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Dark Eldar or Tryanids??? the Good, the Bad, the Ugly...  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Space Marine Scout with Sniper Rifle




Somewhere... Out there...

Greetings...

I come before you to humbly ask for your help... I am currently looking at the "Next Army". I have several armies and my loving wife has asked me to produce a "Wish List" for this forth-coming Christmas. I have been toying with starting a Tyranid army for a couple of years. I really like the models. I have some Tyranid models from the Battle of MacCragge box set. I started looking around and an article about the new Dark Eldar caught my eye. I started reading more about them and I have to say that I am really intrigued by the army and I really like their models too.

I have several "shooty" armies already and I was looking at an army that is "different". This is what drew me to the Tyranids. They are primarily an "Assault" army (and that is good), but the more I think about it... the more it seems that the concept of masses of Tyranids swarming across the table could get old (I might be wrong).
The Dark Eldar seem to be a mix of ranged and close combat with the scale definitely being on the close combat side. I remember the original Dark Eldars when they were released. I bought some and then soon sold them off. I still have Vect's Raider transport in my minis bin. The army was VERY quirky then and I didn't like it. Years have passed and now I look forward to dealing with an army that isn't another "... collection of shooters...". A good friend of mine played them and worked up the tactic of using Raiders to swoop in and create a firing line with his Wyches running forwards. He took the army to Games Day and did well. The new army gives you more options... I think.

My wife tried to tempt me with a Chaos Daemons box set today... Ugh...

SO... I come before you and ask for your help.. I know it may sound strange... but I need your help in making a final decision. I would like to know your opinions on each army... hence.. the Good, the Bad & the Ugly. Can you give me Pros and Cons of each to help me make my choice. Both armies hold an attraction to me and I am really having a hard time making a choice.

Help!!!



 
   
Made in fr
Trazyn's Museum Curator





on the forum. Obviously

Go Dark Eldar. They are difficult to play with, due to Low T, fragile vehicles, etc but:

-If used effectively they can be a force to be reckoned with. They rely on speed, not brute force.
-Their models are excellent. Seriously, GW's finest right there.

Tyranids...well they are a bit unpopular ATM, due to the fact that their strongest units still haven't been released and that they apparently don't have many strong builds.

This message was edited 1 time. Last update was at 2011/10/12 22:06:18


What I have
~4100
~1660

Westwood lives in death!
Peace through power!

A longbeard when it comes to Necrons and WHFB. Grumble Grumble

 
   
Made in us
Crazed Cultist of Khorne




Pennsylvania

I was in the same boat as you, but i eventually went with DE because i like the fluff more, plus the models are freakin sweet.


3000 pts  
   
Made in gb
Blood-Drenched Death Company Marine






Tyranids are a chore to make work and not as rewarding. DE are more rewarding when you play with them. DoC are a bit random
   
Made in us
Regular Dakkanaut




As a fan of Tyranids they are not as bad as people let on. Keep in mind that what made Tyranids unpopular is this: They have some dumb rules that are honestly just bad, but only a few. Since the require more work to use effectively they earned a bad reputation from gamers who struggle with them. Casual gamers avoid them cause of this. Powergamers and tournament players avoid them cause the lack what is considered the MUST HAVE items in 40K: melta(or reliable anti-tank) and assault grenedes. Because of this they avoid them.

The truth is they are not as bad as all that. They are more tricky cause they lack certain items but the bring more to the table than people realise. You'll have more monsterous creaturess on the table than any other army and you have the only army (that I know of) that can make troops on the go.

They do require some synergy and effor, they are not one man armies like Space Marines, and in this they are simliar to DE. The big difference is that many of the Nid items are over costed in the dex and the DE book just got some better editing then the Nids.

I have a lot of fun and success with them, you just got to figure there niche and they do have many different builds that work. Just some are more challanging.
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

A great build I am having success with is overcosted MCs with cheap troops, lots of models.


Sample

I always go for the traditional Hive Tyrant with Guard approach.


Hive Tyrant with Bonesword and Lash Whip, Heavy Venom Cannon, OA, Hive Commander, Adrenal Glands, Armoured shell, Acid Blood, regeneration-330

If I have the points I will add in Implant Attacks, Toxic Miasma and maybe Indescribable Horror...385

I give it 1 or 2 TG, depending on game size.

Troops

As many Termagants as possible, up to 30 models-150pts

Thses are my main objective holders. I normally take a sdingle large unit when possible, but split into smaller units when I have the seize ground objective and need cheap troops.

20 Genestealers-280


Thses are my anti tank units. Flanking onto isolatedf groups on edges, they are devastating. If I need to grab an objective, these are the guys to do it, moving on, fleeting and then assaulting the enemy, wiping them and claiming the objective.

3 warriors-130


2 Deathspitters, VC, ST, Adrenal Glands.

Made for 4th ed, these need a tune up or more models. I use the 2 Deathspitters as Primes in small 500pts games to save points.


Fast Attack

3 Raveners with 2 sets of ST and Deathspitters-120

These deep strike and empty 9 Str 5, AP 5 shots into the enemy infanrt, or run up and assault enemy light vehicles, where the ST rerolls and useful.


8 Spore mines

I never take these unless I have to. 2 Groups of 4, they are objective deniers.


Heavy Support

Carnifex-245


ST, HVC, Adrenals, Frag Spines, Bio Plasma, Regen

Built for 4th ed, this guy has a history of rampage cut short by a single valiant Imperial Fists captain who doesn't understand the fact that Str 10=dead*. Regen is as useful as ever. The Bioplasma is there to give him that extra boost before he charges, and to take advantage of the MC ability to shoot 2 weapons. Adrenal Glands+Frag Spines means he will be charging with 5, Int 4, Str 10 attacks, even through cover.


Trygon Prime-275


used to fill synapse gaps, he is armed with Adrenal Glands, for Int 5, strt 7, rerolling to hit attacks, 6 of them. Regeneration allows him to gain back a few wounds as well. Usually I bring my 30 gants through the tunnel.


Elites

Zoanthrope

UIsed for AT, or hiding my Hive Tyrant when I don't use TG, giving a 4+ cover save while he gets a 3++.


Venomthrope

He hides behind my fex, gaining a 4+ cover while keeping my fex alive that much longer.


2 Hive Guard

A pain to build, only used 1 time, killed 6 Hammernatoprs, 2 of which were in a CC.


Lictor

Works best in multiples, when you don't have the extra boost to reserves. Take it into cover Turn 1, and use his bonus to bring in a Trygon and Raveners turn 3.


* This particular IF captain happens to Captain Darnath "Beatstick" Lysander, who has EW.

This message was edited 1 time. Last update was at 2011/10/13 21:55:02


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