Yesterday I went to a 1850 tournament with a List based for a Turn 1 Alpha-strike. It worked okay until a Couple things happened.
First, After a stellar opening against Mech Marines (exploded Vindicator, shook and stunned 2 Razorbacks, stunned another Vindicator, and Immobilised a Land Raider)Turn 1 my Antivehicle capabilities under preformed(only killed one rhino, and kept the Twinlinked Lascannon from firing for whole game)
Other Highlights, Vect and 9 Bloodbrides(3 Hydra Guantlets) took out 5 Assault Terminators, Vulkan, And a Combat Squad getting their points backwith 8 consecutive invulnerable saves made by the Bloodbrides.
Lesson Learned: Vect is worth his weight in gold if he is in CC, Flickerfields should be used only on the flyers and Ravagers, to expensive on Raiders even if they are staying still with Dark Lance warriors inside, and it is better to kill one vehicle than shake/stun 3
Next Game, Tau He had first turn, I redeployed my beasts in response to his Kroot infiltrators, and seized the initaive on him. Blew up his Broadsides and stripped a couple drones off his bodyguad units. Broadsides Ran off the board. Beasts lost combat to his Kroot and were wiped out, everything spiraled downwards. After a poor fleet roll Vect and Co. were kept out of assaulting his Fire Warriors.
Lesson Learned: Going to ground with a unit that will die other wise is okay; execpt when it keeps your fearless IC from charging into Fire Warriors forcing him to eat another round of shooting. Also Dark Eldar warriors are not good in assault, even against Fire Warriors, (especially going through cover when the Tau have Defensive Grenades)
Final Game: Tyranids, the matchup I was praying for!!! but it was DoW and against the ringer so even with my best possible matchup I was the underdog even if it was not DoW, but it was.
Lesson Learned: DoW sucks for Alpha-strikes and GW thinks that the Imperial Fists CAPTAIN( not even Chapter Master) and EVERY Daemon deserves Eternal Warrior but not Vect a 1000 year old Eldar having survived Thousands upon thousands of attempts on his life, and who is the most Cunning Being in the 40k Universe does not.
Sunday, January 9, 2011
Sunday, December 19, 2010
Dark Eldar HQ Synergy
Many Armies have HQs that are force multipliers, but these are usually psykers and Dark Eldar don't have any. So how do I make my units more Capable without adding extra bodies and losing my transports?
First step is if you have more than 3 units with Combat Drugs, either a wych or hellion heavy army, Use Duke Sliscus for his drug rerolls. Howevr in order not to waste his 3+ poison effect take a 10 Trueborn with Shard Carbines and 2 Splinter Cannons. Now on the move that is 32 poisoned shot with a 24" effective range and hitting and wounding on 3's. This squad will have to be deployed on foot but you can detach the Duke have him jump into a 9-man Bloodbride squad and Trueborn head into their Raider.
Lady Malys is usefull with Vect, forcing your opponent into in to "damned if you do, damned if you don't" scenario regarding first turn. Lelith and other units with invulnerable saves will benefit greatly from Lady Malys, not her redeployment as much but her immunity from psykers.
Picture this, Lady Malys is leading a Bloodbride squad, they charge a TH/SS terminator squad in range of a Librain that sucessfully cast Null Zone. However now that Malys is immune to psykers you get your full 4++ save and reduce 25% of the unsaved wounding hits. (75% of wound unsaved due to rerolling sucessful invulnerable saves down to 50% of just normal invulnerable saves)
And of Course, Haemonculi plop into a squad give it a pain token, but try putting 2 Haemonculi with another unit AND an Archon stealing both tokens and gaining FNP and FC.
Tell me what you think and Leave your Comments below.
First step is if you have more than 3 units with Combat Drugs, either a wych or hellion heavy army, Use Duke Sliscus for his drug rerolls. Howevr in order not to waste his 3+ poison effect take a 10 Trueborn with Shard Carbines and 2 Splinter Cannons. Now on the move that is 32 poisoned shot with a 24" effective range and hitting and wounding on 3's. This squad will have to be deployed on foot but you can detach the Duke have him jump into a 9-man Bloodbride squad and Trueborn head into their Raider.
Lady Malys is usefull with Vect, forcing your opponent into in to "damned if you do, damned if you don't" scenario regarding first turn. Lelith and other units with invulnerable saves will benefit greatly from Lady Malys, not her redeployment as much but her immunity from psykers.
Picture this, Lady Malys is leading a Bloodbride squad, they charge a TH/SS terminator squad in range of a Librain that sucessfully cast Null Zone. However now that Malys is immune to psykers you get your full 4++ save and reduce 25% of the unsaved wounding hits. (75% of wound unsaved due to rerolling sucessful invulnerable saves down to 50% of just normal invulnerable saves)
And of Course, Haemonculi plop into a squad give it a pain token, but try putting 2 Haemonculi with another unit AND an Archon stealing both tokens and gaining FNP and FC.
Tell me what you think and Leave your Comments below.
Saturday, December 11, 2010
Dark Eldar Incubi Tactics
How should Incubi be run? The first 2 options that come to mind are
1)Drazhar
2)Archon with Phantasm Launcher
Drazhar being the Big Daddy Incubi, makes sense fluffwise and tactics wise where he makes the Incubi fearless, and he comes with the Demiklaves and both Upgrade powers, saving 50 points on a Klavex. Downsides? Price which is Mitigated somewhat by the Savings on a Klavex, so not that bad. The real Downside is no grenades, while situational, most of the time you will be charging trough a crater or into squishy troops hiding in cover, and no grenades means the High Iniative is wasted.
This Leads us to option 2. The Archon while not having as much raw potential boosts the squad as a whole. The build I would run on the Archon is Husk Blade, Soul Trap, Combat Drugs, Shadowfield, an Phantasm Grenade Launcher. 170 points so not exactly cheap but can kill anything except a walker with either +1 str or reroll to wound drugs.
The way to maximise the hitting power is with Furious Charge from Pain Tokens. How do you get 2 Pain Tokens from the start? 2 Haemonculi. As long as you have Drazhar/Archon with the Incubi you can "Share" (steal) both Tokens.
My setup?
Archon-as above-170
5 Incubi- Klavex, Onslaught, Demiklaives-160
2X Haemonculus-Hexrifle-65*2
Raider-Aethersails-65
Total=525
With 6 attacks at Str 4+ that kill opposing models barring invulns 12 attacks at str 5 and 4 attacks at str 6 or 6 attacks at str 4 all power weapons should be able to take anything short of a C'tan
Any thoughts or different set ups leave them in the comments
1)Drazhar
2)Archon with Phantasm Launcher
Drazhar being the Big Daddy Incubi, makes sense fluffwise and tactics wise where he makes the Incubi fearless, and he comes with the Demiklaves and both Upgrade powers, saving 50 points on a Klavex. Downsides? Price which is Mitigated somewhat by the Savings on a Klavex, so not that bad. The real Downside is no grenades, while situational, most of the time you will be charging trough a crater or into squishy troops hiding in cover, and no grenades means the High Iniative is wasted.
This Leads us to option 2. The Archon while not having as much raw potential boosts the squad as a whole. The build I would run on the Archon is Husk Blade, Soul Trap, Combat Drugs, Shadowfield, an Phantasm Grenade Launcher. 170 points so not exactly cheap but can kill anything except a walker with either +1 str or reroll to wound drugs.
The way to maximise the hitting power is with Furious Charge from Pain Tokens. How do you get 2 Pain Tokens from the start? 2 Haemonculi. As long as you have Drazhar/Archon with the Incubi you can "Share" (steal) both Tokens.
My setup?
Archon-as above-170
5 Incubi- Klavex, Onslaught, Demiklaives-160
2X Haemonculus-Hexrifle-65*2
Raider-Aethersails-65
Total=525
With 6 attacks at Str 4+ that kill opposing models barring invulns 12 attacks at str 5 and 4 attacks at str 6 or 6 attacks at str 4 all power weapons should be able to take anything short of a C'tan
Any thoughts or different set ups leave them in the comments
Friday, December 10, 2010
Finally Fixed!!
Sorry about the lull, my computer had some issues which are now resolved so I should be posting my spammy lists soon.
Friday, November 5, 2010
DakkaNids 2000 pts
With all of the Transports that are gonna be on the table (Dark Eldar, Razorspam, Chimera Walls, etc) I think I found a way for 'Nids to deal with them with assaulting. I am Sure many old school players remember the old "DakkaFexes" and "DakkaTyrants" here is what I came up with.
Hive Tyrant- Hive Commander, Wings, 2 Twin-Linked Devourers-285
2X 30 Hormaguants-Toxin Sacs, Adrenal Glands-600
11 Termaguants-55
2X 2 Zoanthropes-340
Mycetic Spore-Twin-Linked Deathspitter
3X Carnifex-2 Twin-Linked Devourers-720
Mycetic Spore-Twin-Linked DeathSpitter
(Other options include dropping a fex, pod and Termaguants, Buy another Tyrant so the Second group of Hormies can out flank{I know that the +1 bonus does not stack})[Or drop a unit of Hormies for 2 units of 10 Genestealers and 4 more Termaguants]
Main Thoughts are Deepstrike the Dakka (including the Tyrant) and outflank one unit of Hormaguants, use the Termaguants to Screen the other Hormaguant unit or to sit on the back field objective and deploy the Hormaguant unit off in a corner out of LOS
Pretty straight foward big beasties pop transports on deepstrike and then let the little gribblies eat the insides.
Worst case Scenario the big things have to assualt the vehicles the next turn.
Any Thoughts?
Hive Tyrant- Hive Commander, Wings, 2 Twin-Linked Devourers-285
2X 30 Hormaguants-Toxin Sacs, Adrenal Glands-600
11 Termaguants-55
2X 2 Zoanthropes-340
Mycetic Spore-Twin-Linked Deathspitter
3X Carnifex-2 Twin-Linked Devourers-720
Mycetic Spore-Twin-Linked DeathSpitter
(Other options include dropping a fex, pod and Termaguants, Buy another Tyrant so the Second group of Hormies can out flank{I know that the +1 bonus does not stack})[Or drop a unit of Hormies for 2 units of 10 Genestealers and 4 more Termaguants]
Main Thoughts are Deepstrike the Dakka (including the Tyrant) and outflank one unit of Hormaguants, use the Termaguants to Screen the other Hormaguant unit or to sit on the back field objective and deploy the Hormaguant unit off in a corner out of LOS
Pretty straight foward big beasties pop transports on deepstrike and then let the little gribblies eat the insides.
Worst case Scenario the big things have to assualt the vehicles the next turn.
Any Thoughts?
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