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Post by Goddess of Darkness on Mar 12, 2012 18:05:59 GMT -5
Ok this is a list that i have pondered on:
i tried to keep in mind that i will definitely be playing marines (possibly blood angels).
Lelith
10 Warriors blaster, darklance
14 wyches 3 hydra gauntlets hekatrix agoniser
8 wracks liquidfier gun acolyst agoniser 1 homunculus
10 mandrakes 1 homunculus hex rifle webway portal
6 reavers 2 blasters
1 talos pain engine heat lance chainflails
total 1197
I would like to think there is enough power in this army to take on a marine army. The wyches, warriors and lelith having fleet will allow me to get up close and personal fast and some fire power from the rear should cut down the squads as i get there.
It has been a while since i played 40k (and first time DE) so any comments would be great.
I really like lileths model so i would really like to keep her in the army.
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Post by The Hawk! on Mar 12, 2012 18:21:44 GMT -5
I have zero experience with DE.... But I played BA last codex..... and I promise you.... They will dominate 90% of Close combats if used properly. The Sanguinery guard are particularly nasty, espescially when paired up with Dante. I think Death Company are less of a problem this Dex. Blood Angels can be a real pain, espescially with there Deepstriking Landraiders.... But I beleive you DE players have something that could counter that pretty easily Hope this has helped a tad Dave
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Post by Ymmot (M.I.A) on Mar 12, 2012 18:57:26 GMT -5
Not if Lelith kills Dante first....and she will strike first with I9 and 5 attacks base, plus 3 for her WS 9 vs Dante's WS 6, and maybe a charge bonus...now granted dante has 4 wounds and these are only S3 attacks, but they ignore armor saves...add wyches and an agoniser and remember that sanguinery guard only come in squads of 5.
I like a bit more mobility with my Dark Eldar, transports all around...but you have a webway portal...that will help, but I still feel like the homunculi need raiders to ride in.
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Post by The Envoy (AWOL) on Mar 12, 2012 21:34:36 GMT -5
Lelith is definitely the way to go against BA, because as Ymmot pointed out, she can go toe to toe with some of their bigger names and still have a solid chance of coming out on top.
Transports would help this list, not necessary, but useful, as it's one more thing that the enemy needs to get through to get to your very very breakable troops.
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destroyerlord
Captain
Paras dont die. The go to hell and re-group
Posts: 159
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Post by destroyerlord on Mar 13, 2012 9:00:22 GMT -5
I have played a DE player a couple of times and his list of raiders and ravagers and venoms and wytches is ****. Transports vehicles with lance and -6" for anything shooting at them! Plus teh venoms squillion poisoned shots then cc monsters with loads of attacks plus furious charge and FNP and their invul saves! NASTY if run right!
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Post by krasimirova on Mar 13, 2012 9:21:02 GMT -5
They need to get throught the very very VERY breakable transports to get to your very very VERY breakable troops..
Only comp. list is floormob MSU Venom build with max blasters and Ravagers.. Or maybe a beastmaster supported version of this..
All DE builds will need some form of transport, simply because all the guns in the game will ruin the high costed DE infantry models day..
Personally i know my tactic with IG against DE is to de-mech them (normally 1 - 2 rounds of shooting needed here) and if I have made sure that 80% of their units are on foot by turn 2, then even with fleet, the army simply isn't fast enough to NOT get shot off the table..
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Post by Ymmot (M.I.A) on Mar 20, 2012 12:30:56 GMT -5
My DE tactics rely entirely on getting the raiders in position to strike without getting de-meched by my opponent(usually some form of Space Marine) One or two raiders are more or less expendable and I use them recklessly to try and bait my opponent. I'll keep another semi disposable raider near my most valuable units to provide cover, plus a Ravager(which has never destroyed anything and is always out of the game by turn 2, and is always worth it!) LOS blocking terrain is my best friend, turbo boosting half my units on one turn then the other half on the next turn will usually put me in range to launch a crippling attack on turn 3(Or I'll attack on turn 2 and 3 in waves.) My archon, his bodyguards, and wyches team up to strike my opponent's beefiest targets...breaking the teeth and claws so to speak to then slay the beast at my leisure. Once my units have disembarked I use the raiders as moving cover and pretty soon my fragile warriors are getting all kinds of boosts from Power from Pain.
Lots of mech and walkers and such can ruin my day...they don't call em rubber lances for nothing...
as could an IG list with no real specific threat for me to identify and neutralize.
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Post by F.K.M on Apr 1, 2012 4:25:47 GMT -5
Ymmot (M.I.A): So my balanced list would give you trouble ? I always thought heavy weapons were the bane of dark eldar armies. You'd just better hope you get a cover save or bring those +5 inv. shields and considering how frail they are it still most likely won't be enough. Just pray there's cover. Against mech and walkers just use the trueborn blast weapon squads. I've heard good things. It's basically a meltagun and you just throw them into venoms or something. You can take 4 per squad last i remembered and the squad leader can take a blast pistol or something i think. I am not a dark eldar player however or at least yet. As a guard player i had issues with not enjoying using an anti-tank weapon unless it had the melta rule and ap 1 or at least ap 1. The list seems good to me. A talos will soak up a lot of firepower if it doesn't do some good vehicle killing. This is good for your other units as they'll be more survivable.
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Post by Ymmot (M.I.A) on Apr 3, 2012 14:11:26 GMT -5
Skimmers that go flat out get a cover save, heavy weapons are stationary targets...it depends on who goes first.
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Post by Boobs McGee, Esquire on Apr 8, 2012 18:27:48 GMT -5
As a de player myself I like the venom spamm with night fields or we their called with lots of wyches lileth and bloodbrides I generally use a homunculus in a raider pimped out to the max with a unit of wrecks which and get up close and personal and hopefully hurt something or just provide a distraction so the wyches can get up and assault summin. The portal is a complete waste of points in my view as you place it and then u can't move it around their easy to surround . I use mandrakes as shock troops and their bale fire is amazing up close but that's just my two cents. Hope this was helpfull
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