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Made in us
Jovial Plaguebearer of Nurgle





Kansas, United States

How do you best recommend dealing with TEQs? I field DEs against a GK/DA army regularly, and I get regularly curb-stomped because I cannot seem to bring down his Terminators. Scouts, psykers, henchmen... all no problem. But his Paladins and Deathwing just waltz down the board and ignore everything I can throw at them.

Suggestions? Obviously, "hit them with things that are AP 2" but I'm hoping for a little more in the way of specifics.

Death Guard - "The Rotmongers"
Chaos Space Marines - "The Sin-Eaters"
Dark Angels - "Nemeses Errant"
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Made in us
Stone Bonkers Fabricator General





Beijing, China

umm, DE can spam blasters and dark lances. lots of Str8 and Ap2 will make short work of them from afar.

Against regular teq, splinter cannons are great. Sure they get the 2+ save, but you put enough shots into them and the will all fall.

Against non init6 teq, incubi can chew through in close combat.


The best plan is probably blaster spam.
2 units of 4 trueborn with 4 blasters venom
2 units of 5 warriors with 1 blaster venom
3 Ravagers with 3 dark lances.

Not expensive ~900 points. 10 blaster shots and 9 dark lance shots. 10.5 wounds on average. with a 5++ you will kill 7 terminators a turn. The venoms will do an additional 3 wounds. That is 450+ points of GK teq. With upgrades you can easily kill off 600 points in 1 turn spamming this kind of firepower.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
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Dakka Veteran





3 Ravagers with 3 Disintegrators each, even shooting at TEQ they make up their points in 2 turns, shooting at TH/SS they still make up their points in 3 turns. Only reason to take Dark Lance is to ignore FnP if they have it

This message was edited 1 time. Last update was at 2013/03/29 17:51:10


 
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

Barrywise wrote:
3 Ravagers with 3 Disitegrators each, even shooting at TEQ they make up their points in 2 turns, shooting at TH/SS they still make up their points in 3 turns. Only reason to take Dark Lance is to ignore FnP if they have it


And to ID Paladins.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in gb
Devious Space Marine dedicated to Tzeentch




United Kingdom

Incubi will eat them and that crazy bitch who ignores all armor and gets an insane amount of attacks stick them in a venom or raider assault out of it and let the pwnage begin
   
Made in gb
Lord of the Fleet






London

kelewan wrote:
Incubi will eat them and that crazy bitch who ignores all armor and gets an insane amount of attacks stick them in a venom or raider assault out of it and let the pwnage begin


Not the best idea to be honest. You're packing a S3 T3 character in a transport that's as flimsy as Saddam's defence case, against units which can tear it up and them ruin you via Overwatch. He can just challenge you so all your attacks are wasted on a 2++ Stave wielding sergeant. Also considering that your Incubi are only Ap3 in assault, and can be matched in Initiative by Halberds which will be wounding you on 2's with Hammerhand.
   
Made in us
Regular Dakkanaut




 Valkyrie wrote:
kelewan wrote:
Incubi will eat them and that crazy bitch who ignores all armor and gets an insane amount of attacks stick them in a venom or raider assault out of it and let the pwnage begin


Not the best idea to be honest. You're packing a S3 T3 character in a transport that's as flimsy as Saddam's defence case, against units which can tear it up and them ruin you via Overwatch. He can just challenge you so all your attacks are wasted on a 2++ Stave wielding sergeant. Also considering that your Incubi are only Ap3 in assault, and can be matched in Initiative by Halberds which will be wounding you on 2's with Hammerhand.


Real quick correction here the Incubi are AP2 with their Klaives so they do cut through Termies like you'd want. It's worth considering taking the Incubi with a Klaivex and Onslaught, the extra attacks on a 6 mean that you can suffer casualties and still gut enemy units. For me the Venom is the transport of choice for Incubi, you not usually going to have the points to run a full squad of them and the dual splinter cannons tie in well with their anti-infantry duties. 12 shots that hit on 3s and wound on 4s makes your opponent roll those 2+ saves, averages say one round of shooting is 1 termie dead, then charge with the Incubi. If they're TH/SS termies then no overwatch to worry about, if they're halberd termies then I believe you're both the same Init, except you get armor saves, but he only gets 5++ saves.

   
Made in us
Devestating Grey Knight Dreadknight




Halberds are AP3...

The suggestions above are good, as a TEQ-heavy GK player my second toughest opponent at our store played DE and it was always rough, overall losing record there. You have access to a massive volume of AP2 shots, take whatever gives you the most of those and just kite the termies until they're all dead.

Hope is the first step on the road to disappointment. 
   
Made in us
Battleship Captain




Oregon

What about a razorwing with dissies? Throw some missiles that wound on 2's and you should be able to get a good mix of lots of wounds and ignoring their save


Automatically Appended Next Post:
What about a razorwing with dissies? Throw some missiles that wound on 2's and you should be able to get a good mix of lots of wounds and ignoring their save

This message was edited 1 time. Last update was at 2013/03/29 19:17:48


 
   
Made in us
Regular Dakkanaut




OP if you're reading this thread one question, what type of termies are you facing? Are they GK termies, DA DW, or DA DWK? If they're DWK then the increased toughness needs to be accounted for
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

 Valkyrie wrote:
kelewan wrote:
Incubi will eat them and that crazy bitch who ignores all armor and gets an insane amount of attacks stick them in a venom or raider assault out of it and let the pwnage begin


Not the best idea to be honest. You're packing a S3 T3 character in a transport that's as flimsy as Saddam's defence case, against units which can tear it up and them ruin you via Overwatch. He can just challenge you so all your attacks are wasted on a 2++ Stave wielding sergeant. Also considering that your Incubi are only Ap3 in assault, and can be matched in Initiative by Halberds which will be wounding you on 2's with Hammerhand.


which is why you put your archon with a squad of wyches so you have another character to accept challenges, or you multi assault with another squad that has a character, or you give your incubi a klavex. It really isnt hard to have 2 character.

Similarly you assault with a naked hami or warrior squad to eat the overwatch, each squad only gets to overwatch once and once you are in BTB they cannot fire anymore.

Incubi are all AP2 in assault

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Made in us
Executing Exarch





The Twilight Zone

GK are a relatively short ranged army, with most guns having a 24" range. Have you considered night shields on your shooty rides? These will give you some breathing room to prevent from being shot down, and using mobility you can kite most of their units.

As said, darklight weapons do fine to kill terminators, and dissies do as well. A razorwing will force tons of wounds from the stock missiles, more if you take shatterfields. I would keep the dark lances for AT and to Instakill 2 wound models. Massed poison fire will eventually bring these units down, just stay away from them and shoot them to death.

Incubi are decent if they get close, but I would make them come to you. A beastpack might also be a good idea. Khymerae up front to tank saves, and razorwings in back to rend through them.

The most important rule of 40K-Page XVII of the 6th edition rulebook, the figure at the top right of the page. "Shake hands with your opponent and thank them for a good battle and fun experience." Then go out for a beer.
Shine bright like Iyanden  
   
Made in us
Jovial Plaguebearer of Nurgle





Kansas, United States

andystache wrote:
OP if you're reading this thread one question, what type of termies are you facing? Are they GK termies, DA DW, or DA DWK? If they're DWK then the increased toughness needs to be accounted for


Usually, GK termies, paladins, and DA DW, though I know he has the ability to field DWKs.

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Dark Angels - "Nemeses Errant"
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Made in gb
Chalice-Wielding Sanguinary High Priest





Stevenage, UK

What you field will depend on what you're facing. Against Paladins, the lances are best thanks to Instant Death, ignoring FNP and the likely lack of Storm Shields. You do need to use your extra speed to make sure you get into a position where Draigo is not the nearest man, though, otherwise he'll just soak up all those hits on his Storm Shield and being Eternal Warrior.

Deathwing Knights die just like normal Deathwing, except for the Storm Shields - this means lances are no longer such a good idea. Mass firepower is better here, so basically every splinter weapon you can get your grubby mitts on - they'll pay no attention to the Knights' +1 Toughness. Force those 1's and they will go down.

You could also run a mix of the above against Draigo - use weight of fire to bring him down to 1 Wound, then let loose with the lances - your opponent will either have to use Look Out Sir and likely lose a Paladin straight off or risk losing Draigo altogether.

"Hard pressed on my right. My centre is yielding. Impossible to manoeuvre. Situation excellent. I am attacking." - General Ferdinand Foch  
   
 
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