Switch Theme:

Dark Eldar vs resilience armies.  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in ca
Journeyman Inquisitor with Visions of the Warp




There is a somewhat similar matchup in this battle report.

http://www.dakkadakka.com/dakkaforum/posts/list/622502.page

Corpsethief Claw did pretty well.
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

 gummyofallbears wrote:
So dakka, I kinda have a compounded questions here.

My Dark Eldar really really struggle against any army that are super resilient, specifically death guard and Necrons.

Generally, it kinda just feels like I'm being stopped at a brick wall. I don't have enough shooting to really hurt them, it kinda just forces me to win the war of attrition with all of the board control he has.

I feel like I'm gonna have the same issue playing with Harlequins (need to get a few more minis purchased and built, then start painting!).

My brother showed me the list he is building to with his Death Guard, its a maxed out plague colony, Typhus, and then lost and the dammed full of plague zombies, I feel like I'm gonna have trouble dealing with that many rhinos and minimum units.

I am not looking specifically to list tailor, I more want to find out how to go about fighting a list like his, but really anything that is super tough, as harlequins and Dark Eldar.


Dark Eldar have the Coven book which is quite a good answer. they also have units that put out a huge number of attacks on the charge if AP is no issue. So given what you're up against, I think you have a lot of options.

Also such an army would be slow and you have very fast Raiders. You can physically limit how far he can move very effectively. follow it up with melee to further gum him up if you have the right units and he might never get past his own 18 inch line with a lot of his army if he even makes it that far.

With my particular force, it is designed to cordon off the enemy and then mire them in place. Ironic since Deathguard do much the same thing. I cannot tell you for sure what to do, but the basic concept of slowing the enemy and barring them forward progress towards objectives will always be sound thinking. In addition if its a kill points thing, you can null deploy, meaning put nothing on the board and then use your speed to simply avoid him and take shots of opportunity afterwards. Disintegrator Cannons are particularly appropriate weapone against Deathguard and if you can get stuck in with his cultists in the backfield nothing truly threateneing may ever even reach you.

So just consider those three things: Mobility, cordoning and null deploying as options.

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php 
   
Made in us
Calculating Commissar




pontiac, michigan; usa

Perhaps i've just found a really good weakness in necrons but playing 'hard to get' with them is really nice. Basically our movement is king and we can move anywhere on the board rather easily (scourge probably go best in the middle as they're slowest). If you get turn one move everything to one side and pick at one part of the enemy army at a time with almost your entire force. Limit what they can hit if anything with most of their units. We do best when we don't fight fair. Make it so 90% or more of your army is only fighting like 25% to 33% of their's and focus down serious threats with much of your army. Use empty raiders (if they live) as mobile blockades that you can flat out in your shooting phase to make a wall after you've shot the enemy. It'll hold their fast melee units back that much longer.

If they got wraiths with tomb spiders use poison and focus fire em down (i lost that battle but our kill points were very close actually). If they go troops use melee (except vs lych guard). If you can kill the fast stuff a necron army has mid to poor range with slow units and you can generally move much, much faster with just about everything. If most of the fast units are dead you can outrange them and move faster most of the game. The only way you'd lose is if there's finally nowhere left to go where they can't shoot you and even then you can move 12" and then flat out at least 18" to get to where you need to be. I think the issue is most people don't realize movement with focus fire and using raiders to block units esp. melee troops is where we shine hardcore. Poisoned helps too.

This is actually a much easier match up than say tau or possibly space wolves (and the wolves still probably die to poison and void mines).

This message was edited 1 time. Last update was at 2017/01/30 19:52:23


Join skavenblight today!

http://the-under-empire.proboards.com/ (my skaven forum) 
   
Made in us
Hellish Haemonculus






Boskydell, IL

Personally, I bring my Grots with an abby with a scissorhand and either a Haemonculus or a Succubus with a Scissorhand or a glaive, respectively.

I've found the volume of attacks, Rending, and/or the Glaive can do enough to handle AP2.

Welcome to the Freakshow!

(Leadership-shenanigans for Eldar of all types.) 
   
Made in us
Sinewy Scourge




Boulder, Colorado

On the note of wraiths, they don't hit especially hard by themselves, so you can probably tie them up with wracks or the such, as long as you have enough.

   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

Just had our 6th Annual Elvensword Ambassadorial Tournament. Oseas Aduna was Ambassador for the Dark Eldar.

Click o nthe 6th Annual tab

http://40kambassadors.com/coverage.php

Also can see his individual matchups and what he faced if you use both sites.

https://www.bestcoastpairings.com/r/xdr8afxg

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php 
   
Made in us
Fixture of Dakka






The DE player went against GSC and BA, I'd say some of the better match ups for DE then against Eldar.....

IDk if there is a Mono DE list that could beat a Mono Eldar one (talking about GT style lists). other than 1 player getting extremely lucky/unlucky with objectives. But then its not the list that won, but the RNG.

   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

Oseas Aduna had the toughest Strength of schedule in his bracket of anyone. So his Dark eldar were up against it and the margin was very vast. His schedule was very much tougher than anyone elses in his bracket.

This message was edited 2 times. Last update was at 2017/02/01 18:25:59


Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php 
   
Made in gb
Regular Dakkanaut




Martel732 wrote:
"DE really are the King's against tough models due to rate of fire and poisoned. "

Not really. They are king against models that rely on toughness that aren't GMCs. That's a pretty small range, really. Riptide and Dreadknight don't care about your poison, and Wraithknight is immune basically. They tear up Nids i guess. Yay.


I couldn't agree more. Other than Nidzilla armies, dark Eldars poison weaponry really doesn't get much mileage. Its a shame as aesthetically they are my favourite army, but it's so hard for them to stand their ground without allies
   
Made in us
Regular Dakkanaut




Dallas, Texas

Any good ways of handling Necron transports? Ghost arks are ridiciulously beefy for their cost. 4 hull points, AV 13 unless you pen it. I feel unless I specifically gear up 3 or 4 AV units I won't be able to handle it if the opponent brings more than 1. Then I have the horde of soldiers dumped out at that point. At TAC 1000 points I don't quite know how to handle both without leaving myself vulnerable.

Drive closer! I want to hit them with my sword! 
   
Made in us
Sinewy Scourge




Boulder, Colorado

Ghost Arks are silly, its the four hull points + jink that really is dumb, but heatlance scourge are only 120 points and are damn good at killing most anything, deepstrike behind it (or in front, they don't give a damn) pray for a good scatter, then watch the thing blow up one a 4+

However, if that doesn't work then maybe just maneuver around them? They aren't particularly killy, and not mobile unless they sacrifice their shooting.

   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

Well I take the Dark lances on my transports for all these reasons. I just love Disintegrator Cannons to death but its basically this: take an awesome weapon or take a situational weapon (Dark Lances) that fills a definite need so you kinda always drift back to the Dark Lances on them. the rest of the army is SO good against the infantry of the world that it hardly makes sense to invest more on the Raiders, but I'll tell you one thing, disintegrators are so great it hurt to lose them. The problem I'd run into is the tournament where there's the ONE GUY with the fun list of armored craziness or AV 12 spam. ugh. There was a guy with 13 drop pods I just saw play who basically uses them just to physically trap your force and disallow them from moving anywhere while they squat objectives! I saw another dude with a similar list win like that with just three pods left on the entire table and he won because of them. talk about annoying.

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php 
   
Made in us
Regular Dakkanaut




Dallas, Texas

 gummyofallbears wrote:
Ghost Arks are silly, its the four hull points + jink that really is dumb, but heatlance scourge are only 120 points and are damn good at killing most anything, deepstrike behind it (or in front, they don't give a damn) pray for a good scatter, then watch the thing blow up one a 4+

However, if that doesn't work then maybe just maneuver around them? They aren't particularly killy, and not mobile unless they sacrifice their shooting.


For example, my friend I played last night had 2. Each was brimming with 10 warriors. So I could deep strike some scourges, but they're pretty much toast the second he gets to shoot. Then I don't have much to answer for the other and I need to crack them open to get at the juicy bits inside. Could be doable. Then have 2 gunboats of kabalites to do the heavy lifting.

Not sure. I played him with my Eldar and it was my first time playing them but I couldn't do much. I won on points, but I had two guys left on the table by game end and his army was nearly untouched. But I think I could have done a lot more with the Dark Kin.

Drive closer! I want to hit them with my sword! 
   
Made in us
Regular Dakkanaut




If anyone wants to see a good battlereport for Dark Eldar against some tough matchups, here's a link
http://www.thedarkcity.net/t12655-dark-eldar-versus-the-universe-at-the-atc-tournament
   
Made in us
Regular Dakkanaut




Dallas, Texas

StevetheDestroyeOfWorlds wrote:
If anyone wants to see a good battlereport for Dark Eldar against some tough matchups, here's a link
http://www.thedarkcity.net/t12655-dark-eldar-versus-the-universe-at-the-atc-tournament


Good read, it goes to prove that a tool is only as good as the person using it. I would have NEVER wanted to play against any of his opponent lists. His lists were filled with troops and were fairly normal for a realspace raid... everything else was just so cheap. Especially the crazy daemon list. But him killing fateweaver on turn 1 made me happy. The dark angel/space wolf combo made me extremely angry. Even when I had Space Wolves I hated bringing thunderwolves. I don't like deathstars of any kind. Except for sweet sweet incubi.

Drive closer! I want to hit them with my sword! 
   
Made in us
Fixture of Dakka






 gummyofallbears wrote:
Ghost Arks are silly, its the four hull points + jink that really is dumb, but heatlance scourge are only 120 points and are damn good at killing most anything, deepstrike behind it (or in front, they don't give a damn) pray for a good scatter, then watch the thing blow up one a 4+

However, if that doesn't work then maybe just maneuver around them? They aren't particularly killy, and not mobile unless they sacrifice their shooting.


I honestly think Ghost Arks are the best transport in game. Jinking AV13 (11 is pop) is just insane, then having 4hp's instead of 3 just makes them more so.

This message was edited 1 time. Last update was at 2017/02/02 08:01:23


   
Made in us
Regular Dakkanaut




Dallas, Texas

 Amishprn86 wrote:
 gummyofallbears wrote:
Ghost Arks are silly, its the four hull points + jink that really is dumb, but heatlance scourge are only 120 points and are damn good at killing most anything, deepstrike behind it (or in front, they don't give a damn) pray for a good scatter, then watch the thing blow up one a 4+

However, if that doesn't work then maybe just maneuver around them? They aren't particularly killy, and not mobile unless they sacrifice their shooting.


I honestly think Ghost Arks are the best transport in game. Jinking AV13 (11 is pop) is just insane, then having 4hp's instead of 3 just makes them more so.


I agree. The fact that it's open top adds to the lethality too. If you're within 12 inches and don't pop it. You're in for a world of pain. I think our transports are up there in terms of best transport. But AV 13 with a potential of 30 or so gaus shots, with jinking, with the repair ability, with 4 hull points. It's a monster.

Drive closer! I want to hit them with my sword! 
   
Made in us
Sinewy Scourge




Boulder, Colorado

Thats the most annoying thing, our good transports are paper thin, and the best one (the venom) actually makes you seriously debate jinking, as its a 4+ vs a 5+

The other two jinking is a no brainer, raider will *almost* always do it, and the tantalus is so expensive its not worth the risk.


   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

you have to use jinking as a strategy instead of a liability, in my opinion. That is what I have attempted to do.

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php 
   
Made in us
Fixture of Dakka






Its one of the reasons why I went to Harlequins and Corsairs.

Harlequins is just better Wych/Venom spam and Corsairs is just better DE In general. (you can make a DE or Eldar style list, the best stuff is the Eldar feel, but you can have Jet Pack wyces and Venom spam with S6 over Poison).

   
 
Forum Index » 40K General Discussion
Go to: