tag:blogger.com,1999:blog-5622098113058558421.post2985827633274876400..comments2023-11-03T01:55:48.848-07:00Comments on Legio Minimus: Deep Thoughts…Dark Eldar in 6th Edition!Big_Williehttp://www.blogger.com/profile/09005950810942158477noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-5622098113058558421.post-42964303792745655452012-09-16T14:38:59.422-07:002012-09-16T14:38:59.422-07:00I like most of your ideas and built a quick sample...I like most of your ideas and built a quick sample list based on some of the changes... my only real difference here is that I don't see the need for blobs of troops as much.<br /><br />Since DE got even MORE glass cannon-y every single game I play ends up as annihilation no matter what the game type is, thus the actual game type rules are nearly irrelevant except for deployment. I annihilate his troops right after anything particularly nasty dies, he then focuses on killing mine and whats left by 3/4th turn is that depending on rolls and army either he's going to table me or I'm going to table him. There don't seem to be any exceptions.<br /><br />As such and due to the nature of anti tank still being useful I've taken to fielding a 6 venom list, 3x 5 wyches with nets 3x 5x trueborn with splintery goodness, 1x unit of 10 scourges with baron, and 9x reavers with Heat Lances.<br /><br />The Wyches are great with 4+ invuln for tar pitting some tough units as well as combining them in assaults for 15 man wych-y death that gets you the enemies whole unit at -1 or -2 attacks. This is after they serve their primary purpose of assaulting vehicles that can't overwatch them with haywire grenades. 3 hull point vehicles will on average die in a single turn to a 5 wych squad charging with haywires. 4 BS ftw.<br /><br />Baron in a unit of scourges is something I don't see very often and have no idea why. They move the same, baron provides some much-needed CC utility in case they DO get charged, and tossing baron in front to soak wounds is quite possibly the best thing since sliced bread. I've had opponents waste an entire turn for over half thier army and just kill off 3-4 shardcarbine scourges via Look Out Sir after baron fails his first Shadow Field save. At that point even if they die immediately on the following turn they've soaked way way more than the points cost(365) in incoming fire and probably paid for themselves in the form of 1-2 tanks or destroying a transport for the venoms to get at the delicious soft things inside. With 4 Haywire Blasters the unit is too dangerous not to wipe out immediately and are an excellent wound soak. If they choose NOT to shoot at them they become ludicrously dangerous in all aspects, whatever you need, they are. Plus they have fleet so charge range is pretty damn good and shardcarbines + pod + hammer of wrath + I5 and you may even have furious charge on top by that point will decimate most non-space marine units before they ever get to fight back. Even reduced strength SM units probably won't survive the furious charge variant. If you have say 6 space marines left in a unit somewhere(if it started at 10, thats fairly normal for one venom having shot at them already), 3 die to the carbines and pod, 1 dies to Hammer and the 2 that are left aren't going to stand against 10 scourges + baron.<br /><br />Reavers with heat lances speak for themselves. Cluster Caltrops look good to me too but I value the versatility of heat lances too much. Moving in to 9" range then running away in the assault to mostly keep me out of assault range with them. Plus they can actually tar pit units that have been shot at by venoms already. Firing pistols and then charging in and decimating them.<br /><br />Any thoughts?Travisnoreply@blogger.comtag:blogger.com,1999:blog-5622098113058558421.post-57198683029792610662012-09-07T16:07:19.728-07:002012-09-07T16:07:19.728-07:00I feared your nids in 5th, I'm terrified of yo...I feared your nids in 5th, I'm terrified of your necrons in 6th.<br /><br />JonAnonymousnoreply@blogger.comtag:blogger.com,1999:blog-5622098113058558421.post-79644563948931312862012-09-07T06:50:46.271-07:002012-09-07T06:50:46.271-07:00Hey Jon,
Thanks a bunch for posting this, lots of...Hey Jon,<br /><br />Thanks a bunch for posting this, lots of great points. My article is only based on some very limited play time with the article and what I have seen in 6th so far. <br /><br />In regards to your two points I just wanted to comment on them quickly.<br /><br />A) In regards to the too much anti tank I can totally see what you are saying. I think stocking up on Dark Lances is the way to go due to their dual use of ID'ing Characters and stripping wounds off of MCs in addition to the Anti Tank. I guess I was more referring to the alternate AT methods (Scourges) and dual purpose units like Jetbikes. I just found that I was never using my Haywire Blasters or Heat Lances. Same thing goes for the dark lances on my Razorwing as I was always firing at troops. So dumping these for more focused units would see the armies effectiveness go up without sacrificing anything.<br /><br />B) I pretty much agree with everything you said. I don't find the Razorwing as useful as it was in 5th and if I was going to run it I would always do the dual disintigrators plus splinter cannon option and if I wanted the anti tank I would just do the Voidraven. I have been doing a lot of thinking though and you are right, this army has mountains of Anti Infantry which reduces the Razorwings usefulness even more to the point where why not just take a Disinigrator Ravager or a unit of 3 allied Eldar Scatter Laser War Walkers (155pts vs. 180pts)? They do the same thing (the Ravager helps cut down on heavier targets while the scatter lasers are overall much more useful) and cost either 50pts less (ravager) or only 25pts more (war walkers).<br /><br />Ah well, looking forward to getting in some games with my Revised List and playing some more games with my new Necron army.Ghouliohttps://www.blogger.com/profile/07498056090030830223noreply@blogger.comtag:blogger.com,1999:blog-5622098113058558421.post-59648210893246308362012-09-05T16:04:01.258-07:002012-09-05T16:04:01.258-07:00oh... anon@ 4.02 is Jon - doesn't have a "...oh... anon@ 4.02 is Jon - doesn't have a "clever handle" - P.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-5622098113058558421.post-15472730057760645422012-09-05T16:02:44.277-07:002012-09-05T16:02:44.277-07:00I agree with almost everything you've written ...I agree with almost everything you've written here except for:<br /><br />a) too much anti-tank..... I really haven't seen a drop in the number of vehicles being used. I know I am still running 5 rhinos at 1500 points for my chaos marines - simply because the points spent there are still protecting me from small arms fire. The first game I played with marines on foot saw me get annihilated by tau.... TAU! Purely because those S5 shots were able to put a volume of wounds on my boys in pink... it takes 36 pulse rifle shots to glance a rhino with no cover to death. Those 36 pulse rifle shots will result in 4 dead marines.... net savings of almost 30 points....<br /><br />OF course as a DE player, all those extra AT weapons that you're packign & not using are great for putting ID wounds on characters, hurting MC's and terminator hunting.<br /><br />b) Flyers - as a knee-jerk reaction I bought a razorwing to add to my DE army in 6th. So far Ive only fielded it twice, the first game it met an inglorious demise at the hands of some tank-hunting terminators with assault cannons, game two it was a star. I really think that both are good value for the points you are paying, I personally would prefer the voidraven for the reasons you've mentioned, coupled with the fact that a DE army really shouldn't need help in the anti-infantry department.<br /><br />I believe the best use of the voidraven is to a) prioritize other flyers, b) prioritize heavy vehicles and or heavily armored targets like terminators. If your opponent has a flyer & your void-raven turns up first, move over a valid target & drop your mine before boosting off the board in the shooting phase. This allows you to strike a high-value target & then reappear next turn to strike-down your opponent's flyer on your own terms. If you arrive second, obviously targets of priority as needed. Two strength 9 lances gives you a reasonably strong chance of causing meaningful damage to whatever you're shooting.Anonymousnoreply@blogger.com