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Made in us
Abhorrent Grotesque Aberration





Connecticut, USA

I haven't played since 5E, after taking a long break, I have decided to begin rebuilding my Dark Eldar. Finally the Wracks have a plastic kit, and the Haemonculus got some love! It's good to be back.

However, I don't know much about 7E, I do have the Rulebook, which I'm reading through, along with the Dark Eldar and Haemonculus Codex.

How do they hold up as an army? I realize I will most likely have to take a Dark Eldar detachment for some ranged anti tank, and for anti air, however I'd like to keep this to a minimum. Anyone have any experience with this Codex? I haven't seen to much online about it, however I love the idea of being able to field an entire army of these models. Lastly, I realize it will not be a top of the line army, but I feel as if my experience with Dark Eldar will outweigh that a little bit if I do end up taking this to any FLGS tournaments. Any advice, or tactics would be greatly appreciated!
   
Made in us
Fixture of Dakka



Chicago, Illinois

The formations and rules are all very excellent with units providing additional VPs to completing tasks they'd be accomplishing anyway.It has strong rules and makes Wracks very viable as a unit due to getting Fear, Fearless, and eventually Zealot later in the game.It has specific Formations that perform extraordinarily well. For example the Corpsethief claw gaining additional victory points when destroying units, it's a 5 model Talos unit. There's not much it's not going to destroy in close combat.

The one people have been pretty keen on is the Dark Artisan formation.

Basically the army list is cool but the Formations are what really make it a amazing supplement.

This message was edited 1 time. Last update was at 2014/11/12 05:06:45


If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in us
Abhorrent Grotesque Aberration





Connecticut, USA

Hollismason wrote:
The formations and rules are all very excellent with units providing additional VPs to completing tasks they'd be accomplishing anyway.It has strong rules and makes Wracks very viable as a unit due to getting Fear, Fearless, and eventually Zealot later in the game.It has specific Formations that perform extraordinarily well. For example the Corpsethief claw gaining additional victory points when destroying units, it's a 5 model Talos unit. There's not much it's not going to destroy in close combat.

The one people have been pretty keen on is the Dark Artisan formation.

Basically the army list is cool but the Formations are what really make it a amazing supplement.


Thank you! That helped, I am excited to try the Formations. How do you think it will hold up against Air? I'm not sure how many Air unit's people typically field as I haven't played a 7E game.
   
Made in us
Fixture of Dakka



Chicago, Illinois

Unfortunately the supplement does not in it's own Detachment have a lot of Anti-Air , so you'd have to ally in for that.

It's all assault all the time.

If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in us
Veteran Wolf Guard Squad Leader



DC Metro

If you want air superiority, a Real Space Raider detachment from the main DE codex will give you up to six Razorwing jet fighters.
   
Made in us
Fixture of Dakka



Chicago, Illinois

6 Razorwing Jetfighters would be 900 points base.

If I lose it is because I had bad luck, if you win it is because you cheated. 
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

well the anti-air of Dark Eldar comes in the form of their jets and their normal jet is reasonably affordable. The key though is that you must knock out ENEMY anti-air before the Razorwing Jet shows up. and that is really the trick to figure out. If you have a solid plan for doing that, then the Razorwings will usually give you some production.

Mysterious Objectives help with anti-air also but its unreliable.

the other things is movement. Storm Talons are pretty darn good against Dark Eldar and their hover mode gives them a LOT in the way of essentially nixing any movment based solutions to air. So watch out for those.

Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php 
   
Made in us
Abhorrent Grotesque Aberration





Connecticut, USA

So from what's been said it seems that razor wing are really the only viable option? At least from a Dark Eldar perspective.

How common is air? 900 points is just about half my army so to spend that much on avoiding air, and getting some anti infantry power (which I already have plenty of) seems a bit rough.
   
Made in us
Shas'o Commanding the Hunter Kadre




Olympia, WA

Air is common.

900 points is too much. A pair of the jets is the most Ive ever needed.

And the Razorwings drop a lot of pain on peoples face holes. So just make sure you have a high ap, high volume answer to the enemy interceptors (Broadsides and Aegis guns being key examples). Then kill them. then bring in the jets. then watch the enemies face fill with horror.

Or something along those lines.

My solution for my ELDAR Air force was a unit of War Walkers (well actually TWO units!). With them, I can start on table (if going first) or outflank and blast those kinds of platforms out of existence with Star Cannons.

Dark eldar can take eldar as allies. So...

But there are other answers. Whateverthe answer you choose, AP 2 matters so make sure it has it. And make sure it can reach the anti-air before the jets show up.


Hold out bait to entice the enemy. Feign disorder, and then crush him.
-Sun Tzu, the Art of War
http://www.40kunorthodoxy.blogspot.com

7th Ambassadorial Grand Tournament Registration: http://40kambassadors.com/register.php 
   
Made in ca
Secretive Dark Angels Veteran




Canada

Their a funny supplement but have the potential to be hilarious, ally with crimson slaughter and now most of your army has (or can get) fear and you can drop everyone's ld by at least 1 or 2 points meaning against like orks their ld is all of like 7 after modifiers their now ld 5, they fail morale and mob rule cannibalize them and then their all ws1 and now even cultists will just maul then to death.


Or you ally da and bring Ezekiel and mind wurm all the things, ld 6 sob anyone?

This message was edited 1 time. Last update was at 2014/11/14 01:16:55


DA army: 3500pts,
admech army: 600pts
ravenguard: 565 pts

 
   
Made in us
Abhorrent Grotesque Aberration





Connecticut, USA

Jancoran wrote:Air is common.

900 points is too much. A pair of the jets is the most Ive ever needed.

And the Razorwings drop a lot of pain on peoples face holes. So just make sure you have a high ap, high volume answer to the enemy interceptors (Broadsides and Aegis guns being key examples). Then kill them. then bring in the jets. then watch the enemies face fill with horror.

Or something along those lines.

My solution for my ELDAR Air force was a unit of War Walkers (well actually TWO units!). With them, I can start on table (if going first) or outflank and blast those kinds of platforms out of existence with Star Cannons.

Dark eldar can take eldar as allies. So...

But there are other answers. Whateverthe answer you choose, AP 2 matters so make sure it has it. And make sure it can reach the anti-air before the jets show up.



I'll have to look into that detachment, I'm hesitant because oddly enough I'm not a huge fan of the fighters due to flyer rules and points required. (I'd rather run another squad of grots or wracks due to fluff)

I am partial to keeping it DE for now, I may look into Chaos or Eldar in the future. I have enough Eldar laying around at least.

ionusx wrote:Their a funny supplement but have the potential to be hilarious, ally with crimson slaughter and now most of your army has (or can get) fear and you can drop everyone's ld by at least 1 or 2 points meaning against like orks their ld is all of like 7 after modifiers their now ld 5, they fail morale and mob rule cannibalize them and then their all ws1 and now even cultists will just maul then to death.


Or you ally da and bring Ezekiel and mind wurm all the things, ld 6 sob anyone?


I do love the synergy it creates! It seems like it will make for some interesting fights due to the special rules. And IIRC there's an objective that you can get through forcing a failed LD check, so that's a bonus.
   
 
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