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Made in es
Long-Range Land Speeder Pilot



Canary Island (Spain)

Hello users.

Last week I played against a friend. He Durkharis, me Space Marines. We played 1000 points, without objectives ( only point for unit killet, first blood and linebreaker).

He played more or less with this: 2 raiders, one venom, 3 kabalist squads, 1 witches squad, one incubi squad, one mandrakes squad, 3 reavers, a sucubus and an archon. Some blasters and other heavy weapons. Lots of units for only 1K points. I had the feeling being outnumbered, a lot. His troops hits likes the marines, more powerfull in close combat and hits also some mortal wounds. Yes, one point less Toughtness but.... they don“t seem as weak as they should be.

I played: Primaris Captain, Primaris Lieutenant, Venerable Dread, tactical squad with missile launcher, tactical squad with flammer, scout squad with one heavy bolter, 6 primaris marines and 5 terminator with one assault cannon,

From the begining I had the feeling being totally outnumbered. I had no clear how to move or what I should attack first. He was very agressive, lots of shots and in close combat no chance for me. Next time we will play with objectives but I think having less troops I will have to play in defense. For example, the blaster cost 17 points to 25 an lass cannon only loosing in range but...hey...he is drukhari, fast and can moove where he wants. Special rules, combat drugs, mortal wounds, invulnerable saves, venom weapons, lots of troops... all in 1K list. I have the feeling SM are weak.

What should I do next?

regards

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Made in it
Dakka Veteran




Drukhari were OP (in this case too cheap) as hell from the early Codex impressions. Their troops are all undercosted in terms of damage (Wyches and Kabalites) or durability (Prophets of Flesh Wracks/Grotesques) and all of their vehicles are glass cannons that pay half the cost of the equivalent space marine vehicles to do the same damage
   
Made in gb
Daring Dark Eldar Raider Rider





You are going to be outnumbered in this match-up, there's no way around it.

However, what I'd suggest is grouping up in cover. A Dark Eldar army is frequently going to want to pick off your units one at a time to avoid return fire; clumping everything together prevents that. A 2+ save from being Marines in cover also renders their splinter fire relatively ineffective (with the caveat that if your opponent is running the Flayed Skull Kabal then they'll avoid cover bonuses entirely).

The biggest strength they have over you is their mobility, so in terms of target priority I'd typically recommend taking out Raiders and Venoms first if possible, then the Reavers. Avoid shooting Kabalites if there's anything else in range.

They're not unbeatable, but honestly I feel like the Codex has left a lot of Dark Eldar units undercosted.
   
Made in us
Pyro Pilot of a Triach Stalker





Somewhere over the rainbow, way up high

Undercosted, absolutely, but you need basically long ranged firepower, and melee screens to win.

Long ranged firepower so he can't sit outside your range and plink at you, and about anything in the game can take down their vehicles. Remove their mobility first, and they become a lot less scary. Melee screens to mulch infantry once the transports get popped, or deep strikers to engage them once the transports are down.

Remember that against DE, weight of fire is superior to quality fire. Predator Autocannons are excellent. Assault Cannons, Heavy Bolters. Inceptors with assault bolters would be excellent for that purpose.

2+ in cover helps immensely.

Hope some of this helps!

Bedouin Dynasty: 10000 pts
The Silver Lances: 4000 pts
The Custodes Winter Watch 4000 pts

MajorStoffer wrote:
...
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum. 
   
Made in es
Long-Range Land Speeder Pilot



Canary Island (Spain)

++ Battalion Detachment +5CP (Imperium - Space Marines) [62 PL, 1000pts] ++

+ No Force Org Slot +

**Chapter Selection**: Ultramarines

Gametype: Matched

+ HQ +

Captain [5 PL, 85pts]: Plasma pistol, Power sword, The Armour Indomitus, Warlord

Captain [5 PL, 81pts]: Master-crafted boltgun, Power sword

Sergeant Chronus [7 PL, 168pts]
. Razorback: Hunter-killer missile, Storm bolter, Twin lascannon

+ Troops +

Intercessor Squad [5 PL, 94pts]: Bolt rifle
. 4x Intercessor
. Intercessor Sergeant: Power sword

Scout Squad [6 PL, 67pts]
. Scout Sergeant: Boltgun/Bolt pistol
. Scout w/Boltgun
. 3x Scout w/Sniper Rifle: 3x Sniper rifle

Tactical Squad [9 PL, 116pts]
. 5x Space Marine
. Space Marine Sergeant: Boltgun/Bolt pistol
. Space Marine w/Heavy Weapon: Lascannon

Tactical Squad [9 PL, 103pts]
. 4x Space Marine
. Space Marine Sergeant: Boltgun/Bolt pistol
. Space Marine w/Heavy Weapon: Missile launcher

+ Elites +

Venerable Dreadnought [8 PL, 165pts]: Twin autocannon
. Dreadnought combat weapon w/Storm Bolter: Storm bolter

+ Heavy Support +

Devastator Squad [8 PL, 121pts]: Armorium Cherub
. Space Marine Sergeant: Boltgun/Bolt pistol
. Space Marine w/Heavy Weapon: Heavy bolter
. Space Marine w/Heavy Weapon: Heavy bolter
. Space Marine w/Heavy Weapon: Plasma cannon
. Space Marine w/Heavy Weapon: Heavy bolter

++ Total: [62 PL, 1000pts] ++

Created with BattleScribe

What about something like this?

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Made in us
Locked in the Tower of Amareo




Get some Stalkers.
   
Made in us
Omnipotent Necron Overlord






space marines just lose to DE on a fundamental level. Just spam stormravens and wipe the DE of the board in 3 turns. Only chance.

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
Made in us
Locked in the Tower of Amareo




I think Stalkers might be more efficient.
   
Made in es
Long-Range Land Speeder Pilot



Canary Island (Spain)

have no Stalker or Stormravens. Maybe I have luck and this time with more heavy weapons...but only 1000 points there is no much I can put.

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Made in us
Locked in the Tower of Amareo




They can't be AP based heavy weapons, though. That's why you need Stalkers. Hit on 2's, wound on 3's, lots of shots.
   
Made in us
Decrepit Dakkanaut





Martel732 wrote:
They can't be AP based heavy weapons, though. That's why you need Stalkers. Hit on 2's, wound on 3's, lots of shots.


What about a Stormhawk Interceptor (Icarus/Skyhammer)?

This message was edited 1 time. Last update was at 2018/05/14 17:51:42


 
   
Made in us
Locked in the Tower of Amareo




That's probably pretty good too. Lots of assault cannon shots.
   
Made in us
Decrepit Dakkanaut





Alex_85 wrote:
have no Stalker or Stormravens. Maybe I have luck and this time with more heavy weapons...but only 1000 points there is no much I can put.


Yea don't stress it too much. I think you can still do ok. Just get a buffer between the raiders/venom and your tank/dread (deploy tank sideways if you have to). Don't let him get easy shots on them with blasters.

Your dev squad is pretty vulnerable with no ablative wounds.
Those sniper rifles also may not be in enough quantity to have enough of an effect.
Two captains might be overkill. Use the dreadnought for "Wisdom" if you need more reroll coverage at crucial times and free up points.
   
Made in us
Locked in the Tower of Amareo




How many disintegrators are we talking?
   
Made in us
Decrepit Dakkanaut





If you're limited to mostly those models maybe try this?

Split the 10 man Tac if you want. Dev squads are much safe and you can make judicious use of the HB stratagem. More bodies overall.

Spoiler:

This message was edited 1 time. Last update was at 2018/05/14 18:15:35


 
   
Made in ca
Pulsating Possessed Chaos Marine




DE is a very powerful codex. That being said every single unit outside of the covens is paper thin. Wychs are decently durable in CC but get shot to gak outside of CC. The transports can be taken down by your bolters and get shredded by your heavy weapons. They lack AP on most of their units (outside of dark lances and blasters) so you should be getting tons of armor saves. Poison sucks but you are not running any high toughness monsters (demon princes ect) so that wont hurt as much. Remember they will have a very high volume of fire due to being so cheap so get into cover when possible.

I fought DE with my Thousand Sons last week and it was a total massacre. Poison kills my army dead. Has been the only time that tzaangors have been a liability and I wished I had more rubrics. Was a blood bath. Now I'm sure I could tailor a list to win but I don't list tailor so its just a uphill battle and probably my very worst matchup.

Also, marines, terminators and primaris are all overcosted.
   
Made in us
Shadowy Grot Kommittee Memba






 Xenomancers wrote:
space marines just lose to DE on a fundamental level. Just spam stormravens and wipe the DE of the board in 3 turns. Only chance.


It's this kind of advice that breeds pointlessly fatalistic attitudes. Dude is playing a 2-patrol DE list with just a bunch of standard units with some relatively subpar stuff like Incubi. Telling someone "oh, just give up, you stand no chance" in this obviously relatively casual matchup is just ridiculous.

OP, my advice to you is going to include some list advice (because you have a few less than amazing choices in your list) and some tactics advice.

List:

-You have three sniper rifles and two boltguns in your scout squad, that's a little strange. Generally speaking, if your unit has a choice of one basic gun or another, it's almost always best to run them with all one option, rather than a mix. If your guys want to sit back and snipe, the bolters do nothing. If you get within 12" for the bolters, the sniper rifles are at -1 to hit because you're moving. I usually see scouts used for their ability to stand in front of your other marine units and block chargers, so shotguns, bolters, or close combat is usually the name of the game. If you really like the snipers, don't rip your models apart (in fact, disregard pretty much any advice to do that - the power level of every weapon in the game and every army changes, if you own only the best stuff, odds are good you'll end up owning only the worst stuff after it gets lowered in power by GW)

-Youve got a devastator squad with 3HBs and 1 plasma, and a Missile in your tacticals. Swap that puppy around, and run the devs 3 HBs and 1 missile. The stratagem "Flakk Missile" is highly valuable against Dark Eldar, since all their tanks have Fly, and the Cherub lets you reroll if you miss the shot.

-You definitely want a lieutenant and captain instead of 2 captains. gotta get both buffs going!

-Your razorback: if you have the parts from the kit to let you run that with twin heavy bolter, I would do that against Dark Eldar. Lascannons are VERY ineffective against DE, because of how wounding works in 8th edition. DE vehicle are T5, which means strength 9 is exactly the same as strength 6 against them, and they have a 5+ invulnerable save, which can block those huge lascannon shots. Twin heavy bolters do almost as much damage to their tanks as twin lascannons do, and they cost less than half as much. I'm assuming you don't have the parts for twin assault cannons, thugh those are the best guns hads down here, but sadly they dont come in the kit.

-Heavy weapons in tactical squads are not my favorite thing to see. If those are the only models you have, fine, but tactical squads work much better mostly focusing on special weapons, which they can shoot while they move to try and get into boltgun range. A plasma gun or flamer would probably do you much better in this situation than lascannons and missile launchers.

-If you were looking for something new to buy, as a previous poster said, Stalkers are amazing agianst all types of Eldar, Tau, and Necrons with their bonus to hit Flying things. But only if this was an opponent you would be playing aginst frequently would I advise buying something new.

-Dark Eldar have no defense against Psychic Powers at all. Swapping a Captain to a Librarian at this low of a points value would probably be a good move, and you could i n theory just use the same model to do so.

Now, as to tactics:

-Dark Eldar Raiders are going to be your first big targets to shoot down. Once they die, the major difference between kabalite warriors and space marines - 5+ armor and T3 instead of 3+ armor and T4 - starts to actually matter. If any of them have Disintegrators instead of Dark Lances, those are the targets to hit, 100%, they are anti-marine weapons that are very scary against primaris in particular.

-If he is (i assume) loaded up on blasters, and also has a number of Shredders, Splinter Cannons, and Splinter Rifles in his army, you want to make sure that everything in your army starts over 8" away from your deployment zone edge. You know with the low range of his weaponry, he will come to you, and your weaponry that has less than 24" range you care about much less than his. His vehicles move 14", plus an 18" range on his blasters and rapid-fire on his Splinter cannons means that his most important weapons have 32" threat. 24" is the no-mans land in normal deployment, and your most important weapons (heavy bolters, autocannons, primaris marine rifles, etc) all have 36" range. So on dawn of war deployment, start within 4" of the board edge. On hammer and anvil, within 16" of the board edge. Assume you will lose first turn, and you will find that you lose games because of it far less. Assuming that those squads are all 5-man with a special weapon in each, that means the difference between taking 40 poison shots and 6 dark lance shots turn 1, and taking 20 poison shots and 3 dark lance shots. That's the difference between 2 dead marines and chronus or the vendread at half HP, or 4 dead marines and one of those vital vehicles dead. On the flip side, assuming you get turn 1, it means you don't get to fire your regular boltguns at his tanks, but you do get to fire your flakk missile, your Hellfire shell (both of which will be hitting on 2s rerolling 1s thanks to the Signum on your devastators), 6 regular heavy bolters, 5 primaris bolt rifles, your sniper rifles, and your four autocannon shots at him, which is enough to knock down both Raiders with average rolls. the boltguns would barely make any difference.

-Anything that gets cracked out of a transport should be shot down with anti-infantry weaponry. tactical squads sitting in cover trading fire with kabalite warriors or wyches will win, and units like wyches are far easier to deal with before they crash your lines and start murdering you.

-The only units you really ahve to worry about in close combat are the wyches, the HQs, and the incubi. most of them (possible exception of the Archon before his shield gets blown) can be bounced by your own characters or dreadnought, and the succubus or the wyches could be punched by the primaris marines if you got the charge - if he gives you the chance, dont hesitate to charge because you're worried about the swing back. Primaris marines charging incubi kill 2 on the charge, or half-health the succubus/kill half the wyches. close combat is not totally hopeless for you. Thats not even thinking about the Reaver bikes or Kabalites, who you can easily take if given the chance.

Overall my advice is: dont get discouraged. Getting good at your army when your codex is among the worse ones in the game means when you do inevitably get buffed and your army goes up in power, you will be that much better at using your tools. Dont feel that changing your list is the only thing you can do to make a difference in your games - I promise it will only frustrate you more when it doesn't work.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Decrepit Dakkanaut





Spoiler:
the_scotsman wrote:
 Xenomancers wrote:
space marines just lose to DE on a fundamental level. Just spam stormravens and wipe the DE of the board in 3 turns. Only chance.


It's this kind of advice that breeds pointlessly fatalistic attitudes. Dude is playing a 2-patrol DE list with just a bunch of standard units with some relatively subpar stuff like Incubi. Telling someone "oh, just give up, you stand no chance" in this obviously relatively casual matchup is just ridiculous.

OP, my advice to you is going to include some list advice (because you have a few less than amazing choices in your list) and some tactics advice.

List:

-You have three sniper rifles and two boltguns in your scout squad, that's a little strange. Generally speaking, if your unit has a choice of one basic gun or another, it's almost always best to run them with all one option, rather than a mix. If your guys want to sit back and snipe, the bolters do nothing. If you get within 12" for the bolters, the sniper rifles are at -1 to hit because you're moving. I usually see scouts used for their ability to stand in front of your other marine units and block chargers, so shotguns, bolters, or close combat is usually the name of the game. If you really like the snipers, don't rip your models apart (in fact, disregard pretty much any advice to do that - the power level of every weapon in the game and every army changes, if you own only the best stuff, odds are good you'll end up owning only the worst stuff after it gets lowered in power by GW)

-Youve got a devastator squad with 3HBs and 1 plasma, and a Missile in your tacticals. Swap that puppy around, and run the devs 3 HBs and 1 missile. The stratagem "Flakk Missile" is highly valuable against Dark Eldar, since all their tanks have Fly, and the Cherub lets you reroll if you miss the shot.

-You definitely want a lieutenant and captain instead of 2 captains. gotta get both buffs going!

-Your razorback: if you have the parts from the kit to let you run that with twin heavy bolter, I would do that against Dark Eldar. Lascannons are VERY ineffective against DE, because of how wounding works in 8th edition. DE vehicle are T5, which means strength 9 is exactly the same as strength 6 against them, and they have a 5+ invulnerable save, which can block those huge lascannon shots. Twin heavy bolters do almost as much damage to their tanks as twin lascannons do, and they cost less than half as much. I'm assuming you don't have the parts for twin assault cannons, thugh those are the best guns hads down here, but sadly they dont come in the kit.

-Heavy weapons in tactical squads are not my favorite thing to see. If those are the only models you have, fine, but tactical squads work much better mostly focusing on special weapons, which they can shoot while they move to try and get into boltgun range. A plasma gun or flamer would probably do you much better in this situation than lascannons and missile launchers.

-If you were looking for something new to buy, as a previous poster said, Stalkers are amazing agianst all types of Eldar, Tau, and Necrons with their bonus to hit Flying things. But only if this was an opponent you would be playing aginst frequently would I advise buying something new.

-Dark Eldar have no defense against Psychic Powers at all. Swapping a Captain to a Librarian at this low of a points value would probably be a good move, and you could i n theory just use the same model to do so.

Now, as to tactics:

-Dark Eldar Raiders are going to be your first big targets to shoot down. Once they die, the major difference between kabalite warriors and space marines - 5+ armor and T3 instead of 3+ armor and T4 - starts to actually matter. If any of them have Disintegrators instead of Dark Lances, those are the targets to hit, 100%, they are anti-marine weapons that are very scary against primaris in particular.

-If he is (i assume) loaded up on blasters, and also has a number of Shredders, Splinter Cannons, and Splinter Rifles in his army, you want to make sure that everything in your army starts over 8" away from your deployment zone edge. You know with the low range of his weaponry, he will come to you, and your weaponry that has less than 24" range you care about much less than his. His vehicles move 14", plus an 18" range on his blasters and rapid-fire on his Splinter cannons means that his most important weapons have 32" threat. 24" is the no-mans land in normal deployment, and your most important weapons (heavy bolters, autocannons, primaris marine rifles, etc) all have 36" range. So on dawn of war deployment, start within 4" of the board edge. On hammer and anvil, within 16" of the board edge. Assume you will lose first turn, and you will find that you lose games because of it far less. Assuming that those squads are all 5-man with a special weapon in each, that means the difference between taking 40 poison shots and 6 dark lance shots turn 1, and taking 20 poison shots and 3 dark lance shots. That's the difference between 2 dead marines and chronus or the vendread at half HP, or 4 dead marines and one of those vital vehicles dead. On the flip side, assuming you get turn 1, it means you don't get to fire your regular boltguns at his tanks, but you do get to fire your flakk missile, your Hellfire shell (both of which will be hitting on 2s rerolling 1s thanks to the Signum on your devastators), 6 regular heavy bolters, 5 primaris bolt rifles, your sniper rifles, and your four autocannon shots at him, which is enough to knock down both Raiders with average rolls. the boltguns would barely make any difference.

-Anything that gets cracked out of a transport should be shot down with anti-infantry weaponry. tactical squads sitting in cover trading fire with kabalite warriors or wyches will win, and units like wyches are far easier to deal with before they crash your lines and start murdering you.

-The only units you really ahve to worry about in close combat are the wyches, the HQs, and the incubi. most of them (possible exception of the Archon before his shield gets blown) can be bounced by your own characters or dreadnought, and the succubus or the wyches could be punched by the primaris marines if you got the charge - if he gives you the chance, dont hesitate to charge because you're worried about the swing back. Primaris marines charging incubi kill 2 on the charge, or half-health the succubus/kill half the wyches. close combat is not totally hopeless for you. Thats not even thinking about the Reaver bikes or Kabalites, who you can easily take if given the chance.

Overall my advice is: dont get discouraged. Getting good at your army when your codex is among the worse ones in the game means when you do inevitably get buffed and your army goes up in power, you will be that much better at using your tools. Dont feel that changing your list is the only thing you can do to make a difference in your games - I promise it will only frustrate you more when it doesn't work.


Great post. I didn't think about that Twin LC myself. I'd keep it for take all comers, but if you just want to hand DE their ass - THB it is.


Automatically Appended Next Post:
Table wrote:

I fought DE with my Thousand Sons last week and it was a total massacre. Poison kills my army dead. Has been the only time that tzaangors have been a liability and I wished I had more rubrics. Was a blood bath. Now I'm sure I could tailor a list to win but I don't list tailor so its just a uphill battle and probably my very worst matchup.


Poison scares me so little with plenty of rubes to take the hits. It's the gd disintegrators that give me heartburn even if I get a 5++ on them.

This message was edited 1 time. Last update was at 2018/05/14 18:43:48


 
   
Made in us
Locked in the Tower of Amareo




Raiders are actually more durable than Rhinos vs most AT fire. They are NOT paper thin. You need SPECIALIZED weapons to take advantage of the lower T.
   
Made in it
Dakka Veteran




Martel732 wrote:
Raiders are actually more durable than Rhinos vs most AT fire. They are NOT paper thin. You need SPECIALIZED weapons to take advantage of the lower T.


Exactly this.
Venom are 65 pts and far more durable than Rhinos against AT weapons due to -1 to Hit AND 5++...oh and triple/quadruple the firepower with Cult/Cabal/Coven to apply, balanced!
   
Made in us
Locked in the Tower of Amareo




It's almost like I know what I'm talking about, despite some posters cries to the contrary.

The odds of a non-tailored marine force having the tools to deal with Drukhari are just very slim, I'm afraid.

This message was edited 1 time. Last update was at 2018/05/14 19:00:13


 
   
Made in it
Dakka Veteran




Martel732 wrote:
It's almost like I know what I'm talking about, despite some posters cries to the contrary.


I have to admit that some of your statements are sometimes a bit over the top but generally correct for the most part.
Entire DE codex is underpriced as of now, there's no way a marine can beat them unless the DE player/list is really subpar

Cabalytes? Space marine shooting efficiency for just 6 points...my Hormagaunts are 5 pts a piece and do no damage (whilst having a worse save as well and no 6+ FNP)

Prophets of Flesh Wracks are T4 (often T5 with just a Haemunculus within 6") 4++ 6++ troop that dish solid poisoned damage in CQC for mere 9 points...and you can replace them all for 2 CP as if they were Cultists with end of movement phase deep strike.

Ravagers are Predators that for some reason cost 125 pts as opposed to 190...gg GW

Venom is 65 points for a great shooting platform that also manages to carry 6 models a piece whilst eluding the 3X FAQ since they're Dedicated Transport...guess why all DE are spamming them!

This message was edited 2 times. Last update was at 2018/05/14 19:06:29


 
   
Made in us
Locked in the Tower of Amareo




The over-the-top tendencies is hang over from 6/7th and now having to deal with crap like Drukhari.

I also was not referring to you. Not at all.

This message was edited 1 time. Last update was at 2018/05/14 19:03:13


 
   
Made in us
Shadowy Grot Kommittee Memba






Martel732 wrote:
Raiders are actually more durable than Rhinos vs most AT fire. They are NOT paper thin. You need SPECIALIZED weapons to take advantage of the lower T.


33% less damage from lascannons, 18% less damage from missile launchers, 77% more damage from autocannons, 100% more damage from heavy bolters. Seems like the weapons you want to shoot at Raiders are actually less specialized than the ones you want to shoot at Rhinos, because after I kill that transport I'm going to have much more success dakka'ing up the kabalite warriors inside with my heavy bolter than I am shooting the marines with that lascannon.

The reason Raiders are generally better is that they have a real gun, and open topped. They are indeed usually less durable, and if you build your army towards a drukhari-heavy meta (which we'll probably see people do) you'll counter it fairly hard, because the same guns work well against 100% of the army.

This message was edited 1 time. Last update was at 2018/05/14 19:07:52


"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in es
Long-Range Land Speeder Pilot



Canary Island (Spain)

Thanks for all the help.

I will change something my list for get all the advices. Very true about the LC. I only was thinking for anti vehicles, because of the D6 wounds. I know the first time I had few heavy weapons, he was no scared about moving. Probably with more Heavy Weapons he will have fewer option to moove.

Next time the match will be more fair. I maked some deployment fails, also movement, and I think the most important...I did not know anything about Drukhari... know your enemy.

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Made in us
Locked in the Tower of Amareo




It still takes a lot of heavy bolters to plow through a raider. I don't think your typical marine list can count on this approach. 45 heavy bolter shots, to be precise. Yeah, it takes 90 to kill that Rhino, but 45 is still a LOT. Raiders are great. They also have the option for -1 to be hit, so that makes it 60 shots. That's not happening.

This message was edited 1 time. Last update was at 2018/05/14 19:17:46


 
   
Made in us
Shadowy Grot Kommittee Memba






Martel732 wrote:
It still takes a lot of heavy bolters to plow through a raider. I don't think your typical marine list can count on this approach. 45 heavy bolter shots, to be precise. Yeah, it takes 90 to kill that Rhino, but 45 is still a LOT. Raiders are great. They also have the option for -1 to be hit, so that makes it 60 shots. That's not happening.


Your opponent can opt to make his raider -1 to hit with a stratagem, which is why (here's another tactical tip for OP) you should start with your incidental anti tank weapons before committing your more serious squads.

Let's say we're in the above situation with the list OP posted, arrayed against the 2 raiders, 1 venom. OPs got a dev squad with missile launcher and 3 HBs, some Primaris Marines with boltguns, a dread with twin auto, and a double-HB razor Chronus (who in an optimal situation would be a Stalker as Chronus, but assuming we've got what we've got right now).

If you start with the devastators, your opponent is just going to pop the -1 to hit and get value out of that on the very first attack. But if you start with the Primaris Marines, then the Snipers, then Chronus at the same target raider, the Raider is going to take about 5 wounds on average and give the appearance that OP would like to focus that particular raider down. By the time he commits Chronus, his opponent will probably have popped his -1 to hit stratagem for 2 of his 7 CP (assuming opponent is running a mixed-drukhari single Battalion).

The devastator squad and dread, assuming you've got your buff bubbles on them and you use your own Flakk Missile and Hellfire shells, have enough firepower to down the other raider entirely in a single turn.

In the worst case, assuming your opponent decides to wait it out and pull out the strat against the devs, you only commit one gun at a time, so you start with your missile launcher, pop your Signum to keep yourself at 2 to hit rerolling 1s with the flakk missile, and then re-evaluate afterwards whether it's worth trying to bull through whatever that Raider has left or whether you want to swap targets and try to down or hurt the other raider with the 3 HB devs and the Dread.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in us
Fixture of Dakka






KurtAngle2 wrote:
Martel732 wrote:
It's almost like I know what I'm talking about, despite some posters cries to the contrary.


I have to admit that some of your statements are sometimes a bit over the top but generally correct for the most part.
Entire DE codex is underpriced as of now, there's no way a marine can beat them unless the DE player/list is really subpar

Cabalytes? Space marine shooting efficiency for just 6 points...my Hormagaunts are 5 pts a piece and do no damage (whilst having a worse save as well and no 6+ FNP)

Prophets of Flesh Wracks are T4 (often T5 with just a Haemunculus within 6") 4++ 6++ troop that dish solid poisoned damage in CQC for mere 9 points...and you can replace them all for 2 CP as if they were Cultists with end of movement phase deep strike.

Ravagers are Predators that for some reason cost 125 pts as opposed to 190...gg GW

Venom is 65 points for a great shooting platform that also manages to carry 6 models a piece whilst eluding the 3X FAQ since they're Dedicated Transport...guess why all DE are spamming them!


Completely disagree, i think the Marine book is the problem and needs to be fix.

   
Made in us
Locked in the Tower of Amareo




 Amishprn86 wrote:
KurtAngle2 wrote:
Martel732 wrote:
It's almost like I know what I'm talking about, despite some posters cries to the contrary.


I have to admit that some of your statements are sometimes a bit over the top but generally correct for the most part.
Entire DE codex is underpriced as of now, there's no way a marine can beat them unless the DE player/list is really subpar

Cabalytes? Space marine shooting efficiency for just 6 points...my Hormagaunts are 5 pts a piece and do no damage (whilst having a worse save as well and no 6+ FNP)

Prophets of Flesh Wracks are T4 (often T5 with just a Haemunculus within 6") 4++ 6++ troop that dish solid poisoned damage in CQC for mere 9 points...and you can replace them all for 2 CP as if they were Cultists with end of movement phase deep strike.

Ravagers are Predators that for some reason cost 125 pts as opposed to 190...gg GW

Venom is 65 points for a great shooting platform that also manages to carry 6 models a piece whilst eluding the 3X FAQ since they're Dedicated Transport...guess why all DE are spamming them!


Completely disagree, i think the Marine book is the problem and needs to be fix.


I think the reality lies inbetween. Marines are weak and Drukhari are very strong.
   
Made in us
Omnipotent Necron Overlord






^
There it is - my exact line of thinking!

If we fail to anticipate the unforeseen or expect the unexpected in a universe of infinite possibilities, we may find ourselves at the mercy of anyone or anything that cannot be programmed, categorized or easily referenced.
- Fox Mulder 
   
 
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