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Showing posts with label vect. Show all posts
Showing posts with label vect. Show all posts
Thursday, January 20, 2011
My next 2K DE list
I know it's been a while guys and I apologize for my tardiness. There's a lot of game systems that I play now and all of them need my attention! Check out this army list that I came up with today.
1992
22 kp
HQ:
Asdrubael Vect = 240
TROOP:
9x Wyches (Raider NS, Hekatrix/Agnoizer/BP) = 205
5x Warrior (Raider NS, Blaster) = 130
5x Warrior (Raider NS, Blaster) = 130
5x Warrior (Raider NS, Blaster) = 130
5x Warrior (Raider NS, Blaster) = 130
5x Warrior (Raider NS, Blaster) = 130
ELITE:
4x Trueborn (Venom NS/SC, 4x Blaster) = 183
4x Trueborn (Venom NS/SC, 4x Blaster) = 183
3x Trueborn (Venom NS/SC, 3x Blaster) = 156
HEAVY:
Ravager (NS/FF) = 125
Ravager (NS/FF) = 125
Ravager (NS/FF) = 125
15 Opening volley lances with 48" threat
16 Blasters with 24" threat range, 1 Blast Pistol
32 Total Lance weapons
36 Splinter Cannon shots
I'm proud to say that I've tried many of the things that I said I would.. all except the Voidraven Bomber. I am also proud to confirm that the king of the special slot is the 3-4x Trueborn w/ Blasters in Venom w/ NS + extra Splinter Cannon. That unit is so solid it's not even funny. It has excellent anti-tank, threat range, low-profile, has NS/FF, and can put out an excellent amount of poisoned shots from 48" threat.
Wracks are good, but they lack the firepower that I desire in my Dark Eldar. My Kabal is all about wrecking face and doing good damage and I don't find Wracks filling that role. The T4 and FNP is amazing and I will miss that, but something about them just isn't me. Besides, I built a bunch of Warriors and I think the extra Blaster shot is nice.
What do you guys think about the list? It's very MSU and boasts a lot of vehicles. The small warrior size gives me a very small presence on the board and most armies don't feel wasting an entire squads worth of shooting on 5 dudes. That means they can run around and score or shoot off their blaster. The entire army is extremely fast and puts out a lot of firepower on the opening turn. Once the vehicles push up 12" and take their opening shots (which is 36 Poisoned shots and 15 Dark Lances), the next round is followed up by 2x as many S8 AP2 Lance weapons.
Another alteration in the list would be dropping the 4x Trueborn to 3x w/ Blasters and dropping a Ravager for a Voidraven Bomber. This will give me S9 Lance presence and some missiles to shoot at horde armies. Thoughts?
Monday, December 6, 2010
Dark Eldar at 2000 pts
1998
20 kp
HQ:
Asdrubael Vect = 240
2x Haemonculi (VB, Liquidfier) = 130
TROOP:
9x Wyches (Raider NS, Hekatrix/Agonizer) = 190
9x Wyches (Raider NS, Hekatrix/Agonizer) = 190
9x Wracks (Raider NS, Acothyst/Agonizer) = 200
10x Wracks (Raider NS, Acothyst/VB, 2x Liquidfiers) = 205
ELITE:
3x Trueborn (Venom NS/2x SC, 3x Blaster) = 156
3x Trueborn (Venom NS/2x SC, 3x Blaster) = 156
3x Trueborn (Venom NS/2x SC, 3x Blaster) = 156
HEAVY:
Ravager (NS/FF) = 125
Ravager (NS/FF) = 125
Ravager (NS/FF) = 125
Make sure you guys check out my article about my recent Dark Eldar experiences here. It pretty much sums up everything that have experienced with Dark Eldar so far. In addition, my friend Nick also showcased a lot of his units and what kind of success he's been having with them.
The above list showcases the two playstyles and units that we both found to be effective. Haemonculi (with Venom Blades and Liquidfiers) has been added to the Wych units to give them that much needed FNP. Vect will go with a Wrack squad since they already have FNP. The 10-man squad of Wracks will be quite happy with their 2x Liquidfiers. Things brings me to a total of 4x FNP, full squads with 2 of them being T4. Not bad at all.
My elite choices are filled with 3x 3x Trueborn w/ Blasters in Venoms w/ 2x Splinter Cannons w/ Night Shields. These low-profile stealthy units are fantastic at killing units such as Long Fangs, Hive Guard or any other exposed, meaty unit that's supposed to be anti-tank. By moving 12" with 3 units, I can put out 36 poisoned shots from 36" and hopefully weaken an entire unit of Long Fang's ability to do damage (averaging 3.92 MEQ dead per turn). If I want to, I can also TB these Trueborn into a terrifying anti-armor position for my opponents and then let lose with 3x Blasters each. Truly the flexibility of these units are awesome.
The rest of my list is pretty standard: Vect is there to supply the hurt in melee as well as open up my strategic options. The Ravagers with 3x Dark Lances each gives me a good amount of anti-tank and an opening salvo of 13 Dark Lances. Sure, not the best alpha strike, but still powerful enough to do decent amounts of damage (all 13 will do 7.15 wounds on MEQ and it'll average 3.575 Long Fangs dead in cover). With all my Dark Lances and Splinter Cannons firing, I should be able to signfifcantly weaken a SM's player to wage war with Devastators while maintaining a good amount of cover with everything else.
Sunday, November 21, 2010
The tournament results are in!
First, the list:
1848
17 kp
HQ:
Asdrubael Vect = 240
Succubus (Agonizer, Haywire) = 90
TROOP:
9x Wyches (Raider FF, Hekatrix/Agnoizer/BP) = 205
9x Wyches (Raider FF, Hekatrix/Agnoizer/BP) = 205
10x Warriors (Raider NS, Blaster, SC) = 185
10x Warriors (Raider NS, Blaster, SC) = 185
10x Warriors (Raider NS, Blaster, SC) = 185
ELITE:
4x Trueborn (Raider NS, 4x Blaster) = 178
HEAVY:
Ravager (NS/FF) = 125
Ravager (NS/FF) = 125
Ravager (NS/FF) = 125
This is the list I eventually went with and I'm very satisfied with it. Before I say anything else, let me outline the mission types that we played.
1st Round
Spearhead Deployment
Seize Ground 5 Objectives
At the beginning of turn 2 and 4, roll a scatter dice for 2d6 and replace the objectives (except for the middle one)
Nominate a HQ; killing that one gives you bonus points
You get bonus points if the HQ he nominates lives when the game is over
2nd Round
Pitched Battle
Annihilation
All HQ, MCs and Vehicles (including Dreads) are worth 3 points (Squadrons count as 1 choice)
All Troop choices (not including vehicles) are worth 2 points
All Elites, Heavies and Fast Attack are worth 1 point.
Killing double his kill points gives you a decisive victory.
3rd Round
Spearhead Deployment
Seize Ground (3 Objectives)
One objective is in the middle and each player places an objective in the quadrant to the left or right of him.
Capturing all the objectives gives you a decisive victory.
BR first game vs. Tau Battlesuits + Broadsides
+1 Attack for combat drugs
This is his deployment.
This is my counter deployment.
These are the only photos I took in this battle because I didn't want to bore my opponent with picture taking. Let's get down to the nitty gritty.
I gave him 1st turn and deployed fairly aggressively (but safe). I then seized the initiative with Vect's special rule so my gamble was good. During first turn, I used the red, yellow and green terrain to gain optimal shooting positions and shoot with my Dark Lances while gaining a cover save on everything. I think I used terrain exceptionally good this game because the entire game was basically me gaining cover saves and shooting his suits down in return.
This screenshot was taken before he put infiltrating kroot on the table, but they basically came out on the top left of the table, by the green, the middle (past the red star) and the right side of the table at that building on the far bottom right. He had 4 units of 10.
The shooting killed a lot of Kroot by the green and at the bottom because of the Warriors. Dark Lances from the Ravagers and Raiders killed 3 suits and sent some more to go to ground. The Broadside return fire and Crisis missiles was negated by cover saves although they did manage to immobilized Vect's Raider and a Warrior Raider. I also turbo-boosted the Trueborn with Blasters up by his Piranhas and the Raider soaked up tons of damage. It went down as a wreck but the Trueborn continue to serve me well all game. Next turn had Vect's group and the Succubus' group run up to two of his Kroot units and assaults. More cover saves and Ravager/Raider lances downs more suits and gives him poor LoS to shoot me back I get cover on everything again and my one Ravager rolled a 6,6 and a 5 on 3 penetrating hits. The assault ends with the Kroot being eaten alive and both melee squads now have FNP. The Trueborn down a Piranha and so does a Raider.
His return fire was uneventful and my turn saw more assaults into his Suits. Fleet is really awesome with this army and it gave Vect's and the Succubus' squad plenty of room to move around. The Succubus ran into some Broadsides and Vect ran into some Battle Suits. The Trueborn moved up and shot dead the right most Broadsides with instant kills. Warriors shoot dead a good amount of Kroot and the Raider's mobility kept me scoring despite the moving objectives.
The game basically went downhill for him here because all his shooting was negated by carefully placed cover saves, LoS (from the buildings) and Flicker Fields. Eventually he managed to down 2 Ravagers and 3 Raiders, but I already had the field and plenty of kills under my belt. The Succubus and her unit eventually kills his left over Kroot to obtain F3 (FNP, FC and Fearless) and Vect's squad reached F3 from killing his HQ in a Battle Suit unit. He tries to contest with some Drones and Kroot but my Succubus and Warriors weren't having it.
3-0 Objectives for me, I take the first game with 20 total battle points (Massacre).
Summary:
- Good use of terrain and movement kept most of my army safe from return fire while opening up fire lanes against a superior shooting army.
- Careful use of Line of Sight can negate a lot of shooting.
- Wyches with the Succubus and Vect tore through everything in melee.
- Concentrated Dark Lances will force enough cover saves to insta-gib the Suits you want dead while LoS and placement will negate return fire.
- I could of played my Warriors in Raiders more aggressively because most of the time they were camping on objectives.
BR second game vs. Reserve dual Autarch Eldar list
Rolled a 1 and got extra run for combat drugs
The only thing I have to say about this game:
I'm not even going to BR this game.. I'm going to list some stuff that happened and you be the judge:
- First, his list hard counters mine. I'm a Alpha Strike army and his army denies that completely with 2+ reserve rolls in round 2. His army consisted of 2 Fire Prisms, 2 Wave Serpents with Fire Dragons, 3x2 Vypers, 2 units of Jetbikes w/ Shuriken Cannons with Autrachs, and a Nightspinner. That's an insane amount of S6 shots and plenty of AV12 and anti-armor. My AV10 open-top vehicles and T3 dudes (S6 denies FNP) is going to suffer based on list alone.
- When he came in, all of his stuff was placed so my use of LoS and cover was largely negated.
- Look at the mission rules again: Every single one of my vehicles gives 3 kp. A list with 9 AV10 open-top vehicles love this one.
- On the turn that he came in, he disabled 2 Ravagers and 5 of my Raiders. By turn 3, all my vehicles were destroyed or blown to hell.
- The Succubus' squad failed a tank shock and ran off the board.
- A Warrior squad randomly decided to run off the board as well because of casualties taken in shooting.
- On my return fire, I did something like 7 glancing and 8 pens on a Wave Serpent and he saved them all with 4+ cover.
- The intended combo was: Kill the WS, charge the Fire Dragons with my Wyches. Instead what happened was: WS survives 15 S8 AP2 Lance shots and my Wyches run off the board via Tank Shock.
- Vect's entire unit of Wyches got shot to hell and thus he decides to combat a Autarch (Shining Spear) by getting the jump on him. I inflict 5 wounds on him, he saves 4, hits me back and wounds me with 2 normal attacks. I fail my Shadowfield on the first wound, took another wound, lose combat by 1, roll a 11 and then a 3 and got ran down by the Autarch that rolled a 5.
- The only enjoyment I had in this game was him tank shocking a Warrior squad of mine with 2 tanks and my Blaster guy killed them both in Death or Glory.
- Mission was heavily against me.
- His list hard counters mine.
- My rolling was abysmal and his rolling was vastly superior.
- He wins 20-3.
BR second game vs. CSM w/ tons of Oblits
Rolled re-roll wounds with combat drugs
This is what it looked like after 2 turns. He was getting ready to pull that last Oblit.
His list:
2x Lash Sorcs splint in 2x Chosen units w/ Meltas in Outflank
A squad of Plague Marines sitting in cover
7 Oblits
A unit of Noise Marines in a lone Rhino
2x Lesser Daemon units, 5-strong
I win the roll to go first and I use the same deny LoS, get cover and shoot my army without getting counter-batteried strategy. Let's just say that after my first turn of shooting; 4 of his 7 Oblits were dead. Two were located not in cover by the bastion, 2 on top of the Bastion and 3 inside the bastion fences.
His return shooting downs the Succubus' Raider after it turbo-boosted and the explosion kills 6 Wyches. More shooting kills more Wyches and only the Hekatrix and the Succubus remain. My Trueborn w/ 4x Blasters turbo-boosted by the building and is in range to Blaster him to death next turn.
My next turn sees the Succubus and the Hekatrix charge the Plague Marine squad and kill 4 of them with the Hekatrix dying in return. My Dark Lances and Trueborn destroy all the Oblits. I stun his Rhino.
His turn outflanks me with a squad of Chosen and downs Vect's Raider in an explosion. 3 Wyches die in the process. His Lesser Daemons also charged my Succubus but I go first and cut down his Plague Marines and obtain FNP. She survives the Lesser Daemon attacks with 1 wound left. He loses 3 Daemons in the process.
My next turn breaks open his Rhino, combined Raider fire, Splinter Cannon fire and Blaster fire kills all the Noise Marines. His Chosen squad dies horribly to Vect and Ravager fire and the Succubus wins combat vs. the Lesser Daemons and rallies into cover.
My opponent concedes and it's another massacre win for me.
I finish the tournament in 4th place (out of 17?) with 43 battle points. If it wasn't for my horrible mismatch in Round 2, I would of taken the entire thing I think (1st place guy was like 48 points). The other armies present was a Ork army, a Mech IG army with Hydras (this looked tough), a generic Marine army, a BA army, 2 more CSM armies and a Daemonhunters army. There were some other armies there too but I forgot. Any of those save the IG army would of been a better game for me and I'm confident I would of done well.
Overall, I'm very satisfied with my performance. My friend Adam (the guy I played in the 2nd round) and I decided never to talk about that game again and we all knew it was a bad MU/fluke of a game. He came in 2nd at the tournament.
My final thoughts on the Dark Eldar list that I took is:
- The Succubus w/ the Agonizer is a fantastic buy for 85 points.
- Get into combat with Wyches ASAP and with the right setup, they'll plow through things no problem.
- Vect is a monster in CC and his 4+ Seize definitely helped, but I think I could of taken the games without him.
- He is, however, excellent at mind games because your opponent knows there might be a chance he can lose his first turn. That's why with my list, you can counter-deploy a little more aggressively just in case.
- Blast Pistols are a great item to have when fighting MEQ since it helps even out the average # of MEQ killed right before an assault w/ Wyches.
- Using smart use of terrain and getting cover saves on your vehicles is absolutely critical. It was the entire reason why I was able to outshoot seemingly horrible matchups for me.
- Take at least 5+ troop choices because you need as many guys alive as possible to secure objectives: Wyches go after his and your Warriors harass/protect yours.
- Play the army aggressively: The only reason Tau was able to apply more pressure to my Ravagers was because I had the Warrior Raiders sitting too far back. If I was more aggressively, he would of had more targets. Besides, you can always 24" back to the objective.
- The catch for Dark Eldar is that they're able to flood the field with many high priority targets: Ravagers, Wyche Raiders, Warrior Raiders, Vect, the Trueborn..etc.
- Trueborn is best in small squads, I'm convinced. Unless you're taking Splinter weapons with the Duke, 4x with Blaster or 3x w/ 2x SC is the most optimal number in a Venom. Since there's no model out of the Venom right now, I'll stay put with just a Raider. I do admit that the Venom is the optimal transport for them though.
- Dark Eldar will suffer horribly in kill point games. Mech IG suffers too.. but AV10 open-top suffers the most.
That's all I got for now, thanks for reading guys.
Thursday, November 18, 2010
1850 Tournament this weekend
It's going to be quite sick. I haven't played in a tournament for quite sometime because of this ridiculous OT.. but as of today, I'm done with that! Not only is this going to be my first couple of games with Dark Eldar, but it's also going to be a tournament. Hopefully my 4th Ed. Eldar-ish skills haven't worn out completely.
Here's the list I plan on using:
1850
15 kp
HQ:
Asdrubael Vect = 240
Succubus (Agonizer) = 85
TROOP:
9x Wyches (Raider FF/AS, Hekatrix/Agnoizer/PGL) = 205
9x Wyches (Raider FF/AS, Hekatrix/Agnoizer) = 195
10x Warriors (Raider NS, Blaster, SC) = 185
10x Warriors (Raider NS, Blaster, SC) = 185
ELITE:
5x Trueborn (Raider NS, 4x Blaster) = 190
5x Trueborn (Raider NS, 4x Blaster) = 190
HEAVY:
Ravager (NS/FF) = 125
Ravager (NS/FF) = 125
Ravager (NS/FF) = 125
I will make another post Sunday or Monday night with the tournament results. Tomorrow/Saturday night will consist of me putting together 3x Ravagers in preparation. Go me!
PS - The picture has nothing to do with 40K, but the first person to tell me where that's from gets a cyber cookie.
Wednesday, November 3, 2010
Revisiting Asdrubael Vect
I was brainstorming today on how my Dark Eldar lists will play out if I went for more Warriors over Wyches. Sure, Wyches are nice, but how do they compare to Warriors overall? Warriors have the ability to inflict a lot of wounds at range as opposed to close combat. Wounding on 4+ vs. everything is better than S3 in close combat for the most part. Sure, the 4++ invulnerable in close combat is nice from the Wyches, but at the end of the day, killing things for that fast FNP is a must. Plus, Warriors can take more AT from range and have the option to go either Dark Lances or Splinter Cannons depending on role.
Then it came to me.. what if I take a list with Warriors, Trueborn and Vect. Just Vect, no other character is needed, but I'll also take his Dais of Destruction for a lovely AV13/13/13 shell for a 9-model retinue. Since Vect has to come with 9 other models, I decided to gear them for dedicated CC. Here's what the list looks like:
1750
14 kp
HQ:
Asdrubael Vect = 240
+Dais = 200
TROOP:
9x Wyches (Hekatrix/Agnoizer/PGL) = 130
10x Warriors (Raider NS, Blaster, SC) = 185
10x Warriors (Raider NS, Blaster, SC) = 185
10x Warriors (Raider NS, Blaster, SC) = 185
ELITE:
10x Trueborn (Raider NS, 4x Blaster) = 250
HEAVY:
Ravager (NS/FF) = 125
Ravager (NS/FF) = 125
Ravager (NS/FF) = 125
Short, simple, to the point. Vect rides in his Dais with 9x Wyches, the Hekatrix w/ an Agonizer and PGL. I had to put 10 points somewhere so I decided to just go with a PGL for Vect and the CC squad's sake. In theory, the number of attacks and PW attacks I'm gonna put out should deter most units from assaulting me anyways. Besides, they'll be well protected in the Dais of Destruction since it's pretty much the heaviest armored thing in the entire DE book.
The rest of the army looks like 10x Warriors w/ a Blaster and Splinter Cannon in each Night Shielded Raider. I still like Night Shields over Flickerfields because I roll like ass when it comes to 5+ saves. Besides, I'm pretty good at guess ranges and I should be able to limit my opponent's ability to retaliate if I deploy complete on one side. Each Warrior squad should be able to put out 20 poisoned shots and a Blaster shot in Rapid Fire range which is pretty damn respectable. Standing still in the Raider, 2x S8 AP2 Lance shots is also very welcome in a anti-tank role.
The Trueborn is still the same, boring Trueborn with their 4x Blasters and happy smiles. Since I hit 1750 points exactly, I took out the Voidraven Bomber for the cheaper and more cost effective Ravager. Since the entire army is Night Shielded or AV13 w/ cover (hide the Dais!), I'm pretty confident with my ability to declare war anywhere in the galaxy.
Here is how you win with this list:
- Let your opponent deploy first so you can study his unit placement, the terrain he chooses and the best angle for your attack.
- When you deploy, keep everything either out of LoS, in extreme cover or far away if he deployed well. Leave no room for him to alpha-strike your units and use Night Shields and range to harass his first turn.
- Deploy aggressively if you can. Vect has the ability to seize initiative on a 4+ and you should take advantage of this whenever possible. Also note that with my list above, when moving 12" with your army on the first turn, you can shoot out 14x S8 AP2 Dark Lance shots out from an 48" effective combat range. That's a lot of pressure and pain right from the get go.
- If you think that's rough, if nothing dies on your first turn, your next turn will consist of 23 Dark Lance shots once your Blasters are in range. That's pretty absurd.
- Concentrate firepower on one side of the table and be aggressive in your approach. Pop transports with Lances, rapid fire poison the contents or just concentrate Dark Lances into MEQ for easy kills.
- Don't be afraid to engage with Vect and his bodyguard of Wyches if you see the opportunity; especially if its an easy kill. Vect is a CC monster and with 4x additional Agonizer attacks from the Hekatrix, you should be able to wipe most 10-man MEQ squads off the board with ease. Once you obtain that first Pain Token, get into cover and back onto your Dais for additional protection. Having a fast, skimmer AV13 scoring transport with FNP units inside is insanely good.
- Also, don't forget that Vect has a S10 AP3 Blast weapon that's assault 1 and he has BS8. That pretty much means it'll almost never scatter and it'll murder MEQ or low leadership models (like Orks) for free health.
Yeah, I'm pretty much in love with this list. Looks great on paper, will probably suffer to horde-style armies, but that's why I have a good amount of shooting to compensate as well. Plus, I can always run away and shoot while most foot-slogging armies cannot.
Wednesday, October 13, 2010
Asdrubal Vect: Worth it or not?
First, let's look at Vect's combat stats. He's WS8, BS8, I8 with 4W, 5 attacks base and comes stock with a Shadow Field. Not only that, but he has Preferred Enemy vs. everyone, re-rolls to wound vs. Eldar and Dark Eldar and have a power weapon that always wounds on a 3+. For shooting, he has a cube that shoots out a S10 AP3 Assault 1 Blast from 12" and each wound it does restores his wounds. The thing about this weapon is that for wounding purposes, the S10 is matched against the target's leadership. That means it's utterly worthless against vehicles.
What is the best thing about Vect? He gives Dark Eldar the ability to Seize the Initiative on a 4+. Just in case you roll low and your opponent thinks he's going first, Vect makes you take away your opponent's first round of shooting and passes it onto you. Not only that, but he he can take a AV13/13/13 Raider that's open-topped so he can load 9x Trueborns in there and have 4x Blasters. The Dais of Destruction also comes with 3x Dark Lances.. but it's a damn shame that it can't move 12" and fire everything like a Ravager. Oh well, it's still a pretty solid firing platform once you go flat out on turn 1 and plant it close to your opponents.
So the big question is: Is he worth it or not? He's 240 points and his ship is another 200. If you're taking him, you might as well take the ship because it's the most durable thing you have. Otherwise, you can just take him for his special rules and the fact that he's a combat monster. At 240 points, he's basically two HQs and you guys already know how hardcore I am with cost effectiveness. Personally, I like taking a combat Archon and the Duke for army wide bonuses. Realistically, you're just paying the extra points for the near-guarantee chance of going first every game. For Dark Eldar players, this in itself pays for itself.
What do you guys think? I know if I was to take him, I would take something like this:
1756
HQ:
Asdubal Vect = 240
TROOP:
9x Warriors (Raider NS/SR, Blaster) = 176
10x Warriors (Raider NS, Blaster, Splinter Cannon) = 185
10x Wyches (Raider AS, Hekatrix/Agnoizer, HG) = 205
10x Wyches (Raider AS, Hekatrix/Agnoizer, HG) = 205
ELITE:
10x Trueborn (Raider NS, 4x Blaster) = 250
HEAVY:
Voidraven Bomber (FF, NS) = 165
Voidraven Bomber (FF, NS) = 165
Voidraven Bomber (FF, NS) = 165
I can honestly give a damn about a 200 point Raider that can't move 12" and shoot all its guns. For me, I'd rather have something that can deliver scary results on turn 1. That's why I have a list that looks like this. If the entire army moves 12" and shoots, it's going to shoot 5x S8 AP2 Dark Lances, 6x S9 AP2 Void Lances and if anything is close or in face-eating range, then the Blasters on the crew will go to work.
Vect is all about his Turn 1 - that's the only reason you're taking him. I say you better make it count or don't bother taking him at all.
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