Panama Wargaming
¿Quieres reaccionar a este mensaje? Regístrate en el foro con unos pocos clics o inicia sesión para continuar.

Panama Wargaming

Centro de comunicaciones de los wargamers en Panama
 
ÍndiceGaleríaÚltimas imágenesBuscarRegistrarseConectarse
PanamaWargaming está reestructurandose para hacer más eventos más grandes y más proyectos que beneficien a la comunidad de Wargamers! mantente al tanto
recuerda que todos los Sabados y los Domingos se realizan partidas amistosas en las Tiendas Arkham Hobbies and Games! y Nacion Geek, puedes aprender a jugar algun juego, armar y pintar tus miniaturas y modelos, siempre hay a quien preguntar un consejo o una crítica constructiva! el hobby es mejor cuando se comparte entre amigos!

 

 General Advice for DE players. (me)

Ir abajo 
AutorMensaje
Keof

Keof


Mensajes : 335
Fecha de inscripción : 14/02/2012

General Advice for DE players. (me) Empty
MensajeTema: General Advice for DE players. (me)   General Advice for DE players. (me) Icon_minitimeVie Abr 13, 2012 9:24 am

Incontre este post en los lugares usuales donde ve ocosas y me gusta y lo traigo aqui para ustedes y parar mi.

Otras cosas para le Jugador DArk Eldar:

Power Weapons on Hellions:
Quote:
So I've come to the conclusion that Power Weapons are the weapon of choice for the Helliarch. I'll run through the various reasons:

Points Cost
It's effective and also 10 points cheaper. 10 points can go a long way, especially in a Dark Eldar army.

Combat Drugs

The Combat Drugs can greatly improve the efficiency of the Power Weapon. The only time it remains a fairly poor weapon is when you roll a 1 or 6 and occasionally a 2 (if the unit you are attacking is WS3 or WS5+). But when you get a 3, it becomes just as effective as the Agoniser against MEQ and other T4 models (the toughest opponent you should be attacking), while becoming even more effective against T3. If you get a 4, I've found that it almost always wounds as many times as the Agoniser, and again it's still just as effective against T3. The 5 can help a bit, but it's not as great as the other options. Still, I've found that it's effective enough to qualify its points cost.

NUMBERS!
One thing that Hellions have and Wyches/Bloodbrides don't is numbers. When you've got 19 other Hellions and Baron Sathonyx all hitting the same target, ignoring armour just once is usually more than enough.

Power From Pain
This special rule can certainly be very helpful. When you've got a unit of 20 Hellions, getting 2 Pain Tokens isn't hard. That Furious charge will bring the effectiveness of the Power Weapon on par with the Agoniser, if not making it better (thanks to drugs). You will have to wade through 2 full units of blood to get there though, but it really shouldn't be too hard.

Putting ALL of these together often gets me just as good a result (if not a better one) as the Agoniser. Getting +1 Strength on drugs and Furious Charge makes the Power Weapon very nasty indeed.

Note though, that this does not work with Wyches and Bloodbrides. This is because Wyches and Bloodbrides don't have the numbers to compensate for the loss of those power weapon attacks and they should also be tar pitting bigger units/monsters like the Daemon Prince. These are things that your Hellions should not be touching though, so for them the Power Weapon can often be the better option, and in the least it's cheaper.


Why the Cronos does not fit in Coven lists:
Quote:
The Cronos Parasite Engine, as cool and Coveny it looks, just doesn't work as well as it should in pure Coven lists. The reason for this? Everything starts with Pain Tokens already. Why do you need more? In fact, when I made a random 2000 point Coven list, every unit except my Scourges and Engines of Pain start the game with Furious Charge. If they can't kill a single unit (thus giving them their 3rd and final Pain Token), then they're not doing their job.


10-man Warrior units should not be overlooked:
Quote:
First of all, while the 5 man unit may be (on average) 60 points cheaper and pull off the same number of kills, the 10 man squad is nearly twice as survivable (minus the vehicle) for less than half the extra cost. Then there's Splinter Racks, which obviously give the Raider-born Warriors a bit of a boost when it comes to actually killing things. And let's not forget the Lance the Raider comes with. So for 70 points more we've got a unit that's more survivable, and therefore superior at actually fulfilling it's role as a troops choice for objectives purposes, we've got more AT capabilities and a slight bump to our anti-infantry capabilities. The only thing I can think of that's being lost is the ability to kill at range (but let's be honest, 4 wounds on average isn't going to make much of a difference to most units because they'll either have the numbers or the saves to shrug it off) and the ability to hide slightly better, but when you're getting to within 12" of the enemy I don't think you'll have much of a chance at hiding anyway.


Why 5-man Wych units should not be overlooked:

Quote:
What were my previous opinions of Wyches? Never less than 7, Haywires suck and Shardnets FTW.

What now? 5 is enough, Haywires are cool if there are points to spare, Shardnets are decent when Characters are involved, otherwise, Razorflails are win.

I originally decided to factor this unit in because I had a Venom that had to be used and some Wyches that also needed to make an appearance, but after rolling some dice and whatnot, I've found that they honestly are very decent for their points cost. I'm not going to do anymore math because I don't feel like it, but I am one for rolling dice to see what happens, and what I've found is that if you can get some Splinter into a unit of TH/SS terminators and bring them to a minimum of 6, 5 Wyches (Hekatrix w/ Venom Blade, Razorflail) can often be enough to actually beat them over the course of many rounds of combat, and if they do lose, the Terminators are often vastly reduced and, honestly, who cares? Those Wyches were 85 points (including Haywire Grenades) and took out a good bit more than that.

The Haywires can come in handy, especially if you happened to immobilise the Land Raider that those Terminators just got out of, and if they don't come in too useful, again, it's not too much to be worried about, it's 10 points and (in my list at least), there's really nowhere better to put those points.

Wyches are a tarpit unit. They don't need to kill a lot, they just need to kill enough, and I find that 5 with the aforementioned upgrades does just that with relative ease.


I'd like to point out that with both the Wyches and the Warriors, larger or smaller (respectively) units are not in any way bad, or even worse, I'm just saying that the smaller and larger (respectively) units are very decent and should not be overlooked at all.

Controlling the enemy with Reaver Jetbikes:
Quote:
Basically, I deploy my Reavers as far forward as I feel is safe. I run three in a unit with a Heat Lance by the way. Then I use their 36" Turbo-boost to get them behind, or as close to behind as possible, my enemies vehicles. Now with this it's always important to choose a non-transport vehicle, as you may find your Reavers assaulted otherwise, and it's best not to choose Land Raiders as their rear armour affords you no benefit to penetration, and this is an important factor when using this tactic. Although, if the Land Raider is empty and there are no other viable options, than it's not a poor choice to target it.

Now when it comes to their turn, this forces them into making a difficult decision regarding 2 of their vehicles (I run two units, I find it most effective). They can either turn around and fire at your Reavers, giving all your Dark Lances a free shot at their rear armour. Obviously if the target is a Land Raider this isn't as daunting a choice to make. Otherwise they can remain facing forward and move however they please; they'll still be in range of your Reavers Melta weapons, and they'll be hitting rear armour too. This option is the least helpful in your favour, but it's still more often than not a dead vehicles and is still worth the rice-tag. Lastly, only if they're a Fast-Skimmer, they can try to escape. Now in the act of doing so, they're giving up their shooting, and if they're not a transport, that's quite an important phase to be giving up on. When they do this, you simply turbo-boost after them, forcing them to make the same decision next time around.

Now this is one of the most obvious ways of controlling the enemy that has stuck out to me. The mind games that the Reavers play alone makes up for their cost. Watching the enemy stumble for reason in what they should do is quite a sight...


Effective Archon builds:
Quote:
Budget Archon
Archon w/ Venom Blade or Agoniser, nothing more.

As effective as it is when you're on a tight budget, a Succubus is always better when you're trying to run it cheap. She comes stock with Combat Drugs and has a 4++ in close combat for 5 points more.

Agoniser Archon
Archon w/ Agoniser, Combat Drugs, Shadow Field, Phantasm Grenade Launcher.

This is the build you want if you're running with Incubi (you really shouldn't be anyway, but whatevs). He has reasonable protection, packs a pretty decent punch and gives the Incubi Assault Grenades, which is a pretty big plus. This is really the only way an Archon should be run if you're putting him with Incubi. If you want a Huskblade/Soul-trap Archon, put him with Bloodbrides.

Huskblade/Soul-trap Archon
Archon w/ Huskblade, Venom Blade, Soul-trap, Combat Drugs, Ghostplate Armour, Clone Field.

The best build, but the most specialised. This Archon should be with a unit of Bloodbrides with 3 Shardnet and Impalers. Combined with his Clone Field this makes him nearly untouchable, and that's exactly what you want with such an expensive HQ. The Archon and his escort should always head straight for your enemy's IC's and MC's, going for the nastiest and most expensive first. The Venom Blade is so that you can hit those slightly tougher (Daemon Princes) opponents and still be able to take them down. You don't want to be caught off-guard.


Why Scourges aren't so good for anti-infantry:

Quote:
I've seen a few lists around running 10 Scourges with 4 Splinter Cannon, and the general response to this unit is "Taht iz teh bezt! It wil pwn evyting!". I can't force myself to disagree more.

The main part of the problem is the cost. It's 10 points, just like it is on our Warriors, a unit in which the Cannon is worth it, but they have worse guns. Scourges have Assault 3 weapons, so by paying the points for the 4 Splinter Cannons you're paying 40 points for 4 extra shots. I really don't think Scourges have a reason to stop moving, so you should always be firing the assault mode.

Splinter weaponry is generally pretty good I guess, I mean, it can take down Daemon Princes and Carnifexi with ease, but against T3 Infantry it's lacking and against T4 infantry it's OK I guess. The problem is that the Scourges unit is going to be 220 points without the cannons for 30 shots. Now 30 shots is great, but this unit really is not going to be around for very long. They're only T3 with 4+ saves, which is good for DE, but there's no real way to improve them unlike Hellions where if you stick the Baron in the unit.

Overall, I don't really think Scourges are that great for anti-infantry, and if I were to run them in such a role, I'd run around 7-8 with no upgrades.

If you were to fire at a Daemon Prince, you'd get 20 hits, 10 wounds and roughly 3-4 wounds, closer to 3. So chances are, you won't even bring down a Daemon Prince, and 3 Marines isn't really that impressive. It's also only 10 Guard or 10 Orks, and for them, there's plenty more where that came from. 5 Dire Avengers or Fire Warriors is hardly worth the price tag. The only place I see them doing serious damage is against MC's and you'd better hope your opponent is unlucky/you get lucky. Then, after killing a single model worth between 100-175ish points, your unit would be immediately annihilated, and if you spent the points on Splinter Cannons the unit you removed is roughly 100 points lower than you.


I think that's all. Hope it helps (even just a bit)!
Volver arriba Ir abajo
 
General Advice for DE players. (me)
Volver arriba 
Página 1 de 1.
 Temas similares
-
» Ayuda, necesito un advice con las pinturas

Permisos de este foro:No puedes responder a temas en este foro.
Panama Wargaming :: Warhammer 40K :: Tacticas-
Cambiar a: