines
1x Rhino + 5 marines
3x Scout speeders with heavy flamers / multi-meltas

We put all objectives in the middle. He let me deploy and go first (I put nothing on the table) and he put a a rhino in the middle of the table. Then he stole the initiative from me. =p I'm not going to go into mass detail, but the short of it is that he had a 24" army, and I had a 36" long-ranged army, and he got beaten down. It didn't help that his land raider exploded to the first dark lance I fired at it. At the end of the game, I was down a raider or two and a wych squad that got stuck out in the open on the wrong end of a speeder's heavy flamer, but I tabled him and owned all five objectives.
*****************
*****************
*****************
Round Three
Mission: Annihilation
Deployment: Spearhead

Opponent: Eldrad, Uriel, and the dancing eldar lightshow. He won the roll off and went first....I didn't get to go first at all today!!

Eldrad + Warlock council (max size)
Uriel
2x Wraith Lords
Squadron of 2 Vypers
2 Wave serpents full of close combat thingies (aspect warriors maybe?)
Large mob of guardians on foot with a scatter laser.
Maxed squad of dark reapers

Deployment: He picked a corner, and turtled up in it nice and tight - his 48" firepower has a longer reach than any of my 36" stuff. He put the reapers and the council+HQs in a ruins (reapers on top level) vypers in front, a wraith lord on either side, wave serpent on both sides of that, and the big squad of guardians to once side. In return, I dropped two raider squads into a building on my corner, and stuck everything else into cover the best I could.

Turn1 Eldar: He didn't move a thing. Opened fire on the two disembarked raider squads with everything that had range (some 48" missiles and dark reapers) and killed half of one, and one of another. I passed leadership.
Turn1 DE: Realizing that I need to take the fight to him, I turbo-boost my RJBs up the left side of the table behind a mostly solid ruins, put my wyches and archon over there too, and the rest of everything in my army goes flat out 24" forward - I'm using my two empty raiders to provide some screening for the rest of my army, but in hindsight, since they were all going 24", it wouldn't have mattered.

Turn2 Eldar: He backs his two wave serpents up to the table edge, moves the wraith-lord on the left side into an intercept position and mostly stays static - he opens up and blows up two raiders, all but one warrior in one, two in another (remember, I only have units of 5 warriors - the minimum to get a dark lance). All in all....I didn't take a whole lot of damage.
Turn2 DE: My RJBs skitter 12" up to his wave serpent, while my two wych squads and archon squad skitter up the left flank in their raiders. One wych squad gets out to pile into his guardians. The glass cannon opens up - both wave serpents are destroyed (not exploded), and since their single hatch is blocked by the table edge...he loses the units inside (not sure if I'm comfortable with that, but couldn't find emergency disembark and its relation to this situation in the rules, and that's what the judge said). Both vypers die, one wraith lord takes two wounds, the other takes one, and the dark reapers miraculously survive through three ravagers dumping fire on them, although 1-2 die. - I deduce that Eldrad and his damn psychic powers are just wrong. The wyches assault the foot-slogging guardians, win combat, and the guardians run off the table leaving my wyches mostly in the open. They consolidate around a corner to get out of the way and try hiding from retaliation.

Turn3 Eldar: Having lost so much, he's on the losing side so far, but the game is far from over. One wraith-lord crosses towards the wyches, while the other comes up to the building by the wyches and flames them all dead except for the sybarite - fortunately, agonizers wound on a 4+ regardless of that T8 and he's got only one wound left. His remaining army fires up my stuff, killing another raider, immobilizing another. Eldrad/warlocks/Uriel blob come boiling out of their building to say hello to anything willing to come play with them. His wraith-lord assaults my wych, who sucks and bites it.
Turn3 DE: My archon and remaining wyches skip on over to the blob to play - I'm hoping to soften them up with ravager fire first. Both his wraith lords absorb dark lances and die, and I absolutely lay the rest of everything into Eldrad's mob and kill nothing. 4+ invul saves, re-rollable...he saves every single one from my whole army. At this point, assaulting with my archon+retinue and wyches seems suicidal, so I send the archon after the dark reapers instead - they successfully scale to the second floor and rip into the dark reapers while the wyches fleet 6" away and around a corner.

Turn4 Eldar: He's got Eldrad, Uriel, and the warlocks left. Uriel breaks off and gets a 6" move, 6" fleet, 6" assault into my wyches - he whips out some kind of large blast and kills most of my wyches, who fail to wound him in return, and fail their initiative check. Boom, they're all dead. Eldrad and company cast a couple of shining spears at my raiders and do not much.
Turn4 DE: Uriel takes a dark lance to the face, fails his invulnerable save and his re-roll and is instantly killed. The rest of my army dumps into Eldrad and the warlocks - they absorb massive amounts of disintegrator, dark lance, and a few splinter rifles. The archon comes down from the building in preparation of killing them. I kill a few more - he's got 5 models left. Archon+5 incubi+warrior boil into Eldrad's squad and proceed to kill absolutely nothing. My entire unit is killed.

Turn5 Eldar: His lone unit tosses a shining spear or two at me again.
Turn5 DE: Everything unloads into Eldrad and friends - I get it down to Eldrad alone with one wound left. Three ravagers open up with 27 disintegrator sustained-fire shots and cause 10 wounds. He rolls them one at a time, saving his re-rolls as well until he rolls the 9th one (by which time I'm getting frantic) and he fails the save and the re-roll.

Game ends, I've tabled my third opponent.

*EDIT*

At the end of the night, I picked up a Stompa, 20 wyches, a squad of warp-beasts and a beast-master, Asdrubael Vect - and between store credit from the last few tournaments, I only had to shell out $100. Christmas gift to myself.

This message was edited 2 times. Last update was at 2010/01/04 00:51:09


   
Made in us
Sybarite Swinging an Agonizer





Looks like your list did well, congrats and well played.

I still don't like 5 man raider squads.

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Made in au
Longtime Dakkanaut






Springhurst, VIC, Australia

Your list sounds down right scary. Well done and thanks for posting

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Made in us
Lethal Lhamean






Venice, Florida

Nice to see the army finally seemed to gel for you a bit. I have just a few minor thoughts for you to consider but wish to first off just say, congrats for the wins and I'm happy to see the RJBs actually also worked for you a bit.

Okay, in game 1 your description of your deployment of strategic points (clumping them in middle) is not the way I usually play as DE but is similar to how I play as Orks, so I want to bounce this idea off of you. With an army as mobile as the DE it is generally a solid idea to spread the points out more when facing a slow enemy like that CSM one. This makes him start the game in a negative position because he either has to split forces, try to eliminate all your troops, or somehow figure out how to contest objectives that are all over the map. You, meanwhile, can focus on offense and defense confident in the ability of your Raiders to move flat out to claim/contest points at will on turn 5.

My second thought concerns the Eldar battle (and this one is simply based off the limited knowledge of the battlefield I have from your write up). With his turtling action in the corner and his superior range I'm not entirely sure what you were doing with Warriors disembarked from their Raiders. It seems like it would have been more optimal to at least keep them inside for one round to move them forward into range before disembarkation. If there was a reason for this I'm not seeing feel free to disregard.

Overall though it sounds like a fun tourney and some very nice battles. I'm a little ashamed the Archon folded like wet paper to Eldrad, but that is a classically tough cookie to crack and their invulnerable saves were really ganking the Incubi's power weapons. Still, as usual, an application of more dakka did eventually settle the issue.

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Made in us
Squishy Squig




Sounds like you had a terrific showing for an "outdated" army. But there are a few things that pique my interest.

1) Game 1 vs. CSM...why in the world didn't he roll for Abaddon first and then the demons?

2) Where is the Black Templar Emperor's Champion? Any BT list over 750 needs to have one to be legal.

3) In turn 3 vs. the Eldar, you say that you shot at Eldrad and his unit then assaulted the Dark Reapers. This is not legal. You can only assault what you shoot at.

WAAAGH! Urtyzod - 750pts 
   
Made in nz
Tail-spinning Tomb Blade Pilot




North Shore, Auckland

For the 2nd question, it says other HQ guy and Chapter Master?, so he isn't sure on what the guy had as hq by the looks of it.



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Made in us
Tough Tyrant Guard





Sacramento, ca

Well If the Transports shoots at the emeny, doesnt mean the riders have to assault the unit it shots at does it?
   
Made in no
Boom! Leman Russ Commander






Oslo Norway

Way to dominate a tournament.

The emergency disembarktion allows the player to deploy the transported unit anywhere within 2" of the hull, as long as it is not within 1" of an enemy or in impassable terrain. Exit points doesn't matter, so he wouldn't have lost those units

   
Made in us
Dakka Veteran





Not too surprising...you went up against army-list styles that DE often excel at destroying. Not to take anything away from your victories...tabling all three is certainly impressive...but you hit the nail on the head when you said your opponent brought a 24" army and you had a 36" one. Players need to go extreme horde to minimize the effectiveness of the massed DLs or spam light armor (lots of SHOOTY light armor) to have a chance against DE.

People like to build really expensive HQ/retinue assault units, which DE can't always kill very quickly, but can easily slow by killing their transport. Then, the rest of the DE list can overpower the enemy's long range firepower while avoiding the slower short-ranged and assault units. Destroy in detail and you're done.

My greatest fear is running into something like the list mentioned here: http://www.dakkadakka.com/dakkaforum/posts/list/268776.page Better range and lots of firepower...while I'm stunning/damaging his stuff, he's going to wreck/destroy mine.

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Kabalite Conscript




Rochester, NY

Well done. I'm playing a similar list this weekend in a tourney, so this is making me feel a bit more confident.

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Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

Thor665 wrote:Nice to see the army finally seemed to gel for you a bit. I have just a few minor thoughts for you to consider but wish to first off just say, congrats for the wins and I'm happy to see the RJBs actually also worked for you a bit.

They did ok. Game one they killed a rhino and wounded a greater demon. Game 2 they weapon destroyed a speeder and stunned another, and killed a demolisher. Game three...they killed a wave serpent and may have dropped a wound onto a wraith lord.

Thor665 wrote:
Okay, in game 1 your description of your deployment of strategic points (clumping them in middle) is not the way I usually play as DE but is similar to how I play as Orks, so I want to bounce this idea off of you. With an army as mobile as the DE it is generally a solid idea to spread the points out more when facing a slow enemy like that CSM one. This makes him start the game in a negative position because he either has to split forces, try to eliminate all your troops, or somehow figure out how to contest objectives that are all over the map. You, meanwhile, can focus on offense and defense confident in the ability of your Raiders to move flat out to claim/contest points at will on turn 5.


That's a worthy point. I'm obviously coming off of playing orks, and haven't grasped all the nuances of Dark Eldar yet. Centralized objectives create a killing field, and let me array my gunline to pour fire into it. Then again, it doesn't let me pick something and go ninja it then fly away quickly either. Then again...I'm having a difficult time grasping separating and destroying something - which seems central to DE tactics, but would seem to involve a turn of firing, then a turn of giving up fire to reposition? My only real gunline experiences are with Tau, which involved setting up a static gunline, creating a centralized killing field if possible with objectives, then daring things to cross the table so that I could kill them.

Thor665 wrote:
My second thought concerns the Eldar battle (and this one is simply based off the limited knowledge of the battlefield I have from your write up). With his turtling action in the corner and his superior range I'm not entirely sure what you were doing with Warriors disembarked from their Raiders. It seems like it would have been more optimal to at least keep them inside for one round to move them forward into range before disembarkation. If there was a reason for this I'm not seeing feel free to disregard.


I don't know my way around Eldar very well, although I found it distinctly interesting that most of his ballistic skills are 3, while all of mine are 4. When we started the game and he had deployed in the corner, I asked him about his various units, what they were equipped with, what the range on those weapons was...and based on what he had, I thought that the wave serpents and vypers would close range to get shooting / position for assaults. To prepare for this, I positioned two raider squads in a ruins to snipe at the approaching threats...which never ended up materializing. He didn't move ANYTHING, even the things without range - just sat back and waited for me while tossing out his 48" weaponry. Those two raider squads were at 48" and took some casualties during his first round of shooting, so during my turn I moved and ran them closer to the enemy, and on turn2 dropped them into craters that used to be their raiders where they comfortably sniped for the rest of the game. It was either that, or give up a turn anyway moving them back to their raiders to re-embark and get forward and I decided to use those empty raiders as screening cover (and first casualties) for the rest of my raiders. It worked too - turn 2, I lost three or four raiders, two of which were the empty ones.

Thor665 wrote:
Overall though it sounds like a fun tourney and some very nice battles. I'm a little ashamed the Archon folded like wet paper to Eldrad, but that is a classically tough cookie to crack and their invulnerable saves were really ganking the Incubi's power weapons. Still, as usual, an application of more dakka did eventually settle the issue.


That re-rollable save was lethal. >< Compounding it is that the warlocks count as a retinue right? So that Eldrad can't be targeted? The codex doesn't say "retinue" but it says "Eldrad may take up to 10 warlocks with him which count as a single HQ choice." I presume that counts for the same thing. I was actually afraid of assaulting them with the Archon, and didn't think I'd fare well even if I put my remaining wych squad and archon into it which is why I went for his dark reapers instead - I think they dealt the most damage to me throughout the game.


Warboss Urtyzod wrote:
1) Game 1 vs. CSM...why in the world didn't he roll for Abaddon first and then the demons?


Keep in mind that reserve rolls and deep striking happen at the same time - while you roll for one unit followed by another unit, you can just as easily roll for them at the same time with different dice - units that deep strike onto the table during a game all get there at the same time for game purposes, which still doesn't let his demons come out through Abaddon. What's he supposed to do? Roll reserves for his demons and say, "These are coming out through a unit that isn't on the table just yet?" That's illegal. =p

Warboss Urtyzod wrote:
2) Where is the Black Templar Emperor's Champion? Any BT list over 750 needs to have one to be legal.


If the Emperor's Champion is a two-wound model with the ability to take terminator armor, then that guy was in the rhino in the center of the field, camping all the objectives with his homies when the game started. His HQ+2 troops was this unit. When I came onto the table on turn 1, I couldn't really range the rest of his army due to nightfight, so this single rhino absorbed pretty much every dark lance I had to throw at it, then it absorbed all of my disintegrators, and the 2+ guy lived through it with a wound, so he took some more dark lances to the face. This troop/vehicle/HQ was gone on turn1.

Warboss Urtyzod wrote:
3) In turn 3 vs. the Eldar, you say that you shot at Eldrad and his unit then assaulted the Dark Reapers. This is not legal. You can only assault what you shoot at.



My entire army (minus the Archon and his retinue) shot at Eldrad; for convenience I didn't make the distinction. The archon and his merry band really only have pistols for the strict rules purpose of having a second close combat weapon with their two-handed weapons. Its a pistol in their helmet. How cool is that? To date, I haven't actually fired any of my tormentor helms yet.

   
Made in us
Rotting Sorcerer of Nurgle






Jacksonville, NC

Interesting list. The CSM player played a horrible list for this points level tho... seemed his whole army revolved around abby. Fail! Anyways, grats on the win

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Preacher of the Emperor




Boston, MA

Congrats Dash. Solid DE list and Thor already hit the few points I thought of. As an aside, I am under the impression that lesser daemons can enter the table anywhere even if there is not an icon on the table. He just loses the no scatter benefit.
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

Zid wrote:Interesting list. The CSM player played a horrible list for this points level tho... seemed his whole army revolved around abby. Fail! Anyways, grats on the win


Yeah....the CSM player is a pretty good ork player, and dabbles decently as IG - I'm not sure why he brought out Chaos. I've played the same army, and the same army list for quite a long time now perfecting it and my use of it in every situation - if he were to do that with his orks, he'd be a great player; I've been trying to encourage him to pick an army and run with it, but to no avail.


   
Made in us
Squishy Squig




Ok, it sounds like the guy in the Rhino might have been the Emperor's Champion. He is very much like a Terminator but slightly different. Yes, he has 2 wounds. Yes he has a 2+ armor save. But he only hase a 4+ invulnerable in close-combat only.

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Fresh-Faced New User




Illumini wrote:Way to dominate a tournament.

The emergency disembarktion allows the player to deploy the transported unit anywhere within 2" of the hull, as long as it is not within 1" of an enemy or in impassable terrain. Exit points doesn't matter, so he wouldn't have lost those units


Where in the rulebook does it say you can emergency disembark from a wrecked vehicle? I have had this discussion several times, and every time we have come to the conclusion that you can't emergency disembark from a wrecked vehicle.

Emergency disembarkation is a voluntary action you are allowed to take on you own turn. When you get wrecked, you can make a normal disembarkation if possible, or die. Those are the only options (at least according to the rules).
   
Made in us
Committed Chaos Cult Marine






Grats on the win. I agree with Thor about the second game, though. A lot of the time you won't be able to just table an opponent and be done with it; that only happens at wildly disparate skill levels.

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Made in us
Lethal Lhamean






Venice, Florida

Grimaldi wrote:Not too surprising...you went up against army-list styles that DE often excel at destroying. Not to take anything away from your victories...tabling all three is certainly impressive...but you hit the nail on the head when you said your opponent brought a 24" army and you had a 36" one. Players need to go extreme horde to minimize the effectiveness of the massed DLs or spam light armor (lots of SHOOTY light armor) to have a chance against DE.

I would correct this to be, play horde to counter 'this' build of DE. My usual 1850 DE list is quite capable of killing and out manuvering horde - though my list would possibly suffer more versus massed armor then Dash's (at the least I'd have to get a lot closer)

Grimaldi wrote:My greatest fear is running into something like the list mentioned here: http://www.dakkadakka.com/dakkaforum/posts/list/268776.page Better range and lots of firepower...while I'm stunning/damaging his stuff, he's going to wreck/destroy mine.

Oh gawds, you're telling me. I have a friend locally who plays a pretty nasty Razorspam list and it is always a pain to deal with. My personal big fear/problem is usually with Eldar though, as they combine a lot of the strengths of razorspam but add in an even greater degree of movement (and usually more massed fire for Raider shredding). But, yeah, anything with a lot of lascannons is a pain. Thankfully melta still seems to be king in everyone's mind, and melta isn't so bad for DE.

Dashofpepper wrote:
Thor665 wrote:Nice to see the army finally seemed to gel for you a bit. I have just a few minor thoughts for you to consider but wish to first off just say, congrats for the wins and I'm happy to see the RJBs actually also worked for you a bit.

They did ok. Game one they killed a rhino and wounded a greater demon. Game 2 they weapon destroyed a speeder and stunned another, and killed a demolisher. Game three...they killed a wave serpent and may have dropped a wound onto a wraith lord.

And that counts as 'ok'? That sounds like pretty excellent work considering how much those RJBs cost you.

Dashofpepper wrote:I'm having a difficult time grasping separating and destroying something - which seems central to DE tactics, but would seem to involve a turn of firing, then a turn of giving up fire to reposition? My only real gunline experiences are with Tau, which involved setting up a static gunline, creating a centralized killing field if possible with objectives, then daring things to cross the table so that I could kill them.

Might need to get Messiah in here, as he's the biggest proponent of gunline DE I've talked to on Dakka. But the basic concept is that your force hits very hard but doesn't take abuse well - so how do you deal with stuff like the Razorspam list posted above? After all, they have better range and better armor and are spammed as much as your Raiders, yes? The answer is you use your maneuverability and the terrain to cut your opponent's army into sections and you try to fight 1850 vs. 500 for a round or two.

I'll admit I play gunboat, so probably my mobility concept is different from what you need for a more pure gunline, but I suspect a lot of the basic concepts still shine through. You want to be able to weaken his ability to strike back at your forces by coming in along a narrow front and having the ability to retreat again. Due to the range of the Lance you can't go pure static gunline (well, except with certain armies that you know are coming forward no matter what). However, the range of the lance paired with the movement of the Raider gives them a very impressive range indeed, and staying mobile is the best way to maximize that advantage even if it does mean occasionally you're not firing every lance you have on the field (you just have to ask if the 2 lances from position A will be better then one lance from new position B that also helps remove the Raider from danger and/or opens up shots/side armor on better targets.

Dashofpepper wrote:That re-rollable save was lethal. Compounding it is that the warlocks count as a retinue right? So that Eldrad can't be targeted? The codex doesn't say "retinue" but it says "Eldrad may take up to 10 warlocks with him which count as a single HQ choice." I presume that counts for the same thing.

They are a single HQ choice per FoC rules, they are not (thank gawd) a retinue and each count as a separate unit - so Eldrad can leave the Warlocks and can also be targeted as an IC in h2h combat.

toddznidz wrote:Where in the rulebook does it say you can emergency disembark from a wrecked vehicle? I have had this discussion several times, and every time we have come to the conclusion that you can't emergency disembark from a wrecked vehicle.

Emergency disembarkation is a voluntary action you are allowed to take on you own turn. When you get wrecked, you can make a normal disembarkation if possible, or die. Those are the only options (at least according to the rules).

There is a very awesome section of this forum called "You Make Da Call" where you can have out all sorts of discussion on this issue. Just as a quick answer to the question. With a vehicle-wrecked result you are told to disembark. The disembark action includes the ability to emergency disembark. If you want more explanation start a thread in YMDC and I'll happily expound on this.

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Boom! Leman Russ Commander






Oslo Norway

toddznidz wrote:
Illumini wrote:Way to dominate a tournament.

The emergency disembarktion allows the player to deploy the transported unit anywhere within 2" of the hull, as long as it is not within 1" of an enemy or in impassable terrain. Exit points doesn't matter, so he wouldn't have lost those units


Where in the rulebook does it say you can emergency disembark from a wrecked vehicle? I have had this discussion several times, and every time we have come to the conclusion that you can't emergency disembark from a wrecked vehicle.

Emergency disembarkation is a voluntary action you are allowed to take on you own turn. When you get wrecked, you can make a normal disembarkation if possible, or die. Those are the only options (at least according to the rules).


Hmm, you raise a valid question, my group has always played it like: you wreck - so you have to disembark, if you cannot disembark - it goes to emergency disembarkation, but it isn't really that clear if this is really the case. If it is not the case however, I can hardly see a use for ED, how often do you drive your transport in such a way that you cannot disembark in your own turn?

I prefer my solution at least, it is hardly overpowered, after all, you are pinned for a turn, and you are probably in a very bad spot if this happens, but reading over the rules, I'm not totally sure if it is correct by RAW


   
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Tough Tyrant Guard





Sacramento, ca

There no more manatory disembarkation, U can sit in the vehilce Or the wreckage and recieve a cover save, and for a unit assaulting the unit in the wreckage is danger terrian so you have to make a Roll for every one going into terrian.( it happen to me once.) I stayed in my landraider and didnt want to get out( it was Wreckage), the assaulting Demons had more causitities comming into danger terrian then anything else.
There no more rule on if you cover the hatches the units inside dies...( i wish that rule was still around).
   
Made in no
Boom! Leman Russ Commander






Oslo Norway

If you get a wrecked result, there is forced disembarkation

   
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Deadly Dark Eldar Warrior




Southern California

well, I must say that it was a pleasure to read your battle reports.

Dark Eldar
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Fixture of Dakka





Feasting on the souls of unworthy opponents

Thanks.

I don't pretend that I know nearly as much about Dark Eldar as I need to, and even as I was playing them, I felt bad for how I was using them because I knew I'd post a battle report and Thor would attempt to throttle me for not using my speed and maneuverability as an advantage. =p

I did tell all my opponents before each game (since no one was really familiar with DE) that my army was a glass cannon - all the vehicles were AV10 all the way around and open-topped, and that while I can lay down punishment, I would crumble when tapped.

The tyranid player was REALLY hoping to play me so that he could "unholster his venom cannons" as he put it, but he didn't fare well against the Eldar player in the first round, so we never met.

   
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Sybarite Swinging an Agonizer





Dashofpepper wrote:



all the vehicles were AV10 all the way around and open-topped, and that while I can lay down punishment, I would crumble when tapped.



Ravagers are AV 11 Front and Side.

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Longtime Dakkanaut





Nice job man! There's simply nothing bad to be said to a list that tables it's way through a tourney. Well done!

All in all, fact is that Warhammer 40K has never been as balanced as it is now, and codex releases have never been as interesting as they are now (new units and vehicles and tons of new special rules/strategies each release -- not just the same old crap with a few changes in statlines and points costs).

-Therion
_______________________________________

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Fixture of Dakka





San Jose, CA

DE are MEQ-killers. Period. As long as you're facing MEQ's, you should normally do well. Eldar is a toss-up. They have the speed to match you but better transports.

Who you will have problems with are Tau, IG and Orks. Luckily you didn't face any in the tourney, but you'll learn soon enough.

Also, watch out for certain Space Wolf builds. My space wolves destroyed DE the time I played against them and outshot my Tau and mechguard opponents.

This message was edited 1 time. Last update was at 2010/01/05 16:53:54



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Interesting to read. I would say you ran a calculated risk here, as your army would be very poorly geared to face a horde army. In my years as a DE general, when attending tournaments I usually attempt to amalgamate the style you use here with Thors more mobile concept.
A good example of this is the Sniper Boats, which you maxed out on. I usually run two to three as standard, but Thor tends to be more of a proponent of the gunboat strategy, and has always been slightly dubious of the worth of the sniper boat.

It was nice to see the Reaver Blade formation making its way in there, it can sometimes turn into a points sink, but I've found you can usually find some way to make your points back from them.


 
   
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Feasting on the souls of unworthy opponents

jy2 wrote:DE are MEQ-killers. Period. As long as you're facing MEQ's, you should normally do well. Eldar is a toss-up. They have the speed to match you but better transports.

Who you will have problems with are Tau, IG and Orks. Luckily you didn't face any in the tourney, but you'll learn soon enough.

Also, watch out for certain Space Wolf builds. My space wolves destroyed DE the time I played against them and outshot my Tau and mechguard opponents.


I'm intimately familiar with Tau and Orks. I've actually put aside both of those armies simply because I wanted to play a more challenging and less forgiving army. I think IG is going to be a matter of who gets to go first and unload firepower.

Ketara, its going to take some gaming to get used to using Dark Eldar instead of Orks. I ran mechanized orks, and its tough to not run mechanized DE the same way.

   
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Savage Minotaur




Chicago

Very nice report, Dash.
   
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Dashofpepper wrote:I think IG is going to be a matter of who gets to go first and unload firepower.


Facing IG can be a real challenge. Like the space wolf list I linked to above, they usually pack a lot of fairly resilient, long-ranged AT firepower. Vendettas are brutal....as long as they're functioning, you may as well write off a vehicle a turn. If I get second turn against a shooty IG list, I think long and hard about keeping everything in reserve and driving onto the board. Easy to get screwed with that setup, too, but if the enemy IG list is build correctly, your army's going to get brutalized the first turn anyway. Bunch up? Manticores annihilate you. Spread out? Still plenty of autocannons/lascannons to hurt you, and even the humble chimera's multilaser has a pretty good shot at destroying a raider outright (almost 21% in the open!).

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