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Recently I came across a very clever alternative way to play a dark eldar army using Raiders to deny your opponent the ability to do much during their movement phase. Credit goes to Faeit212 . I realise that for most people the only way to play DE is venom spam or beastmaster spam, but after checking this vid out I think this could be a fun and interesting way to play.
The basic principle is that you use the sheer size of the Raider as an advantage rather than a disadvantage, turning it into a very aggressive wall. You dont put any troops inside the vehicle, and unless first blood becomes REALLY significant, or there is a vehicle that is just too important to ignore being fielded, you ignore the fact that it has a Dark lance (at least initially). The primary value of your Raiders (of which you'll want a few) is to rush forward up the board, then go flat out up the board right in front of your opponent's troops (literally as close as possible), turn sideways and park yourself in front of them, so if they want to advance forward they are stuck. They'll be forced to target your raiders out of sheer need to move their force on the next turn. With the 4+ flat out cover, and each raider being a separate unit, you will be able to redirect quite a bit of fire. Moreover, Raiders can explode pretty easily, so if its light infantry that you are blocking, chances are you'll either hurt em with your explosion, or you'll do the even better thing and force em to move away from you. If it's a shooting unit you are providing the rest of your army a decent cover save to help them get into position. Of course, this means you are sacrificing raiders by the bucket, if you intend to do this turn after turn. You can of course choose to later on bring your Ravagers to bear doing the same tactics if you have any, unless its BGNT (but the issue is more whether you can afford ravagers or wish to give up the anti-air slot when it could be going on a flyer). But the advantage this aggressive wall tar-pit will hopefully bring you with regards to board control is large.
What do people reckon? Good on paper, bad in practice? Worth being spammy if going to be done at all? Or perhaps use it to some tactical advantage with smaller point syncs?
If one was going to make a list that used this tactic for 1500 points, how would you do it?
I like the idea and the raiders, but are you really going to spend 180 points on movable scenery. I think i'd work against armies like guard, nids or footdar but against tau, coming that close is a bad idea.
As a long time and highly successfully DE player, I think this is a terrible terrible idea. First off the point on SCs on infantry and anti tank on vehicles is backwards. Its incredibly more point efficient to use venoms for anti infantry and use infantry for anti tank (blaster-born, warrior blaster squads, and haywire wyches). The obvious exception are ravagers. And then throw in a beastpack to either project melee force or prevent anything from getting too close. Back that up by putting nightshields on everything and using terrain and maneuveability(sp?) to limit your opponents shooting and you won't need any gimmicks that sacrifice 1/4 of your vehicles turn 1.
"I'm not much for prejudice, I prefer to judge people by whats inside, and how much fun it is to get to those insides." - Unknown Haemonculi
Honestly, we don't need the pain tokens. They are nice, but the whole point is to kill the enemy as efficiently as possible, not potentially buff our infantry so that they can take shots better, Especially now that FNP is a 5+. I usually manage to forget about pain tokens when I do earn them and I find that it doesnt really affect how the army plays. (except the wyches)
"I'm not much for prejudice, I prefer to judge people by whats inside, and how much fun it is to get to those insides." - Unknown Haemonculi
anytime you are intentionally sacrificing your transports, wich arent actually transporting anything, to simply annoy or otherwise troll someone - bad idea.
a competent general will go "ok" - thanks for the first blood, blow your raiders straight to heck, then next turn resume the process on your on foot squishy troops. and there are alot of things that can just ignore them completly, what with the prevelance of jump/jet infantry and MC, fliers, or heck even a ramming tank, or other skimmer. this essentially gambles the other guy has none of this, and you are banking on a 4+ save to keep you alive.
this idea fails on so many levels... but please. feel free to use it next time i face you in a tournament...