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Blood Angel Tactical Library |
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Dark Eldar army lists >> Any one have any suggestions for a small 500 pt DE army? I want to
include some reavers, one of those vehicles, a squad or 2 of warriors or
wyches or something, and I want to do a Drachon decked out.
Try this then:
Not completely certain on the cost of a blaster on a reaver, as I don't
have my codex in front of me. I think it's 10 points.
On the subject of lord models: Both of them have a splinter pistol. The male lord has an agoniser, while the female lord has either a power weapon or punisher, going by the models. And now a question of my own. Is the save of a Lord on a jetbike 3+
or 4+? Seeing as reaver pilots are wych cultists, and wyches normally have
a save of 6+, while on a reaver they have 4+?
Accualy the Archons wepon could be and agonizer(as the codex says it
comes in many forms) but any way you should take 3-5 reavers a squad of
20 warriors on the raider and Darchon/Archon with wargear involving anypoints
left over for wepons and wargear but he/she needs a shadow field none the
less!
The female Archon model looks like it is armed with a punisher and a
splinter pistol, however it could just be a big agoniser :)
Well....
warrior squad with 2 DL
use grotesques!!!!
If you want to know Dark Eldar are THE best army to use...
Archon Berial of the Quick-silvers, of the Kabal of the Bloodied Heart. Ps Quick-silvers, Because... DE-Pirates-LongJohnSilver-QuickSilver-Mercury-poison-pain-heamoniculi,
the fact that quick happened to be in there was a nice coincidence.
Not only do you have to maneuver into position (at least 1 turn, more likely 2), but then you have to forgoe that character's turn effectively (so, we're up to turn 3) in order to activate it. Then, your reserve doesn't begin coming in until turn 4. That's 1/2 the game that you're fighting at a point defecit. Not to mention that if the character with the portal gets killed before the portal gets activated, whatever's been placed in reserves is stuck there the rest of the game... Still, YMMV. Kevin
HQ 1. Archon w/ shadow, agoniser, trophy rack, crucible, plasma/hawire/damnation grenades. (Retuine= 2 incubi w/punisher, 1 incubi w/blaster, Drahzar, 2 warriors w/cannons) 2. Decapitator 3. Lord Archon Kruellagh the Vile (Can use the retuine)
Elite 1. 8 wyches (1 blaster 1 shredder 1 Shardnt/impaler) with 3 warpbeasts
Troops 1. 5 squads of 15 warriors (upgraded w/ weapons)
Fast 1. 3 reavers w/ 1 blaster
Heavy 1. 3 Nightmares w/dlance,disintigrator, and s cannon (email me if u want to know more about them) 2. Ravager w/ 2 dlance 1 disintegrator 3. Talos
I want to see how the other armies are like. List yours.
Lord Archon Araq of the Kabal of the Steel Demons
Substituting Incubi and a Raider for Reavers would be a pretty big risk. The enemy would try to blow that Raider up right away, and without Raiders, you wouldn't have any mobile antitank firepower. Incubis on foot can't do anything against a Whirlwind behind a hill 40 inches away, nor can Dark Lances, or anything else (LOS is blocked even if the Warriors get in range). You'll be a lot safer taking mobile antitank hunters. I'd recommend: HQ: Haemonculus: 1 Haemonculus, splinter pistol, close combat weapon
(27)
leaving 69 points for one of the following 6 options, depending on your style of play. Options: ----- 1) Change one Troop choice to 10 warriors (-32). Add: Heavy Support: Talos (100). Total: 499. ----- 2) Take away one Warrior Squad (-132). Take away 1 Close Combat Weapon from the Haemonculus (-1). Add: Troop: Raider Squad: 8 Warriors with 1 shredder, 1 splinter cannon,
1 Sybarite with splinter pistol, close combat weapon, haywire grenades,
and trophy rack, Raider with disintegrator and 1 shadow field (182)
----- 3) Add: Elites: Wyches: 5 Wyches with Shardnet and impaler/Hydraknives/Razorsnare and Falchion, 1 Wych Succubus with Hydraknives. Total: 499. ----- 4) Change both Troop choices to 12 Warriors each (-32 points). Add: Troops: 10 Warriors with 2 splinter cannon (100). Total: 499. ----- 5) As 4), above, but with 2 dark lances. ----- 6) As 4), above, but with 2 shredders. ----- That's my bit. Comments?
"Now you see that evil will always triumph because good is dumb." ---------
I started a new thread, so *Dark Eldar* players can write on how to fight off the Space Marines. General thoughts on victory and defeat: OK, now, any time you want to set out to "defeat" an army, keep in mind that you're not going to be able to do it on your own. Your opponent has to help you win. Sound confusing? Those familiar with Sun Tzu will recognize this idea. If a commander takes advantage of his army's strengths, and acts to minimize its weaknesses, he will be impossible to defeat. However, if the enemy commander acts likewise, the enemy will also be impossible to defeat. In a battle in which both commanders use their army to best effect, neither can be defeated; but neither will be able to secure victory either. In 40K terms, this means that the game will be close. A few dice rolls here and there could spell victory or defeat, but it will be a close thing for both sides. However! if your opponent does *not* take advantage of his army's strengths, or does *not* act to minimize its weaknesses, he will be vulnerable to attack. In this case, you can secure victory. In 40K terms, this means you'll put the heat on your opponent pretty hard. You will probably win, unless you are very unlucky. Summing up, if the Space Marine player uses his forces to best effect, you will probably draw. But if he makes a mistake, you have a good chance at winning. All right, so when is a Space Marine player playing well, and when is the SM player playing badly? How can you recognize when a SM player is making a mistake that you can take advantage of? What units must a Dark Eldar take, and how must they be deployed, to capitalize on possible mistakes made by a SM player? What units must a DE player take, and how must they be deployed, to maximize the strengths and minimize the weaknesses of his or her own army? If you can answer those questions correctly, you'll do well against Space Marines in any event. I suppose I'll post my own answers to those questions after I get some breakfast. Let's get some replies from Dark Eldar and Space Marine players!
outercolonies13[]. 7/15/2001 10:35 (7/19/2001 8:57) I dont know cause
im a marine player but a tactic that scares the bageezus out of me is when
the dark eldar player has alot of splinter cannons because they got str.
4 assault 4 dont they. if you got 2 in a squad they are able to lob 8 24inch
shots at my marines. you are almost guaranteed to make a marine player
pee his pants with this tactic
BattleMasterMarius[]. 7/15/2001 11:02 (7/19/2001 8:57) >> >> I dont
know cause im a marine player but a tactic that scares the bageezus out
of me is when the dark eldar player has alot of splinter cannons because
they got str. 4 assault 4 dont they. if you got 2 in a squad they are able
to lob 8 24inch shots at my marines. you are almost guaranteed to make
a marine player pee his pants with this tactic
I completly disagree! DE are one of the biggest threat againt SM. I have an undefieated Vanilla army, but I have destroyed EVERY SM army I have faced. Termie die easy, and so do tanks.LOVE THOSE DARK LANCES AND DISINGRATORS! They're IMO more powerful than SM in shooting, and if used PROPERLY their CC units are highly effective. ----------
fallen21 Well, If you get more then 1 turn of fire with your ravagers, then the
SM player isnt thinking. DE vehicles are complete garbage. They have 2
hth units that pose a problem, Incubi and grotesques. The rest of the army
is weak in CC.
If you get your wytchs into a postion to charge a unit that has already
been worn down by your warriors, then most units wil go down without much
trouble, agonisers rock! If USED PROPERLY means don't just ram your h+h
units down your opponets throat, you'll lose every time. DE vehicles suck,
I don't think so!!! Cheap, lots of firepower and fast!!! My DE HAVE NEVER
LOST TO SM!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
-------------
Dark Eldar vs. Space Marines, Part II <eshare.pl?do=ShowArticle&BoardID=4&ID=105295> . (3 Replies). newpaintbrush[]. 7/15/2001 12:58 (7/16/2001 1:33) This particular post is to describe the use of the basic Dark Eldar Warrior Squad. Not the Dark Eldar Raider Squad, but *just* the Troop choice, "Warrior Squad". The top post stated that Dark Eldar commanders must understand the strengths and weaknesses of their own units, whether simply to have a draw against the enemy, or to best secure an advantage when the enemy makes a mistake. Although this post doesn't go into detail about most of the rest of the choices available to the Dark Eldar, I may put up a post regarding other Dark Eldar units, but *only* if I'm asked - these posts take a long time to write! But I will definitely write the posts up if there's a good amount of interest. I might post later on specific tactical errors that Space Marine commanders may make, and how a Dark Eldar commander may best take advantage of those errors, depending on how much interest there is in that topic, but again, only if there *is* interest in this topic. Again, please post a request if you'd be interested in thsi topic. Standard disclaimer, of course; I may be blatantly wrong about some points, or I may be dead on, but in either case, these points are just how I approach things; there's probably plenty of other approaches etcetera etcetera and so on and so forth. ----- Dark Eldar units have serious weaknesses, and serious strengths. Although their units have bad statlines (the weaknesses), their tactical flexibility is quite good (the strengths). A lot of Dark Eldar commanders fail to take advantage of their army's full potential, and attempt to take the enemy head on, resulting in a straightforward battle of statline against statline. This is often a fatal error that will allow an enemy commander to secure victory. Take the Dark Eldar Warrior in this regard . . . But first: **important!** Before going into detail about the Warrior, keep in mind that army selection choices must be complementary to one another to achieve their best effect. Units are much more effective when the units are combined properly than when the units are used in isolation. **important!** Although some reference to unit combination follow, for the most part, I just try to describe the tactical advantages and disadvantages of the Dark Eldar Warrior, leaving it to the Dark Eldar commander to decide how to best capitalize on those strengths and weaknesses. And now: Warrior Squad: You may take between 10 and 20 models, and have up to 4 special weapons. Point-for-point, compared to the basic armament and troops of other armies, a Dark Eldar Warrior with a shuriken catapult is decent, but not spectacular. Engaging Orks, Tyranids, and Imperial Guard in a basic gun firefight will result in an advantage for the Dark Eldar if equal number of points are involved on both sides, but would be dangerous against Chaos or loyalist Space Marines with boltguns. The Eldar may or may not hold an advantage in shooting, depending on the range and troops involved, but usually the Dark Eldar can secure an advantage in the shooting phase against the Eldar. In close combat, the Dark Eldar Warrior is, point for point, at a disadvantage against Orks, Tyranids, Imperial Guard, Space Marines, and Eldar Guardian Storm Squads. Although a Dark Eldar Warrior may have an advantage in an initial round of assault with the additional attack from charging, subsequent rounds will likely be lost. So, a Dark Eldar commander must be sure to secure a significant advantage when assaulting, if equal numbers (point value wise) are on both sides. *note - point value wise means that the points, not the number of models, are counted. 10 DE warriors costing 80 points are "outnumbered" by 6 Space Marines costing 90 points* Often, the fleet of foot rule allows a Dark Eldar commander to secure an advantage, as the better mobility of the Dark Eldar Warrior allows more of them (in points) to be present at vital points in the battlefield. If the Dark Eldar outnumber the enemy in points, and are able to charge into combat (fleet of foot is useful here), the Dark Eldar may secure a significant advantage during an assault - *but* moving into close combat must always be done with care, with a definite goal in mind, keeping the future tactical situation in mind. The last point cannot be emphasized enough. If a Dark Eldar commander simply keeps an eye towards an advantage being gained in the initial assault, the DE commander may easily lose as the rest of the enemy's forces are brought to bear in close combat. Since the Dark Eldar are so weak in HtH, the tactical situation after the initial assault *must* be controlled by the Dark Eldar commander. For the Dark Eldar commander, control of the tactical situation after an initial assault with DE Warriors will usually mean one of the following. 1) Every enemy model has been destroyed in the initial assault. No enemy unit is within range to assault the Dark Eldar in the enemy's next turn. The Dark Eldar Warriors may thus move about freely in the next Dark Eldar turn. 2) Most enemy models have been destroyed in the initial assault. Those that survive are vastly outnumbered, and will, with an incredibly high probability (90% plus) be destroyed during the opponent's next turn. No enemy unit is within range to assault the Dark Eldar in the enemy's next turn. The Dark Eldar Warriors may thus move about freely in the next Dark Eldar turn. 3) Every enemy model has been destroyed in the initial assault. Only one or two enemy units are within range to assault the Dark Eldar in the enemy's next turn. Those units are so small in number, and will be so negligible in effect if they do assault, they will not assault, as they will immediately be destroyed. The Dark Eldar Warriors will be free to move about in the next Dark Eldar turn. *such a small enemy unit would be, say, three Guardsmen, or one Space Marines Scout* 4) Most enemy models have been destroyed, as in 2). Only one or two enemy units are within range to assault during the enemy's turn, as in 3). 5) Enemy unit or units are within range of the Warrior squad (which has already eliminated all enemies, or is about to do so, as in 1 or 2). Those enemy units, however, must move out of a valuable strategic position to assault the Warrior squad. In this case, the Warrior squad may be massacred, but an advanatage that will be secured by the Dark Eldar commander will outweigh the loss of the Dark Eldar Warriors. In *all* cases, the Dark Eldar Warriors must have destroyed whatever they assaulted, and have an overwhelming advantage against any enemy units that would be in range to assault. Not simply an overwhelming advantage that would allow the Dark Eldar Warriors to win subsequent rounds of combat, but still be tied up in assault, but an *overwhelming* advantage - *complete* annihilation of the enemy. In the first four cases, the enemy must have been completely destroyed if the Warriors are to move around in the next turn. The Warriors must be freed up for the Dark Eldar commander's next turn so they can use their shooting and mobility advantages. In the fifth case, if the enemy that was assaulted was not completely destroyed, the Warriors will pose much less of a threat to the enemy army, as they will be tied up in combat. The Warriors will *not* be free to initiate an assault against a new section of the enemy army (the additional attack from charging is very important), and the Warriors will *not* be able to use their mobility and shooting advantages to full effect. If the Warriors do not pose a significant threat, the enemy commander won't really have to worry about them, and may safely ignore them for the most part, while attending to more important matters. Even if the enemy sends fodder at the Warriors, the Warriors will be tied up, and will still not pose a significant threat. Now that the *basics* have been covered, for a bit on the tactics available to the basic Dark Eldar Warrior. Also, some bits on the options available to Dark Eldar Warriors, and the tactics that are best used if different options are taken. But first: Have a snack or a drink. Walk around, stretch a bit. Take a break. When you're ready, read on. Go ahead, really, I don't mind a bit! .
Ah, that's better, isn't it? Summing up the earlier description of the uses of Dark Eldar in an assault: Since Dark Eldar Warriors are weak in HtH, special care must be taken in an assault so that the HtH disadvantage of the Dark Eldar Warriors will not be exploited. However, there was a bit about how Dark Eldar Warriors, point for point, have a shooting advantage against a number of armies. Following is a bit on how to maintain that advantage, thus using the Warriors to their best effect. A Warrior Squad, consisting of 10-20 models, may have shredders, blasters, dark lances, or splinter cannon. Up to four special weapons may be chosen. One Dark Eldar Warrior may be upgraded to a Sybarite. For this post, the Sybarite will be ignored; it has no abilities or wargear that significantly alter the characteristics of the squad. The Webway portal may significantly alter the deployment options of the squad, but that will be addressed in its place (i.e. if there's requests for more about Dark Eldar units) What weapons should be chosen? How many warriors should be in a squad? It depends on what role the Dark Eldar commander sets for that particular Warrior squad. *continued in next post*
Ah yes, now, back to the topic at hand. How many Warriors should there be in a squad, and what sort of armament should they be equipped with? The number of models in a Warrior squad should vary according to what role the Warrior squad will play in the battle. The armament of a Warrior squad should also vary according to what role the Warrior squad will play in the battle. Before describing some of the varied roles a Warrior squad may play, some general notes on Dark Eldar. Dark Eldar are very fragile, and will definitely take a good number of casualties in firefights. Taking a larger squad of Warriors forces the enemy to concentrate more firepower on the squad before being able to inflict 25% casualties and force a morale check. The ability to take a number of casualties allows large Warrior squads to be more tactically flexible. (more on this later) Taking a larger squad of Warriors also helps in case the Warriors will be involved in an assault. Remember that the course of battle can never be entirely controlled; the Warriors may have to enter HtH combat in some cases, even if that is not the role the Warriors were originally meant to fulfill. Once again, the ability to take casualties allows tactical flexibility. Large squads of Warriors suffer disadvantages too. A 20-strong unit of Warriors will be more durable, and may choose to move about on the battlefield with less worries of taking casualties, but two squads of 10 Warriors can move to entirely different areas of the battlefield, bolstering different sections. Additionally, large units are difficult to maneuver effectively; fewer models get into HtH in an assault, and more models have LOS blocked to any particular unit. Two squads of 10 Warriors may shoot at two different squads of Imperial Guardsmen, and have an excellent probability of forcing two morale checks. Two squads of Warriors may move into two different positions to establish LOS, so would be harder to hide an important unit from. Also, two squads of 10 Warriors could take the maximum number of special weapons for the squad. A single squad of 20 Warriors, though, may force only one morale check when they shoot, and could only field half as many total special weapons as the two smaller squads. Choosing a smaller squad of Warriors allows the Dark Eldar commander to spend points elsewhere. Choosing smaller squads also allows the Dark Eldar commander to have more squads, each of which can be maneuvered around independently. However, the tactical flexibility of the Warrior squad suffers heavily due to its decreased ability to take causalties. Two 10 man squads may move easily about the battlefield, but both are very fragile, and the enemy will likely shoot down the one that is more strategically important. Because each 10 man squad is so weak, each is easily destroyed. If a 20 man squad were to attempt to fulfill a particular strategic role, it would have a better chance of doing so, as the enemy would have a more difficult time destroying it before it could accomplish the objective. So this brings us to the various roles that Dark Eldar Warrior squads may play. An illustration of the above described lack of tactical flexibility of a small squad follows: ----- Take a squad of 10 Dark Eldar Warriors with 2 splinter cannons facing a number of squads of Imperial Guardsmen. The role of this particular squad is specialist anti-infantry firepower. Although the Eldar Warriors inflict heavy casualties in the first round of firing, they will suffer heavy casualties in the next turn as *multiple* units of Imperial Guardsmen shoot back. After the Imperial Guard commander shoots, the Dark Eldar will certainly need to take a morale check, and may easily suffer a penalty for being under half strength. If the morale check is failed, the entire Warrior squad will run away, and the whole squad will effectively be lost. So, an important point is brought up; although Dark Eldar Warriors will, point for point, outshoot Imperial Guardsmen, any number of Guardsmen may concentrate their firepower on a single unit of Warriors, and may thus destroy the effectiveness of that particular squad. Of course the converse is true; multiple Warrior units may concentrate their fire on, say, an Imperial Guard infantry heavy weapons squad. The same applies to any army; any army's firepower is most effectively applied when the firepower of multiple units is concentrated on the single enemy unit that has the most potential to cause problems (or the few enemy units that have the most potential to cause problems). Now, in order to protect the 10 man squad in the above example, the Dark Eldar commander may use a screening squad of 20 Warriors, also with splinter cannons. The role of this unit is screening, with a *very minor* role of anti-infantry firepower. Although this squad has more firepower than the first squad as a whole, it has *less* anti-infantry firepower POINT FOR POINT, as it does not have as many special weapons as the first mentioned squad. Because it has less anti-infantry firepower, again, point for point, its role in shooting enemy infantry is considered minor. Now, the Imperial Guard cannot shoot the more vulnerable squad, but must shoot the squad that is more resilient to shooting casualties. The screening role and the special anti-infantry firepower role serve together to create, point for point, a very powerful anti-infantry combination that is difficult to destroy. However (!) the Dark Eldar commander must combine the two units to achieve this effect! Separating the two units causes the specialist anti-infantry squad to be much more fragile, while the large squad of Dark Eldar are less maneuverable, and less point-effective, than a slightly smaller squad would be. One solution would be to take two squads of 15, each with two splinter cannons. The role of this squad would be general support, with a general anti-infantry firepower role. Although the enemy could disable either squad, the enemy would have to use more firepower than for the 10 man squad. Additionally, once one squad was disabled, the other squad would still be effective. The smaller number of models in the 15 man squad would allow for more effective maneuvering than possible for the 20 man squad. However, the two 15 man squads have an additional tactical option not available to the 20 and 10 man squads. If one squad were to take a number of light casualties, but was not disabled, that squad could then use the other 15 man squad as a screen. Still, the Dark Eldar commander may choose to take large and small squads rather than a number of medium squads. An example: Suppose, for example, the Dark Eldar commander were confident in the ability of the Dark Eldar army's firepower to neutralize an enemy quickly. 4 specialist Warrior squads with maximum appropriate weapons, with 2 screening squads, would give the most firepower for the points spent. The Dark Eldar commander could spend the saved points elsewhere to more effectively implement the rest of the battle plan, for this example, Warp Beasts. After the initial exchanges of fire, the screening Warriors would have taken heavy casualties, but the Dark Eldar would still have 4 specialist firepower squads. Since the Warp Beasts would have closed for hand-to-hand with one flank of the opponent's army by the time the initial rounds of fire were over, the specialist firepower squads could concentrate on the rest of the enemy army. Although the Dark Eldar commander would realize that some of the specialist Warrior squads would be destroyed after the screening squads were destroyed, the commander would anticipate that the Dark Eldar would already have secured an advantage by the time this could happen; although the enemy forces would be able to destroy one or two specialist squads easily, the Dark Eldar commander would anticipate that the four specialist squads would still be able to take their weight in point value, as most of the major threats to the firepower squads would have been eliminated in the first few turns. As an aside, Warp Beasts are very handy for tying up enemy specialist firepower troops; their fast movement and 12 inch assault allow them to get into HtH very quickly. The Incubi and Wyches charging in next turn have a good chance of destroying whatever's left. Of course, the enemy may destroy the Warp Beasts outright, then sweeping advance, but with a bit of care, the Dark Eldar commander can make that very difficult for the enemy commander to achieve. If a Dark Eldar commander anticipates a lengthy firefight, though, and does not anticipate that the firepower available to the Dark Eldar army will be able to neutralize the enemy quickly and efficiently, larger squads may be taken to increase the survivability of each. Now, as to the available weapons: Shredders, blasters, dark lances, and splinter cannons. The advantages of each seem obvious, but there are a few tactical possibilities that are rarely used. Splinter cannons are obviously a good weapon for the Dark Eldar on the go. They're great against light infantry, and decent against very light vehicles such as enemy Raiders and Wartrukks. Dark lances are obviously a good heavy support weapon. They're great against enemy vehicles of any flavor, and are the most effective tank gun available. However, the range is shorter than most enemy heavy weapons, so bringing a dark lance into position often poses problems, especially if the enemy has stationed infantry support 12 or more inches in front of the particular vehicle you are trying to eliminate. Bringing the dark lance into position in those cases means that the Warrior squad will be subjected to a round of enemy fire before it even has a chance to get a shot off. Dark lances are not the only thing that the Dark Eldar can use to destroy enemy tanks. Reaver jetbikes with blasters may also fulfill this role, with mobility that allows them to keep out of enemy LOS. (there are any number of other options, such as Raiders and so forth). Generally, dark lances in Warrior squads are best used to destroy whatever target is readily available - enemy troop transports are ideal. I'd recommend taking some sort of mobile antitank hunters that would allow the Dark Eldar commander to go in and destroy any troublesome vehicles such as Basilisks or Predators while keeping the bulk of the army safely out of range. One little-seen tactical use of dark lances employs the fleet of foot ability of Dark Eldar. Suppose a Space Wolf marine squad is approaching the Dark Eldar on foot (after their transport was blown up). Dark lances shoot the Marines until the Marines just outside 12 inches away - say 15 inches. The Marines then move to within 9 inches during their movement phase. In the Dark Eldar commander's next turn, the Warriors retreat and fleet of foot; say they move 9 inches. After this, the Marines advance again, making them 18 inches away. The Dark Eldar fire with the dark lances again, then the Marines step forward, and the cycle repeats itself, effectively allowing the Dark Eldar to fire their heavy weapons once every other turn. Although the dark lance is not utilized every turn, it can still be used to good effect. This property of heavy weapons is unique to the Dark Eldar. Most heavy weapon squads must simply flee when faced with the prospect of being assaulted; since most armies don't fleet of foot, most armies can't sit still and shoot every other turn. Blasters are the assault flavor of dark lances. Useful for shooting down enemy Marines, they are also good for shooting enemy vehicles while the Dark Eldar Warriors are on the move. If there are sufficient Dark Eldar Warriors to ensure victory in an assault, the Dark Eldar commander may choose to assault a transport that is within 9 inches of a couple of Warrior squads; the shredders destroy the vehicle, then the Warriors assault whatever survived the crash. (btw Shredders are rarely used, but have a number of useful applications. The high Strength value means that the shredder can be used against enemy light vehicles to some effect. Against lightly armoured open-topped enemy vehicles, the shredder is excellent, and is even more effective than the blaster for open topped vehicles with armour 10. In cases in which an enemy force is just a bit too strong for the Dark Eldar commander to assault (see notes on Dark Eldar assault, in an earlier post), the shredder with its Strength of 6 and blast effect can tip the scales in favor of the Dark Eldar Warriors; even in cases in which the Dark Eldar Warriors would already have an assaulting advantage, the shredder can lessen the number of casualties that may be taken during the assault. To sum up, always take dark lances no matter what to destroy enemy vehicles, whether those vehicles are Hellhounds, Rhinos, Dreadnoughts, Wave Serpents, or Wartrukks. Dark lances are also of use in destroying elite enemy troops. Splinter cannons are useful against enemy light infantry, especially if the enemy's save is negated by the AP of the weapon. The splinter cannon, though, is still effective slightly more heavily armoured troops, such as 'Ardboyz and Space Marine Scouts. Blasters are useful if you anticipate having to open up transports on the way to an assault, or in the case of Dreadnoughts or Wraithlords are within range. Shredders are useful for Warriors that will be engaged in HtH with enemy infantry, and for destroying very light open-topped vehicles. Waiting for replies from Dark Eldar and Space Marine players! (and requests if there's any more interest in this topic)
Short response <eshare.pl?do=ShowArticle&BoardID=4&ID=105825> . (1 Replies). newpaintbrush[]. 7/15/2001 19:37 (7/18/2001 11:19) Take Dark Eldar Reaver Jetbikes in squads of at least 4, preferably 6 or more in larger games. When your opponent sees the bikes making a beeline for the most important tank on the table, he or she will open up with every gun in range. A 4+ invulnerable save is not going to help a whole lot in the face of all the firepower being directed against the unit, so you'll be sure to need to take some cannon fodder in any case. The Jetbikes will likely die in any event in the turn immediately after they fire; they will no longer have the invulnerable save, and they will be in the midst of the army. I wouldn't use Reaver Jetbikes as a supporting assault force; although
they provide effective support in such a role, they are best used as a
suicide squad sent to destroy the enemy tanks causing the most trouble.
Often, destroying vital enemy tanks will force the enemy to fight your
army on your terms. Of course, if all important enemy tanks have been taken
care of, the Jetbikes can provide a strong supporting role for an assault,
but any such assault would have to be decisively won - Reaver Jetbikes
will usually not be point-cost effective in protracted assaults.
I'm Scared <eshare.pl?do=ShowArticle&BoardID=4&ID=111873>
. (0 Replies). DrPepper[]. 7/18/2001 20:51 (7/18/2001 20:51) One of the
most devestating occorances that has happened to me came from Dark Eldar
(am a Marine). On the first turn the DE player set up so that all of his
vehicals and men where behind cover so I move out some from my cover in
order to advance. (in a please kill me moment I guess) On his turn he comes
out with his vehicals all armed to the teeth with disentigrators(sp?),
from what I gathered the most DE can have in one detacment, and lets me
have hell. I lost almost 500 points worth of stuff before I had even touched
him. On sumsequent turns it went little better for me. By the time I had
quieted his guns and was ready for the assault he ended up assaulting me
(into cover) and since his guys had plasma grenades(?) he not only didn't
go last but went first and shreaded some more of my troops. The one lightning
bugs worth of light that came out of that was the fact that I killed his
HQ in HTH (the one with 2+ invulnerable).
RE: how the Hell do you KILL Necrons??? <eshare.pl?do=ShowArticle&BoardID=4&ID=117058>
. (1 Replies). ChunkeyMonkey[]. 7/21/2001 10:59 (7/21/2001 11:01) well
i get my archon with shadow field and agoniser and i use the +1 attacks
with combat drugs and i go in with 5 attacks that wound on a 4+ and no
save!! pretty damn gewd if u ask me
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