Thursday, January 31, 2013

Flying Under the Radar: Dark Eldar in 6th Edition

Share the pain.
A guest article by jwhite1078 from The Flying Predator.

Welcome readers!

Frequent visitors who have seen my Dark Eldar Tacticas understand that I have tremendous confidence in the army and I truly believe that they are a competitive force in today's 6th Edition environment. In fact, I have had enormous success against a wide array of opponents, but I seem to still get strange looks when I line my fleet up on the table. My love of the game means I often frequent forums, watch battle reports, and otherwise scour the internet to see how the game, and how my preferred army, are changing. Too often, however, I find that feelings about Dark Eldar in 6th edition are ambivalent, at best. At worst, the army is a useless waste of time, effort, and plastic. All too many times I have read stories of complete and utter defeat, rampant frustration, and an overall feeling of disadvantage when compared to other 6th edition powerhouses (looking at you, Necrons). While many of these feelings are warranted, I argue that Dark Eldar are one of the most underrated armies in Warhammer 40k.

Playstyle
If there's one point of consensus about this army, it's that Dark Eldar epitomize what it means to be a glass cannon. Dark Eldar are not a forgiving army; their fragility does not lend itself to mistakes like a 3+ armor save might, and the army requires an incredible amount of finesse to play. In my humble opinion, many armies out there seem to play themselves. Dark Eldar, on the other hand, require players to make extremely effective use of cover, understand and utilize speed, and be able to take advantage of targets of opportunity. Now to be clear, I'm not claiming that all other armies in 40k don't require similar tactics, but I am arguing that Dark Eldar will punish you for mistakes to a much higher degree than many other armies, and this can be very frustrating, especially for players new to the army. If you can take advantage of these tactics to keep your units safe, Dark Eldar can put out incredible amounts of damage. Warriors in raiders can pump out shots and their speed means they will always be in position. Similarly, wyches can get into the face of your opponent quickly and efficiently, and can then serve as a jack of all trades, excelling at not only killing infantry but also taking out armor with haywire grenades. Listbuilding is also very important, as you can supplement weakness with the pain tokens provided by Haemonculi and take plenty of S8 AP2 lance weaponry to eliminate vehicles. While your transports may not be sturdy by any stretch of the imagination, using cover, speed, and night shields can add so much to their survivability, and thus their effectiveness. What many players dislike about Dark Eldar, as I have discovered, is that they are so unforgiving that many players don't give them more than one chance to discover the nuances and details necessary when playing with the army.

The 6th Edition Environment
While 6th edition is no longer new, there is still much to be said about the advantages and disadvantages that Dark Eldar have gained. The first, and biggest rule that this army takes tremendous advantage of over any other army is Night Fighting. Although this rule is random, you can augment your chances with the Warlord trait table, and it provides such a huge boost to Dark Eldar on the first turn, it is almost unfair. With jink saves on all of our vehicles, getting that first turn is more important than ever now, as you want to be able to move vehicles to get a cover save, take advantage of night fighting, and grab that ever important first blood. Night fighting can basically give you a free turn, which great Dark Eldar players will take advantage of to do some damage and get into position.

Flyers are another huge factor in the 6th Edition environment, and some armies have a clear advantage over others in the air (once again, looking at you Necrons). Night Scythes and Dakka Jets can definitely ruin our AV10 parties, and I have seen the tears flow all over the internet among Dark Eldar players, claiming that there is just nothing that they can do. While I do concede that flyers pose a unique problem to our army, we have many tools to (literally) get around them. The first of these, is our speed and maneuverability  While you likely cannot avoid all the damage from the skies, the biggest weakness of fliers is their lack of agility. Our vehicles, on the other hand, can maneuver into blind spots in order to avoid fire altogether. Many Dark Eldar players, however, often do not have the patience to make mistakes and learn from them in order to figure out the best way to take advantage of the weaknesses of enemy units. In fact, isn't that what Dark Eldar is all about, exploitation? In addition to speed, Dark Eldar also have access to (in my opinion) one of the best flyers  in the game: the voidraven bomber. While not as cheap or accessible as the Night Scythe may be, it is a versatile, offensive powerhouse with access to many defensive upgrades as well. Two S9 AP2 void lances can do a real number on enemy flyers, and it has some incredible anti-infantry missile options as well. The final option is always to use an Aegis defense line, which can end up being quite effective with some creative list building. While air superiority is a big factor in the 6th Edition environment, we have plenty of answers and are not at as big of a disadvantage as many would believe.

Overwatch is another point of contention among players, and many argue that those pesky fleshbags that shoot you while charging have "completely ruined" all Dark Eldar assault units due to their low toughness and lack of significant saves. While I definitely agree that overwatch fire hurts the Dark Eldar assault, I also argue that Dark Eldar have many ways to mitigate that damage, and we have even reaped several benefits from the rule as well. First of all, changes to defensive grenades means that when charging, Phantasam Grenade launchers will often give us stealth, meaning that in combination with fleet, Dark Eldar can safely charge through cover and actually benefit from the increased save. Secondly, assaulting with Dark Eldar is all about opportunity. With the changes to Haywire Grenades, wyches have become premier vehicle hunters, and increased their assault versatility exponentially. Overwatch, on the other hand,  provides a huge advantage to Kabalite Warriors. Many opponents like to assault our vehicles since they only need 3's to hit, but our Warriors can do a significant amount of overwatch damage from out of the open-topped vehicles in combination with splinter racks. This can be an absolute riot, as your opponent charges your gunboat, breaking down in tears as he loses 2 terminators in the process.

The biggest advantage Dark Eldar have in the 6th edition environment is their unexpectedness. Everyone and their mother gameplans for Necrons, Dark Angels, Grey Knights and the like. However, Dark Eldar can capitalize on the blindness of your opponents and exploit their lack of answers to many Dark Eldar staples. I can't tell you how many times I've faced opponents who never expected the speed and offensive capability of Dark Eldar, and lost because of their lack of knowledge and preparedness.

List Building
Finally, I want to make just one small note about a trend I've seen all across the web. Players have become slaves to the "latest and greatest" lists, and much of the creativity has been sapped from the game. I have read countless comments about how people refuse to use units because the almighty internet claims that they are bad. While some units are just god-awful (what's up mandrakes?), I encourage everyone to figure out what works and what doesn't for themselves. First of all, it is my philosophy that your tactics on the table make a much bigger impact on the outcome of a battle than the list you bring. That is not to say that the list doesn't matter, but I think that a great player can make many "bad" units work very effectively. I encourage all players to experiment, try things out, and don't be afraid to fall flat on your face. While you will often find units that are worthless, you may discover new ways to use some units that turn out to be fantastic. My current project involves a list with an Archon that travels with a Grotesque bodyguard. It could end up being terrible (the internet consensus is generally that Grotesques suck big time) but I have an interesting and creative theory that I personally feel will make them awesome. Another list I'm working out uses twenty footslogging warriors with an Aegis defense line (What!?). The great thing about the Dark Eldar book is that we have so many hidden gems and great units just waiting to be used in the perfect, unstoppable combination, including our craftworld allies. So go out and try it! And if you've always wanted to play a Dark Eldar army but have been turned off by the haters, I say go for it. I'm always here for advice if you need it, and once you learn the army, you won't be disappointed.

Thanks for reading!


+++++
A note from HERO:
This is my first guest article and for good reason.  Not only is it written in a clear, concise and inteligible way, Justin is also a frequent visitor to my blog.  He wrote this 7 months ago as a comment to one of my Dark Eldar gaming articles:

jwhite • 7 months ago −
You have BY FAR the best insight on DE list building and play styles on the web. I just want you to know that I definitely appreciate all the hard work you put into your articles and you have improved my playing tenfold. I absolutely stomp everyone at my local game store (including my friends) because of your advice, so keep doing what you do!

Now that he himself has become a formidable Archon, it is intensely satisfying to see how much good advice pays off.  Good work Justin, kick some more ass for the Dark Kin.

Wednesday, January 30, 2013

Tyranids, BFG and Overtime

Working, working, working..
Sorry for the lack of updates guys, but you know, Heart of the Swarm is coming out soon and we're crunching pretty hard for it!

Anyways, you might remember in my earlier posts that I acquired a fairly large Tyranid army.  This is true.  Now.. how am I going to run them?  Well, my Swarmlord will be leading the way, just like it did in 5th Ed.  Fortunately, we now get to roll some badass spells via Biomancy and its going to be pretty exciting to play with the new and improved Nids.  If Tyranids had a superhero, it would be Bioman the Fearless.

Check out the list:
1751

HQ:
Swarmlord (Bio) = 280
+Tyrant Guard (LW) = 65

TROOP:
10x Termagaunts = 50
Trevigon (Claws, Cluster, Adrenal, Toxin, Catalyst, Onslaught) = 235
10x Termagaunts = 50
Trevigon (Claws, Cluster, Adrenal, Toxin, Catalyst, Onslaught) = 235
19x Genestealers = 266

ELITE:
Doom (Pod) = 130
2x Hive Guard = 100
2x Hive Guard = 100

HEAVY:
Trygon (Prime) = 240

It's one point over, but hey, if anyone really complains, I'll just drop another Genestealer and add more Termagaunts.  The idea here is pretty simple:  Cascading cover as much as you can while giving yourself the option to reserve hard or pressure harder.  Infiltrating Genestealers away from your enemy while your Trygon Prime and all your MCs run towards his lines will certainly make him sweat.  Target saturation is the name of the game and as long as you a lot of that, you're playing Nids correctly.  The last thing you want to do is get yourself into a situation where your opponent can focus on one thing at a time.  Spread your threats out and Tyranids will do just fine.

Doom comes in in the Pod on T2 on a 2+ because of Swarmlord and even though the Outflanking changes made Genestealers less stellar, it's still problematic for anyone who's bundled up.  No one wants Genestealers on their flanks in a reliable manner, and that's exactly what Swarmlord does with his Alien Cunning special rule.  As you can see, I don't have anti-air.  You know what?  I don't really care!  Air units in this game have to climb all over my little gaunts while I go ahead and score in the backfield.  Of course, should the need calls for it, I can always mod up an AA Flyrant with dual devos and call it a day.

At 1850, I add an additional Hive Guard in each unit and voila!

+++++BFG+++++

As for BFG, well, I honestly love the game.  I don't really play it for the rules because there can be some wonky imbalance, but I do love myself some space battles.  As some of you know, I play Eldar in BFG.  I used to own an epic asston of Corsair Eldar, but that was so long ago that I no longer own the army.  Looking through the current factions, I want to get CW Eldar, but I don't think I''m going to invest any more money in a game that's no longer updated/supported.

The current system of BFG is that you either play FAQ2010 or play with the older 2007 official rules, or play with BFG:R.  I hate it when games have to be "modded" in order for things to be fun.  As much as I love the mechanics of BFG (orders, weapon types, lore/fluff), I hate the fact that there are several different versions of the game.  The most popular version of the game now is FAQ2010, but it's not an official GW product.  Sure, it might have been made by some of the designers, but GW never signed off on it.  2007 is the official rules, but there's a lot of questionable stuff in there that's a little hazy.  BFG:R is completely fan-made and unofficial, so as good as it might be, it's not the real game.  In fact, it's pretty far from it.

Then, there's the price.  I looked at the GW website the other day because I was thinking about ordering a fleet, and holy shit did the prices change.  Given, it's been forever since I've played the game, but I didn't expect the prices to be this!  For crying outloud, most of the capital ships are 35 bucks a piece!  For solid metal, meant to be played in a dead/unsupported game.  You've got to be kidding me.  Who knows?  I might even alter/re-design some of the BFG rules to allow for Initiative/alternating player phases to playtest.

With that in mind, I decided not to jump into BFG with the actual product line, but I have a bunch of Aquan Prime sitting around doing nothing that I feel comfortable with proxying.  I asked around and it seems like no one really cares, since realistically, all you need are flight stands.  Oh, and I never understood why Eldar ships needed Solar Sails to get around the galaxy.  You're masters of the universe; more advanced than all save the Necrons, stealing suns, building cities inside different dimensions, and here you are cruising around in a fucking boat.  I never understood that nor cared for it, so I'm happy to use my AP models for some BFG.  Oh, and most likely we're going to be playing with the 2010 rules.

+++++Random+++++

Did you guys hear that there's a new flyers supplement that's coming out for 40K?  I don't know if these are going to be new rules, new models, or errataing/FAQ'ing the existing models, but I'm really looking forward to this release.  Do not confuse this with high hopes though.  I have no idea what kind of supplement this is going to be, but I'm hoping for better flyer rules, maybe a points hike on some underpriced pieces of shit like the Vendetta/Valkyrie, and add some god damn Vector Dancer to my Eldar aircraft.

Lastly,
The buyer that wanted my BAs canceled on me last minute so the army is available again for sale.
Asking for 350 for the lot.  I will only sell it as a whole.

Blood Angels
PICS:
http://lkhero.blogspot.com/2010/04/blood-angels-released.html
30x ASM with BA Icons, kit-bashed with Death Company stuff
2x Infernus pistols as meltas in every squad, each squad has a Champ with Fist
3x kit-bashed Sanguinary Priests, 2 with JP, 1 on foot
1x kit-bashed Libby with JP
5x Sanguinary Guard, Fist, Banner
3x Baal Predators (new plastics)
Metal Tycho
Metal Mephiston
Metal Dante
An epic ass ton of BA sprues

Wednesday, January 23, 2013

This completely breaks my immersion

Yeah, I have a problem.

My Fast Skimmer with Aethersails moving 42" gets hit by a Guardman's rifle butt on a 3+.

Remember that talk we had a few days ago about good game design?  About immersion and how things make sense?  Yeah, the above absolutely kills all forms of imagination.

What about you folks?  What breaks your immersion in your gaming?

PS - I'm getting into BFG again.  My gaming group here's jumping in pretty hard.  Gonna play Craftworld Eldar, using the FAQ2010 rules.

Monday, January 21, 2013

GDS: The hallmarks to a great book

Remember GDS stands for Game Design Series!
There are three things I look for in a army book when it gets released.

These three things are:
Overall Design
Internal Balance
External Balance

Overall Design is how well the book translates its fluff, lore and background into the gaming world.  I think this is pretty straight forward as you can pretty much read every unit entry, and then read the rules.  Does it reflect well?  Does it make sense?  This should be well-reflected in the "actual" feel of the codex and its rules.  It must feel right to the player playing it, both in consistency terms and in terms of imaginative immersion.

e.g. The Void Raven Bomber is designed to be a more destructive air-ground aircraft compared to the Razorwing.  Both aircraft are designed for ground annihilating ground targets, but the Void Raven has more armor, a Void Mine, stronger Lances, and deadlier missile options.  Because of its heavier payload, its points cost is noticeably higher than the Razorwing.

Internal Balance is a balancing factor with all things considered within your own army book:  How the book comes together, where the units fit in, how do they scale, do they conflict on the force organization, how they're priced compared to other options..etc. Internal is exactly that, it's your book and your book alone.  This plays a heavy part in whether or not a book is considered fun or not.  Does the book have enough viable options for different army builds?  Do those army builds appeal to the new, casual and competitive player?

e.g. Wyches and Warriors fulfill different roles, but are both great Troop choices.  Both excel at their respected roles of close combat and shooting, and both are priced competitively.  As an Dark Eldar player, both are excellent and viable choices when designing their army.

External Balance is a balancing factor when compared to the game as a whole; more importantly, against other "factions" that exist in the same game. How do they balance out compared to those units in respects to unit cost, function, special rules, force organization, ..etc, is strictly comparing one unit from one army to another.  This plays a heavy part in the metagame, general longevity of the army book, and how much fun a player can have before realizing he's either outclassed or is facerolling people.

e.g. Grey Hunters are more cost-effective than Tactical Marines from the Space Marine codex.  For less points, you get Counter-Attack, a close combat weapon, cheaper weapon options, and better upgrades.  No heavy weapon options, but don't get me started on Long Fangs!

From a player/gamer's perspective, there's no greater importance than these three things for me.  The book has to make sense, the fluff has to play out accurately on the table, and the balance must be good.  There is no order of importance because all three are vital to the success of the army book.  Poor design leads to a lot of raised eyebrows and that's always no good.  Shoddy internal balance means less player options, unneeded restrictions and general frustration.  And well, bad external balance means you're either too weak or too powerful to compete fairly in the current metagame with the rest of your peers.  No one likes that.

Let me know what you guys think about this!

Sunday, January 20, 2013

I think I'm a Xenos player

Reminds me of Epic Armageddon.

After looking through the Dark Angels codex briefly, I can't help but look through my collection of armies past and present and make some self reflections.

I started Warhammer 40K playing Grey Knights.  I then bought into Space Marines, followed by Space Wolves and then Blood Angels.  Eventually, I sold all my Grey Knights for Eldar and Dark Eldar, but ended up selling them before I moved to Cali.  Somewhere along those lines, I got into Death Guard as well.  In short, I was a Power Armor player for the longest time.  As much as I won with my PA armies, my win rate didn't even come close to the success I had with Eldar.

So that's when it hit me.  Am I meant to be an Eldar player?  I pretty much accepted the fact that my knowledge of the game from an Dark Eldar perspective is a lot more profound.  There's just a lot more thought processes going on at once.  I write better tactics, share more in-depth strategies, and give more responsive feedback.  As a result, I also preform a lot better on the table.

What about you guys?  Which armies do you own and which one defines you the most as a player?

Friday, January 11, 2013

Look what I picked up today

Looks like I got a bug problem.

Man.. Merry Christmas to me!
Looks like that some very alien battle reports are going to be rolling out in the next couple of weeks.

Have fun with this one guys.  I need to grab myself the new Hive Tyrant kit and 3x Tervigons to finish it all.

PS - If anyone has any Carnifex Devourer sprues, let me know.  Two of my fexes don't have any weapons!

PPS - The Blood Angels are claimed! Everything else is still left!

Sunday, January 6, 2013

Cleaning house, fresh start

Maybe?  Should I?
UPDATED with what I'm actually selling!!!

Alright guys, I think I'm going to do some cleaning house.
I haven't done this since I got rid of my Dwarves some many years ago, but I think I'm going to part ways with some of my armies.

First, all my current active armies:
Dark Eldar (since 3rd)
Space Wolves (since 3rd)
Blood Angels (since 3rd)
High Elves (since 6th)

My current inactive armies:
Death Guard (FW) (never really play them)
Cygnar (stopped playing WM for the most part)
Axis (No one plays Dust Warfare)

I'm actually thinking about parting ways with all of my inactive armies and one active army.
Unfortunately, Blood Angels drew the short end of the stick.

I don't enjoy playing them as much as I did back in 3rd and I find myself taking them out less and less with Dark Eldar and Space Wolves in my army arsenal.

If any of you readers are willing to take these armies off my hand, let me know.
All models are current, all assembled and expertly cleaned, unprimed, unpainted.

+++INCOMING TRANSMISSION+++

Since a lot of people have asked about the armies... here's what I have..

Death Guard
PICS:
http://lkhero.blogspot.com/2012/07/more-death-guard-on-way.html
35x Forgeworld Death Guard
4x Meltaguns, 4x Plasma Guns, 4x Champs with Fists, rest are Bolters, 2x with Icons.
FW Death Guard Sorcerer NIB
2x FW Death Guard Marine conversion kits
2x FW Death Guard Terminator conversion kits
An epic ass ton of sprues, has a bunch of special weapons (at least 4x of each), and enough to build 10 more marines, 5 as Death Guard (yes, I have more bodies and shoulder pads), 5 more Termies, and it even has possessed and CSM Lord stuff.
Last I asked was $325 for the lot.
SOLD

Blood Angels
PICS:
http://lkhero.blogspot.com/2010/04/blood-angels-released.html
30x ASM with BA Icons, kit-bashed with Death Company stuff
2x Infernus pistols as meltas in every squad, each squad has a Champ with Fist
3x kit-bashed Sanguinary Priests, 2 with JP, 1 on foot
1x kit-bashed Libby with JP
5x Sanguinary Guard, Fist, Banner
3x Baal Predators (new plastics)
Metal Tycho
Metal Mephiston
Metal Dante
An epic ass ton of BA sprues
Asking for 30% off MSRP, everything is already assembled.  Essentially, you're paying to get a battle-proven army, from someone you know (read and learn from hopefully!), and are helping him gear for his next army.  Asking for 350.
SOLD

Dust Warfare:
Gorillas Pack + Markus
2x Panzer Walkers
2x Battle Grenadiers
1x Heavy Recon Grenadier
1x Heavy Kommandotrupp
1x Observer + Sniper
1x Core set

Only played twice.
Asking for 150.
SOLD

Perdita Crew for Malifaux
Comes with..
Perdita Box
Enslaved Nephilim
Executioner
2x Death Marshals (NIB)
Guild cards

Only played once.
Asking for 75.

pStryker
eHaley
pNemo, eNemo
Siege
Squire
Charger
2x Hunters (1 NIB)
2x Defender/Ironclad/Cyclone magnetized
1x Ol' Rowdy
1x Thorn
1x Lancer
full ATGM + UA NIB, new models
Rangers
Full Storm blades + UA, 3x gunners, all metal
B13
Arlan Strangewayes
2x Gun Mage Captain Adepts (1 NIB)
2x Jr warmaster (male, female)
1x Viktor Pendrake
pEyriss
Reinhodlt
Piper
Gorman
Aiyana and Holt
Anastasia
and probably more merc solos, I don't even remember
Asking for 300 for the lot.
SOLD

All models are well constructed, expertly put together, well-cleaned and battle-proven. Asking for retail - Asking for 50% off retail

+++END TRANSMISSION+++

Oh, and by the fresh start, what do you think of this list?

1750

HQ:
Swarmlord = 280
+Tyrant Guard = 60

TROOP:
10x Termagaunts = 50
Trevigon (Cluster, Adrenal, Toxin, Catalyst) = 195
10x Termagaunts = 50
Trevigon (Cluster, Adrenal, Toxin, Catalyst) = 195
10x Termagaunts = 50
Trevigon (Cluster, Adrenal, Toxin, Catalyst) = 195

ELITE:
10x Ymgarl Genestealers = 230
3x Hive Guard = 150
Venomthrope = 55

HEAVY:
Trygon (Prime) = 240

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