Tuesday, July 28, 2009

Sudbury Results

So I had started a quick post Saturday before I left, by my ride showed up before I could finish. So really quickly, this is the list I was using for the 2000 point tournament.

HQ
Asdrubael Vect - 277 pts
Urien Rakart - 235 pts
-5 UberGrotesques
-Raider w/ horrorfex

Elite
8 Wyches - WychWeapons, PlasmaGrenades, Succubus, Agonizer, Trophy Rack - 205 pts
-Raider w/ horrorfex
8 Wyches - WychWeapons, Succubus, Agonizer, Trophy Rack - 197 pts
-Raider w/ horrorfex

Troops
10 Warriors - 2 Dark Lances - 100 pts
10 Warriors - 2 Dark Lances - 100 pts
10 Warriors - Splinter Cannon, Blaster, Sybarite, Agonizer - 181
-Raider w/ horrorfex
10 Warriors - Splinter Cannon, Blaster, Sybarite, Agonizer - 181
-Raider w/ horrorfex
10 Warriors - Splinter Cannon, Blaster, Sybarite, Agonizer - 181
-Raider w/ horrorfex

Heavy Support
Ravager - 3 Disentegrators - 120
Ravager - 3 Disentegrators - 120
Talos - 100

Because of the points value, I had to go with Vect, I have only ever used him one other time. Since he counted as an Archon, I figured Urien was an easy second choice. I didn't expect them both to perform well because they'd tread on one anothers toes, which they did, but they worked very well on dividing attention. This let the core warrior and Raider squads do the majority of the work and claim objectives.

I managed a best overall, with 2 wins and one very close tie. They were great games, the first against a very awesome looking Nurgle Marine army. Then I fought a bit of a power IG list, the only thing it was missing was Creed. He was familiar with the Dark Eldar and knew what to stay away from. Finally I fought a woeful game against a very good Necron player. We both rolled horrendously, if not for one mistake on his part, the game would have been much closer. I think he performed the best of the 3 opponents considering he was very unfamliar with my army.

The friend I went with did good as well, with his last match needing him to get a tie or better to place, he unfortunately ended up loosing having been thrown off by the unfamiliar IG army. He wasn't sure how to handle it and openly admits, he didn't play his game the way his gut said he should.

Overall we had a blast, and hope to return again in the future.

Sunday, July 26, 2009

For Dzero

Dzero
My first thought with 16 Jetbikes was to make a badass dark Saim Hann list, but then… no “troop” jetbike options, no crazy seer council… so now I am at a loss. I have been leafing through the codex for ideas on a build, but it is not the easiest thing to read. Army Builder shows I can add jetbike transports to most of the HQ choices (Archon, Dracon, Haemonculi, Dracite) but I have no idea if this is an effective idea to pursue.I want to use these because If I had this many regular Eldar Jetbikes they wouldn't just sit on a shelf and collect dust.I think the Asdrubael Vect model/fluff/idea looks cool so I may just build something out of this collection to go with that. Any ideas on a jetbike list or should I just give the idea up altogether? I plan on buying more stuff, maybe beef up the Wyches, add some Incubi, and Scourges, but honestly I have no idea what to do with all of this stuff.1 Dracon1 Haemonculus with Stinger2 syrabites, whip, etc10 Wyches8 grotesques1 Beastmaster and 5 Warp Beast3 Raiders16 Reaver Jetbikes1 Talos120 Warriors with various weapon load outs, dark lances, splinters, etc


Well, the jetbikes aren't going to perform quite as well as Saim Hann. This is mostly due to a 4+ instead of a 3+ save, and a shorter range. I've had the best luck using Reavers as tankhunting units, and assault support. With the amount or bikes you have, you could probably do both.

HQs on bikes are quite great, I personally use a Haemonculus on a jetbike almost all the time, he'd work great in this idea. Stick him in a squad, destructor before assaulting. Archons/Dracons are extra deadly on a jetbike, with the strength bump to 4, the addition of a Punisher and some Combat drugs make them a danger to anything on the field.

So really quickly, this would be a quick, very assault oriented list. I'd normally steer away from this kind of uber-unit thing, but my thought would be to put the jetbike mounted Dracon with the larger unit or jetbikes, since he'll be buried I didn't give him the shadowfield. Once he managed one CC kill though, he'll be str 6, possibly 7 with combat drugs, and Ld 10. The Reaver Succubus will be slicing with S5 as well. This is what I'd start with for 1500 points.



HQ
Dracon - Reaver, Combat Drugs, Trophy Racks, Punisher, Animus Vitae - 140
Haemonculus - Reaver, Scissorhands, Destructor, Shadow Field - 105
Haemonculus - Scissorhands, Destructor - 45

Elite
Wyches x8 - Succubus, Agonizer, Wych weapons, plasma grenades,
-Raider w/horrorfex - 200
Warpbeast x5 plus Beastmaster - 75

Troops
Raidersquad x9 Sybarite, Agonizer, Splinter Cannon Blaster
-Raider w/horrorfex - 173
Raidersquad x9 Sybarite, Agonizer, Splinter Cannon Blaster
-Raider w/horrorfex - 173
Warriors x12 - 2 Dark Lance - 116
Warriors x12 - 2 Dark Lance - 116

Fast Attack
Reavers x4 - 2 Blasters - 120
Reavers x7 - 2 Blasters, Succubus, Punisher, Tormentor Helm - 236

So, stick the Dracon with the large Reaver squad, the other will skulk around the edges trying to get to rears of tanks, and then use the assault move to get away. Haemonculus on foot should join one of the Raider squads, use the other Raider squad to try and support the large Reaver squad. Wyches should be supported by the Warp Beasts if possible. The Haemonculus on the Reaver can fly around and destructor whatever is clumped and/or in cover. A couple good AP rolls and he makes his points back quick. The Raider squad with the Haemonculus are going to be the objective busters. Run them up to an objective, get out and unload everything but your rifles on them. If you think they are going to be a problem and are going to assault, try and horrorfex them from the raider before you shoot, you want maybe 3-5 marines, or 5-10 guardsman types to be left in order to wipe them out, more than that and you may want to get some re-inforcements in. Your two sniper squads with the dark lances should try and sit in cover and hold an objective each if possible.

I know I've said to support each of your big assault units, seems strange, and I'll explain better in a later post, but the short is, you want to try and win that combat, and it's better if your opponent has to split attention between two units. A nice secondary effect, is if you need to, you have a less important unit to screen for you.

After the first game, assess how the big CC units did, wyches and the reaver/dracon combo, adjust them up or down depending on how overly killy they were. Wyches should do fine, 8 seems to be an optimal number, reavers could be tough, might fair better dropping one, or two.

Friday, July 24, 2009

The value of the Raider

So after my post about the quality of the Dark Eldar Warrior, I figured I'd follow it up with a post about the Raider.

Now it's an oft scoffed at vehicle, but I'm not sure why. Yes it's lightly armoured, but it's a fast skimmer, open topped, and mounts a heavy weapon, not just a glorified pistol. All for a mere 55 points. If you were to add that heavy weapon to a squad, it would cost you between 10 and 25 points. So when you look at it as an upgraded weapon for a unit, that reduces the cost to a far more amazing 45 points. Granted, most Dark Eldar players feel it's almost manditory to upgrade the Raider with a Horrorfex for it's ridiculously effective pinning capabilities, so we'll call it 50 points to account for the horrorfex.

Now in most cases, anything inside a Raider is going to be no slouch in close combat, if it's a Wych, a Warrior, or and Incubi, it will see great benefit from the open topped rules for the Raider. This means a turn one or two assault for some squads, or the freedom to disembark, shoot and assault for other units. Think about your standard deployments, two of the 3 deployments see you a minimum of 24" apart, with a fleeting unit coming out of a Raider, they will make close combat with an average fleet roll of 3, that doesn't even take into account the 12" assault from combat drugs.

The recent trend has been for the fast moving last minute grabs, and the Raider is just as good at it as anyone. As a fast skimmer it gets a flat out move of 24" and a 4+ cover save for it's efforts. This means that all the fun tricks you can play with rapid re-deployment work great in these cases. A Raider may be an easy target to some, but that's only if it's still where you set up those weapons that were going to kill it.

Overall, the Raider is a steal at the 60 points I'm paying for it with the horrorfex. If the codex ever gets re-done, it's likely looking at a reduction to the 40-50 point range and will be obscene.

Friday, July 17, 2009

Dark Eldar Warrior goodness.

I'm slowly working on touching up some Sybarites and making sure Warriors are done for the upcoming tournament. The thought crossed my mind that I really do have alot of them, and wish I could stuff in more. Currently my 2000 point list has 6 squads of Warriors/Raiders. Point for point, they are one of the best troop choices in the game.

In any army I expect one of two things out of my troops selections. They either need to be flexible and fit in multiple roles, or they need to be cheap enough to allow more specialized units to fill in the gaps. Chaos Cult troops are a great example of the first role. But you do pay for effectiveness. Eldar Guardians are a typical example of the second role. They are fairly cheap, and don't have large squad sizes, and generally have little impact on the game and allow for the fun toys like Seer Councils and Wraithlords

The Dark Eldar Warrior is a steal for 8 points. Add to that some of the most versatile weapon load out options and a transport that is a bargain even though it's considered a flying deathbox. Don't believe me? Let me break it down for you.

We'll start with the basic Warrior squad. Generally you'll see them in a hang back and shoot load out 10+ warriors with 2 dark lances. Unlike other cheap units like Guardians or even the 'shooty' Tau, Dark Eldar Warriors have a BS of 4, which means they hit on a 3+ and with 2 heavy weapons and 2 special weapons they are well equipped for whatever role you need them. Granted the splinter rifle isn't very potent at strength 3, but with the rapid fire rules not allowing for assault afterwards, they are generally a liability to shoot anyhow. If you need the warriors on a long range duty you'll generally skip the special weapons and just load out 2 dark lances, who's effectiveness is hard to argue, especially at only 10 points each. For some strange reason if you do need them in a more close combat situation you don't have to give up your heavy weapons like you might in some armies. Luckily you load up with Splinter Cannons and two Blasters for your short range duty before assault, and you are a walking weapons platform. Now with a WS of 4, you are hitting on 4s and generally aren't giving up lots of easy 3+ hits, but with a toughness 3, you are giving up easy wounds. Luckily though, with your high initiative of 5 you have a chance possibly swarm the enemy in a pre-emptive strike. Granted it's a bit tougher with strength 3, but for 8 points, you can't ask for everything. Throw in a Sybarite with an Agonizer, and your strength 3 means nothing though, and you can take on any foe. It's almost funny when your opponent realizes his Uber Carnifex has to worry about that little warrior squad.

Now the Raider squad is basically the same, except you basically sacrifice 1 special weapon for more mobility. You might be reading the codex and thinking I'm wrong, but I look at it this way. The Raider squad can have 1 special weapon and 1 heavy weapon, but have to take a Raider which houses your second heavy weapon, and with the added bonus of being able to fire independently of the squad. This is as good or better than anything any other army can put together.

How can you go wrong. Dark Eldar Warrior, the perfect mix of flexibility and expendability. They truly are gods from the webway.

Thursday, July 16, 2009

Redemption

So even though we ended up missing the Ard Boyz due to lack of FLGS commitment, and poor communication from stores we contacted, we have a chance to still play with our big boys list. The Sudbury game store Adventures n Games is having a 2000 point 40k singles tournament in two weeks on the Sunday, and an Apocalypse game on the Saturday.

So the plan is to travel down Saturday, get in on any Apocalypse if we get there soon enough(probably not though), then play the Sunday in the tournament.

Hopefully all works out this time.

Saturday, July 4, 2009

Ard Boyz Disappointment (early)

So, one of the guys at the local club and I have been trying to track down a store that actually is running the Ard Boyz without crossing too many state lines.

A couple stores that had in the past aren't this year, and the ones we contacted on the GW list indicated they weren't for a number of reasons, the best being that the store was closing July 1st, the most common being they screwed up and scheduled it the same weekend as a Magic pre-release. I had attempted to contact one final store at the beginning of the week, but unfortunately have yet to hear anything back. This was the last hope, unfortunately at this point, less than a week will be too short of notice to make the necessary plans and reservations, so this year is a wash for me.

Our plan is to get in contact with one of the more local stores, and try and talk them into getting on board for next year. It's a tough sell since the stores are making nothing off this. But hopefully, we'll be able to talk him into it since guys from our club will likely turn into some sales regardless.