Let's see what i play with now a days.
HQ
Haemonculus-Crucible of malediction,Liquifier gun,Armour of misery,webway portal 155 pts
Elites
four Incubi, with a klaivex and a venom. - 175 pts
nine wracks, one liquifier 105-pts
Troops
ten kabalites, one splinter cannon, raider with dark lance, Night shield and splinter wracks -195 pts
ten kabalites, one splinter cannon, raider with disintegrator, Night shield and splinter wracks -190 pts
Four kabalites,blaster, one dracon with agonizer and splinter pistol -145 pts
Fast attack
Razorwing jetfighter 2*dark lances,4* monoscythe missiles,twin linked splinter rifles -140 pts
five scourges 3*heatlances, 2*shardcarbine -110 pts
Heavy support
Ravager ,night shields, 3*dark lances. - 140 pts
All in all 1495 PTS. I haven't decided where the last five are, but i'll probably change my HQ to a succubus, and remove the Haemonculus and put him in a raider.
As of right now the list is pretty straight forward, Aim for the "reroll nightfighting, reserves and seize initiative" warlord trait, with the detachment special rules you get a reroll on the Warlord trait list. And i have NEVER regretted it.
Raiders do a good job of killing infantry, i've had them seize First blood on turn one on two occasions. And rerolling Splinter weaponry helps against flyrants and EXCELS at taking on T4 Upwards, but it's like roulette with the armour saves (everybody gets a spin) AP5 doesn't impress anyone.
The Archon goes with troops in the venom and are good harassing, getting of animus vitae shot on Turn two at the latest (you are Dark eldar, go FAAAASSSTT!) and hopefully nets you a +1 on PvP. The haemonculus cuddles up to my Wracks, and deepstrike murder psykers, or liquifies them. S3 ain't great, but 50% at AP3 or better could be a lot worse. A torrent weapon removes both cover and Armour saves which is nifty, the secret is to make the most of your non-scattering DS. You might not live another turn, where do you get the most exposure?
Like most DE players i usually struggle with Anti tank, enter the Scourges, ravager and possibly the Razorwing. The archon and his "droogs" are multitaskers, the can take on most things, and are fast enough to just shimmy out of most places.
sorting this shit out.
Anti infantry:
Shard-Raiders
Inubi in venom
Anti tank:
Ravager
Scourges
Psyker and Heavy infantry slayers
Haemonculus
Archon
I try to go well rounded, and if the ravager is taken out the razorwing can shoot Dark lances at vehicles or missiles a units in cover. If raiders are taken out, the venoms can cover the slack. I usually discount the Lances on raiders, as the cannot be counted on, i look at them as bonus shots, that are good to have, but not to be trusted.
Things to remember are
- Always opt for nightfighting- we see in the fuggin dark. Best if saved to the OTHEr half of the game actually, see below.
- Reroll warlord traits until you get a beautifull two.
- Reroll ALL to hits on the raiders, Twin linked, even if you jink (only affects vehicles, not crew within)
- The detachment rules gives me a 5+ cover save for all troops Turn one, AND during nightfighting, people seem to miss that part. But it actually means that if Night fighting takes place turn 5 and onwards, you have your5+ for troops then AND turn one. However, DE excel at alpha striking, so odds are.....you won't have a significant amount of units left, but if you do? RUN, RUN to those objectives. Also, a 3+ Cover save turn one ain't shabby. For you at least.
- Incubi EXCEL at striking terminators, high I, and AP, with a D3 extra attacks for the klaivex. Do not let them get bogged down.
- Put the ravager in cover, enjoy your +1 cover save with stealth, will usually mitigate the need for jinking, which makes you them useless.
- Haemonculus needs to find psykers, or 3+ units to earn his due, don't be afraid to keep him in ongoing reserves if nothing is available on turn 2.
Let's see what damage i can do.
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