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So i played against necrons today. I killed most things except the silent king and the c'tan shard and then got wiped at the end of turn 5. He got close to 90 points and i got like 20 or 30 something. It's just hard to handle necrons for me. I need a new list.
I'm oddly thinking of a weird list to make just for fun. No patrols and no realspace raider detachments. It's gonna be one battalion and one outrider since we have way too many fast attack choices (mostly unaligned units like scourge or wych cult units). I will take max bikes with 2+ bs and heat lances all around. Probably not smart but probably a better thing than high cost raiders with cheap troops costing over 200 pts. I'm likely still going to take ravagers with dark lances and incubi. I'm just not sure how it'll go.
I'm probably eventually gonna bite the bullet and buy talos or forge world vehicles. There's gotta be something i can do.
Keep in mind my local meta of opponents i usually face have: guard (mostly vehicles list), nids (sometimes all carnifex build), eldar, necrons, tau and maybe custodes every so often.
So i played against necrons today. I killed most things except the silent king and the c'tan shard and then got wiped at the end of turn 5. He got close to 90 points and i got like 20 or 30 something. It's just hard to handle necrons for me. I need a new list.
I'm oddly thinking of a weird list to make just for fun. No patrols and no realspace raider detachments. It's gonna be one battalion and one outrider since we have way too many fast attack choices (mostly unaligned units like scourge or wych cult units). I will take max bikes with 2+ bs and heat lances all around. Probably not smart but probably a better thing than high cost raiders with cheap troops costing over 200 pts. I'm likely still going to take ravagers with dark lances and incubi. I'm just not sure how it'll go.
I'm probably eventually gonna bite the bullet and buy talos or forge world vehicles. There's gotta be something i can do.
Keep in mind my local meta of opponents i usually face have: guard (mostly vehicles list), nids (sometimes all carnifex build), eldar, necrons, tau and maybe custodes every so often.
Best to do against Necrons is kill everything else and play for points, TSK is way to hard for us to kill right now. Sadly Necrons literally have a 40VP Handicap right now, so it'll be hard to win against them anyways, hopefully this changes or play Tempest of War.
JNAProductions wrote: Remember you can’t double up on drugs until every one has been selected at least once.
I'm pretty sure they changed that this edition so that you can.
Not to my knowledge-but I am AFB at the moment.
Combat Drugs
Exotic chemical stimulants are widely used to heighten combat performance, despite the risk of a deadly overdose. Units with this ability gain additional abilities depending on which combat drugs they are using during this battle. Before the battle, determine what additional abilities are granted to each unit from your army with the Combat Drugs ability. You can select one of the abilities from the table below for that unit. Alternatively, you can randomly determine two abilities from the table for units with the Combat Drugs ability by rolling two D6 and looking up the result (if a double is rolled, roll both dice again until two different results are rolled). Combat Drug effects must be noted on your army roster. If you wish to randomly determine a units Combat Drugs abilities, simply write ‘Random’ on your roster.
Btw i'm thinking of making a new DE list with 36 bikes instead of 24. It's an odd list with an outrider detachment for wych cult (mostly bikes and/or scourge go here) and a kabal battalion (everything else goes here). I was hoping for 3 dark lance ravagers, bikes with 2+ BS and heat lances, maybe incubi, scourge for objectives or anti tank and finishing it off with warriors on foot for objective holding (raiders just cost too much for cheap infantry right now).
This message was edited 1 time. Last update was at 2022/08/22 23:12:48
Sorry for the double post but i heard there was no rule against it and mods didn't really respond to that thread i made on it.
Anyway i went against death guard this time and lost by like 17 points. He had like 70 something points at the end i think.
Either way my issue with dark eldar is fighting against enemies with 4++ inv. saves and -1 to incoming damage. This once again hurt my incubi (which tends to suffer against -1 to incoming damage) and my anti tank (which isn't spam-able enough to take out 4++ inv. saves). We also don't have spammed high ap single damage attacks and our mortal wound spam is generally pretty bad.
So to say the least i'm extremely frustrated. Void mines don't seem to do enough with mortal wounds and i don't think i can get much mortal wounds with phantasm grenade launchers (even if i pushed a unit with grisly trophies near the enemy lowering leadership for pgl's mortal wounds). Also mortal wounds on bikes seems suicidal even with the once per turn move over a unit stratagem for mortal wounds.
All this combined is just too much to fight off and i really just have no idea what to do.
We have way too many enemy factions with armor of contempt, 4++ inv. saves, -1 for damage reduction or a combination of all the above.
flamingkillamajig wrote: Sorry for the double post but i heard there was no rule against it and mods didn't really respond to that thread i made on it.
Anyway i went against death guard this time and lost by like 17 points. He had like 70 something points at the end i think.
Either way my issue with dark eldar is fighting against enemies with 4++ inv. saves and -1 to incoming damage. This once again hurt my incubi (which tends to suffer against -1 to incoming damage) and my anti tank (which isn't spam-able enough to take out 4++ inv. saves). We also don't have spammed high ap single damage attacks and our mortal wound spam is generally pretty bad.
So to say the least i'm extremely frustrated. Void mines don't seem to do enough with mortal wounds and i don't think i can get much mortal wounds with phantasm grenade launchers (even if i pushed a unit with grisly trophies near the enemy lowering leadership for pgl's mortal wounds). Also mortal wounds on bikes seems suicidal even with the once per turn move over a unit stratagem for mortal wounds.
All this combined is just too much to fight off and i really just have no idea what to do.
We have way too many enemy factions with armor of contempt, 4++ inv. saves, -1 for damage reduction or a combination of all the above.
Back when DG was released and they were the top dawg... that 4++ inv. saves and -1 dmg was brutal, I cracked the code that regularly beat variations of DG lists.
Lots, and lots of Plasma Grenade Launchers (PGL) and grisly trophies.
Back them, my list were just spamming warriors and raiders, but in this new meta and price changes, I'm thinking of resurrecting this list, but with wyches. Not only wyches, but a horde of them:
+ Heavy Support +
Ravager: As Detachment (Kabal), 3x Dark Lance, Phantasm Grenade Launcher
Ravager: As Detachment (Kabal), 3x Dark Lance, Phantasm Grenade Launcher
+ Dedicated Transport +
Venom: As Detachment, Chain-snares, Grisly Trophies, Splinter Cannon, Twin splinter rifle
Venom: As Detachment, Chain-snares, Grisly Trophies, Splinter Cannon, Twin splinter rifle
Venom: As Detachment, Chain-snares, Grisly Trophies, Splinter Cannon, Twin splinter rifle
++ Patrol Detachment 0CP (Aeldari - Drukhari) ++
+ Configuration +
Detachment Command Cost
Obsession: Cult of Strife: The Spectacle of Murder
Raiding Forces - CP Refund
+ Stratagems +
Stratagem: Prizes from the Dark City
+ Dedicated Transport +
Raider: As Detachment, Dark Lance, Grisly Trophies, Phantasm Grenade Launcher
Raider: As Detachment, Dark Lance, Grisly Trophies, Phantasm Grenade Launcher
Raider: As Detachment, Dark Lance, Grisly Trophies, Phantasm Grenade Launcher
++ Patrol Detachment 0CP (Aeldari - Drukhari) ++
+ Configuration +
Detachment Command Cost
Obsession: Cult of Strife: The Spectacle of Murder
Raiding Forces - CP Refund
+ Dedicated Transport +
Raider: As Detachment, Dark Lance, Grisly Trophies, Phantasm Grenade Launcher
Raider: As Detachment, Dark Lance, Grisly Trophies, Phantasm Grenade Launcher
Raider: As Detachment, Dark Lance, Grisly Trophies, Phantasm Grenade Launcher
That's 17 PGL ranging from 17 - 51 shots to test for MWs.
9x 5man wych squads.
6x raiders with lances.
2x lance ravagers.
You're not going to get all 17 PGL lined up on one unit, but you could get 4 - 5 PGL per unit. (flat out the venoms to the target to debuff ld).
The vehicles are in a weird place right now, but I still like them as I can put my wyches in there when deploying (you must do this anyways) but disembark at T1 for additional movement. When everything's disembarked, that's 23 separate units hitting the table.
flamingkillamajig wrote: Sorry for the double post but i heard there was no rule against it and mods didn't really respond to that thread i made on it.
Anyway i went against death guard this time and lost by like 17 points. He had like 70 something points at the end i think.
Either way my issue with dark eldar is fighting against enemies with 4++ inv. saves and -1 to incoming damage. This once again hurt my incubi (which tends to suffer against -1 to incoming damage) and my anti tank (which isn't spam-able enough to take out 4++ inv. saves). We also don't have spammed high ap single damage attacks and our mortal wound spam is generally pretty bad.
So to say the least i'm extremely frustrated. Void mines don't seem to do enough with mortal wounds and i don't think i can get much mortal wounds with phantasm grenade launchers (even if i pushed a unit with grisly trophies near the enemy lowering leadership for pgl's mortal wounds). Also mortal wounds on bikes seems suicidal even with the once per turn move over a unit stratagem for mortal wounds.
All this combined is just too much to fight off and i really just have no idea what to do.
We have way too many enemy factions with armor of contempt, 4++ inv. saves, -1 for damage reduction or a combination of all the above.
Are we talking about the DG terminators? The good news is that they're expensive and slow. We can't really leverage our usual anti-marine weapons against them very effectively, but we can nickel and dime them with most of the rest of our codex. So wyches scratching away at them one wound at a time (blade artists lets us reduce their Sv by 1 on to-wound rolls of 6), splinter weapons that don't care about their high toughness, maybe some mortal wounds from mandrakes and PGL if you can avoid feeding them a good target. Basically, they have to roll 1s eventually. They're also a good target for alternating firing single lances and splinter weapons. So hit them with a raider lance, then finish off the model with some kabalites if he isn't dead. Then hit them with another dark lance. Then some more splinters. The invuln makes the lances significantly less good, but they're expensive enough to still not be a terrible lance target if you've already dealt with his tanks/Morty.
Alternatively, if they fail their charge out of deepstrike and they're not on an objective, you can probably just stay away from them.
ATTENTION. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
flamingkillamajig wrote: Sorry for the double post but i heard there was no rule against it and mods didn't really respond to that thread i made on it.
Anyway i went against death guard this time and lost by like 17 points. He had like 70 something points at the end i think.
Either way my issue with dark eldar is fighting against enemies with 4++ inv. saves and -1 to incoming damage. This once again hurt my incubi (which tends to suffer against -1 to incoming damage) and my anti tank (which isn't spam-able enough to take out 4++ inv. saves). We also don't have spammed high ap single damage attacks and our mortal wound spam is generally pretty bad.
So to say the least i'm extremely frustrated. Void mines don't seem to do enough with mortal wounds and i don't think i can get much mortal wounds with phantasm grenade launchers (even if i pushed a unit with grisly trophies near the enemy lowering leadership for pgl's mortal wounds). Also mortal wounds on bikes seems suicidal even with the once per turn move over a unit stratagem for mortal wounds.
All this combined is just too much to fight off and i really just have no idea what to do.
We have way too many enemy factions with armor of contempt, 4++ inv. saves, -1 for damage reduction or a combination of all the above.
I feel your pain. I used to use Poisoned Tongue with spamming Splinter Cannons and Agonziers, splinter racks. Now it's not viable. I remade a list for the nastier meta we're in that features and many multi damage weapons as possible. It's been rather lethal so I'll share it to help you with ideas. No MW spam in it.
650 Obsidian Rose (Re-roll 1 wound per phase/+6"range to not pistols)
Archon w/Agonizer 70
10xKabalite w/2xBlasters 100
in Raider w/DC 100
5xIncubi 90
Ravager w/3xDL 130
RWJFighter w/2xDL 160
-----------------------------------
690 Obsidian Rose (Re-roll 1 wound per phase/+6"range to not pistols)
Archon w/Agonizer WLTrait-Ancient Evil-Fights Last
10xKabalite w/2xBlasters
in Raider w/DC
Ravager w/3xDL
Ravager w/3xDL
RWJFighter w/2xDL
----------------------------------
650 The Coven of 12 (-1 Ap to melee + actions and shoot)
Master Haemonculus WLTrait-Twisted Animator-D3 wracks restored
in Command Phase 90
I'm both orderly and rational. I value control, information, and order. I love structure and hierarchy, and will actively use whatever power or knowledge I have to maintain it. At best, I am lawful and insightful; at worst, I am bureaucratic and tyrannical.
flamingkillamajig wrote: Sorry for the double post but i heard there was no rule against it and mods didn't really respond to that thread i made on it.
Anyway i went against death guard this time and lost by like 17 points. He had like 70 something points at the end i think.
Either way my issue with dark eldar is fighting against enemies with 4++ inv. saves and -1 to incoming damage. This once again hurt my incubi (which tends to suffer against -1 to incoming damage) and my anti tank (which isn't spam-able enough to take out 4++ inv. saves). We also don't have spammed high ap single damage attacks and our mortal wound spam is generally pretty bad.
So to say the least i'm extremely frustrated. Void mines don't seem to do enough with mortal wounds and i don't think i can get much mortal wounds with phantasm grenade launchers (even if i pushed a unit with grisly trophies near the enemy lowering leadership for pgl's mortal wounds). Also mortal wounds on bikes seems suicidal even with the once per turn move over a unit stratagem for mortal wounds.
All this combined is just too much to fight off and i really just have no idea what to do.
We have way too many enemy factions with armor of contempt, 4++ inv. saves, -1 for damage reduction or a combination of all the above.
Back when DG was released and they were the top dawg... that 4++ inv. saves and -1 dmg was brutal, I cracked the code that regularly beat variations of DG lists.
Lots, and lots of Plasma Grenade Launchers (PGL) and grisly trophies.
Back them, my list were just spamming warriors and raiders, but in this new meta and price changes, I'm thinking of resurrecting this list, but with wyches. Not only wyches, but a horde of them:
+ Heavy Support +
Ravager: As Detachment (Kabal), 3x Dark Lance, Phantasm Grenade Launcher
Ravager: As Detachment (Kabal), 3x Dark Lance, Phantasm Grenade Launcher
+ Dedicated Transport +
Venom: As Detachment, Chain-snares, Grisly Trophies, Splinter Cannon, Twin splinter rifle
Venom: As Detachment, Chain-snares, Grisly Trophies, Splinter Cannon, Twin splinter rifle
Venom: As Detachment, Chain-snares, Grisly Trophies, Splinter Cannon, Twin splinter rifle
++ Patrol Detachment 0CP (Aeldari - Drukhari) ++
+ Configuration +
Detachment Command Cost
Obsession: Cult of Strife: The Spectacle of Murder
Raiding Forces - CP Refund
+ Stratagems +
Stratagem: Prizes from the Dark City
+ Dedicated Transport +
Raider: As Detachment, Dark Lance, Grisly Trophies, Phantasm Grenade Launcher
Raider: As Detachment, Dark Lance, Grisly Trophies, Phantasm Grenade Launcher
Raider: As Detachment, Dark Lance, Grisly Trophies, Phantasm Grenade Launcher
++ Patrol Detachment 0CP (Aeldari - Drukhari) ++
+ Configuration +
Detachment Command Cost
Obsession: Cult of Strife: The Spectacle of Murder
Raiding Forces - CP Refund
+ Dedicated Transport +
Raider: As Detachment, Dark Lance, Grisly Trophies, Phantasm Grenade Launcher
Raider: As Detachment, Dark Lance, Grisly Trophies, Phantasm Grenade Launcher
Raider: As Detachment, Dark Lance, Grisly Trophies, Phantasm Grenade Launcher
That's 17 PGL ranging from 17 - 51 shots to test for MWs.
9x 5man wych squads.
6x raiders with lances.
2x lance ravagers.
You're not going to get all 17 PGL lined up on one unit, but you could get 4 - 5 PGL per unit. (flat out the venoms to the target to debuff ld).
The vehicles are in a weird place right now, but I still like them as I can put my wyches in there when deploying (you must do this anyways) but disembark at T1 for additional movement. When everything's disembarked, that's 23 separate units hitting the table.
I feel like you’re on the right track but I still might use warriors in 5 man units with 1 blaster and 1 pgl. I would choose either obsidian rose or poisoned tongue. So here comes the fun part. I would use a venom the same way as you but I’d use dark creed venoms which do -1 to Ld in 6” and -1 to combat attrition. Now I know it might not be as effective vs marines in cover but then if you have poisoned tongue you get another -1 combat attrition for an enemy killed by a poisoned weapon.
Fully stacked you have an enemy having 7 leadership total and if they lose a 3-4 guys instantly they have to take combat attrition failing on 1,2 and 3 so half the unit could flee off the table realistically and you could score it with your dark eldar combat attrition secondary for an easy amount of points.
flamingkillamajig wrote: Sorry for the double post but i heard there was no rule against it and mods didn't really respond to that thread i made on it.
Anyway i went against death guard this time and lost by like 17 points. He had like 70 something points at the end i think.
Either way my issue with dark eldar is fighting against enemies with 4++ inv. saves and -1 to incoming damage. This once again hurt my incubi (which tends to suffer against -1 to incoming damage) and my anti tank (which isn't spam-able enough to take out 4++ inv. saves). We also don't have spammed high ap single damage attacks and our mortal wound spam is generally pretty bad.
So to say the least i'm extremely frustrated. Void mines don't seem to do enough with mortal wounds and i don't think i can get much mortal wounds with phantasm grenade launchers (even if i pushed a unit with grisly trophies near the enemy lowering leadership for pgl's mortal wounds). Also mortal wounds on bikes seems suicidal even with the once per turn move over a unit stratagem for mortal wounds.
All this combined is just too much to fight off and i really just have no idea what to do.
We have way too many enemy factions with armor of contempt, 4++ inv. saves, -1 for damage reduction or a combination of all the above.
Back when DG was released and they were the top dawg... that 4++ inv. saves and -1 dmg was brutal, I cracked the code that regularly beat variations of DG lists.
Lots, and lots of Plasma Grenade Launchers (PGL) and grisly trophies.
Back them, my list were just spamming warriors and raiders, but in this new meta and price changes, I'm thinking of resurrecting this list, but with wyches. Not only wyches, but a horde of them:
+ Heavy Support +
Ravager: As Detachment (Kabal), 3x Dark Lance, Phantasm Grenade Launcher
Ravager: As Detachment (Kabal), 3x Dark Lance, Phantasm Grenade Launcher
+ Dedicated Transport +
Venom: As Detachment, Chain-snares, Grisly Trophies, Splinter Cannon, Twin splinter rifle
Venom: As Detachment, Chain-snares, Grisly Trophies, Splinter Cannon, Twin splinter rifle
Venom: As Detachment, Chain-snares, Grisly Trophies, Splinter Cannon, Twin splinter rifle
++ Patrol Detachment 0CP (Aeldari - Drukhari) ++
+ Configuration +
Detachment Command Cost
Obsession: Cult of Strife: The Spectacle of Murder
Raiding Forces - CP Refund
+ Stratagems +
Stratagem: Prizes from the Dark City
+ Dedicated Transport +
Raider: As Detachment, Dark Lance, Grisly Trophies, Phantasm Grenade Launcher
Raider: As Detachment, Dark Lance, Grisly Trophies, Phantasm Grenade Launcher
Raider: As Detachment, Dark Lance, Grisly Trophies, Phantasm Grenade Launcher
++ Patrol Detachment 0CP (Aeldari - Drukhari) ++
+ Configuration +
Detachment Command Cost
Obsession: Cult of Strife: The Spectacle of Murder
Raiding Forces - CP Refund
+ Dedicated Transport +
Raider: As Detachment, Dark Lance, Grisly Trophies, Phantasm Grenade Launcher
Raider: As Detachment, Dark Lance, Grisly Trophies, Phantasm Grenade Launcher
Raider: As Detachment, Dark Lance, Grisly Trophies, Phantasm Grenade Launcher
That's 17 PGL ranging from 17 - 51 shots to test for MWs.
9x 5man wych squads.
6x raiders with lances.
2x lance ravagers.
You're not going to get all 17 PGL lined up on one unit, but you could get 4 - 5 PGL per unit. (flat out the venoms to the target to debuff ld).
The vehicles are in a weird place right now, but I still like them as I can put my wyches in there when deploying (you must do this anyways) but disembark at T1 for additional movement. When everything's disembarked, that's 23 separate units hitting the table.
I feel like you’re on the right track but I still might use warriors in 5 man units with 1 blaster and 1 pgl. I would choose either obsidian rose or poisoned tongue. So here comes the fun part. I would use a venom the same way as you but I’d use dark creed venoms which do -1 to Ld in 6” and -1 to combat attrition. Now I know it might not be as effective vs marines in cover but then if you have poisoned tongue you get another -1 combat attrition for an enemy killed by a poisoned weapon.
Fully stacked you have an enemy having 7 leadership total and if they lose a 3-4 guys instantly they have to take combat attrition failing on 1,2 and 3 so half the unit could flee off the table realistically and you could score it with your dark eldar combat attrition secondary for an easy amount of points.
Another thing I just realized... DG ignores combat attrition modifers. (Thousand Sons ignores them).
So... to your point, a horde of wyches isn't that great against those armies. Maybe a Kabal list to maximize darklight weaponry is still optimal against these list.
I made a list but it's 1 kabal of Obsidian Rose battalion, 1 KoOR patrol and 1 patrol of dark creed covens.
The list is basically 3 triple dark lance ravagers, 8 five man warrior squads with blaster and pgl with 2 in each raider for 4 dark lance raiders with pgl (obsidian rose gives pgl and blasters 24" range and i can re-roll to wound each blaster and the raider's dark lance due to each raider being 3 units), 3 venoms with 5 wracks with double liquifiers each (each acothyst can take a liquifier as well).
Sadly this will all only leave me with 1 command point at game start and 2 after the first command phase but that's probably enough.
This message was edited 1 time. Last update was at 2022/09/03 18:18:38
So the game went ok but I think we didn’t realize the no mans land objectives were sticky objectives. Basically if core troops or something took it they’d hold it even if shot off.
This would’ve helped my opponent a whole lot and would’ve hurt me. By the end of turn 4 we were within a couple points of each other but he was going to win regardless.
—————
Anyway I think next time I’m gonna go heavy on dark lances (at least 21) and void lances (max of 4) (scourge, ravagers and void ravens) but I may use my reavers with heat lances too (8 to 12). Mortal wounds aren’t spammed enough to really hurt death guard well enough. Not to mention they can use a stratagem that makes a whole unit unable to be shot at unless they’re the closest unit to the firing unit.
Ok so my newest list went against death guard and I scored 50 something points and he got 70 something points but I wasn’t keeping track of primary objectives much. The map didn’t help me because it was sticky objectives. This means if an obsec unit holds an area it remains in the owning player’s control until you hop on the objective with the other player’s unit of any kind. This didn’t help because almost his entire army was obsec and only a few units of mine were and he had the durable melee force.
Anyway the scores were tied up except for primary objectives. Had I known my scourge were in danger due to rules I wasn’t aware of I might’ve been able to get a win out of the game.
God day. I blew the dust of my DE models and started making some lists. I played them bakc in 5th 6th editon and the Baron Satonyx build is not only bad, it is non existent. (It was a huge ball of zoo creatures with heavy cover and fall back and charge.)
I want to use 2 big units of reavers. How ever how many ravagers do people run in list? I used to run 3, and I can't fit 3 in a lits because of points or because I run out of heavy support slots. A lot of the lists I see run no ravagers. In 5th editon the 3 ravagers where some of the most mandatory units.
I'm both orderly and rational. I value control, information, and order. I love structure and hierarchy, and will actively use whatever power or knowledge I have to maintain it. At best, I am lawful and insightful; at worst, I am bureaucratic and tyrannical.
Niiai wrote: I want to use 2 big units of reavers. How ever how many ravagers do people run in list? I used to run 3, and I can't fit 3 in a lits because of points or because I run out of heavy support slots. A lot of the lists I see run no ravagers. In 5th editon the 3 ravagers where some of the most mandatory units.
I've been going with 3 Ravagers pretty consistently.
The big change with Ravagers is that now a triple lance Ravager is back to being a reasonable option compared to a triple dissie Ravager.
Dissies lost a step due to a lot of infantry and monstrous characters getting -1 damage so your Dissies only do 1 damage a pop which tones down how well they chew through things. I personally still do Dissies, but it starts to make a lot of sense to put them on your Raiders, and you should be mindful of your poison shooting as an option against those units, and the Dark Lance is still really good.
I'm not the biggest fan of Reavers, but with the ability to double up which drugs you assign you can get a lot of nice use out of them.
You can get a very maxed out squad of Reavers for around 285 points, so even if you're wanting a ton of toys that's around 570 for Reavers, which leaves you 1430 to buy an HQ, Troops, and 3 Ravagers.
Doing a Succubus, 3 minimal Wych squads in Venoms, and 3 Lance Ravagers and the two giant Reaver blobs runs you around 1430 total, which leaves space for some upgrades and expansion to the Wyches and Venoms and still plenty of points to fluff out the rest of the list I would think (presuming you're playing 2000, but looks like you could weasel it in at 1500 so...).
Are you committing to trying to build them into something else specific in the list? What's clogging up the list for you so you can't fit the Ravagers you want? You could even play around with Patrol detachments if you want Obsessions on your Ravagers.
Dashofpepper wrote:Thor665 is actually a Dark Eldar god, manifested into electronic bytes and presented here on dakkadakka to bring pain and destruction to all lesser races. Read his tactica, read his forums posts, and when he deigns to critique or advise you directly, bookmark it and pay attention.
Thanks for good responses. I do jot think anything is 'clogging' up the list. It is more a matter of buying good stuff and then your run out of points.
My correct list seems like like this. I have the models, but jot played with it yet.
To clarify - I was neither advocating for or against 5 man wych squads, I was just playing around to show you how you could fit 3 Ravagers and 2 max size Reaver squads into a list without too much difficulty. I personally run my Wyches usually in squads of 7 since the Succubus is usually killy enough that the Wyches are there more as defense for her and casual support.
I think your list looks okay, though the issue I see is that you seem to have a lot of expensive units. I have found a lot of value in having some relatively cheap infantry units (favoring Troops, though Mandrakes and Scourges have some use for this also). These cheap units serve some good value in camping objectives/claiming secondaries which can help you win games.
Are you using the Reavers as a shooting threat, an assault threat, or both? If you're not assaulting with them or using the eviscerating fly by stratagem you would probably benefit from breaking them up into three units.
Dashofpepper wrote:Thor665 is actually a Dark Eldar god, manifested into electronic bytes and presented here on dakkadakka to bring pain and destruction to all lesser races. Read his tactica, read his forums posts, and when he deigns to critique or advise you directly, bookmark it and pay attention.
Is anybody else using 30 incubi with an archon and drazhar in 3 raiders? Honestly I think it often carries my games now. It’s basically an auto include every time at this point.
In my 2nd last game vs squats one unit of 10 incubi boosted by one archon brought their land fortress from full health down to one wound.
My last game where I proxied the 3rd squad of ten I took out loads of leman Russ with them (this is with the new imperial guard book btw). I only lost the game by 3 pts (60 to 63) and I went second. Had the game gone to turn 5 I’d have likely won. I also could’ve chosen a better 3rd secondary because I was mostly ahead on points in every category (still using nephilim book) except the 3rd secondary.
By the end of the game he had 2 lemans left (one tank commander), 0 cp and no way to get more CP, one artillery with 3 to 4 wounds left and 2 of the 3 vehicles were stuck in melee. I was also decimated but drazhar was on his last wound, I had a singular incubi squad leader, an archon with shadow field up and maybe one warrior left.
It really was close. Had I grabbed raise the banners or scored more points on turn 5 I could’ve won easily esp. since I’d get objectives held at game end. All I’d need to do in my turn is place myself on objectives and end turn since I went 2nd.
This message was edited 1 time. Last update was at 2022/12/30 03:43:08
Praise be! With Armour of Contempt gone, all of our AP 1/2 units become a lot more relevant again.
Wyches? Back on the menu, especially now that Harlequins have been nerfed to not just be straight up better in every circumstance. Hellions? Mandrakes? Reavers? All more likely to make it onto the field now.
ALEXisAWESOME wrote: Praise be! With Armour of Contempt gone, all of our AP 1/2 units become a lot more relevant again.
Wyches? Back on the menu, especially now that Harlequins have been nerfed to not just be straight up better in every circumstance. Hellions? Mandrakes? Reavers? All more likely to make it onto the field now.
Yeah i don't understand why AP -1 was nerfed so freaking hard and why they decided to give it to all our units. AP -1 was basically AP 0 to anything with armor of contempt and in light cover it likely got a 2+ armor save. Also for some unknown reason most of our stuff maxed at AP -1 and then was either AP -3 or AP -4. There was no spammable middle ground.
Back on the story of incubi with an archon and drazhar in 3 raiders i think you guys should really use them. Sure likely one raider will get punked early and you'll lose almost 10 incubi in a unit but the other units should be safe and will do their job ridiculously well. Tanks will fear incubi provided you take the overwatch with empty raiders charging the tanks first.
Played my first few games with Drazhar and Incubi in a Dark Creed Detachment with Grisley Trophies Venoms, and lord was it good.
Warlord Drazhar is incredibly killy, he was smacking 10+ wounds off Knights a turn, and killing whole units of Custodes in 2 activations. And his Incubi buddies weren't that far behind.
Pair him with a Precision Blows Succubus in an allied Wych patrol, and I had 2 bad ass characters completely dictating the game. Highly recommend running this if you get the chance, it makes me feel we can still compete.
Our shooting is pretty naff (although I was spamming PGL, which pair with thle Dark Creed for some acceptable mortal wound output) but our combat really can keep us competing.
Between Incubi with Draz, and a Precision Killers / Test of Skill Wych cult running Blood Brides and Hellion Squads, and ubiquitous Grotesque lumps, we've got a good amount of very fast, very murderous killers.
ALEXisAWESOME wrote: Played my first few games with Drazhar and Incubi in a Dark Creed Detachment with Grisley Trophies Venoms, and lord was it good.
Warlord Drazhar is incredibly killy, he was smacking 10+ wounds off Knights a turn, and killing whole units of Custodes in 2 activations. And his Incubi buddies weren't that far behind.
Pair him with a Precision Blows Succubus in an allied Wych patrol, and I had 2 bad ass characters completely dictating the game. Highly recommend running this if you get the chance, it makes me feel we can still compete.
Our shooting is pretty naff (although I was spamming PGL, which pair with thle Dark Creed for some acceptable mortal wound output) but our combat really can keep us competing.
Between Incubi with Draz, and a Precision Killers / Test of Skill Wych cult running Blood Brides and Hellion Squads, and ubiquitous Grotesque lumps, we've got a good amount of very fast, very murderous killers.
I very nearly gave up on the dark eldar tactics thread because nobody posts here in like a month or more.
For me i'm playing against imperial guard mostly (like 3 players with them now) and necrons and honestly as tough a time as i have with necrons i'd say imperial guard are just absurdly broken. I played a game against a guy that usually never plays and he did some tank commander ability that made it move 18" and shoot me from behind cover and i lost like 3 of my 4 transports with a couple exploding and killing bunches of guys. Atm i just can not fight imperial guard or at least not a full tank list. It didn't help he went first.
Against necrons i still lose but i have a better chance. Drazhar does do work, incubi a bit less so (or at least in 10 man squads which is sad because that's what is required to kill a vehicle), wyches are decent and grotesques are good usually.
I'm honestly considering what's called "Thicc City" which seems to be more Coven based dark eldar armies. I think it was max talos and max cronos but that might defeat the point of even playing dark eldar for me aesthetically.