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Post by Horst on Aug 22, 2012 15:41:26 GMT -5
My bad joe. I'll be there on saturday for some action As for your archon court, I don't know much about it, but be sure to take a shadowfield! Its an awesome upgrade. The only model I know that really annihilates him is astorath the grim.. strength 6 so you instant die to him, makes you re-roll passed invulnerable saves so the 2+ isn't really that great, and has 2+ armor himself so he's taking armor saves from you.
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Post by whiplash3 on Aug 22, 2012 15:52:05 GMT -5
thank you horst. the only way i will take my archon is with a shodow field. and i think im going to bring.lhameans, they make everyone in the same unit as there archon and them have 2+ poison on both close combat and shooting. i hope to make my dark eldar my main force and have it somewhat formidable.
fishboy, does the dark lance need the power pack thingy on the model?
sadly my dark eldar army is unplayable because my lack of models. but i will be getting about 300 dollars soon hopefully puting all that into my dark eldar army making playable/ formidiable. just trying to see what i should get..... thank you guys again.
i type a lot of un needed things dont I?
what do you guys think of the Razorwing jet fighter
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Post by whiplash3 on Aug 22, 2012 18:28:54 GMT -5
will any of you be at millennium Tuesday? i wont be able to show up Saturday and i would like to get a game in and maybe see some dark eldar in action.
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pogysnacks
Sergeant
Jeremy Plisk ..um Orks>everything else
Posts: 239
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Post by pogysnacks on Aug 23, 2012 16:01:47 GMT -5
Your primary strength currently is based on your ability to field a large number of high str shooting, which with blasters and dark lances you can do very well, razorwing fighter isnt too bad, good anti flyer unit..the bomber is pretty awesome too..i currently play eldar with dark eldar allies, and it may be beneficial for you to pick up a squad of dire avengers and eldrad ulthran from the eldar codex to aid your dark eldar
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Post by whiplash3 on Aug 23, 2012 16:36:43 GMT -5
thankyou.i plan on adding some close combat units to but i got those figured out, so. and i will not be bring th eldar one they are the arch enemy of the dark eldar and must have there souls ripped from there empty shells and fed to she who thirsts. and there week gods will pay the price for abandonment. and two i want to feild dark eldar army only.
thank you for the suggestion though. (sorry didnt mean to be mean. i really am a nice person) thank you again.
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Post by fishboy on Aug 23, 2012 19:12:26 GMT -5
I have test played with the Razorwing and I like it very much.
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Post by hyv3mynd on Aug 23, 2012 20:42:46 GMT -5
High mobility and the "glass hammer" effect are important to understand how DE play out also.
They're probably the fastest (or second depending on where your bias lies) army out there right now with fast skimmers, flyers, jetbikes, beasts, jump infantry, and fleet all over the place. They typically use the mobility to perform precision strikes where the opposing formation is weakest, evade advancing enemies, and occasionally dash up the middle to punch stuff. The way you want the army to play out is important to consider when choosing units.
The "glass hammer" can strike hard but is also very fragile and that explains most DE armies well. Using speed and hard hitting units, they try to cripple the enemy's crucial units with speed and precision because their own units won't survive a drawn out battle of attrition. The army can potentially be the most fragile in the game with low toughness, weak armor, low av open-topped skimmers and moderate leadership. You gotta be OK with picking up your models quickly and often.
DE units tend to be more specialist and less generalist. Marines can march up the middle, don't need cover, shoot, and assault respectably. Most DE units can't do all of those things well, but pick one that specializes in shooting or assault and it can outperform marines.
Your HQ's will typically define the flavor of the list and whether you'll favor kabal, cult, or coven units. The special characters are all respectable except the decapitator but again you should probably decide how you want the army to play out, then the characters that would fit that goal the best.
Razorwing jetfighters and beasts are both very good units if used properly or very frustrating if they die before causing a single casualty. Bringing lots of darklight weapons can be very strong against some armies, but can also be painfully inadequate against foot/horde armies. Mixing unit types and weapon loadouts to create a balanced force that can handle a variety of enemies works best for me. There's another school of thought in the DE community that min/maxing and spamming/repetition works best with some respectable tournament results to back it. Again, it comes down to how you want the army to look and feel on the table.
Anyways, sorry for the wall of text. There's a lot of DE content on my blog also as well as back in March/April. Courtney, MajorSoB, Timbo, fishboy, grubnards, robm, (prolly forgot some) and myself play DE so maybe they'll add more insight for you.
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Post by whiplash3 on Aug 23, 2012 20:58:14 GMT -5
thankyou all so much, so to some it up for weaponry it would be best to take weapons in my army that can take out lots of footies and also take out respectable tanks. and i plan on having a pretty balanced between wyches and kabals. with some hellions with the baron and deffiante adding a razorwing and maybe some reavers i will either bring a grotesgue or wrecks to bring down giant beasties.
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MajorSoB
Moderator
The oldest
THE GRUMPY OLD MAN!
Posts: 2,135
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Post by MajorSoB on Aug 23, 2012 23:48:24 GMT -5
The best advice that anyone can ever give you on any army that you play is to build it like you want to. This board, and countless others on the internet, host a variety of discussions as to what the best options are, etc., but the only thing that really matters is what you want to play, after all you are the one who will spend your hard earned money buying it, hours assembling and painting it, so make sure it is something that will hold your interest after all is said and done.
With that advice in mind let me give you my perspective on the Dark Eldar. Aaron's (Hyv3mynd) opinions seem to be accurate, Dark Eldar do have strengths, but also many weaknesses as well. They can hit as hard as any army in the 40K system, but when things go wrong they get bad really quickly. Dark Eldar feature hard units that do alot of damage in close combat. They are highly mobile and capable of getting to most any spot on the board quickly. Their troops are relatively cheap (points wise) so they could be played in large blocks as well. They have some devistating firepower that seems to center around the dark lance. Outside of melta weaponry I would rank dark lance weaponry as the second best tank killers in the game due to the rule that they bring all armor values down to 12. Couple that with their base strength of 8 and you have yourself a decent gun. On the other side, dark eldar do not hold up to incoming firepower. Their personal armor is negated by the most common weapon in the game, the bolter. You will find that most of the time the only save that you will be able to take is a well played cover save. Close combat is your friend since that is the only sure way you can avoid being shot. Most all the units listed in their current codex are good, some of them have better situational uses than others, but they all are playable and capable of earning you points in a game. Be careful with your vehicles. None of the choice ( raider, venom or ravager ) offer decent survivability to heavy firepower due to their low armor value and lack of hull points. They are fast and derive their strengths from that. Also while your army features a high close combat initiative, keep in mind that you are only strength 3 and toughness 3. Poison will help you score wounds too but surviving enemies will also wound you back since you are low strength with weak armor. So with this knowledge buy what you like. Dark eldar are some of the best models in the game and look great on the table. Get ready to win some games big, but expect some big losses too while you are learning.
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Post by whiplash3 on Aug 24, 2012 13:12:21 GMT -5
thankyou very much all of your for your input i think you have all given more than enough info. i will not be on this weekend but when sunday night comes around i will have a few rough 2000pt lists and will apericate your input besides that i think we are done here,
THANK YOU ALL VERY MUCH. ;D ;D ;D ;D ;D ;D ;D ;D ;D ;D
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Post by whiplash3 on Aug 26, 2012 15:41:31 GMT -5
Here is a 2,000 pts list i came up with i would like to hear your comments and opoions. Lelith hesperax with 9wyches-hydra gaunlets-hekatrix with agoniser. taking a raider with flickerfield. 10 wyches shardnet&impaler razorflails-hekatrix with power weapon 9 kabalite trueborn with 4 blasters and 2 dark lances taking a raider with flicker field 10 kabalite trueborn 2 splinter cannons 4 shredders 3 shard carbines-dracon with ghostplate and power weapon. 10 inubui-klaivex with bloodstone and murdeouse assault. cronos parasite engine with spirit probe and spirit vortex. talos pain engine with twin-linked liguifier gun extra close combat weapon and stinger pod. Razorwing jet fighter with two necrotoxin missles two monoscythe missles and night shields. baron sathonyx accompied by 14 basic hellions. 2-HQ 3-troop 3-elite 3-Heavy support--- comes to an actual points amout of 1,992. thank you please leave your comments and thoughts. thankyou.
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MajorSoB
Moderator
The oldest
THE GRUMPY OLD MAN!
Posts: 2,135
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Post by MajorSoB on Aug 27, 2012 3:53:13 GMT -5
Its not a bad list but you will find that you are a bit light on troops. Troops are needed to score and typically dark eldar troops are not that durable. I know the temptation is to take all the "cool stuff" that generally is found in the elites and with some of the special HQ units but you may want to drop or pair down a few of these things to get some more basic troops in the list. Try it and have fun with it, after a few games you will get a feel what direction you want to go in.
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Post by fishboy on Aug 27, 2012 7:56:05 GMT -5
My recomendation would be to drop the 2 dark lances in the trueborn unit or take them out of the raider and drop the 4 blasters. I find they work well in the raider with Blasters but will not be able to shoot the DL unless they stand still or snap fire.
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Post by whiplash3 on Aug 27, 2012 11:08:30 GMT -5
but if they are in the raider it being open top cant they shoot from the raider sense they technically haven't moved the raider has?
and thank you all im pretty sure i am going to go with this list and after i play a few games see what i want to take out and add to find out what works the best for me.
(i tried to balance my trueborns- one unit for heavy hunters and one unit for people killers.) thank you all so very much. i cant play at the 8th qualifier but i hope to show up and watch a bit is that allowed?
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Post by fishboy on Aug 27, 2012 13:10:24 GMT -5
Heh...the vehicle moving counts as the squad moving as well. Everyone in the vehicle can shoot if the fast vehicle moves 12 inches I think but the heavies can only snap fire. To fire the heavies (Dark Lances) at full ballistic skill you cant move.
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