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Made in gb
Tower of Power






Cannock

This is my fourth game of 6th ed now, I think I've got the rules pretty much sussed now. Probably just little odds and ends which I've missed out. Would appreciate rules feedback if I missed anything etc. I'll try and include as much detail as possible.

Beware, this is a short report....

Oh, for the new narrative side, which makes 6th more of a hobby game than tournament game, I'll add some blurb of fluff as well .

Dark Eldar 'Kabal of a Thousand Cuts' - 2,000 points


HQ


Baron Sathonyx

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
3 x Kabalite Trueborn w/ Venom - 3 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, 5 x Khymerae & 4 x Razorwing Flocks
Beastmasters - 3 x Beastmasters, 5 x Khymerae & 4 x Razorwing Flocks

Heavy Support


Ravager - flickerfield
Ravager - flickerfield
Ravager - flickerfield


Space Wolves - 2.000 points


HQ


Wolf Lord - power fist, storm shield, runic armour, thunderwolf mount & saga of the bear
Wolf Lord - frost blade, storm shield, runic armour, thunderwolf mount & saga of the warrior
Rune Priest - runic armour - chooser of the slain, living lightning & gate of infinity

Troops


10 x Grey Hunters w/ Rhino - 2 x plasma guns, mark of the wulfren & wolf standard
10 x Grey Hunters w/ Rhino - 2 x plasma guns, mark of the wulfren & wolf standard
10 x Grey Hunters w/ Rhino - 2 x plasma guns, mark of the wulfren & wolf standard
10 x Grey Hunters w/ Rhino - 2 x plasma guns, mark of the wulfren & wolf standard

Heavy Support


6 x Long Fangs - 2 x lascannons & 3 x missile launchers
6 x Long Fangs - 2 x lascannons & 3 x missile launchers
6 x Long Fangs - 2 x lascannons & 3 x missile launchers

Game: Vanguard Strike & The Relic

Warlord Traits: Baron Sathonyx (Princeps of Decit) & Wolf Lord w/ fist (allows his unit to outflank)

Deployment


I won the roll off to pick table half (I pick the left side) and win deployment, which I decide to go first.

I deploy my Ravagers 12" from the centre going in a diagonal direction from corner to corner, Trueborn Venoms deploy behind and then the troop ones. Baron's Beastmaster unit deploys as close to the bottom right corner as I can while the other Beastmaster unit deploys in a large ruin near the top left corner.

Shaun decides to make the most out of his outflank ability and declares he is going to outflank the two Lords (they are a single unit). I do tell him that they cannot assault from outflank, though he sticks with his guns. One unit of Long Fangs deploys opposite my Beastmasters top left, in a ruin. Rune Priest deploys with another Long Fang unit in a ruin Shaun's board edge and the last Long Fang unit deploys in the tower ruin along the right flank. Rhinos deploy together using the shrine ruin for cover.

Thanks to princep of decit, I can deploy a couple of units, though I decide not to.

* No tactical notes this game as it's Shaun's first game, so just going with the flow and using my noggin as I go along, instead of sitting there scheming last a fat cheshire cat.

We roll for nightfighting and it's not in play.








Narrative


The Haemonculus known as Klin Glith has created a powerful device which can inflict pain on many prey subjects at once, this device is known as the mind breaker. The device sends out pulses bringing on agonising pain to all those close by, Dark Eldar are not effected as much as the lesser races and only serves to impower them. With the mind breaker device in action, prey can be easily captured, enslaved and brought back to Commoragh.


Proteus Alpha is a former world of the Imperium, as far as the Imperium is concerned it is still in their fold. Unknown to the Imperium, the only and early settlement on the planet has been wiped out many moons ago and only ruins remain, which has slowly been reclaimed by the jungle. It was the Dark Eldar which destroyed the citizens of the Imperium and the jungle is the very reason for their doing so, see the jungle offers many interesting poisons and elixirs, which the Dark Eldar find most interesting. Having monkei prey destroying these precious plants was unacceptable. All that remains of the Imperial citizens are the odd skull pits scattered across the settlement.


Unfortunately for the Dark Eldar, Proteus Alpha has come to attention of the Imperium. A passing Space Wolves cruiser has been ordered to investigate.


The arrival of the Space Wolves couldn't have been a better time for Klin Glith. The mind breaker needed testing, and fresh subjectes are hard to find in Commoragh. A small party attempted to deploy the mind breaker, however the excellent marksmanship of Long Fangs destroyed all Dark Eldar craft, and any survivors gunned down by precise bolter fire from Grey Hunters. The mind breaker lies in the ruins of the settlement, not far from the clutches of the genetic monk
ei.


Turn 1


I move the Beastmasters in the top left corner forward towards the closest Long Fang unit, with good rolls I should be in assault, looks like Shaun hasn't deployed them right, as the total distance away is 20" after a good old pre-measure. Ravagers move up near the Beastmasters and stay together as a trio. Venoms all move up and get by the relic, I use the shrine for cover. All guns can target various Long Fang units. Baron's unit moves and runs along my table edge, they get a crappy 1" run move and use a ruin to block LOS to most the unit - Baron is at the front along with the Khymerae to asborb shots.

Shooting; splinter cannons from Venom's blast at all the Long Fangs - unit on the right flank loses two Fangs, though passes morale. Unit near the Beastmasters only takes a single wound, while the Rune Priest's unit loses five Fangs and the Priest takes a wound - squad passes morale btw. Ravagers blast the Rhino's, one at the front closest to Shaun's table edge is stunned and only has a single hull point left, while the one next to it goes boom (thanks AP2 getting +1 on the damage table), three Grey Hunters die and the squad passes morale and pinning.

Assault; Beastmasters roll 7" for assault and manage to climb the first floor of the ruin. Long Fangs strike first and all but one pile in 3", though they roll poorly and fail to wound, in return the Beastmasters rip them up and I gain a victory point for First Blood.

Shaun's first turn; Grey Hunters bail out the stunned Rhino and move forward to gun down the Beastmasters as the squad out the exploded Rhino move forward to support. Other two Rhinos move down towards Baron using the shrine ruin for cover.

Shooting; Rune Priest attempts to blast the Beastmasters with living lightning, though rolls a double six and is mind fried, the remaining lascannon from that squad blasts a Khymerae back to the warp. Long Fangs on the right flank blast a Ravager, though Shaun gets some bad rolls and gets a 2 to damage with the missile launcher and a 1 with the lascannon. Grey Hunters fire boltguns and plasma guns into the Beastmasters, who just killed the Long Fangs, they take heavy losses after my Khymerae get blown away, Razorwing gets gibbed and Beastmasters slayed, only three flocks and a Beastmaster remain; they pass morale. Baron's Beastmasters get shot up by plasma guns and storm bolter fire, Baron gets unlucky and fails his first out of two armour saves from storm bolter fire and is dead, a victory point for Shaun for Slay the Warlord.











Turn 2


Both Beastmaster packs move forward ready to engage the already depleted Grey Hunter unit. Trio of Ravagers reposition while Venoms move up to dish out poison shots on the other exposed Grey Hunter unit, couple of Venom's break off and flank around the shrine to engage the oncoming Rhino's. Unit of Warriors bail out from their Venom (it moved 6") and move and grab the relic.

Shooting; splinter cannons and splinter rifles along with some lances open fire on the full strength Grey Hunter unit. Ravagers long range fire and take out the stunned Rhino and wreck the one trailing behind it; squad fails pinning test. Trueborn coming around the shrine ruin fire quad blasters into the final Rhino (blasters from two other Venom's had fired with snap fire, though failed to hit), the Rhino goes boom and a few Grey Hunters die, the squad then is blasted by splinter cannons and only three remain; they fail morale and fall back. More splinter cannons dakka the Long Fang unit on the right flank in the ruin, after several salvos on the squad leader remains; passes morale test.

Assault; both Beastmaster units attempt to assault the depleted Grey Hunter unit, who got blasted out their Rhino the previous turn, the larger Beasmaster unit fails to reach assault (even with re-roll!). The small Beastmaster unit then gets decked, only a single Flock remains, who fails morale and falls back 7". Grey Hunters consoliate towards my Kabalite Warriors on foot.

Shaun rolls for reserves and the Wolf Lord's fail to turn up, even with a 3+.

Falling back Grey Hunter unit regroups and moves to support the other two units, one moves up and looks to be taking aim at the Warriors on foot.

Shooting; Grey Hunters who just won combat instead rapid fire into a Trueborn Venom, it goes boom (after flickerfield saves - saved one pen) and two Trueborn die (squad passes morale and pinning), while the Warrior holding the relic is wounded twice, but passes both armour saves! Bolt pistols from the other Grey Hunter unit fire at another Venom, but fail to score any damage.

Assault; Grey Hunters charge the Venom, but even with needing 3+ to hit and krak grenades they fail to do any damage after Shaun only hits once and then fails to damage the xeno vehicle.







Turn 3


Beastmaster unit and three Venoms move around the shrine so near the Rhino which exploded last time, Kabalite Warriors get back into their ride, the Venom moves 6" and hides behind the shrine. All other Venoms reposition coming forward as do the Ravagers. Falling back Flock fails to regroup (needs double 1) and keeps falling back.

Shooting; splinter cannons, splinter rifles and blasters dakka the three Grey Hunters up in my face, all three die and three units (one Trueborn and two Warrior units) get pain tokens. Both remaining Long Fangs are killed, one by splinter cannons the other by blasters. Ravagers take pot shots at the whole and last remaining Grey Hunters, ready to soften them up for the Beastmasters, but the trio of Venom's flanking around the shrine open fire with splinter cannons and wipe them out.

6th ed rules say that if a player has no units on the board at any one time, then the opponent automatically wins. Bad luck for those Wolf Lords!











Summary


As much as I like 40k, that game was like hot sex which lasted 30 seconds and you fail to blow your load :( . Don't get me wrong, I like playing Shaun and also 40k, but 6th is still a dice game, and Shaun's dice didn't have any fire today. Plus I feel that the norm Space Wolves Rhino chassis with Fangs list can't stack up to D.E Venom Spam that much. D.E just out shoot the Long Fangs off the table with anti infantry fire and blow the Rhino's up without any problems.

Be interesting, as next week is my D.E vs Shaun's mech I.G!

I also need to get a new bulb, photos are shocking...

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
Pulsating Possessed Chaos Marine





Chattanooga TN

Great bat rep! The dark eldar are DEFINITELY a nasty army...



15 successful trades !! 
   
Made in se
Longtime Dakkanaut





Gothenburg

Hehe, and people say I´m full of it when I point out the ridiculous OP of the DE


Nice batrep btw merc.

Salamanders W-78 D-55 L-22
Pure Grey Knights W-18 D-10 L-5
Orks W-9 D-6 L-14
 
   
Made in gb
Tower of Power






Cannock

Gharron wrote:Great bat rep! The dark eldar are DEFINITELY a nasty army...


Thanks, dude. They are pretty nasty now, AP2 getting +1 really helps them.

Pyriel- wrote:Hehe, and people say I´m full of it when I point out the ridiculous OP of the DE


Nice batrep btw merc.


A popular blog disagrees with you and thinks D.E are rubbish . I think they are a very good army. I cannot wait to see how they handle mech Guard.

Thanks

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 se
Longtime Dakkanaut





Gothenburg

Yeah, rubbish indeed. Tabling cheese wolves in 3 minutes is oh so rubbish. The popular blog is as wrong as it can possible be

Dont let that stop keeping up the nice batreps dude

Salamanders W-78 D-55 L-22
Pure Grey Knights W-18 D-10 L-5
Orks W-9 D-6 L-14
 
   
Made in gb
Twisted Trueborn with Blaster




Webway

Pyriel- wrote:Yeah, rubbish indeed. Tabling cheese wolves in 3 minutes is oh so rubbish. The popular blog is as wrong as it can possible be

Dont let that stop keeping up the nice batreps dude


The space wolves list was weak, all you need to do is focus fire on the longfangs and let the rest of his army come forward to be demolished.

If the opponent had taken razorbacks it might have put abit more pressure on the DE player.

Btw Mercer, I also run a Venom Spam list havent tried it in 6th yet.

I hope its still viable since it hasnt changed offensively.



 
   
Made in fr
Infiltrating Broodlord





Italy

Welcome in the new ed. Mercer, your batreps were very interesting and entertainig in the previous edition just like thay will be from now to the next ed. Continue this way.

I do consider your list, if possible, even better now than in the 5th ed.

Of course your paper-tanks are, raw, even fragile than before but in fact you field thousend on them (very very good saturation) and the only enemy setup that could actually put you in a serious handicap situation would be a strongly-I mean very very stronger than you- long range high-rate shooty army. I this case you still have the Baron's helps on the who-start-first-rolls.

If the DE Venom Spam was a good setup before, as you already pointed out, with all those AP2 and envenomed weapons on fast vehicles (with even the nerf of the general cover available) sound stronger then ever.

You will still lose a lot of vehicles just like before but every dice you'll roll in the shooting fase now will be, potentially, 50% of times more effective.

If I were a little doubtfully in 5th ed. now I'm almost completely motivated to build up my own Venom 90%-shooty spam.

I do also like the beastmasters teams now more than before. With the meta-game general changes pointin' to a more shooty than cc mood I like them because of their movement and versatility. In combos with yours poisoned shoots you'll can actually very well match up with Necrons Wraiths, TH/SS Terminators spams (they're still strong however..) and others high T values enemy units.

Concluding, I'm quitely sorry for the SW player. As a SW lover me too I really don't like to read/see this kind of "that was not my evening" situations.

Hold on with yours wolves bro, your lists may need some fix (thing that keep me busy in these days without evident solutions for the moment..) but I'm sure we will all find a new effective way to field our power armoured uber mooney marines.




Every molecule will be useful

6000+ pts NIDS
() 2000 pts growing to 4000... 
   
Made in us
Scarred Ultramarine Tyrannic War Veteran





Arlington, VA

Great batrep and thanks for posting it!

Minor quibble, though... can you actually assault on T1?

Check out my blog for bat reps and pics of my Ultramarine Honorguard (Counts as GK) Army!
Howlingmoon wrote:Good on you for finally realizing the scum that is tournament players, Warhammer would really be better off if those mongrels all left to play Warmachine with the rest of the anti-social miscreants.
combatmedic wrote:Im sure the only reason Japan lost WW2 was because the US failed disclose beforehand they had Tactical Nuke special rule.

 
   
Made in gb
Tower of Power






Cannock

Pyriel- wrote:Yeah, rubbish indeed. Tabling cheese wolves in 3 minutes is oh so rubbish. The popular blog is as wrong as it can possible be

Dont let that stop keeping up the nice batreps dude


Loving the sarcasm

Oh, change of subject, tried Sanguinor last night. He's not too shabby. Needs more play testing .


Automatically Appended Next Post:
Farmer wrote:
Pyriel- wrote:Yeah, rubbish indeed. Tabling cheese wolves in 3 minutes is oh so rubbish. The popular blog is as wrong as it can possible be

Dont let that stop keeping up the nice batreps dude


The space wolves list was weak, all you need to do is focus fire on the longfangs and let the rest of his army come forward to be demolished.

If the opponent had taken razorbacks it might have put abit more pressure on the DE player.

Btw Mercer, I also run a Venom Spam list havent tried it in 6th yet.

I hope its still viable since it hasnt changed offensively.



The Space Wolves list could do with work, however all S.W lists end up in the same situation; Long Fangs first and then the transports.

Venom Spam seems to work the same to me, dude.

Toban wrote:Welcome in the new ed. Mercer, your batreps were very interesting and entertainig in the previous edition just like thay will be from now to the next ed. Continue this way.

I do consider your list, if possible, even better now than in the 5th ed.

Of course your paper-tanks are, raw, even fragile than before but in fact you field thousend on them (very very good saturation) and the only enemy setup that could actually put you in a serious handicap situation would be a strongly-I mean very very stronger than you- long range high-rate shooty army. I this case you still have the Baron's helps on the who-start-first-rolls.

If the DE Venom Spam was a good setup before, as you already pointed out, with all those AP2 and envenomed weapons on fast vehicles (with even the nerf of the general cover available) sound stronger then ever.

You will still lose a lot of vehicles just like before but every dice you'll roll in the shooting fase now will be, potentially, 50% of times more effective.

If I were a little doubtfully in 5th ed. now I'm almost completely motivated to build up my own Venom 90%-shooty spam.

I do also like the beastmasters teams now more than before. With the meta-game general changes pointin' to a more shooty than cc mood I like them because of their movement and versatility. In combos with yours poisoned shoots you'll can actually very well match up with Necrons Wraiths, TH/SS Terminators spams (they're still strong however..) and others high T values enemy units.

Concluding, I'm quitely sorry for the SW player. As a SW lover me too I really don't like to read/see this kind of "that was not my evening" situations.

Hold on with yours wolves bro, your lists may need some fix (thing that keep me busy in these days without evident solutions for the moment..) but I'm sure we will all find a new effective way to field our power armoured uber mooney marines.





All good and fair points. Only onew thing, the lances I don't think are 50% more effective. If anything they are still the same as in 5th a 5+ would wreck a vehicle, in 6th a 5+ will explode a vehicle, same result for vehicle just worse for passengers.

Gornall wrote:Great batrep and thanks for posting it!

Minor quibble, though... can you actually assault on T1?


Thanks about the report

Yes you can, in the hammer and anvil deployment, enemy units can be 24" away max. With good dice rolls you can get first turn assault. I am pretty sure I mentioned in the report that Shaun deployed too close, which allowed me to assault first turn. My Beastmasters were a total of 20" away before they moved from their original position.

This message was edited 1 time. Last update was at 2012/07/11 13:24:52


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

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
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Made in lv
Charging Wild Rider





Mind if I ask which models are used for Khymerea - I am in the process of converting them (thinking about using the Warriors of Chaos Wolves). Those blades from Raiders/Venoms are excellent "budget" Razorwings - already stole the idea here on dakka (maybe it was in Your post )

And Shaun should have invested into Razorbacks for Long Fangs, using them as shield walls to block and open fire lines when necessary.

This message was edited 1 time. Last update was at 2012/07/11 13:46:56


Looking to trade away 15mm Forged in Battle Pumas (still in the box). 
   
Made in gb
Tower of Power






Cannock

The models I used for Khymerae conversions at Fantasy Dire Wolves. I think from Fantasy.

You probably did steal my Razorwing Flock idea; I've not seen that idea done any where else.

He has used Razorbacks before and didn't like them. Personally I also think a Razorback for a heavy support foot unit is a waste of time, and points would be better invested else where. Personally I would max the board with saturation; he has too few units.

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

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Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
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Made in fr
Infiltrating Broodlord





Italy

A SW list that I'm considering right now, at least waiting for the "Skyfire-weapons-updates", is something like this:

HQ - Rune Priest - Chooser - LL - Divination power. 110 [Warlord]
HQ - Rune Priest - Chooser - LL - Divination power - Bolter. 110
EL - 3x Wolf Guards - 2x Combi-plasma/PF - Combi-melta. 109
TR - 5x Grey Hunters - Plasmagun - TL Assaul Cannon. 155
TR - 5x Grey Hunters - Plasmagun - TL Assaul Cannon. 155
TR - 5x Grey Hunters - Meltagun - TL Assault Cannon. 150
TR - 5x Grey Hunters - Flamer - Rhino. 110
TR - 5x Grey Hunters - Flamer - Rhino. 110
FA - 3x TWC - 1x SS. 180
FA - 3x TWC - 1x SS. 180
HV - 6x Long Fangs - 5x ML - TL Lascannon. 210
HV - 6x Long Fangs - 5x ML - TL Lascannon. 210
HV - 6x Long Fangs - 5x ML - TL Lascannon. 210
Tot. 1999

A little bit of everything and saturation saturation.

Of course, every and each list now-a-days are just time wasted.

Until GW will release the rules updates regarding Skyfire weapons etc (imagine units like Long Fangs, IG Heavy Weapons teams, Lootas, Broadsides that would be able to purchase the Skyfire upgrades for their Missile Launcher or similar for 5 pts or so like the psyammunitions ie..), I really think that GW is just waiting to let the most "addicted" players buy as much flyers as possible.

That they will release the necessary rules to get completely rid of them..


Talking about flyers, Mercer have you considered to re-touch a little your list trying to include at least one Razorwing/Voidraven? It could be interesting.

Every molecule will be useful

6000+ pts NIDS
() 2000 pts growing to 4000... 
   
Made in us
Haemonculi Flesh Apprentice






Great rep mercer even though you really beat that poor innocent child with his own arm

I think your list is still decent though I think it will struggle against a flier spammed list as you have no real AA in the army. I think Necron Night Scythe spam would be a huge pair of scissors to your paper air planes....like what I did there?

   
Made in gb
Tower of Power






Cannock

Toban wrote:Talking about flyers, Mercer have you considered to re-touch a little your list trying to include at least one Razorwing/Voidraven? It could be interesting.


Not keen on any of the D.E fliers tbh, rules wise that is. The Razorwing has one shot anti infantry weaponry, I have plenty of anti infantry. They then have dark lances, I have them on Ravagers, which cost cheaper. I just don't see a point in the Razorwing.

Red Corsair wrote:Great rep mercer even though you really beat that poor innocent child with his own arm

I think your list is still decent though I think it will struggle against a flier spammed list as you have no real AA in the army. I think Necron Night Scythe spam would be a huge pair of scissors to your paper air planes....like what I did there?


haha, very good, though he's far from innocent, just the way the cookie crumbles. In my defense, I did tell him about the Wolf Lord's!

Yes, big flier lists will be a major pain in the arse. So far only Necrons can do something like that, though I expect more fliers will be available, just in lesser numbers.

scissors and paper, you genius, you

This message was edited 1 time. Last update was at 2012/07/12 08:54:44


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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
Haemonculi Flesh Apprentice






Ha ha, I knew my quick wit wouldn't go to waist here good sir

Against great report, looking forward to the next one!

   
Made in fr
Infiltrating Broodlord





Italy

Correct me if I'm wrong Mercer but If I well understood all the weapons mounted on Flyers, so including the Razorwing, have automatically the Skyfire rule.

This obviously change a little the evaluation of dark lances on DE flyers that will be able to shot vs others flyers at full BS.

Anyway I agree regarding the overall evaluation of Razorwings.

We just have to wait the skyfire updates on infantry weapons.

Every molecule will be useful

6000+ pts NIDS
() 2000 pts growing to 4000... 
   
Made in br
Savage Khorne Berserker Biker






Pyriel- wrote:Hehe, and people say I´m full of it when I point out the ridiculous OP of the DE



Few people are disputing the strength of Venomspam. Night Fughting has actually made DE games of keeping away and firing from several Venoms/Ravagers/Flyers safer and moe dangerous.

The whole beef has been if you want to use different units and attack from closer up, using, say, Wracks, Wyches, Incubi and so on.

In Boxing matches, you actually get paid to take a dive and make the other guy look good.

In Warhammer 40K, you're expected to pay cash out of your pocket for the privilege of having Marines and IG trample all over your Xenos/Chaos. 
   
Made in gb
Tower of Power






Cannock

Red Corsair wrote:Ha ha, I knew my quick wit wouldn't go to waist here good sir

Against great report, looking forward to the next one!


Thanks, dude

Toban wrote:Correct me if I'm wrong Mercer but If I well understood all the weapons mounted on Flyers, so including the Razorwing, have automatically the Skyfire rule.

This obviously change a little the evaluation of dark lances on DE flyers that will be able to shot vs others flyers at full BS.

Anyway I agree regarding the overall evaluation of Razorwings.

We just have to wait the skyfire updates on infantry weapons.


You're spot on about the skyfire rule on flyers. I think that's all the Razorwing brings, I am not sure for the extra cost in points if it's worth it - is the Razorwing like 50 points more than a Ravager?

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

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
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Made in it
Infiltrating Broodlord





Italy

Just 40 pts more

Every molecule will be useful

6000+ pts NIDS
() 2000 pts growing to 4000... 
   
Made in gb
Tower of Power






Cannock

Hmmm, I don't think it's worth it. Not 40 points to get skyfire. Just use points to get defense line or whatever and get cover at the same time

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Infiltrating Broodlord





Italy

I do really like Aegis lines, they're cheap, undistructable and unbelievably reliable for infantry.

The problem I see, in the case specific of a Venom Spam, is that the only units that will start "walking" on the field are the beasts teams. In this case, Khymeras and razorflocks will certainly benefit from the barriers but the 3 masters wouldn't be able to gain the cover save. This open a whole discussion about focused fire. If the enemy will be able to trow down your beastmasters the beasts will almost immediately broke for leadership probs.
Same for Helions due to the flying base.

Besides, no one of your vehicles would benefit from Aegis lines and all the 5x units would be better wiped out "freeing" an enemy target instead of locking in combat adversaries.

Unfortunately, every other fortification cost more pts and is targettable and destructible.

I really don't think dark eldars could benefit from fortification.

I would instead consider at least one Razorwing and eventually a little allied combo.

Something like:
- Farseer - Runes of Warding - Runes of Withnessing - Guide. 100
- 5x Pathfinders. 120

I'm sure you see the point.

This message was edited 1 time. Last update was at 2012/07/13 13:23:08


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