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Batrep: Dark Eldar vs Marines, 3k

 Post subject: Batrep: Dark Eldar vs Marines, 3k
PostPosted: Wed Oct 03, 2007 8:55 pm 
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Hena - great batrep.  Thanks for posting!  I'll address your points:
1 & 2. I am finding that the DE are terribly unforgiving.  Perhaps the most unforgiving list in Epic.  I think that some of this will be mitigated with some changes to the list...

3.  We initially set this up in order to keep the army from turning into a tank army.  After the playtests that Charad, you, and I have done I am seeing that the upgrade cost needs to be lowered.  I haven't decided by how much but I am open to suggestion.  The one caveat is that the cost per unit for the upgrade needs to go up.  We want larger formations to cost more per unit than smaller formations.  My two ideas were to keep the core formation at 275 and the upgrade at 125.  Or simlarly the core formation at 250 and the upgrade to 150.

4.  The Wyches upgrade was just fine.  It is supposed to be flexible - the eight units per formation limits any abuse of the infantry formations.

5. Version 1.3.1 will have the armor as 4+ for the Vessels of Pain.  I'm going to keep the Barges of Pleasure at 5+ but I may consider a point adjustment in the future on them if it is warranted.  Unlike the super heavies from the Eldar these are different vehicles on different chassis and I can't see a 4+ on the BoP.  At 125 points the Barge of Pleasure seems like a fair price to me.  Your thoughts?

Other thoughts - I found that the Dark Eldar can benefit from a cost perspective from infantry formations with Raiders.  The extra number of free transports bolsters their survivability and carry some decent firepower.  The trick to rememer is that they are LVs so they can't provide cover and they die easy.  Unless you are trying to avoid barrage fire, it is best to unload the troops at the end of your move. Here is why:
1. The LVs with loaded troops mean that all AP and AT fire can be directed at your transports.  If you leave the infantry out, the AP hits have to be allocated to the infantry first.  This forces your opponent to use AT fire which will often have reduced to-hit numbers and fewer shots.  
2. Your troops can fire and firefight from within the Raider, so there is no logistical benefit to leaving the infantry inside in preparation for the next move.  

Move-shoot-move is something to consider at all times since it can bring you out of harm's way quickly.  

The only thing on the list that has staying power is the Talos (and it's big brother the Perditor).  If you want something to absorb hits that is the formation.  

The Tormentor is NOT a toe-to-toe WE.  It is brutal in its attack but you've got to get it into the attack to enjoy its fruits.  I'm open to suggestions on it, but they should be small (like increasing the Hail of Splinters from 2 x AP4+/AT6+ to 3 x AP4+/AT6+), but I'd like to see more playtesting first.

Webway: remember that your Raiders and Ravagers can use the webway since they are LVs.  A 50 point investment can put a large Kabal force or an upgraded Flotilla half way up the board - that is a tremendous assist.

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 Post subject: Batrep: Dark Eldar vs Marines, 3k
PostPosted: Thu Oct 04, 2007 8:13 am 
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That was enjoyable game and I agree it was 2nd best that day. :D

Overwatch against dark eldar is brutal, as they don't have any weapons with greater range than 45cms.

VoP should have 4+ armour and little tweaking on points cost, but units have pretty dark eldarish stats already. I'll play few test games with every unit and I'll chat more with you moscovian after that. :)

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 Post subject: Batrep: Dark Eldar vs Marines, 3k
PostPosted: Thu Oct 04, 2007 9:50 am 
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Cool - thanks for the report Hena! :)

3 games in a day - how long, what breaks did you guys take etc?

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 Post subject: Batrep: Dark Eldar vs Marines, 3k
PostPosted: Thu Oct 04, 2007 10:26 am 
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So approximately 10 hours with about one hour worth of breaks - or around 3 hours per game?!

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 Post subject: Batrep: Dark Eldar vs Marines, 3k
PostPosted: Thu Oct 04, 2007 3:27 pm 
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I'm concerned that the DE don't have the range that they need to compete - this was one of the comments that ePilgrim made during our games but I brushed it off.  But looking at the comments made here I am wondering if this is something we need to improve upon.  If so, where?  Do we need to improve the range of the Dark Lances on the Raiders/Ravagers? If so to what - 40? 45?  If the Phantom Lances were improved to 50cm would that extra 5cm help?  Keep in mind that would effect the VoP and the Tormentor would both be changed.  

I'm open to suggestions but I don't want to change too much either.

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