Switch Theme:

Dark Eldar Venom spam vs Mech Guard - 2,000 points  [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 gb
Tower of Power






Cannock

Got a game in with Craig last night, not played him for a bit. Craig is a very good player and brought Guard, I thought I'd use my Dark Eldar as a real challenge, plus Craig know D.E too as he has been playing them since the current codex come out - a lot longer than me then as this is my 4th game with them if I remember right.

Dark Eldar


HQ

Haemonculus - webway portal, liquifier gun & venom blade

Elite

4 x Kabalite Trueborn w/ Venom - 4 x blasters - Venom w/ splinter cannon
4 x Kabalite Trueborn w/ Venom - 4 x blasters - Venom w/ splinter cannon
4 x Kabalite Trueborn w/ Venom - 4 x blasters - Venom w/ splinter cannon

Troops

5 x Kabalite Warriors w/ Venom - blaster - Venom w/ splinter cannon
5 x Kabalite Warriors w/ Venom - blaster - Venom w/ splinter cannon
5 x Kabalite Warriors w/ Venom - blaster - Venom w/ splinter cannon
5 x Kabalite Warriors w/ Venom - blaster - Venom w/ splinter cannon
5 x Kabalite Warriors w/ Venom - blaster - Venom w/ splinter cannon
5 x Kabalite Warriors w/ Venom - blaster - Venom w/ splinter cannon

Fast Attack

Beastmasters - 3 x beastmasters, 4 x khymerae & 4 x razorwing flocks
Beastmasters - 3 x beastmasters, 4 x khymerae & 4 x razorwing flocks

Heavy Support

Ravager - flickerfield
Ravager - flickerfield
Ravager - flickerfield

Total: 2,002


Imperial Guard - 2,000 points

HQ

Company Command Squad w/ Chimera - 4 x meltaguns
Company Command Squad w/ Chimera - 4 x meltaguns

Troops

Platoon Command Squad w/ Chimera - 4 x flamers
Infantry Squad - flamer - Commissar
Infantry Squad - flamer
Special Weapons Team - 3 x flamers
Special Weapons Team - 3 x flamers
Veterans w/ Chimera - 3 x plasma guns
Veterans w/ Chimera - 3 x plasma guns
Veterans w/ Chimera - 3 x plasma guns

Fast Attack

Vendetta
Vendetta
Hellhound

Heavy Support

Manticore Rocket Launcher
Manticore Rocket Launcher
Griffin heavy mortar

* All tanks have hull heavy flamers

Game: Spearhead + Annihilation

Deployment

I lost the roll off and Craig chose to go first deploying in the top right corner. He castled up everything against the board edge with his artillery against the board edge then all Chimeras out in front. He deployed the Platoon mostly inside a a ruin. Vendettas were deployed in front of the Chimera wall with the SWTs inside.

I deployed majority of my Venoms around a large ruin to get cover while two Trueborn Venoms with noe carrying the Haemonculus behind the large shrine ruin, a Ravager deployed with them to support.





* Tactical Notes

Going second against Imperial Guard isn't fun so I will try and seize the initiative, not got good chances but better than nothing. In my first turn if I don't go first I'll have to stand the artillery barrage, which I am hoping for some scatters. I'll then move majority of vehicles flat out to get close to the Guard and use the large ruin by the Guard force for cover. My targets in this game will be the Vendettas and the melta units, ordnance will be a pain but I'll have to take those as they have got cover.


Turn 1

Craig does his scout moves with both Vendettas going flat out and coming towards me. I roll to seize the initiative but fail.

Guards first movement turn sees Craig move one Vendetta around the shrine to get LOS. Everything else holds position.

Shooting one Manticore along with the Griffin fires at the Haemonculus Venom, after saves the Venom is crew stunned. The other Manticore fires at the large group of Venoms, it scatters about and mostly gets half strength hits which either do nothing or get saved by flickerfields. Vendettas open fire one at the Haemonculus Venom which makes the flickerfield saves while the other Vendetta blasts the Ravager which also makes the flickerfield saves.

My first turn I bail the Haemonculus out the Venom and walk through the building and out the other side, Trueborn bail out the stunned Venom keeping the pain token ready to gun down the Vendetta. All Venoms move flat out towards the Guard while one stays behind to support the other two Trueborn Venoms and Ravager. One Ravager moves down with the Venom fleet while the other Ravager stays to blast some Vendettas.

Shooting one Vendetta takes 11 dark matter shots and eventually goes down in flames, SWT takes 4 wounds in the explosion, they then get blasted by splinter cannon fire and are destroyed. The other Vendetta takes 4 dark matter shots and is immobilised.

Kill points - Dark Eldar: 2 Imperial Guard: 0





* Tactical Notes

Ok not a bad first turn as I've scored two kill points, which btw I forgot we was actually playing! Doh! I'm a bit annoyed though that the Vendettas especially one of them asborbed that much fire power to kill it. I was actually hoping to take them both out along with the squads inside.

My plan next turn is to take out the immobilised Vendetta and squad inside while the blasters start firing on the melta units which aren't far away.


Turn 2

No movement from Craig, he keeps everything static.

Shooting the immobilised Vendetta fires at the Venom supporting the stunned Trueborn Venom and after cover save it explodes, Trueborn inside all die. Griffon rains down on the exposed Trueborn and wipes them out, their Venom explodes and the Haemonculus is fragged thanks to Manticore fire. Multi lasers, Manticores and plasma guns fire at the oncoming fleet of Venoms, I get lucky with cover saves and only a single Venom is destroyed with a Trueborn dying in the explosion.

I roll for reserves for Beastmasters and none of them arrive out the portal.

I move Venoms further down the flank 6" to use the blasters while I move the Ravager by the two smoking Venoms up to get better LOS on the immobilised Vendetta. A Venom comes behind slowly to support the Ravager while the two other Ravagers move behind the Venom fleet to get LOS and into range better.

Shooting the remaining Trueborn on foot near the Guard blast a CCS Chimera, get two penetrating hits but the tank makes cover saves. I fire another blaster but it misses and then find out the remaining blasters are out of range, great. Three Ravagers and a Warrior blaster manage to pop the immobilised Vendetta along with weapon destroyed, SWT fails pinning test.
Kill points - Dark Eldar: 3 Imperial Guard: 6




* Tactical Notes

Not a very good turn for me this one. The immobilised Vendetta took 10 dark matter shots to take down and I wasn't able to gun down the surviving Special Weapon Team, though at least they are pinned. I did do well on cover saves considering all the fire power Craig has fired at me, though he's got a lot of kill points thanks to exposed units i.e Haemonculus and Trueborn.

My plan next turn is to kill that SWT though I'm probably going to have to use a Beastmaster unit to do it looking how far away Craig's units are. I'll move my Venoms up to get into blaster range and go for melta units while the Ravager move up to get into range.


Turn 3

Craig once again stays static.

Shooting he fires his Manticores into the Venom fleet along with multi lasers and plasma, after the dust has cleared he has taken out three Venoms and destroyed two Warrior squads, one fails morale and runs off. He uses the one of the other Manticores to long range fire the Venom by the shrine and it explodes, squad takes morale test and fails falling back.

My turn I roll for reserves and a single Beastmaster unit arrives and moves to the SWT.

I regroup both falling back units and move onto into the large terrain pieces in my deployment zone while the other fails to run close enough into it. I move the three remaining Venoms flat out behind a ruin on my board edge while the two Ravagers move up.

Shooting I fire Ravagers at Chimeras, two at the melta CCS while another at a plasma Veteran Chimera. The Veteran tank is immobilised and crew stunned while both CCS are crew shaken while one is immobilised.

In assault Beastmasters tear up the SWT with a single rending wound and 17 other wounds.

Kill points - Dark Eldar: 3 Imperial Guard: 12




* Tactical Notes

Oh is all I have to say on this one. Looks like my alliance with the dice gods for cover and flickerfield saves has failed. At least I've gone flat out to get cover save next turn.

Plan, erm, plan has failed :(


Turn 4

Again Craig remains static, only thing which moves is the Hellhound which has finally come out to play.

Shooting the Hellhound and Griffon along with a single multi laser make short work of the Beastmaster unit and instagib the lot. More multi lasers and plasma blast the Ravagers and Venoms, worst results I get is stunned on a Ravager, two weapon destroyed results on Venoms.

I call for the other unit of Beastmasters from reserve and surprise surprise they don't come on...

I move the Venoms out to get into blaster range while the solo Ravager moves across the Craig's table edge to target the Hellhound.

Shooting I blast the Ravager at the immobilised plasma Chimera and it's wrecked, squad passes pinning test. I fire remaining dark matter weapons at Chimera in front of me and I don't think I do anything - boo :(.

Kill points - Dark Eldar: 4 Imperial Guard: 13

* Tactical Notes

Well that was another bad turn. I had limited fire power as it is due to lost units and a stunned Ravager, and now nothing happens even when firing on side armour of one Chimera. To add insult to my dice rolls the Beastmasters failed to arrive from reserve.

My plan is to take out as many Guard stuff with me and unless I can get some serious points in the next turn the game is probably lost :(.


Turn 5

Craig moves his Chimeras out so Beastmasters won't auto hit and he can get into melta range and double tap plasma range.

Shooting the Hellhound blasts the remaining Trueborn still by the large building by the Guard and only kill two, multi laser finishes off the survivor though. Multi lasers blast the Venoms and all of them are wrecked or destroyed, one squad fails pinning while the others are killed off.

Beastmasters come in via the portal and roll a grand total of 1 to run.

Movement everything remains where it is.

Shooting I blast the immobilised CCS Chimera and it's wrecked. I blast another Chimera and it's wrecked also - both squads pass pinning btw.

In assault the Beastmasters charge and explode the Hellhound.

Kill points - Dark Eldar: 8 Imperial Guard: 19







* Tactical Notes

Bummer. Please send turn 5! lol.


Turn 6

We roll for it and the dice gods dice they have not taunted me enough and the game continues.

Craig rolls out bringing his units into melta range, he issues orders which sees one Ravager destroyed from melta. Last Warrior squad on foot is gibbed by the Griffon. Beastmaster unit gets taken apart by first rank fire second rank fire from the Platoon and mass flamers from the PCS.

I call it a day as I've got practically nothing left, boo hoo. Guard win with a crap load of kill points to my 8.

Summary

Well that wasn't a very good game for me :( . Even though I started off the game scoring two kill points the dice just wasn't with me as he took 11 shots to take down a single Vendetta. I got some good cover saves Craig's turn 2 and I think turn 4 shooting but after that the dice gods abandoned me.

Mistake wise I think I should have moved all vehicles up to blow up the Vendettas and the SWT. Then move them all down a flank together laying down fire salvo. Thinking about I might have done down Craig's table edge, but I don't think he would have made any difference TBH.

Craig played really well waiting for me to come close and then laying the smackdown. He stunned the Haemonculus Venom which was enough to delay my Beastmasters.

I wouldn't say it matters too much but the only mistake I think he made was moving those Vendettas closer to me. He lost four kill points from those along with anti tank and anti troop. We did discuss this after and he said he kept the Beastmasters back, though I don't think both Vendettas and squads inside are worth to do that job especially when ordnance could have done the job. I guess it's a moot point as Craig won either way.

Good game in all just a shame the dice wasn't too good, in the last few games they've been rolling high. Can't have it all I guess.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Longtime Dakkanaut






Mech IG are a tough matchup for DE in any event. You're shooting Lances at AV12, and your Splinter Cannons can't go to work until you've opened up some transports. So that's about half your army that can't really do anything while you try to open transports.

Tier 1 is the new Tactical.

My IDF-Themed Guard Army P&M Blog:

http://www.dakkadakka.com/dakkaforum/posts/list/30/355940.page 
   
Made in gb
Tower of Power






Cannock

Totally true. Looking back at the report I'm thinking perhaps I should have moved everything up towards the shrine, using my entire force to take out the Vendettas and SWT in a single volley. Then move 12" down the board firing all splinter cannons at that Platoon, or move flat out to get cover and then next turn use blasters on the tanks and splinter cannons on the Platoon. If that worked I probably could have done more damage that way maybe and kept the meltas at arm length along with the plasmas a bit more.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in gb
Crazed Gorger



Colton

Mech Guard are a tough match for eldar, be it craftworld or dark, even more so if you have to go second!

I'm not sure you could have done much else dude, I never seem to have enough guns to deal with mech guard :(

Giving up 4 killpoints to stop the beastmasters isn't so bad, they could have got to his lines and popped so many tanks, I hate the beasties lol

   
Made in au
Tough-as-Nails Ork Boy





This is something I often wonder looking at these sort of Venom spam lists... are that many Venoms really doing anything for you? Having a few for their anti-infantry fire is nice, but when you can get a Raider that brings an extra dark lance for only 5 points more, I just don't see why so many people bring so many Venoms.

Especially against an army full of tanks like your opponent, having a bunch more long-ranged anti-tank firepower would seem to be a great help.
   
Made in us
Regular Dakkanaut





I find that 2 or 3 venoms is all I need. For long fangs, devastators and the like. I use my beasts and wyches to get inside and make it a fight.... assuming that I do not get horrible reserve rolls that is. That way they only have one turn to shoot at me then I am assaulting. Sometimes it works against mech IG, many times it does not. When I tested venom spam I only was able to beat mech IG once just not enough threat to the box line.

http://boltersnbeer.blogspot.com

"As a rule of thumb, If you find yourself saying "Well it doesn't say I can't do this in the rules!" you are probably bending the rules at best and at worst cheating completely"
Jervis Johnson (forward to Warhammer Ancient Battles) 
   
Made in us
Infiltrating Broodlord





United States

kadeton wrote:This is something I often wonder looking at these sort of Venom spam lists... are that many Venoms really doing anything for you? Having a few for their anti-infantry fire is nice, but when you can get a Raider that brings an extra dark lance for only 5 points more, I just don't see why so many people bring so many Venoms.

Especially against an army full of tanks like your opponent, having a bunch more long-ranged anti-tank firepower would seem to be a great help.


Venom spam blows my mind... You'd think that in a meta filled with MECH, you would see Raider Spam instead.

My list is nearly the same, but with 6 Raiders and 3 Venoms instead of 9 Venoms.

I can deal with IG Mech just fine.

This battle report is just a classic example of Piss Poor Planning.

But then again, maybe the OP faces Orks all the time, and this is the one Mech opponent he faces. I don't know, obviously.

The 9 Venom list is terrible. I don't know why anyone run it normally.

This message was edited 1 time. Last update was at 2011/08/24 14:59:03


Ayn Rand "We can evade reality, but we cannot evade the consequences of evading reality" 
   
Made in gb
Tower of Power






Cannock

Metallicarule wrote:Mech Guard are a tough match for eldar, be it craftworld or dark, even more so if you have to go second!

I'm not sure you could have done much else dude, I never seem to have enough guns to deal with mech guard :(

Giving up 4 killpoints to stop the beastmasters isn't so bad, they could have got to his lines and popped so many tanks, I hate the beasties lol



TBH I think mech Guard are tough for any list if build right. They have plenty of vehicles, blast templates, long range fire power, flamer templates, high strength low AP weapons. All my armies I own (Blood Angels, Orks, Dark Eldar & Tyranids) fear mech Guard.

Only after thoughts was moving all Venoms up across the board using the shrine to cover and fire everything at those two Vendettas, which should have gone down turn one and then with all the splinter cannons gun down the SWT. Then after move flat out to get cover across the board towards Guard then next turn fire blasters and lances at tanks while Venoms blow away the Platoon. Though I guess can all say if and but after a game.

Beastmasters are annoying but they can be dealt with using the right fire power. I personally think 4 kill points is a lot.

kadeton wrote:This is something I often wonder looking at these sort of Venom spam lists... are that many Venoms really doing anything for you? Having a few for their anti-infantry fire is nice, but when you can get a Raider that brings an extra dark lance for only 5 points more, I just don't see why so many people bring so many Venoms.

Especially against an army full of tanks like your opponent, having a bunch more long-ranged anti-tank firepower would seem to be a great help.


Well the Raider is pretty cool but it's not just 5 points more I don't think as I would need the flickerfield too. I'm taking that many Venoms because all my squads are in 5 man units which fit the Venoms nicely.

The additional anti tank at range would be nice and might be worth considering doing some switches.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in au
Tough-as-Nails Ork Boy





mercer wrote:Well the Raider is pretty cool but it's not just 5 points more I don't think as I would need the flickerfield too. I'm taking that many Venoms because all my squads are in 5 man units which fit the Venoms nicely.

The additional anti tank at range would be nice and might be worth considering doing some switches.


Well, the Venom is 55 base and the Raider is 60. Adding a flickerfield to the Raider costs 10, but adding the second splinter cannon to the Venom is also 10, so the difference is still 5. That said, it's easy to spend a lot more on Raiders, as they have a whole lot of other great options (shock prow, grisly trophies, torment grenade launchers, maybe aethersails). It's hard to restrain yourself.
   
Made in gb
Tower of Power






Cannock

Ah ok I didn't know that. I thought the Raider was 10 points more with everything on.

Raiders do have some nice upgrades. I'm not sure on the grisly trophies as that's re-roll leadership tests, I often fail on morale which is something different. Grenade launcher is cool though.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Rough Rider with Boomstick




USA

Venom spam lists are very much a mid-close range... Aside from ravagers for anti-tank, most of the army has to get close to utilize the warrior/trueborn blasters. The tougher DE lists out there uses wyches w HGs in a couple raiders for more CC support. Thus it is critical for DE to always get first turn alpha strikes and so that they can get into blaster and assault range.

This message was edited 1 time. Last update was at 2011/08/24 16:17:10


 
   
Made in ie
Norn Queen






Dublin, Ireland

Thats some parking lot he had going on. Tend to side with Kadeton in terms of potentially going for Raiders with DLs.

Where did you get the little flame icons to represent explosions from?

Dman137 wrote:
goobs is all you guys will ever be

By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.

"Feelin' goods, good enough". 
   
Made in gb
Hurr! Ogryn Bone 'Ead!




personally i do not see any problem with the list at all the problem was with the deployment he left those few units there and it intised me


being a dark elder player myself i know how costly splitting your force can be so i decided to test mercer and went for the guy with the portal who just hapened to also be isolated from the main force

this caused mercer to spend alot of fire power dealing with the vendettas when really he should of sent every thing to the flank of my main force

if he had of done that it would of nutralised the threat from my manticores and griffon(which was the game winner for me in this one) and it would of also left my platton and hellhound unable to find shots along with many of my chimeraswhere he could of positioned he's vennons in line formation allowing them all to get clear shots on one or two of my chimera at a time while i would only be able to bring 3-4 multilaser shots in return and maybe the odd plasma vet squad(obviously by vennons i mean the squads inside smoke my tanks then the venoms kill the dudes)

this would of also gotten he's beasts well and truely in the thick of it


It is a classic mistake with the dark elder and one i am sure mark once he looks at it closely will not be making again anytime soon

as mark has said it is a new army to him and i feel the list is solid . it is now all about learnin that mistakes with the pointy ones are very very costly

Chibi Bodge-Battle wrote:
Bedtime Horlicks malty drink: ON
Comfy Slippers: ON
and relax...
Only Slightly Crazy wrote: GO CROGGY GO!
Underhand wrote:
The answer is never the Devildog.




 
   
Made in gb
Tower of Power






Cannock

SonsofVulkan wrote:Venom spam lists are very much a mid-close range... Aside from ravagers for anti-tank, most of the army has to get close to utilize the warrior/trueborn blasters. The tougher DE lists out there uses wyches w HGs in a couple raiders for more CC support. Thus it is critical for DE to always get first turn alpha strikes and so that they can get into blaster and assault range.


You're right about getting close with the blasters. Though how can Wytches alpha strike? Even deploying 12" in is only 38" range, 10" from the other table edge, I doubt the opponent would be that dim to deploy that close...then again.

Ratius wrote:Thats some parking lot he had going on. Tend to side with Kadeton in terms of potentially going for Raiders with DLs.

Where did you get the little flame icons to represent explosions from?


I think some additional ranged shooting would be nice, maybe a couple of Raiders with dark lances to mix things up. I'll see how it goes.

croggy wrote:personally i do not see any problem with the list at all the problem was with the deployment he left those few units there and it intised me


being a dark elder player myself i know how costly splitting your force can be so i decided to test mercer and went for the guy with the portal who just hapened to also be isolated from the main force

this caused mercer to spend alot of fire power dealing with the vendettas when really he should of sent every thing to the flank of my main force

if he had of done that it would of nutralised the threat from my manticores and griffon(which was the game winner for me in this one) and it would of also left my platton and hellhound unable to find shots along with many of my chimeraswhere he could of positioned he's vennons in line formation allowing them all to get clear shots on one or two of my chimera at a time while i would only be able to bring 3-4 multilaser shots in return and maybe the odd plasma vet squad(obviously by vennons i mean the squads inside smoke my tanks then the venoms kill the dudes)

this would of also gotten he's beasts well and truely in the thick of it


It is a classic mistake with the dark elder and one i am sure mark once he looks at it closely will not be making again anytime soon

as mark has said it is a new army to him and i feel the list is solid . it is now all about learnin that mistakes with the pointy ones are very very costly


Well I feel the deployment was fine TBH and the reason I deployed the Haemonculus Venom away from everything else is because I suspected you might use the ordnance on it, and the more I put around that Venom the more you can take. What I really should have done is moving everything up to fire everything at the Vendettas and take them down, I really couldn't leave them alive and they had to die. Then come across your table edge flank blasting the Griffon and Manticores with dark lances while splinter cannons open fire on the Platoon. A mistake I keep making is splitting my force as this is a common tactic I do with my other armies, it's a habit I need to get out of with Dark Eldar because it just fails. I think going along yuor table edge perhaps would have done me better and would have avoided melta because of your own traffic jam.

Your Griffon was pretty evil in this game. I've got a lot more respect for it now.

This is my 5th game with them so far if I remember right. First game was against John and I kept everything together, second with John, which to be fair I lost because of my own stupid mistakes. Game with Paul which I drawn this was against I.G and I split my force. Next was with Shaun and I kept my entire force together and scored a massive victory. Fifth game is with you Craig, split my force got my ass handed to me :(. I'm starting to think splitting force is a bad idea . Plus I need some new dice as well

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Rough Rider with Boomstick




USA

mercer wrote:
SonsofVulkan wrote:Venom spam lists are very much a mid-close range... Aside from ravagers for anti-tank, most of the army has to get close to utilize the warrior/trueborn blasters. The tougher DE lists out there uses wyches w HGs in a couple raiders for more CC support. Thus it is critical for DE to always get first turn alpha strikes and so that they can get into blaster and assault range.


You're right about getting close with the blasters. Though how can Wytches alpha strike? Even deploying 12" in is only 38" range, 10" from the other table edge, I doubt the opponent would be that dim to deploy that close...then again.


It all depends on the type of deployment and your dice rolling(The table is only 4'x6'). Take Pitch battle for example, you deploy your wyche raiders 12" in, the closest vehicle of opponents parking lot is about 10"-11" in. You move the raider 12", jump out your wyches within 2'' from the hull. You get a 6 for your run and now your suddenly within 6" of your opponent's closes vehicle for assault. I also see people move their raider sideways 12", then pivot it straight to gain another 1.5-2" before disembarking the wyches.

This message was edited 1 time. Last update was at 2011/08/25 16:10:25


 
   
Made in gb
Hurr! Ogryn Bone 'Ead!




also mark if you had of deployed every thing close together you could of still kept a no mans land around the heamies venom and when i did come at you you would of already had everything there to hit them with

Chibi Bodge-Battle wrote:
Bedtime Horlicks malty drink: ON
Comfy Slippers: ON
and relax...
Only Slightly Crazy wrote: GO CROGGY GO!
Underhand wrote:
The answer is never the Devildog.




 
   
Made in us
Rotting Sorcerer of Nurgle






Jacksonville, NC

Venom spam DE is far too reliant on your close range blasters knocking out targets; and Lances aren't that reliable to begin with (don't have massed dice rolling like longfangs, don't have ap 1, etc.)

My issue with Venomspam is while Beastmasters are friggin badass, if you cannot pop the transports with the warriors/ravagers, your done for. Thats why I pref wych heavy lists; more long ranged options, plus an assload of haywires to knock out difficult targets and deal with dreads.

Venomspam lists are no joke; but this is a classic example where dice rolls ruin you. Not to mention its pretty typical for that many blasters/lances to fail to take down 1 vehicle :\ Dark eldar aren't very forgiving if things don't go your way lol

Sadly it was an uphill battle after turn 2 for ya Mercer. I'd keep tryin it out!

This message was edited 1 time. Last update was at 2011/08/26 02:26:44


Check out my P&M Blog!
Check out my YouTube channel, Heretic Wargaming USA: https://www.youtube.com/channel/UCLiPUI3zwSxPiHzWjFQKcNA
Latest Tourney results:
1st Place Special Mission tourney 12/15/18 (Battlereps)
2nd Place ITC tourney 08/20/18 ( Battlerep)
3rd Place ITC Tourney 06/08/18(Battlereps
   
Made in gb
Tower of Power






Cannock

croggy wrote:also mark if you had of deployed every thing close together you could of still kept a no mans land around the heamies venom and when i did come at you you would of already had everything there to hit them with


I think deploying everything more together would have been a bad idea thanks to your mass templates. The Haemonculus Venom been stunned first turn wasn't that much of a issue TBH, I knew you would go for it first turn anyway. The issue was you staying back and the Haemonculus would have been a bit closer.

Zid wrote:Venom spam DE is far too reliant on your close range blasters knocking out targets; and Lances aren't that reliable to begin with (don't have massed dice rolling like longfangs, don't have ap 1, etc.)

My issue with Venomspam is while Beastmasters are friggin badass, if you cannot pop the transports with the warriors/ravagers, your done for. Thats why I pref wych heavy lists; more long ranged options, plus an assload of haywires to knock out difficult targets and deal with dreads.

Venomspam lists are no joke; but this is a classic example where dice rolls ruin you. Not to mention its pretty typical for that many blasters/lances to fail to take down 1 vehicle :\ Dark eldar aren't very forgiving if things don't go your way lol

Sadly it was an uphill battle after turn 2 for ya Mercer. I'd keep tryin it out!


You're totally right about the blasters and the lances. I've found Dark Eldar need first turn really and to have good luck popping thanks for the Beastmasters to move in and lay the smackdown.

Dice rolls were not good to me :( . Turn 2 was definately a struggle.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Sinewy Scourge




Grand ol US of A

I know beasts are gross and all, but this is kinda why I use my third FA option for another squad of scourges. Granted the third squad has DL but its just more AT that I can throw down range at the enemy armor. I think MechGuard will always kinda be the bane of DE, so props to ya for at least giving it a go.

d3m01iti0n wrote:
BT uses the Codex Astartes as toilet paper. They’re an Imp Fist successor, recruit from multiple planets, and are known to be the largest Chapter in the galaxy. They’re on a constant Crusade, keeping it real for the Emperor and not bumming around like the other guys. They hate psykers and can’t ally with them. They’re basically an entire chapter of Chaplains. CC lunatics. What every Space Marine should aspire to be, if not trapped in a Matt Ward nightmare.

 
   
Made in gb
Tower of Power






Cannock

Scourges are pretty cool and if I didn't take Beastmasters I'd take two units of those. I still feel I need the close combat element of the list, but without popping tanks there isn't too much point. But the Beasts in every game are always the units of the match.

I agree about Guard, they are always a pain for D.E because every weapon of theirs can take down a D.E vehicle. Add in a very good player like Craig and bad dice rolls and you've got a seriously hard game on your hands.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in us
Sinewy Scourge




Grand ol US of A

mercer wrote:Scourges are pretty cool and if I didn't take Beastmasters I'd take two units of those. I still feel I need the close combat element of the list, but without popping tanks there isn't too much point. But the Beasts in every game are always the units of the match.

I agree about Guard, they are always a pain for D.E because every weapon of theirs can take down a D.E vehicle. Add in a very good player like Craig and bad dice rolls and you've got a seriously hard game on your hands.

No I agree every DE list IMO needs a dash (no pun) of CC. Typically I try to make one troops wyches with haywires just to add that CC edge then just make everything else shooty.

Having a good player behind the IG just makes the game that much harder. There is a guy here too, Patrick, and his mech guard just roll me every time so I kinda know where you are coming from. Bad rolls can make life a nightmare with BT by themselves.

d3m01iti0n wrote:
BT uses the Codex Astartes as toilet paper. They’re an Imp Fist successor, recruit from multiple planets, and are known to be the largest Chapter in the galaxy. They’re on a constant Crusade, keeping it real for the Emperor and not bumming around like the other guys. They hate psykers and can’t ally with them. They’re basically an entire chapter of Chaplains. CC lunatics. What every Space Marine should aspire to be, if not trapped in a Matt Ward nightmare.

 
   
Made in us
Sybarite Swinging an Agonizer





Deus Incognitus

Has my bandwidth been exceeded or yours? I cant see your images.

Please check out my Thousand Sons army
Sect of the Yellow Feather
 
   
Made in us
Longtime Dakkanaut






You know, Mercer, in Spearhead you're probably best served just reserving everything except *maybe* the Ravagers and the Haemonculus. You can cross the short table edge completely in two turns with your venoms. Hopefully you can give the Ravagers a lane of fire with all of that lovely big BLOS terrain there to mitigate fire from the rest of the army, and one Venom is fairly easy to hide.

What do you think?

Tier 1 is the new Tactical.

My IDF-Themed Guard Army P&M Blog:

http://www.dakkadakka.com/dakkaforum/posts/list/30/355940.page 
   
Made in gb
Tower of Power






Cannock

Akroma06 wrote:
mercer wrote:Scourges are pretty cool and if I didn't take Beastmasters I'd take two units of those. I still feel I need the close combat element of the list, but without popping tanks there isn't too much point. But the Beasts in every game are always the units of the match.

I agree about Guard, they are always a pain for D.E because every weapon of theirs can take down a D.E vehicle. Add in a very good player like Craig and bad dice rolls and you've got a seriously hard game on your hands.

No I agree every DE list IMO needs a dash (no pun) of CC. Typically I try to make one troops wyches with haywires just to add that CC edge then just make everything else shooty.

Having a good player behind the IG just makes the game that much harder. There is a guy here too, Patrick, and his mech guard just roll me every time so I kinda know where you are coming from. Bad rolls can make life a nightmare with BT by themselves.


I tried Wytches and didn't rate them TBH.

Guard is tough, had game against another Guard player last night and lost by a single kill point.

Ysclyth wrote:Has my bandwidth been exceeded or yours? I cant see your images.


No, mine has.

NuggzTheNinja wrote:You know, Mercer, in Spearhead you're probably best served just reserving everything except *maybe* the Ravagers and the Haemonculus. You can cross the short table edge completely in two turns with your venoms. Hopefully you can give the Ravagers a lane of fire with all of that lovely big BLOS terrain there to mitigate fire from the rest of the army, and one Venom is fairly easy to hide.

What do you think?


Could do. I'm not a fan of reserves though and have nothing to make my stuff come on quicker so would come on piece meal. I would get closer maybe quicker. It's food for thought

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in gb
Pyro Pilot of a Triach Stalker






Norwich

mercer wrote:
Ysclyth wrote:Has my bandwidth been exceeded or yours? I cant see your images.


No, mine has.


Quick note on that. If you create multiple accounts, and keep switching, then you don't run out of bandwidth.



 
   
Made in gb
Tower of Power






Cannock

I have done. So many people viewing!

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
Made in gb
Pyro Pilot of a Triach Stalker






Norwich

Over 700 views... The max on my battle reports is 650.



 
   
Made in gb
Tower of Power






Cannock

Oh dee :( though 700 views might be one thing, want replies.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
Eldar - 2000 Hive Fleet Krakken - 2000 Dark Eldar - 2000 Necrons - 2000 Grey Knights - 2000 Daemons - 2000 Ravenwing - 2000 
   
 
Forum Index » 40K Battle Reports
Go to: