Looking through the dark eldar codex, it is apparent that a Dark Eldar army can be built as a medium ranged firefight army. The problem then arises, how do you keep the enemy army from mass assaulting your shooting units or melta gunning your vehicles to the ground? The answer: Screening units.
There are three different screening units that I will talk about in this article, beasts, hellions, and reavers.
Beasts: In a screening format, I recommend taking minimum of 3 beast masters and 6 razor wing flocks for a tiny point cost of 138 points. The advantages this unit has over the other two is that it will be much more durable and much better in counter charging close combat threats. The disadvantages is, as there are no models yet we do not know how tall they will be or whether or not razorwings will be on flying bases. This is important due to whether or not they will be able to obscure vehicles behind. Also moving them up with your vehicles may be rather tricky, considering that beasts will have to run in order to screen your vehicles.
Hellions:
Although more pricey, less durable, and less potent in the assault, hellions still make great screening units due to the fact that they can still pump out shots with their shard carbines. They move as fast as your vehicles which makes them easy to use.
Reavers:
Most menuveravable of all of the screening units due to it's assault and turboboost moves. It is also the most expensive and fragile. They also have very little close combat potential. They are the only unit that has access to tank busting weapons though.
Out of these three units I believe that each is viable to screen. However, they each excel depending on how close to the enemy they are. Beasts excel at being very close, hellion excel where they can pump out some shots, and reavers excel at longer ranges.
Screening: It's uses
Screening, in nearly all aspects of the game, is extremely helpful. It makes your vehicles more survivable by creating cover. It creates space in which deep striking units can't land. And above all it makes nearly every unit holding a short ranged gun quake with fear.
Specific uses:
Units: Beasts: 3x beastmasters with 6x razorwing flocks 138pts
4x trueborn, 4x blasters, Venom with extra SC and nightfield 178pts
5x warriors, 1x blaster, venom with extra SC and nightfield 145 pts
This type of setup will work wonders against armies that rely on melta guns and multimeltas. If you can fill the 5 inches in front of the venoms with the footprint of the beasts, the enemy won't be able to get in range with his melta guns, and will not be able to get in "melta range" with his multi meltas. This setup also can be completely self sufficient. You have 5 blasters to blow up tanks with, 24 splinter cannon shots to weaken squads, and close combat unit to take charges that the vehicles would normally take. All the while, you have a 33 wound unit that obscures the vehicles behind, making them twice as durable. Correct, blast templates will hurt, but that's why you have proper target selection right? ^^
Why it's important for dark eldar:
Screening is important for everyone, however it is especially important for dark eldar. Dark eldar have the most expensive/fragile transports in the game. This is for balence purposes, seeing that what is inside of those transports is usually much more potent than other races. However, once you begin to nullify how fragile the transports are, you can gain a massive advantage.
Well that's it. Over Christmas break I may have some time to actually start building my army so expect some non-hypothetical stuff in the near future. Leave concerns and comments like usual, so that I can shoot you all down with my vicious rhetoric.
Don't Mess With The Cheese
Purpose of the Blog
This blog has been created in order to discuss things that are important to me. These include politics, Warhammer 40k, and bitching about college. I will archiving my experiences with each of these, in three separate blogs.
Monday, December 13, 2010
Thursday, November 25, 2010
40k: Dark Eldar Overview
Originally posted here: http://warhammer40kbloodangels.blogspot.com/2010/11/dark-eldar-overview.html
Ladies and gentlemen, I’ve been summoned by the Jawa master himself to ignore my mostly procrastinated term paper and focus solely on Warhammer 40k. I do not pretend to have many years of experience or a vast amount of wins under my belt. However, I do believe that I can concisely explain my impressions on how certain units work in 40k and how overall effective they will be.
Many of you will disagree which is one of the main reasons I’m doing this, to stimulate your mind with ideas as well as for your responses to stimulate mine. So where do I begin? There seems to be many conflicting opinions about the Dark Eldar codex. I guess I’ll begin with a brief rating system of what the Dark elder codex has to offer in certain aspects of the game. It will be a simple 1-10 rating system with 10 being the most proficient in an area and 1 being the least. Here it is:
Shooting (anti tank): 6
While not guard, or space marine levels, they are able to adequately get by. The number of dark lances that you can take is still impressive, although more reliable anti-tank choices are few in number and shorter ranged. As before, the smaller and more elite your opponent’s army is, the more effective your shooting will be.
Shooting (anti infantry): 10
In the whole codex, nowhere is it more apparent that the dark elder have impressive anti-infantry firepower than in the Kalibite Trueborn and the Venom transport entries. Trueborn if loaded up with max shardcarbines and splinter cannons will unleash 36 poisoned shots if not moving or 32 when moving. Venoms, loaded up with a splinter cannon upgrade and nightshields come out to have a minute cost of 75 points and are still able to move 12 inches and fire 12 poisoned shots at a 36 inch range. In combination with other units in this book, dark eldar will melt their way through infantry.
Assault: 9
Dark eldar are absolutely deadly in the assault. Wyches are not nearly as beastly in the assault as the last codex however they have been replaced by improved hellions, beast units, wracks, and cost reduced incubi. There are a great deal of special characters that are also deadly. The one thing that all of these units lack (with the exception of beasts) is durability. While this problem can be slightly reduced with the proper use of pain tokens, it still becomes a problem when facing assault oriented armies such as orks and blood angels. These units have a lot of synergy. The best example is that of wyches and incubi. Lets say you are playing marines and you have an incubi squad and a wyche squad. Those incubi want to be going after normal power armor units such as tactical marines, sternguard, and assault marines. Those wyches want to respond to any assault from terminators or assault terminators due to the wyches invulnerable save. This army will be deadly in close combat as long as you assault on your own terms.
Flexibility: 4
Each squad has a particular purpose. Use them the right way and you will win. Use them the wrong way and you won’t. While you can dilute the effectiveness of a unit by giving them mixed weapon choices (trueborn with shard carbines and blasters) these choices will be point inefficient due to the likelihood that these units may only fire once.
Durability: 5
There is no doubt about it, a mech dark eldar list is really fragile. Av 10 open-topped will not last long against anyone. This would be slightly nullified if dark eldar could control their reserves at all, then they’d be able to reserve everything and not have to risk coming in piece-meal. Their real durability lies in the fact that, with the right list, you can have feel no pain on all of your infantry units. Some units are very durable, such as beast units. These units can take a pounding and still demolish in the assault.
Overall:
I believe that Dark Eldar will be a very interesting army to play. In this day and age where crazy rocket-vomiting, counter-charging, tin-can hiding, power armored Space Yetis are the normal occurrence on the battlefield, Dark Eldar seem very refreshing. They also seem that they will be relatively competitive in most aspects of the game.
Well that’s it! Leave your comments and criticisms as normal. Especially give me feedback on how I could be better. Next time I will be moving onto unit reviews, so leave your opinion one which one I should cover first. I think it’s time to get started on my term paper. Good night and good luck.
-OldChiZOne
Ladies and gentlemen, I’ve been summoned by the Jawa master himself to ignore my mostly procrastinated term paper and focus solely on Warhammer 40k. I do not pretend to have many years of experience or a vast amount of wins under my belt. However, I do believe that I can concisely explain my impressions on how certain units work in 40k and how overall effective they will be.
Many of you will disagree which is one of the main reasons I’m doing this, to stimulate your mind with ideas as well as for your responses to stimulate mine. So where do I begin? There seems to be many conflicting opinions about the Dark Eldar codex. I guess I’ll begin with a brief rating system of what the Dark elder codex has to offer in certain aspects of the game. It will be a simple 1-10 rating system with 10 being the most proficient in an area and 1 being the least. Here it is:
Shooting (anti tank): 6
While not guard, or space marine levels, they are able to adequately get by. The number of dark lances that you can take is still impressive, although more reliable anti-tank choices are few in number and shorter ranged. As before, the smaller and more elite your opponent’s army is, the more effective your shooting will be.
Shooting (anti infantry): 10
In the whole codex, nowhere is it more apparent that the dark elder have impressive anti-infantry firepower than in the Kalibite Trueborn and the Venom transport entries. Trueborn if loaded up with max shardcarbines and splinter cannons will unleash 36 poisoned shots if not moving or 32 when moving. Venoms, loaded up with a splinter cannon upgrade and nightshields come out to have a minute cost of 75 points and are still able to move 12 inches and fire 12 poisoned shots at a 36 inch range. In combination with other units in this book, dark eldar will melt their way through infantry.
Assault: 9
Dark eldar are absolutely deadly in the assault. Wyches are not nearly as beastly in the assault as the last codex however they have been replaced by improved hellions, beast units, wracks, and cost reduced incubi. There are a great deal of special characters that are also deadly. The one thing that all of these units lack (with the exception of beasts) is durability. While this problem can be slightly reduced with the proper use of pain tokens, it still becomes a problem when facing assault oriented armies such as orks and blood angels. These units have a lot of synergy. The best example is that of wyches and incubi. Lets say you are playing marines and you have an incubi squad and a wyche squad. Those incubi want to be going after normal power armor units such as tactical marines, sternguard, and assault marines. Those wyches want to respond to any assault from terminators or assault terminators due to the wyches invulnerable save. This army will be deadly in close combat as long as you assault on your own terms.
Flexibility: 4
Each squad has a particular purpose. Use them the right way and you will win. Use them the wrong way and you won’t. While you can dilute the effectiveness of a unit by giving them mixed weapon choices (trueborn with shard carbines and blasters) these choices will be point inefficient due to the likelihood that these units may only fire once.
Durability: 5
There is no doubt about it, a mech dark eldar list is really fragile. Av 10 open-topped will not last long against anyone. This would be slightly nullified if dark eldar could control their reserves at all, then they’d be able to reserve everything and not have to risk coming in piece-meal. Their real durability lies in the fact that, with the right list, you can have feel no pain on all of your infantry units. Some units are very durable, such as beast units. These units can take a pounding and still demolish in the assault.
Overall:
I believe that Dark Eldar will be a very interesting army to play. In this day and age where crazy rocket-vomiting, counter-charging, tin-can hiding, power armored Space Yetis are the normal occurrence on the battlefield, Dark Eldar seem very refreshing. They also seem that they will be relatively competitive in most aspects of the game.
Well that’s it! Leave your comments and criticisms as normal. Especially give me feedback on how I could be better. Next time I will be moving onto unit reviews, so leave your opinion one which one I should cover first. I think it’s time to get started on my term paper. Good night and good luck.
-OldChiZOne
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