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Dark Eldar list(s)

 Post subject: Re: Dark Eldar list(s)
PostPosted: Thu May 26, 2016 11:59 am 
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The generally agreed consensus behind NetEA epic list development is to create balanced lists first and foremost, matching 40k stats is a secondary consideration, there is a lot of pushback and arguing in this area, but the reasons are sensible

as stated above, GW like to faff around with their rules, following this just means more development work and really what does it actually add to the game? armies like Tau are artificially altered in epic to make them play in a style noticably different to other lists

codex creep is also an issue, GW use new releases and rule buffs as a form of marketing, we want to avoid this influencing the NetEA development process to preserve the balance between lists that we have all worked hard to establish

simple testing often reveals direct weapon ports to be overpowered or to encourage styles of play not intended for the list

I'm not entirely sure of the changes made porting the NetEA Dark Eldar list over to EpicUK, and I'm not overly familiar with the DE fluff and rules in 40k as I stopped playing long before GW (re?)introduced them, however in its EUK incarnation the list is entirely competetive, recent tournament results back that up with dark eldar lists finishing in the top half of the table at both the 2015 GT and wrath of the tyrant 2, indeed at WOTT the two dark eldar lists placed 2nd and 3rd with 5 wins and a single loss between them

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 Post subject: Re: Dark Eldar list(s)
PostPosted: Fri May 27, 2016 7:42 am 
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I still do not see why Kalabite warriors main weapon is only 15cm, when it should be 30cm. It means the army can not leave kalabite warriors on an objective and have a moderate chance of being able to shoot back at enemy formations that are sitting out at 30 or 45cm taking pot shots.

That at least should be changed. The army list was still experimental only a couple years ago, so it really has not been fully developed and tested yet. I know from this website and one other only 3 other people world wide that use the army. One in Perth who used it a lot, 2 others who are only just starting to build the army and have asked me for advise, and myself.

After checking out the EpicUK Dark Eldar liist, which has the same stats 15cm range, it still seems wrong. It looks like someone at GW or in the UK made a typo, and did not bother to correct it.

I may have to alter my tactics, and keep the infantry mounted on the raiders behind ruins and buildings. Pop up, or move into range-shoot and move back behind the cover of the ruins. It does make the unit on board the transport more susceptible to being destroyed if their transport is destroyed, or if 2 or more enemy assault the transports, I can not unload the infantry to take part in the battle, so they can not dismount., and would be destroyed with their transports.

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 Post subject: Re: Dark Eldar list(s)
PostPosted: Fri May 27, 2016 10:59 am 
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I'm no expert at dark eldar but I think the fact that they can march and still support an assault implies a tactic for kabalite is march (or double and shoot if you can) to within 15cm and then engage with something else (tougher) to get those FF4+ support fire without having to take hits on their no armour. I presume those special movement rules (which I dont think exist in 40k have a price in epic terms of reduced shoot range). I personally would rarely advocate staying in a transport vehicle unless you're pretty sure it can't be hit.


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 Post subject: Re: Dark Eldar list(s)
PostPosted: Fri May 27, 2016 1:58 pm 
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I have invested too much time and money to give up on my Dark Eldar. Revise Tactics, adapt and overcome.

My painted forces so far
Image

one of my favourite conversions. This is my Executioner landing barge

Image

and formations still to be painted. The 3 raiders, 6 wyches and one of the aircraft have been painted since this photo was taken.

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 Post subject: Re: Dark Eldar list(s)
PostPosted: Thu Jun 02, 2016 12:45 pm 
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OK, so with the way Dark Eldar have been setup with rules like hit and run, fleet of foot, and the main weapon for their Warriors being only 15cm, it seems to me that trying to hold as many objectives in my deployment 1/2 of the table is just stupid.

I am rethinking my tactics - completely.

Have a warrior formation, and maybe the Titan to hold the Blitz in my half. This means I can sit the Kalabites on the objective, hide the Titan behind ruins, etc, and then assault/FF out to the enemy to stop them getting the Blitz. My forces are fast enough to redeploy any formations need to keep the enemy off my Blitz. This stop the enemy getting Blitzkrieg. Hopefully if I have enough spare formations, I can stop the enemy from getting Take and Hold as well. I do not think I can achieve the Hold the Line victory condition, however I can easily stop the enemy from getting it.

Keeping my Titan at the rear on the Blitz, means it does not do much in the game, unless the enemy is trying to get 2 victory conditions in one attack. I could easily redeploy to stop this.

I would likely try and get the Break their Spirit victory condition, and the Blitzkrieg by taking the enemy Blitz Objective. I think Take and Hold should be easier, as I could concentrate the bulk of my force, while the enemy is spread thin covering objectives, or sitting in reserves waiting to teleport or planet fall, and kill off the defenders on one objective, leave a small formation behind and move onto the next in force. The enemy would be reacting more than taking the initiative, and my super fast formations means, that if the enemy counter attacked in force, I could withdraw, and strike the areas they have weakened.

It does mean a more aggressive tactic with hard attacks, followed up by cowardly redeployment to save my strength and draw the enemy away from their protected assets.

I hope this tactic should win me most games. My only weak spot in this is other forces who move just as fast, and have units with weaponry that has better ranges than my units. That and massed artillery defended by massed troops in cover.

I am thinking about Eldar, White Scars, Squats, and Guard Artillery lists in particular. I might even have a hard time with Ork Speed freaks, and Marine strike forces that have planet fall, teleport and lots of whirlwinds.

I have sorted out the anti-air issue, with at least 2 formations of Raven fighters.

I an going to try and use my new tactics in practice games when I can prior to (end of) Junes Heavy Bolter tournament in Melbourne. Then there is the August Castle Assault in Newcastle, the September Campbelltown Hall of Heroes tournament, and lastly October's MOAB at Sylvania heights - South Sydney.

I also want to organize an event at the Hall of Heroes, and maybe have the same event run by the Melbourne and Newcastle groups, where we have a Megageddon being run. Hopefully we get 6 players for each store, and this means 3 tables with 12,000 points or more a side. I could put my forces to cover 2 tables as I have over 8,0000 points of Dark Eldar painted and ready to go.

Even just convincing another player, or players to play a multi-table all day game against my Dark Eldar would be good. I could even provide the Eldar Sian-Hann army to go against my force.

Excuse me while I come back from the dream-scape and back into reality.

It wold be good to play a game that size though.

Do you think my new tactics for Dark Eldar are good, or am I missing something?

I have formations from all the options available in a Dark Eldar list including Wyches, Warp Beasts, Scourges, Hellions, Barges of Pleasure, Executioner Landing Module, Tormentor Titans, Haemonculi/Grotesques, Mandrakes, Reaver jetbike(s), Ravager(s), Syndicate(s), Torture class Cruiser, Heavy Barges and Coterie/Archon. I also have Venoms for when the Dark Eldar finally get them as transports. Only the Mandrakes do not come with a transport and have to foot slog it. All the rest move between 30cm and 40cm, with most either having the skimmer or jump special rule.

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 Post subject: Re: Dark Eldar list(s)
PostPosted: Thu Jun 30, 2016 1:08 pm 
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The local gaming store is looking to run a 1 or 2 day Minigeddon tournament in September. With that in mind, and considering how badly I did at Heavy Bolter with my Dark Eldar army, I have written up a few list to try out.

Tournaments are the best places to get your rules interpretations sorted out, find out all those nasty tricks your army can and can not do (especially since Eldar beat me badly in one game, and I learned a lot of tricks from him.

So here are the lists I have worked out

1000 Point Epic Dark Eladar Kalabite force for Minigeddon

List 1
250 Points – 1 x Kabal Koterie – 4 x Incubi incl Dracaon, 2 x Raider transports
350 Points – Kabal Flotilla – 6 x Ravager Hover Tanks (BTS Objective)
200 Points – Kalabite Syndicate – 6 x Kalabite Warrior, 3 x Raider transports
200 Points – Reaver Gang – 6 Reaver Jetbikes

List 2
400 Points – Kabal Flotilla – 6 x Ravagers, Dracon (BTS)
200 Points – Kabal Syndicate – 6 x Kalabite Warriors, 3 x Raiders
200 Points – Reaver Gang – 6 x Reaver Jetbikes
200 Points – Reaver Gang – 6 x Reaver Jetbikes

List 3 (only 975 points)
650 Points – Kabal Flotilla – 6 Ravagers, Vessel of Pain, Dracon (BTS)
325 Points – Reaver Gang – 8 Reaver Jet Bikes, Sybarite

List 4
300 Points – Kabal Flotilla – 4 Ravagers, Dracon
200 Points – Reaver Gang – 6 Reaver Jetbikes
500 Points – Heavy Barges – 2 Vessels of Pain (BTS)

List 5
300 Points – Kabal Flotilla – 4 Ravagers, Dracon (BTS)
200 Points – Reaver Gang – 6 Reaver Jetbikes
250 Points – Heavy Barges – 1 Vessel of Pain
250 Points – Heavy Barges – 1 Vessel of Pain

List 6
300 Points – Kabal Flotilla 4 Ravagers, Dracon (BTS)
225 Points – Reaver Gang – 6 Reaver Jetbikes, Sybarite
250 Points – Haemonculi Coven – 2 Haemonculi, 4 Grotesques, 3 raiders
225 Points – Mandrake Throng – 6 Mandrakes

List 7
300 Points – Kabal Flotilla 4 Ravagers, Dracon
225 Points – Reaver Gang – 6 Reaver Jetbikes, Sybarite
250 Points – Heavy Barge – 1 Vessel of Pain
225 Points – Mandrake Throng – 6 Mandrakes

I am thinking of possibly designing a few more with maybe Talos Pain engines (AV fearless reinforced armour walker) backed up by Perditors for their indirect artillery ability, (WE reinforced armour walker fearless). Both have MW in CC. The only problem being they move 15cm only.

They would cost 200 for 4 Talos, and 300 for 2 Perditors (4BP rather than 2bp) with an indirect range of 60cm and Distort.

A possible assault formation that can be triple moved up to support an assault form say Reaver jetbikes. When they are finished with the assault, move them into cover and bombard the enemy. 500 points though does seem a lot.

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 Post subject: Re: Dark Eldar list(s)
PostPosted: Sat Jul 02, 2016 1:58 pm 
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After playing quite a few games with Dark Eldar, especially against armies like IMperial Guard, Eldar and Space Marines, I have faced a varied gambit of opponents. From heavily armoured good all rounders - Marines with decent aircraft and whirlwinds, massed troops with good range, heavy tanks/WE, and overwhelming artillery - IG, and fast, armoured specialist forces that have some indirect artillery, good aircraft, lots of Macro weapons, and cheap troops as well - Eldar.

Most armies for Dark Eldar will include a formation of Ravagers, 1 or 2 Reaver jet bike formations, 2 formations of aircraft - I prefer Razorwings as they get more weapons, and can be used as bombers as well as fighters for CAP. Titans c an be expensive, and they draw enemy fire like candles to moths. In all the games I have used Titans for DE, they have only survived by 1 or 2 DC, or were destroyed.

I have not used Talos or perditors, however I want to. I faced Eldar Wraith Lords including a Farseer Wraith lord in a corner deployment, and they are nasty - fearless infantry with reinforced armour and +1 ea MW attack. Fearless is a powerful rule to have as you do not lose troops to failed combat resolution results, and do not take wound from blast markers when broken.

You only have a small number of fearless units in the Dark Eldar army. War Engines like the Tormentor Titan, the Executor Landing Module, and the Karnashak are 3. However the more rerasonably prices ones are the Talos, The Perditor (which gives you Indirect Disrupt artillery out to 60cm (both these have reinforced armour), the Haemonculi and Grotesques which can take transports and are reasonably priced. (Haemonculi also have the Leader skill)

As mentioned before, the vessel of Pain is a good priced mini version of the Titan, a little slower at only 30cm move, however 2 of them (same price as a titan), have 2 range 45cm TK MW and a range 45cm 2x AP weapon and a Horrorfex each. They also have 2 shields, and 3 DC each compared to the Titans 3 shielda and 4 DC and only 4 weapons - 2 of which are MW TK.

Also remember if using War Engines, these can be targeted separately. You can also place your Sybarite or Darcon in a War engine to help him/her last longer.

I have been mixing things up, and have roughly worked out what I need for most of my lists.

4 to 6 ravagers, perhaps with a Vessel of Pain. Perhaps a second formation with Ravagers and Sybarite only.
4 Incubi with Archon or Dracon and maybe a ravager. Sometimes I add in either more Incubi, or Kalabite warriors or Haemonculi / Grotesque and transports to fill out the numbers or add fearless to the formation.
2 formations preferably of 3 Razorwings, else 2 per formation.
Perhaps 1 or 2 formations each of just 1 Vessel of Pain if you have the points spare.
At least 2 formations of 6 reaver bikes with sybarites.
A slavebringer with 4 Talos, OR a Wraithgate, and 4 talos and 2 Perditors usingcorner deployment.
or
6 mandrakes backed up by 6 scourges with a sybarite for teleporting in.
or
a formations of 2 Haemonculi and 4 Grotesques in 2 Barges of Pleasure.

I think you can tweak the list to fit into 3000 points and get a good representation of the force above using one option or another.

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 Post subject: Re: Dark Eldar list(s)
PostPosted: Sun Jul 03, 2016 12:13 am 
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I have been working on a few 3000 point lists, with Castle Assault in mind, and 1000 point lists with the Hall of Heroes Epic Event in mind as well.

Here is one of the 3000 point lists I worked out. I think it has the makings of a decent force for tournament play.

List 10 – 8 Formations, 53 Units, 6 AC, 2 WE, 12 INF Skimmer, 18 INF foot, 2 AV Walker, 13 LV Skimmer


50 Points – Wraith Gate – 1 Webway Portal
350 Points – Kabal Coterie – 4 Incubi, Archon, 2 Raiders, Ravager
375 points – Kabal Flotilla – 6 Ravagers, Sybarite

225 Points – Reaver Gang – 6 Reaver Jetbikes, Sybarite
225 Points – Reaver Gang – 6 Reaver Jetbikes, Sybarite
225 Points – Mandrake Throng – 6 Mandrakes
800 Points – Haemonculi Coven – 3 Haemonculi, 5 Grotesques, 2 Talos, 2 Perditors, 4 Raiders

375 Points – Razorwings – 3 Razorwings
375 Points – Razorwings – 3 Razorwings

Does this list have what it takes to be competitive in a tournament?

If my opponent is an Eldar player also using a webway portal, can we use each others webway Portals?

If I do not have a webway portal, can I use my opponent Eldars webway portal?

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 Post subject: Re: Dark Eldar list(s)
PostPosted: Sun Jul 03, 2016 11:19 am 
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I'd say you'd be better off cutting back the 800 point formation and fitting another formation or two in there. 3-4 formations per 1,000 is often recommended as a good amount for tournament play, if you come up against an army with say 12 activations you might struggle. Also the formation has transports, but the Talos are stuck moving 15cm, which makes the formation too easy to avoid (while primarily targeting your smaller formations to reduce your number of formations).


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 Post subject: Re: Dark Eldar list(s)
PostPosted: Sun Jul 03, 2016 12:31 pm 
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I had a game today against a decently designed Space marine - Imperial Fist army. He had 11 formations including aircraft, a 6 strong Whirlwind formation, 2 x tactical, 2 x devastator, 2 x predator, a Fellblade, 2 x land speeder formations with different types of LS in each. I used the list I posted previously. I replaced an objective close to the center line with the Wraith Gate.

I won the strategy roll and triple moved the large Haemonculi formation up to hold and cover the objective. The formation, worked well as they were mostly fearless, had a heap of leaders to remove BM, and also had the Perditors to rain 60cm indirect artillery fire on the enemy whirlwinds etc, and force the opponent to relocate forces to shoot at or assault my Haemonculi formation.

I held off 2 Devastators and 2 Tactical formations, destroying the 2 tacticals and a devastor either in close combat or by ranged fire. I forced an intermingled assault, stayed in cover, and still had 1 Perditor, 2 Haemonculi, 1 Grotesque and a Talos remaining at the end of 4 turns. The formation was pelted by ranged fire or close assaults from the Whirlwinds, a Fellblade, Prerdators, land speeders, the 2 Tac and 2 Deve formations.

The rest of my force moved about and picked off targets. I lost a whole reaver gang, the Mandrake throng, half my Coterie, and over half the Haemonculi Coven. My Razorwings were amazing, finishing off the Whirlwinds, breaking the Fellblade who ended up on 1 DC by turn 4. wiping out a whole land speeder formation, killing both thunder bolt fighters as they exited the board and reducing one of the Predator formations so my Ravagers could finish them off.

My Mandrakes teleported in on turn 2, forced my opponent to turn and shoot, hold initiative, and continue to shoot until he broke the Mandrakes. This meant I cold tripple move my jetbikes up, retain initiative, and assault (intermingle assaulted) his devestators and tacticals, and proceed to wipe them both out at a loss of 2 Grotesques, and a Talos. This happened again in the next round.

He won the game in turn 4 by having more activations, and triple moving his speeders to my Blitz, and then holding another objective in my half with his Fellblade (which would not die). This gave him Blitzkrieg and Take and Hold to my Break their Spirit for killing off his Whirlwinds. He also moved a formation of Predators up to contest my holding one of the objectives in his half, otherwise I would have had Take and Hold as well, and I would have won on kill points.

I can see activations are important, however the Haemonculi formation works well. Thus I have altered the list to remove the Talos and Haemonculi upgrades to the Haemonculi Coven formation and included a Vessel of Pain as a separate formation. Below is the updated list.

List 11 – 9 Formations, 49 Units, 6 AC, 3 WE, 12 INF Skimmer, 16 INF foot, 12 LV Skimmer
Individuals – 50 Points
50 Points – Wraith Gate – 1 Webway Portal
Kabals – 725 Points
350 Points – Kabal Coterie – 4 Incubi, Archon, 2 Raiders, Ravager
375 points – Kabal Flotilla – 6 Ravagers, Sybarite
Partisans – 1475 points
250 Points – Heavy Barge – 1 Vessel of Pain
225 Points – Reaver Gang – 6 Reaver Jetbikes, Sybarite
225 Points – Reaver Gang – 6 Reaver Jetbikes, Sybarite
225 Points – Mandrake Throng – 6 Mandrakes
550 Points – Haemonculi Coven – 2 Haemonculi, 4 Grotesques, 2 Perditors, 3 Raiders
Aircraft – 750 Points
375 Points – Razorwings – 3 Razorwings
375 Points – Razorwings – 3 Razorwings

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 Post subject: Re: Dark Eldar list(s)
PostPosted: Sun Jul 03, 2016 1:30 pm 
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I've only used the EpicUK list, but for me it's crucial to have 11-12 activations and some kind of alpha-strike units to make the list work.

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 Post subject: Re: Dark Eldar list(s)
PostPosted: Mon Jul 04, 2016 10:40 am 
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Do you take many of the UK list formation leader upgrades in a force with that many formations?

I have found that not having at least a sybarite can mean the difference between a formation remaining broken for 2 turns and being able to rally and remove the extra blast marker.

I know the UK list has a lot of cheaper formations and upgrade options (except for the leader upgrades). The list does include venoms which I have made 6 of myself, but can not use in the EpicEA list.

My biggest problem with facing opponents is that most enemy armies I face have weapons that are range 45cm for basic troopers. Most of them have AP/AT ability. The Kalabite warriors only have a range of 15cm and can not hurt vehicles at range. I have to use Ravagers, backed up by bikers and then add in other formations to suit the style of battle I want to fight. I have found that teleporting can be very risky, and many of the armies I face are either Eldar or Space Marines.

Others are generally Imperial Guard or Titan Legion Lists so there is enough AA, lots of massed artillery, large formations of infantry with good ranges for their autocannons or very good infantry with good weapons and armour.

My assault troops are a match with many of the armies I face. The largest weakness in the Dark Eldar list is the lack of cheap enough units that have good weapons ranges. All the units that have ranges of 45cm or more cost a great deal of points. I find that the Shadowfields do help a bit though.

I am currently on a budget, so I can not buy anymore units for my army at this time. If I were to add more, I would finish off the second Scourges formation, build another 2 Bike formations to add to the 2 I have now, perhaps get the Haemonculi / Grotesque upgrade for my Grotesque formation, and buy more Talos. I might even make all my jet bike formations have enough jetbikes to make 4 formations of 8.

I have found that larger formations last longer, and also are better in close combat/Fire fight. They also last a lot longer against the constant pounding they get from enemy artillery. I just have to find a good medium between formation sizes / cost, and the amount of formations I have in my list. My 11 formation basic - (only 1 Dracon in the army) list was overwhelmed by Imperial Guard who had 2 formations of artillery, lots of Hydras, Leman Russes, a Shadowsword, 2 formations of rough riders, a Leviathan, 2 thunderbolt squadrons, 3 tactical platoons, and a command platoon.

They kept me at bay using their 45cm basic trooper range (on overwatch), used their tanks to snipe my ravagers, artillery to kill off any units they could not see, and then used the nasty rough rider force to keep me away being able to teleport in close enough to his artillery. When it was over I had 5 under 1/2 strength broken formations and a formation that had only just rallied and had my Dracon in it but only 3 units out of the 9 that started in it.

At a recent tournament I faced off against Tyranids which was a fun game. I lost only due to his being able to keep me away from the center of the table where 4 of the objectives were by using his scout infiltrator in a picket line with a 10cm radius of control. I killed so many Tyranids though (damn their re spawning).

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 Post subject: Re: Dark Eldar list(s)
PostPosted: Wed Jul 06, 2016 12:16 pm 
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Ok I have gone through all the possible lists I can work out and have decided on one of 2 options. Each has only 9 formations, however they both have a decent sized (larger formation) that is fearless, has artillery, and is very good in close combat. One has a bomber war engine to transport a fearless AV walker unit into battle, and the bomber can then carry out bombing runs in later turns. The other has a teleporting unit that has to rely on getting the strategy roll to survive. Both have a nice Vessel of Pain to give me extra fire power and decent weapons range.

They have a good sized Ravager formation (as they tend to get shot up first), a nice Incubi formation with a Ravager added. The standard pair of Reaver Bike formations is there as well. Both have Razorwing fighter squadrons for CAP and bombing runs, as these have better weapon options than Ravens. They get a range 30cm 3+MW (TK) that can shoot every 2nd turn (slow), however it is great for supporting anti titan attacks, or taking out basilisk formations, etc.

The one with the Mandrakes has a Webway Portal that I can send the Mandrakes through if needed. I have found that having the 550 point formation with 2 Haemonculi, 4 Grotesques, 3 raiders and the 2 Perditors is a decent combination. You can triple move the formation first turn, get the Perditors into range to harass enemy with their indirect distort artillery, and if the enemy get close, then your whole force is mostly fearless and devastating in close combat.

They might only have 9 activations vs the average 11 or 12 for some lists, however I have found that enemy army lists with a lot of smaller cheaper formations tend to get whittled down really fast, and by turn 3 you are on an even par with them for activations.

List 12 – 9 Formations, 47 Units, 6 AC (1 a WE), 3 other WE, 12 INF Skimmer, 10 INF foot, 12 LV Skimmer, 4 AV walker
Kabals – 725 Points
350 Points – Kabal Coterie – 4 Incubi, Archon, 2 Raiders, Ravager
375 points – Kabal Flotilla – 6 Ravagers, Sybarite
Partisans – 1400 points
225 Points – Reaver Gang – 6 Reaver Jetbikes, Sybarite
225 Points – Reaver Gang – 6 Reaver Jetbikes, Sybarite
400 Points – Talos Swarm – 4 Talos, 1 Slave Bringer Landing Barge (Bomber/ WE)
550 Points – Haemonculi Coven – 2 Haemonculi, 4 Grotesques, 2 Perditors, 3 Raiders
250 Points – Heavy Barge – 1 Vessel of Pain
Aircraft – 750 Points
375 Points – Razorwings – 3 Razorwings
250 Points – Razorwings – 2 Razorwings

List 11 – 9 Formations, 49 Units, 6 AC, 3 WE, 12 INF Skimmer, 16 INF foot, 12 LV Skimmer
Individuals – 50 Points
50 Points – Wraith Gate – 1 Webway Portal
Kabals – 725 Points
350 Points – Kabal Coterie – 4 Incubi, Archon, 2 Raiders, Ravager
375 points – Kabal Flotilla – 6 Ravagers, Sybarite
Partisans – 1475 points
250 Points – Heavy Barge – 1 Vessel of Pain
225 Points – Reaver Gang – 6 Reaver Jetbikes, Sybarite
225 Points – Reaver Gang – 6 Reaver Jetbikes, Sybarite
225 Points – Mandrake Throng – 6 Mandrakes
550 Points – Haemonculi Coven – 2 Haemonculi, 4 Grotesques, 2 Perditors, 3 Raiders
Aircraft – 750 Points
375 Points – Razorwings – 3 Razorwings
375 Points – Razorwings – 3 Razorwings

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6mm wargaming is just like 25mm wargaming with more units fitting on the same size table. Thus bigger games to get lost in and avoid the hassles of everyday living, and offerings for the dice gods.


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 Post subject: Re: Dark Eldar list(s)
PostPosted: Sat Jul 09, 2016 9:33 am 
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Location: Campbelltown area (Sydney) NSW
I trialed a couple of new lists. One against Vanilla Space Marines, the other (which is similar) against Eldar. It is based on the Biel Tan Eldar Army that almost tabled my very bland 11 formation Dark Eldar army I took to Heavy Bolter. My tournament army had leaders, and a good variety of formations and had lots of speed. teleportation and lots of infantry and LVs.

The only problem is that I have no fearless units, no artillery and very little in the way of MW or Titan Killer weapons.

I have resolved that problem, and still maintained my forces balance between speed, close combat/ Fire fight, fearless, lots of Dakka, Macro weapons and Titan Killers. It has reduced the army down to 9 formations, which after I drop off the Talos, becomes 10 formations.

I am thinking of either -

Kabals – 850 Points
475 points – Kabal Flotilla – 6 Ravagers, Archon, Sybarite
375 points – Kabal Flotilla – 6 Ravagers, Sybarite
Partisans – 1650 points
225 Points – Reaver Gang – 6 Reaver Jetbikes, Sybarite
225 Points – Reaver Gang – 6 Reaver Jetbikes, Sybarite
400 Points – Talos Swarm – 4 Talos, 1 Slave Bringer Landing Barge (Bomber/ WE)
550 Points – Haemonculi Coven – 2 Haemonculi, 4 Grotesques, 2 Perditors, 3 Raiders (BTS)
250 Points – Heavy Barge – 1 Vessel of Pain
Aircraft – 500 Points
250 Points – Razorwings – 2 Razorwings
250 Points – Razorwings – 2 Razorwings

or

Kabals – 825 Points
475 points – Kabal Flotilla – 6 Ravagers, Archon
375 points – Kabal Flotilla – 6 Ravagers, Sybarite
Partisans – 1650 points
225 Points – Reaver Gang – 6 Reaver Jetbikes, Sybarite
225 Points – Reaver Gang – 6 Reaver Jetbikes, Sybarite
400 Points – Talos Swarm – 4 Talos, 1 Slave Bringer Landing Barge (Bomber/ WE)
575 Points – Haemonculi Coven – 2 Haemonculi, 4 Grotesques, 2 Perditors, 3 Raiders, Sybarite (BTS)
250 Points – Heavy Barge – 1 Vessel of Pain
Aircraft – 500 Points
250 Points – Razorwings – 2 Razorwings
250 Points – Razorwings – 2 Razorwings


The only difference between the 2 lists is one hav the extra Sybarite in the Archon's formation, while the other has the extra Sybarite in the Haemonculi Formation giving that formation 3 leaders.

This makes the formation remove blast markers very quickly. It can sit in cover and use sustained artillery fire to threaten enemy, or wait for enemy to assault and use its MW to kill of enemy attackers.

Either the enemy are concentrating on a 550 point formation, and maybe the 200 point Talos formation that I drop off nearby to it, or they ignore them and deal with rest of the army, and get pummeled by my Distort artillery.

The tactic has worked well so far. My aircraft, now backed up by the Slavebringer bomber make the enemy worry about 3 aircraft squadrons bombing them.

So far, I have pruned down 2 armies. I lost one game, because I was more interested in just killing the enemy, rather than taking objectives, and he still had 2 more formations than me at the end of turn 4. I had pruned the Marine force by killing off a thunderbolt squadron, 2 Tactical, a Devastator and a Predator formation as well as his large Whirlwind formation.

In that battle I think I lost a Reaver bike squadron, the Mandrakes, had 3 formations reduced to well under half strength (and they were broken most of the time due to blast markers.

The last game against the Eldar, I was still outnumbered, but I I killed off a shining spears, a Scout Bike, a Wild Rider bikes, a Guardian formation, the paired Revenent Titans, and the Falcons swords of Vaul formation.

I lost the Vessel of Pain, a Reaver Bike formation and had 2 other formations reduced to half strength.

I really think having 2 Fearless formations sitting in cover, up close to the enemy near objectives really changes the way the game gets played out. I still have formations zipping around the battle field, taking objectives, or using hit and run tactics, however, they are no longer the target of enemy concentrated fire. Also the fearless formations can sit on the objective, even when broken, and not worry.

They might not get unbroken for a turn, but, they can ride out an enemy assault really well, and when they rally, they are a threat again due to their artillery.

The good thing is, that if the enemy do kill of the Perditors, I can use the formation as an assault force, and add the Talos to the mix, and just take the close combat fight to the enemy.

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6mm wargaming is just like 25mm wargaming with more units fitting on the same size table. Thus bigger games to get lost in and avoid the hassles of everyday living, and offerings for the dice gods.


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 Post subject: Re: Dark Eldar list(s)
PostPosted: Mon Aug 01, 2016 11:51 am 
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Location: Campbelltown area (Sydney) NSW
I tried out my List I want to take to Castle Assault in Newcastle NSW - Australia in August. I was wary about playing against enemy who had forces that could drop in on my objectives with drop pods, and Thunderhawk Gunship transports, and similar type of transports as well as teleporting troops to force me to react to their maneuvers.

I faced off against a Space Marine army with Drop podding Devastators, 2 Thunderhawks each carrying Terminators led by Chaplains, a pair of Predator formations, A smaller spaceship, 2 Thunderbolt squadron of 2 AC each, and a pair of Warhound Titans.

I had the force I discussed previously with a Slavebringer carrying Talos, a Haemonculi formation with added Perditors, A Vessel of Pain, 2 Reaver Bike Squadrons led by Sybarites, 2 Razorwing formations of 2 AC each, and lastly 2 Ravager Flotillas, each with Sybarite, one also had an Archon leading it.

His Space ship did not do so well. I moved from where he though I would be, and then his drop podded in Devastators sat in cover for a round being ignored by me until I finally sent a Reaver bike group up to deny him my Blitz. I took his Blitz, which he also ignored, because of the Haemonculi and Perditors were making a nuisance of themselves with the Distort artillery, and sitting on an objective in his half. He kept pounding at it and my Ravagers.

In the end, I killed off both his Predator formations by bombing and shooting them, one of his Terminator formations in close combat, one of the Thunderbolt squadron when I intercepted it, and wound one of his Thunderhawks, but it got away, and I did not crit roll it. The Devastators and the other Terminators had losses, but nothing of note.

He killed off my command Ravager formation, one of the Reaver Bike Squadrons, and most of the Haemonculi formation, who thankfully were not broken at the end of the game. I also had minor losses in my other Ravager formation and surviving Reaver Bike Formation. My Vessel of Pain survived despite the amount of fire directed at it by his aircraft and Predator tanks.

I think my forcing him to face my Haemonculi and large force of vehicles and troops striking deep into his territory, made him stall his advance, especially since I ignored his deep penetration force of Devastators until turn 3, when after all he had was the 2 Warhounds, a lone Terminator force on his far edge, and his aircraft. I think his Warhounds might have done some damage, and even killed off the last units from the Haemonculi force in Turn 4. He had a long drive and decided to count the 1-0 battle in my favour as a minor win to me through just kill points.

I lost 700 points of formations, and if my Haemonculi had been Broken or were finally wiped out, then they would have given him another 550 points. I killed off 1075 points worth, but next round I would have killed off either the Warhounds (500 points) or the Devastators (250 points). So it was very close. I am not so worried about drop pod and Thunderhawks as much.

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6mm wargaming is just like 25mm wargaming with more units fitting on the same size table. Thus bigger games to get lost in and avoid the hassles of everyday living, and offerings for the dice gods.


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