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TheFleshIsWeak wrote: I think I'm most curious about the Venom-spam list where the only meaningful anti-vehicle weapons are from the 3 Ravagers.
I can see the logic. We're honestly not that good at destroying vehicles after the Doom/Jinx nerf, so may as well lean hard into killing other stuff and focusing on board control.
In the ETC format, the list can be effectively used vs. specific enemy lists without many tanks.
Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ + Team: Russia + Player 1 [captain]: Alexander “LazioForza” Kondakov + Player Tourneykeeper ID: 1561 + Army Name: Chodź na drugą stronę. Tam będzie lepszy widok. + Total Command Points: 18 + Total Army Points: 2000 pts + Total Kill Points: 19 + Army Factions Used: Harlequins, Drukhari + Total Reinforcement Points: 0 ++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++ == Battalion Detachment == Harlequins – Frozen Stars [953 pts] + 5 CP
Hey guys, I just recently bought a lot of Dark eldar stuff on sprue from a friend (Both planes, 20 Hellions, 4 Venoms, 3 raiders, 1 ravager, gak tons of kabals and wychs, all the characters, wracks etc). I am just wondering 2 things before i start building the army.
1) Are Ravagers viable or are there better anti-tank units i could bring/use e.g. Talos, Planes etc
2) Is there anyway to convert a Raider into a Ravager? I noticed that the only difference between the kits are that the ravager has side guns and a gun rack in the middle compared to the Raiders side grills to lets peeps hold on.
Well, Ravagers are mandatory in competitive Drukhari lists.
See the lists from the ETC event that I've posted.
They are usually equipped with 3 disintegrators each.
You can convert a Raider to a Ravager just by adding to 2 disintegrator cannons at the right places.
Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
I'm currently wondering if I should switch out dark lance spam warriors with blaster spam warrior blobs. It's about the same price as the dark lances but maybe 100 pts more and it's 24 blasters at 24" rather than 12 dark lances at 42" (obsidian rose). I'd have to move forward but it could approach some halfway decent anti-tank at that point. Of course 8th is the edition of always needing more anti-tank fire. It'd be nice just to bog the enemy down in combat or something but that might not always work and our melee is pretty pathetic outside of fighting infantry. Seriously melee that does more than one damage and cuts through some armor is pretty tough. Same goes for poisoned attacks with armor piercing or multiple damage. You'd think the dark eldar figured a way to spit out more poison, have that poison do more damage or pierce any bit of armor but nope.
This message was edited 1 time. Last update was at 2019/09/03 02:00:16
Well, I'll try the following list next time. Thoughts?
Spoiler:
New Roster (Warhammer 40,000 8th Edition) [110 PL, 2,001pts]
Battalion Detachment +5CP (Aeldari - Drukhari) [62 PL, 1,147pts]
No Force Org Slot
Detachment Attribute
Kabal of the Black Heart
HQ Archon [4 PL, 86pts]
Selections: Blast Pistol, Huskblade
Archon [4 PL, 76pts]
Selections: Huskblade, Splinter pistol, Warlord (Archon)
Writ of the Living Muse
Troops
Kabalite Warriors [2 PL, 47pts]
3x Kabalite Warrior
Kabalite Warrior with special weapon
Selections: Blaster
Sybarite
Selections: Splinter Rifle
Kabalite Warriors [2 PL, 47pts]
3x Kabalite Warrior
Kabalite Warrior with special weapon
Selections: Blaster
Sybarite
Selections: Splinter Rifle
Kabalite Warriors [2 PL, 47pts]
3x Kabalite Warrior
Kabalite Warrior with special weapon
Selections: Blaster
Sybarite
Selections: Splinter Rifle
Fast Attack
Scourges [5 PL, 92pts]
Scourge with Special / Heavy weapon
Selections: Haywire blaster
Scourge with Special / Heavy weapon
Selections: Haywire blaster
Scourge with Special / Heavy weapon
Selections: Haywire blaster
Scourge with Special / Heavy weapon
Selections: Haywire blaster
Solarite
Selections: Shardcarbine
Scourges [5 PL, 92pts]
Scourge with Special / Heavy weapon
Selections: Shredder
Scourge with Special / Heavy weapon
Selections: Shredder
Scourge with Special / Heavy weapon
Selections: Shredder
Scourge with Special / Heavy weapon
Selections: Shredder
Solarite
Selections: Shardcarbine
Scourges [5 PL, 60pts]
4x Scourge
Solarite
Selections: Shardcarbine
I tried Coven of 12 for the first time against someone and it was against a guard player. Honestly i'm sort of impressed (only 2 died and one suffered 2 wounds from a leman russ blowing up). He had a lot of leman russ tanks but the extra -1 ap cut through more tanks esp. on turn 3 when they hit on 2+ in melee. I would've killed 3 tanks in 2 turns with the grotesques but he managed to have one wound left on one. To be fair the tanks were all probably about half health when I fought em but cadia forcing all its tanks to stand still to shoot more forces guard to make decisions and the strength 5 and ap -3 with cleavers for coven of 12 cuts through a lot of armor. T5 or even T6 with haemonculus just makes them super hard to kill too even with demolishers. Anyway I think I might prefer the -1 AP vs the 4+ inv. save for grotesques because they can tank hits well anyway and out of DS they can get in pretty fast regardless of where the enemy is (esp. if your shredderborn are killing the meaty guardsmen to open up space for grotesque charges into tanks).
It wasn't a massive victory for my dark eldar today but if it kept going he'd have probably lost everything he had left. As it was he only had maybe one squad of guardsmen at the end of turn three, 4 or 5 leman russ (2 of which were at one wound remaining each) and maybe a couple characters. I killed 2 vet squads with shotguns, 2 chimera, 2 leman russ and almost all his guardsmen with autocannons.
The shredderborn in venoms lived way longer than they should have and after he popped the venoms I used LoS blocking terrain to keep them alive (honestly his lanes of fire weren't the best). His leaders also barely hurt them so I just retreated them away and killed his leaders with other units. I was rather surprised he avoided shooting them somewhat.
Anyway he went first even though we traded off deploying units so had I gone first i'd have probably had more guns brought to bear on him quicker.
This message was edited 3 times. Last update was at 2019/09/08 22:49:06
Hey guys my friend plays DE and I play marines. We play pretty casually with friendly competition. But I kinda crushed him the past 2 games with marines (once pre and once post new codex). He's not really putting much thought into his lists, he slaps upgrades on everything, like blast pistols on sybarites, Dark lances on scourges and deep strikes them in when blasters are an option.
What are some tips I could give him? Such as objective campers for DE, ways to build an HQ and such.
fraser1191 wrote: Hey guys my friend plays DE and I play marines. We play pretty casually with friendly competition. But I kinda crushed him the past 2 games with marines (once pre and once post new codex). He's not really putting much thought into his lists, he slaps upgrades on everything, like blast pistols on sybarites, Dark lances on scourges and deep strikes them in when blasters are an option.
What are some tips I could give him? Such as objective campers for DE, ways to build an HQ and such.
Thanks in advance
Please do some research here in this thread.
There are lots of competitive army lists above.
Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
fraser1191 wrote: Hey guys my friend plays DE and I play marines. We play pretty casually with friendly competition. But I kinda crushed him the past 2 games with marines (once pre and once post new codex). He's not really putting much thought into his lists, he slaps upgrades on everything, like blast pistols on sybarites, Dark lances on scourges and deep strikes them in when blasters are an option.
What are some tips I could give him? Such as objective campers for DE, ways to build an HQ and such.
Thanks in advance
I used to try to love scourge. They had a use in 7th or earlier maybe when a unit of heat lance scourge in a 5 man squad could pop a tank. Right now however even with dark lances it's just not worth it. They're too squishy and armor piercing being what it is now even at long range they can die pretty quickly.
My suggestion is either of 2 things: go cheap and horde or go super tough and slightly expensive. I mean with my grotesques you get a unit of 10 for 350 pts and a haemonculus to boost them to toughness 6. If you go Prophets of flesh they get a 4+ inv. save and they are so durable they tend to take hits and keep on coming. I only am taking coven of 12 because flesh gauntlets need that extra -1 ap vs some elite marine units or custodes and grotesques even with a 5+ inv. save are pretty durable. A flat 4+ inv. save isn't something to take lightly because right now there isn't much that could spam that many mortal wounds or even normal wounds on a t6 and 4 wound dude. If you take 20 and DS that'd probably be overkill.
I don't have much experience with wych cults but I think the general consensus is that wyches are good but the hellions are over-priced and fragile and reavers are expensive.
Dark eldar melee also tends to have poor armor penetration and doesn't do much damage so usually it's best against infantry (as if we don't have enough anti-infantry weapons and not enough anti-tank or anti-monster). Poison is fairly similar as that it's mostly single damage per attack or shot and poor armor penetration. Don't let it fool you into thinking it's amazing vs monsters because monsters and tough infantry have more wounds now. I've never used talos but some say good things. Sadly cronos are never good since I got back into 40k in 7th. Cronos boosts just aren't good enough. Almost all worthwhile shooting is in the kabal sub-group. I suppose talos and reavers can have worthy weapons but talos aren't the best shots and reavers are expensive.
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I suppose that might be semi competitive. I'm not great but I do well enough. It helps not to be poor. I'm trying to get a horde of warriors going where I start out with 120 warriors armed with 24 blasters total. I want to take obsidian rose so I get 24" range blasters and since they are assault weapons and warriors have 7" move I can probably advance and still fire if I really have to. So an average of 10-11" a turn if I have to and even when I advance it's still respectable firepower. I don't care what anybody says killing 120 bodies even if they're toughness 3 isn't going to happen fast enough with that kind of firepower. Anti-infantry at long range for most armies is pretty poor in 8th.
This message was edited 2 times. Last update was at 2019/09/14 01:38:45
DE really aren't that good at running hordes, outside of maybe Cursed Blade Wyches.120 bodies certainly does sound like a lot to chew through but many competitive lists are geared up to expect that many thanks to things like Plaguebearers, Infantry and Orks.
Hell, a pretty standard Venom spam list for us that uses Shredders would probably wreck it without much effort. It's a tactic that can work but it's not where the Codex excels.
Burnage wrote: DE really aren't that good at running hordes, outside of maybe Cursed Blade Wyches.120 bodies certainly does sound like a lot to chew through but many competitive lists are geared up to expect that many thanks to things like Plaguebearers, Infantry and Orks.
What about a Ynnari detachment with 120 Kabalite Warriors and Yvraine to give them all a 5++?
Burnage wrote: DE really aren't that good at running hordes, outside of maybe Cursed Blade Wyches.120 bodies certainly does sound like a lot to chew through but many competitive lists are geared up to expect that many thanks to things like Plaguebearers, Infantry and Orks.
Hell, a pretty standard Venom spam list for us that uses Shredders would probably wreck it without much effort. It's a tactic that can work but it's not where the Codex excels.
I think I disagree. Keep in mind while it sounds expensive the blaster armed warriors probably cost 1k tops. Enough room to add ravages or grotesques or whatever with the remaining points. As far as shredders in venoms go you can only take 1 per 5 warriors and trueborn can take 4 but there's a limit of 3 trueborn units in 2k pts. I mean you could take shredders on foot with warriors but why would you? The range is poor even with obsidian rose and if you face a gun-line then good luck. I enjoy shredders to an extent but if they're in few venom they can die quickly esp to 3+ or 2+ to hit armies that just crap all over negative shooting modifier units esp if they're fairly fragile.
A venom with 5 warriors is about 22 poisoned shots. Average of 7 wounds before I get to save with armor and 6 up fnp.thats maybe 4 kills by poison without considering. Congrats that's only 24 pts down and more boys to go. Now th same injured possibly 2 or more with their infantry blob and given speed I'd probably get closer in range to murder all your stuff with rapid fire. Keep in mind they have both blasters for tough units and spammed splinter fire for anything they want to down.
Anyway I still mostly stand by what I said a cost effective unit that fulfills a role. As a said I just don't think you can get through th bodies fast enough and 20 man warrior blobs can take everything trueborn can.
I honestly think it'd cost similar points to do blasterborn in venom rather than warriors blobs 20 with 4 blasters on foot. Also if you feel like they'll draw too much melee or ranged units then get some melee units to eat the firepower for them
All I have to say is please, please GW make these models not suck in-game. Not sure how I feel about the head part of the model but the rest is great looking.
All I have to say is please, please GW make these models not suck in-game. Not sure how I feel about the head part of the model but the rest is great looking.
The fact that Demiklaives remain as crap as ever certainly doesn't alleviate my concerns on this front.
They still need to get to the fight. Until that gets fixed, they're still a poor sixth choice behind reavers, wyches, wracks, grotesques and even hellions. And maybe some of the beasts as well.
Voss wrote: They still need to get to the fight. Until that gets fixed, they're still a poor sixth choice behind reavers, wyches, wracks, grotesques and even hellions. And maybe some of the beasts as well.
Oh gak I forgot they can't ride in transports because they have no affiliation.
Jeez you have to wonder if anyone playtests half these rules.
No wait I'm getting confused. They can ride in transports can't they?
This message was edited 1 time. Last update was at 2019/09/18 19:04:16
Voss wrote: They still need to get to the fight. Until that gets fixed, they're still a poor sixth choice behind reavers, wyches, wracks, grotesques and even hellions. And maybe some of the beasts as well.
Oh gak I forgot they can't ride in transports because they have no affiliation.
Jeez you have to wonder if anyone playtests half these rules.
No wait I'm getting confused. They can ride in transports can't they?
they can ride in them, because drukhari transports arent faction-bound like the rest of the game,
Really excited about the Incubi models, but mainly as Archon conversion options. Unless something changes rules-wise, I'd still take Mandrakes in preference.
This message was edited 1 time. Last update was at 2019/09/18 20:04:43
If they could make incubi good in-game that'd be nice but the problem is I'd rather have grotesques with a haemonculus boosting almost every time. Incubi have sort of sucked since even the end of 7th when t5 became fairly standard for enemies they'd face. Being a mercenary unit also sucks as well as a limit of 3 unit data sheets in 2k pts. Seriously the unit limit very heavily favors some factions and ruins others esp. With our 3 sub-faction army book.
I somehow doubt klaivex would be an hq. Keep in mind even if they are how does it work with the 3 sub faction hqs. I mean if it can be taken maybe that'd help but I dunno.
@thefleshisweak: if we're lucky maybe incubi will be base strength 4 and we don't know how many attacks yet or armor save. Honestly I hope a 5+ inv comes with them but likely they won't change much. I don't see the selling point of making new models suck in the game but it has happened.
This message was edited 2 times. Last update was at 2019/09/18 21:51:55
Voss wrote: They still need to get to the fight. Until that gets fixed, they're still a poor sixth choice behind reavers, wyches, wracks, grotesques and even hellions. And maybe some of the beasts as well.
Oh gak I forgot they can't ride in transports because they have no affiliation.
Jeez you have to wonder if anyone playtests half these rules.
No wait I'm getting confused. They can ride in transports can't they?
Absolutely they can.
But in older editions, incubi could jump off transports and assault in the same turn, so delivering them to a target wasn't a problem.
In 8th edition, that can't happen. You have to conveniently park near an enemy, pass the turn and let them decide what to do about it.
Wych cult units are fast (or only slightly faster and cheaper) and don't care, Coven units are tough enough to soak fire. Both categories have options, characters, obsessions AND stratagems to make whatever option you take better. Incubi have t3 and 3+ and...nothing to help get into the fight. t3/3+ just doesn't make the grade for a melee-only unit that lacks the depth of support given to the rest of the codex.