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![[Post New]](/s/i/i.gif) 2011/01/26 15:10:06
Subject: Protecting your dark assests.
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Liche Priest Hierophant
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I see a lott of people put 4 trueborns in a venom with blasters. Driving up, or deepstriking with the baron and then disembark and shoot. This strikes me as a throw away unit you only get to use one time.
Why do people not buy more trueborn to soak up damadge before your 60 points of blasters get shot down. Even when in a venom they only bring 4. I am planing on running them out of web way portals, i just think that I should get more trueborn to soak up damadge.
what do dakkadakka think?
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![[Post New]](/s/i/i.gif) 2011/01/26 15:35:20
Subject: Protecting your dark assests.
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Sslimey Sslyth
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People are just trying to keep the unit as cheap as possible so as to spend more points on other units.
You have, however, hit on one of the potential problems with this list building philosophy. If you merely take 3-4 Trueborn, each with a Blaster, you're losing a 28 point model with each wound you take, and the effectiveness of the unit drops dramatically with each wound taken.
It comes down to your own building philosophy. Do you prefer to maximize your per point effectiveness at the cost of having more fragile units, or do you water down the per point effectiveness of the unit by giving it ablative wounds to increase the unit's survivability?
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![[Post New]](/s/i/i.gif) 2011/01/26 16:31:40
Subject: Protecting your dark assests.
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Charing Cold One Knight
Lafayette, IN
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Well, look at it this way, would you rather spend more points on a guy who is holding a gun that can't ever effect tanks in a dedicated tank hunter squad, or just buy that guy in a dedicated anti infantry unit?
Every weapon that basic kabal or truborn can carry is very specialized at one of two roles. Sure, when you lose each individual model it hurts more. But adding 1 more guy to a trueborn squad isn't going to make it survive getting rapid fired by a simple combat squad. Venom capacity of a true born unit is only 5 after all.
DE can't really take any hits. Even adding bodies won't save a unit from serious losses when it gets shot. The points saved can go into offense, which reduces the enemies ability to inflict casualties.
Generally building an army like this is considered to be MSU or MSE (multiple small units, or multiple small elites). By having so many small but potent units running around, it makes your opponent have a harder time prioritizing their fire. Even when they do bring something down, the efficiency of this type of build means you have more units to take its place.
Personally I'm not a fan of the true born max blaster build. I like 3-5 true born with 2 dark lances a bit better. (less shots, but longer range and likely to get more than 1 turn of shooting in). Then there is the true born with carbines and splinter cannons. Put the duke in it and you have a really nasty anti infantry unit.
The reason why I don't like the max blaster squads is it tends to be a list building crutch, people trump the fact they have x number of dark light weapons, when most of them are in 4 man squads and ravagers.
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![[Post New]](/s/i/i.gif) 2011/01/26 16:48:25
Subject: Protecting your dark assests.
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Liche Priest Hierophant
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Moast dark eldars fall ower when you snese on them. But after they get the pain tokens they tend to do better. That is not true for the trueborn blaster squads though because they will be hitting tanks mainly.
I see the argument that when you start putting hits on them they have a tendencie to die. But I rearly get rapid fiered by marines. All my oponents just lay down on me with long ranged fire. I would say 24 points is a good cost to pay when the autocannon starts to shoot for enshuring that your 108 point trueborn squad is dead. It is better to pay 132 for it then.
Also, trueborn will moastly be shooting at meck who uses true line of sight. They will not get cover saves from your warriors, while your trueborn would. The 24 points you invest will be payed back.
Notabot, if you like fielding 5 trueborn with darklances at 110, I would sugest you field 5 scourges with the same. For 750 points you get 12 dark lances shots in 6 nice MSU units.
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![[Post New]](/s/i/i.gif) 2011/01/26 17:14:16
Subject: Protecting your dark assests.
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Charing Cold One Knight
Lafayette, IN
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Niiai wrote:Moast dark eldars fall ower when you snese on them. But after they get the pain tokens they tend to do better. That is not true for the trueborn blaster squads though because they will be hitting tanks mainly.
I see the argument that when you start putting hits on them they have a tendencie to die. But I rearly get rapid fiered by marines. All my oponents just lay down on me with long ranged fire. I would say 24 points is a good cost to pay when the autocannon starts to shoot for enshuring that your 108 point trueborn squad is dead. It is better to pay 132 for it then.
Also, trueborn will moastly be shooting at meck who uses true line of sight. They will not get cover saves from your warriors, while your trueborn would. The 24 points you invest will be payed back.
Notabot, if you like fielding 5 trueborn with darklances at 110, I would sugest you field 5 scourges with the same. For 750 points you get 12 dark lances shots in 6 nice MSU units.
750? I thought that cost 720?
Yeah, that isn't too bad, but I don't really like scourges with lances too much, would prefer to use them for splinter cannons or blasters (or even try them with heat lances), or use the FA slots for something different. Haven't used scourges yet, probably going to wait for the models.
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![[Post New]](/s/i/i.gif) 2011/01/26 17:44:57
Subject: Protecting your dark assests.
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Sslimey Sslyth
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notabot187 wrote:Niiai wrote:Moast dark eldars fall ower when you snese on them. But after they get the pain tokens they tend to do better. That is not true for the trueborn blaster squads though because they will be hitting tanks mainly.
I see the argument that when you start putting hits on them they have a tendencie to die. But I rearly get rapid fiered by marines. All my oponents just lay down on me with long ranged fire. I would say 24 points is a good cost to pay when the autocannon starts to shoot for enshuring that your 108 point trueborn squad is dead. It is better to pay 132 for it then.
Also, trueborn will moastly be shooting at meck who uses true line of sight. They will not get cover saves from your warriors, while your trueborn would. The 24 points you invest will be payed back.
Notabot, if you like fielding 5 trueborn with darklances at 110, I would sugest you field 5 scourges with the same. For 750 points you get 12 dark lances shots in 6 nice MSU units.
750? I thought that cost 720?
Yeah, that isn't too bad, but I don't really like scourges with lances too much, would prefer to use them for splinter cannons or blasters (or even try them with heat lances), or use the FA slots for something different. Haven't used scourges yet, probably going to wait for the models.
Oh, how I wish Scourges had Jetpacks instead of Jumppacks. Tau-dancing dark lances would be so happy making.
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