Saturday, October 16, 2010

Must-takes and configurations


I have a confession to make:  I am going Dark Eldar when they come out.  Not because I'm a band-wagoner thinking they're going to be amazing, but because I have "space elf" roots.  I used to be a Eldar player back in 4th Ed. and they were utterly ridiculous.  In a way, I feel cheated of my experience because they were so good.  That pissed me off, so I sold the army and picked up Space Wolves.  Now that Dark Eldar is here, I think it's time to feed my heart's dark side and mental perversions and just go for it.  I always wanted to play Dark Elves in Fantasy, and now I finally get that chance.. in space!  To be honest, I think Dark Eldar are going to be the perfect balance between deadliness and expertise.  Only the best generals will be able to win consistently and I personally see this as a skill test to myself.

So now the cat's out of the bag, I'm going to go through some must take units and weapon configurations.  Below is my updated unit bucket with units that I like.  Keep in mind that even though the units I like are normally based on cost effectiveness, I also like to preserve a certain theme.  For that reason, I'm missing Haemonculii and their furry friends in the list below.

Friday, October 15, 2010

Dark Eldar: First turn or lose?


So I ran into a pretty interesting conversation today with an experienced gamer on how Dark Eldar will play.  I can't say I was happy to hear what he had to say.  Hypothetically, Dark Eldar will be the strongest if they take first turn and get to apply pressure early on.  What if they don't?  If they don't or if someone manages to seize the initiative from you, then you've got yourself a serious problem.  Let's quickly examine some common lists we see on the table.

Take these 3 armies for example:

  • IG Mech list with Chimeras.
  • Space Wolf RB spam lists.
  • Blood Angels 3/3 Baals and AC/LC Preds

All of these armies are capable of putting out an incredible amount of shooting in their first turn.  Mech IG can shoot out of their hulls and their basic Chimeras can put a serious amount of hurt on AV10 open-top vehicles.  Space Wolf lists can put out 15 S8 rockets per turn and a obscene number of Lascannon/Plasma shots.  Then there's Blood Angels:  Their vehicles are Fast so their AC/LC Preds can move 6" and shoot everything and their Baals can also blow their load at 6-12".  In terms of firepower, these armies are no joke since their purpose is to deliver game-changing results with their first round of shooting.

Thursday, October 14, 2010

Tough Dark Eldar decisions



So let's look at a couple of debates floating around the interwebz for what's the most cost effective option for Dark Eldar in a all-comers list.  When I build my lists, I always build for all-comers because I think the strongest list is also the most flexible.  I don't believe in list tailoring but I do believe adapting to your metagame.  There's no point taking the same crappy list, getting your face-rolled, understanding why you lost and what you need to do, but too stubborn to change.  That is doing it wrong.

Anyways, let's start with heavy support choices!  For simplicity sakes, let's talk about a direct comparison between two of the best choices for anti-armor.  In one corner, we have the Ravager and in the other corner, we have the Voidraven Bomber.  Here are some stats:

Ravager:
- The model kit is coming out in the near future.
- Has 3x S8 AP2 Lance weapons that can move 12" and shoot all.
- Can swap all its Dark Lances for Disentagrators for free.. so 9x S5 AP2 shots from each.
- Costs 105 points stock so it's 40 points cheaper than the Bomber stock.
- AV11/11/10 open-top, making it slightly less armored than the Voidraven.

Voidraven Bomber:
- No model at all.
- 2x S9 AP2 Lance Weapons that can move 12" and shoot all.
- Has a S9 AP2 Lance 3" blast mine but you can only drop it when moving 12".
- Can take some pretty killer missiles but further increases the cost of the bomber.
- AV11/11/10 closed top, so slightly more armored than the Ravager.
- Supersonic, can go flat out at 36".

Wednesday, October 13, 2010

Asdrubal Vect: Worth it or not?


First, let's look at Vect's combat stats.  He's WS8, BS8, I8 with 4W, 5 attacks base and comes stock with a Shadow Field.  Not only that, but he has Preferred Enemy vs. everyone, re-rolls to wound vs. Eldar and Dark Eldar and have a power weapon that always wounds on a 3+.  For shooting, he has a cube that shoots out a S10 AP3 Assault 1 Blast from 12" and each wound it does restores his wounds.  The thing about this weapon is that for wounding purposes, the S10 is matched against the target's leadership.  That means it's utterly worthless against vehicles.

What is the best thing about Vect?  He gives Dark Eldar the ability to Seize the Initiative on a 4+.  Just in case you roll low and your opponent thinks he's going first, Vect makes you take away your opponent's first round of shooting and passes it onto you.  Not only that, but he he can take a AV13/13/13 Raider that's open-topped so he can load 9x Trueborns in there and have 4x Blasters.  The Dais of Destruction also comes with 3x Dark Lances.. but it's a damn shame that it can't move 12" and fire everything like a Ravager.  Oh well, it's still a pretty solid firing platform once you go flat out on turn 1 and plant it close to your opponents.

Tuesday, October 12, 2010

My 1850 Dark Eldar list


It's time to write out my Dark Eldar list.  I'm gearing it for 1850 points for now, but I'll most likely go back here and tweak it up to 2K in the future.  The thing about this list is that I'm not running Vect yet.  I probably will in the future because I think he can offer a lot of 1st turn potential.

1851

HQ:
Archon (SF, Husk Blade, Drugs, Soul Trap) = 145
Duke Sliscus the Serpent = 150

TROOP:
9x Warriors (Raider NS/SR, Blaster) = 176
9x Wyches (Raider AS, Hekatrix/Phantasm/Agnoizer, HG) = 205
10x Wyches (Raider AS, Hekatrix/Phantasm/Agnoizer, HG) = 215
10x Wyches (Raider AS, Hekatrix/Phantasm/Agnoizer, HG) = 215

ELITE:
10x Trueborn (Raider NS, 4x Blaster) = 250

HEAVY:
Voidraven Bomber (FF, NS) = 165
Voidraven Bomber (FF, NS) = 165
Voidraven Bomber (FF, NS) = 165

The Archon here is the Archon I would take if I wanted something really killy.  The Husk Blade is a power weapon that causes Instant Death and with the help of the Duke's Contraband, I might get the drugs I want.  I see Duke as an auto-include in most lists simply because he offers a ridiculous amount of benefits to the army.  Notice the amount of Combat Drugs I have floating around - that's because Contraband allows everyone to roll two dice when selecting drugs instead of 1, and you get to pick which one to take.  Wyches just got hell of a lot scarier and re-rolls to wound with a Husk Blade is no joke.

Sunday, October 10, 2010

More Dark Eldar stuff


Alright, so I went into my LGS and spent a ridiculously good amount of time with the Dark Eldar book.  I basically barked and bit anyone who got close to me so all this info I'm about to tell you is pretty good.  First, I'd like to correct a few things from my previous post.  Well, not really correct, but to confirm on a few things:  Razorflails are indeed that, Shatterfield Missiles are the missiles that I liked and Flickerfields are what the 5++ invulnerable upgrade on vehicles are called.

So I didn't get to look too indepth into the FA choices last time I had the book, but this time, I analyzed them to the bone.  Out of all the FA choices, I'm only sold on Scourge.  They are Jump Troops and have ridiculous options for weapons.  At 22ppm, for every 5 models, 2 of them can replace their Shard Carbines with special weapons.  That means in a squad of 10, they can have 5 special weapons ranging from Splinter Cannons (yes, Cannons), Haywire Blasters, Heatlances, Blasters and Dark Lances.  Imagine a full squad of 10 running around with 4x Haywire Blasters or Heatlances messing around with vehicles.  Now imagine 10 with 4x Splinter Cannons pouring out a ridiculous amount of poison shots per squad.  Start the game with an attached Haemonculus with a Hexfire Rifle just so the squad can get FNP (along their 4+ save) and then run off to do his own thing.  With enough targets to saturate the field, these guys might actually get some field time.

Saturday, October 9, 2010

What's good in Dark Eldar


I know.. I haven't posted in forever.  If you worked as much as me you'd understand, but thank god most people don't have to.  Anyways, I finally managed to drag my ass into my LGS and check out the Dark Eldar codex in person.  I have to say; I'm impressed.

First, I have some notes I want to share with you.  Like most of you already know, my brain only works one way:  I go through a codex and point out what I consider to be the best, top tier, the most cost effective yata yata and discard the rest.  Well, I didn't get too much time with the book since there was a good number of people in there, but I do have what I consider to be the "gist" of it.  In short, the entire army is fast -- much faster than Blood Angels.  That's perfectly fine, I mean for god's sakes they're elves.  I can't imagine my High Elves being slower than Empire, hell no.