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Made in ca
Deadly Dark Eldar Warrior





Winnipeg, Canada

I was wondering, whats the exact opposite of the dark eldar playing style?
I want to try to take armies at the extreme ends of both play styles.

"Build a man a fire, and he'll be warm for a day. Set a man on fire, and he'll be warm for the rest of his life."
-Terry Pratchett

The Duke's Sky Serpents
Raids of Pleasure and Pain
Wins 3 Losses 5 Ties 3 
   
Made in gb
Ferocious Blood Claw





I would say a very shooty army, yes Dark Eldar have shooting units but look at how many units they have which are good in close combat. So I would suggest something like Tau or Imperial Guard, you could then try and theme the two armies to look like they have been fighting each other for a long time by putting broken weapons, shot ridden bodies or like prisoners on the dark eldar transports

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Made in us
Fixture of Dakka





All infantry Imperial Guard.

Dark Eldar need to strike precisely with overwhelming potency before they fold like wusses.

IG largely don't even care about the casualties they take. They'll just lay on you until you get tired of punching them, then they'll win.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


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DarknessEternal wrote:All infantry Imperial Guard.

Dark Eldar need to strike precisely with overwhelming potency before they fold like wusses.

IG largely don't even care about the casualties they take. They'll just lay on you until you get tired of punching them, then they'll win.


What he said.

DE are all about mobility and precision. Foot IG are about firepower and attrition.
   
Made in us
Shas'ui with Bonding Knife





I wanna go back to New Jersey

Depends on what the metaphorical opposite of a "Glass Hammer" would be. (Rock hard shell?)

bonbaonbardlements 
   
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Lord Commander in a Plush Chair






ChiliPowderKeg wrote:Depends on what the metaphorical opposite of a "Glass Hammer" would be. (Rock hard shell?)


Iron pillow

IG in any form(Mech, Foot, or Hybrid) although Mech may get to be a Little too similar.

Space Wolves: Dead-hard, Dead-killy short ranged fire-fighters that can hold their own in CC.

Ork Green-tide list.

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Made in ca
Stormin' Stompa






Ottawa, ON

I'd say Imperial Guard, large numbers with lots of guns.

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Made in ca
Deadly Dark Eldar Warrior





Winnipeg, Canada

Im considering necrons, they sound fun

"Build a man a fire, and he'll be warm for a day. Set a man on fire, and he'll be warm for the rest of his life."
-Terry Pratchett

The Duke's Sky Serpents
Raids of Pleasure and Pain
Wins 3 Losses 5 Ties 3 
   
Made in us
Charing Cold One Knight




Lafayette, IN

The Crusader Of 42 wrote:Im considering necrons, they sound fun


Wide gulf between sounds fun and being fun.

1 choice Troop. 1 normal choice HQ w/ 2 expensive special characters.
Elite slot has one good choice, one could be good if it didn't cost so much and was in a different book, and one could be good if it was actually a necron.
FA has one great choice, one hard to make work but can do well if you are really good, and one points filler/speedbump
HS has one highly regarded but often over relied upon tank, and some more jet bikes which provide you with your only las cannon equivalent.

So it is an army that has mostly ineffective units, a few decent ones that are over priced, and the almost complete lack of anti tank shooting and CC ability. Oh, and they suddenly self destruct in close games.

Yeah, bottom of the pile with you. I respect the hell out of people who manage to win with them.

 
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

Necrons look awesome, and can be a SEVERE aggrevation to the win-button style of play if played right, but are in a sorry shape codex-wise. The codex even says that necron warriors are good in assaults (hasn't even true in years) and more than capable of gunning down any unit..(ditto)

What necrons need , above all, is a new codex with a bit more punch and an initiative boost. I 2 for robots i can more or less understand, if EVERYTHING else didn't have better, especially since Eldar robots (wraithguard and wraithlords) don't take an initiative hit, and carry much nastier ordinance..

I'm hoping for a revamp like the Dark Eldar got, with new units (Necron transport..please my pariahs demand it ) and preferably a bit more punch, especially since damn near every big gun that the Imperium has is S 10 AP 2 pieplate these days..

The Necrons supposedly have impossibly advanced tech, and no style reason like the dark eldar have not to use the full powered stuff (Dark eldar like to hear you scream, so they don't use the really lethal stuff), so why in the name of Arnold the Android is their best gun only S 9 ap 3, and short ranged as hell, when a Vindicator has the same range and more bang?

Also a fighter craft like the fliers in Stargate would be awesome, perhaps Armour 12, fast, stats/weapons like the Deldar Voidraven?

This message was edited 1 time. Last update was at 2011/01/21 04:44:29


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I think Tau are the opposite play style of Dark Eldar...

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gazelle wrote:I think Tau are the opposite play style of Dark Eldar...


I'd actually say Tau as well.













 
   
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Charing Cold One Knight




Lafayette, IN

I would say orks are the exact opposite.

DE are about precision. Orks are about mass. Needle vs hammer.

Both can CC, but do it in completely different ways. Both can shoot well, but in completely different ways.

Ork CC relies and massive numbers off attacks, and bringing more PKs than your opponent can handle. DE bring elite units that carve up their target quickly assuming they are attacking the correct unit type (incubi against meqs, wyches against scary things with low number of attacks and/or PWs and hellions against Geqs).

Ork shooting relies on massive numbers of shots, whether it is the basic slugga or shoota, or the more powerful deffguns or dakkaguns. RoF is more important than accuracy to the orks. DE on the other hand rely on BS 4, darklight weapons (extremely powerful single shot weapons) and splinter weapons (weapons that are tailored poisons for whatever the target is)

Neither army is particulary durable, but get around this in different ways.

Orks bring more boyz, but become less effective the less numbers they have, so they protect their boyz with strange fields, walls of killa kans, and AV 14 transports.

DE units get more resilient and dangerous after they have killed, so bring fast but flimsy transports that fly over kill zones and outmaneuver the enemy to ensure the first blow.

This message was edited 1 time. Last update was at 2011/01/21 16:18:17


 
   
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Opportunist



La Rochelle

What's PW ?

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Made in us
Infiltrating Broodlord





United States

The Crusader Of 42 wrote:I was wondering, whats the exact opposite of the dark eldar playing style?
I want to try to take armies at the extreme ends of both play styles.


Imperial Guard Turtle.

Dark Eldar are fast and fragile, while the IG can take tons of tanks and just sit back and weather the storm.

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Made in us
Charing Cold One Knight




Lafayette, IN

Arkon wrote:What's PW ?


Power Weapon

 
   
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Sneaky Striking Scorpion




New Iberia, Louisiana, USA

I like the idea the OP had - play two of the exact opposite. I'm not sure that DE is one particular end of the spectrum. I guess it depends on the spectrum we're talking about.

As for the opposite of DE, I would go either Tau or Guard. CC is generally the last thing you want with their army. Usually the opposite is true for DE.

I'm leaning Guard. DE can't take casualties, and neither can Tau. Guard can take casualties and keep pushing, no problem.

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Made in ca
Deadly Dark Eldar Warrior





Winnipeg, Canada

Tau apeal to me because they are fish people,
Guard may be nice too

"Build a man a fire, and he'll be warm for a day. Set a man on fire, and he'll be warm for the rest of his life."
-Terry Pratchett

The Duke's Sky Serpents
Raids of Pleasure and Pain
Wins 3 Losses 5 Ties 3 
   
Made in us
Charing Cold One Knight




Lafayette, IN

The Crusader Of 42 wrote:Tau apeal to me because they are fish people,
Guard may be nice too


Both can be built to be pretty strong.

Guard have more viable builds since their book is newer.

 
   
 
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