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So there is a local campaign going on here and the average games sizes are 750 pts. The only army i seem to have trouble with is the dark eldar player (no idea why though, I thought it'd be fairly easy). I need advice, tactics, and jst some simple pointers. He usually runs these transports that have a dark lance on them, and boy can he field quite a bit of them!!! So what build is recommended against them??? He also has these units that only have a 4+ invul sv in CC but otherwise aren't too good. that's pretty much all he runs with 2 heavy support that shoots plasma blasts. Thanks for help
"The only restraint is yourself..."
Heh, Dark Eldar are lovely
I have a friend playing them, we often play against each other, though I prefer larger games
In general, tactics is simple: you need to drop his Raiders (transports) while they are far. If he runs only these cc-oriented units, he needs to drop them close enough to you so they can charge your troops. Transport hanging on 21" distance needs to be dropped by all means - it will move 12", they disembark in 2", they run for at least 1", and then they charge 6" (or 12", if they rolled this effect on drugs - add 6 to the upper number). If his heavy support has only lances - forget them for a while, transports are greater threat.
As far as I get it, static gunline is one of the best tactics against this type of lists. You can field a lot of heavy weapons, and their vehicles are fragile, their only protection is cover (and they will get it for flat-out). Vets are bad in the case - they get too close and risk to get their chimera bursted by blasters and then themselves to be charged by wyches.
As I play hybrid lists with at least 2 platoons with autocannons, I never have really big trouble with them, they just don't get close enough.
Hope this helped. Feel free to ask more if you have questions
"...But the rest of the cows and market analysts call them mad. Well, twenty-three zillion bacteria said the same thing a hundred million years ago. And guess where they are today? They're still bacteria!" (c)
As was said, drop the transport asap. Autocannons (Especially Hydra's) will do that well. Melta won't work against their Transports, especially if they have Night Shields, as you want to stay as far as possible from the package (Wyches especially. They slaughter MEQ in CC, so imagine what they do to GEQ.).
Since most of their troops lack decent armor (like our own Guardsmen) they will tend to try and use terrain as much as possible, so if you can try and entrench your troop in said terrain, the regular warriors (Not the Wyches, those will usually have some.) don't have Assault Grenades and as such will strike last (as well as their general lack of flamers will means your troop should survive the shots decently enough). If you can Try and establish a kill zone with as much open space as possible to shoot them.
Dark Lances will only really hurt heavy armor (Leman Russes), against Chimeras they are the same as Missile launchers. Which is a good thing, because they can field a many as you can field Autocannons (nearly).
Terrorfex/Horrorfex/Xenospasm : expect your units to be pinned if they are within 12" of a squad or 18" of a vehicule, Commissar's Stubborns as well as SC stubborn/fearless could be priceless if your oponent use those.
Shadow Field : If you can enlist the help of Daemon Hunters, a Psycannon would solve your problem with that one, provided you can isolate him from his retinue. Incinerator would work too.
Leman Russes, Artillery, Melta or Plasma spam would solve any troubles with Talos if your opponent used one.
Fighting Dark eldars is as simple as taking away their speed & mobility and they end up as frail as Guardmen, just stay the hell out of melee with wyches. Easier said than done, but then Autocannons are so spammable.... Did i mention Hydras and their "ignore flat out cover save" already?
It'd be pretty hard for IG to lose to DE. Platoons with Autocannons can single handedly beat DE, if they lose the transport, or it's Immobilized, or Shaken/Stunned that squad is screwed. IG just spams to many HWs in most lists, even Mech armies have Multi-Lasers and tank weapons to blow holes in their boats.
If he deploys first, see what he does. If he doesn't split up, split your army on either side of the board. Focus your guns on on flank and sacrifice your other. This will let you wear him down with shooting and you'll probably win.
If you deploy first, I'd still split. He either splits as above or commits everything to one flank and will crush it but your other flank will be spared for a good chunk of the game.
DE can bring a lot of Lances, try to get cover your your Russes but don't freak if they die, his armor means a lot more to him than yours does. Ignore any shiny units and get everything on foot asap. Most DE anti-infantry guns have a short range so foot slogging him will nullify them. The big exception is Ravagers, basically a Raider w/ 3 guns on it. Totally ignore these until you've killed the Raiders, DE players use Ravagers to attract fire most of the time so don't fall for it.
Don't be afraid to take a charge either. Wyches aren't so good against IG in CC, they're meant to tackle more elite units, you can inflict some kills on them with a much cheaper squad. Warriors have a similar profile to IG and often don't have grenades so stay in cover and if he wants to charge you hit first against T3 5+ save models. The HQ units will tear you up but they're T3 so easily killed via shooting.
Hope that helps, DE is a lot like Eldar except their transports are weaker but they often have more units. The plan is the same, get them on foot and you'll probably win.
If he runs a Webway list or some wacky list with the terrible units DE can field, you'll probably win easily by virtue of a stronger army.
Pretty much what's already been said is good advice, take out the transports first is the VERY important thing. Then things like grenade and missile launchers will help clean up the rest of the squads with frag rounds (yes, it might be wise to take a few ML here over pure autocannon spammage, trust me). When they do get into combat with you, you can help alleviate your problems by keeping platoons un-mobbed up. Present your opponent with lots of targets to assault and make sure multi charges aren't on. Then, when suicide unit A is killed, unit B,C,D and E can blast the living excrement out of them. *evil grin*
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Yeah, I run a force of mostly static gunlines, so I don't really sweat Dark Eldar too much. This is not to say that not everyone should feel the way I do, Dark Eldar are nasty little beasts that are just straight up scary. The sheer volume of shots is your best friend. The more shots you have, the more will likely hit, the more that hit, the more will likely wound. It's just that simple. The weapons are there, the men are there, you just need to bless your dice.
If I lived in the 40K universe, I would rather be dead than be taken prisoner by the Dark Eldar.
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Autocannons will wreck DE vehicles. Having some Valks/Vends in reserves to come on and pop transports wouldn't hurt either.
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Thanks for everything, reps to all. So basically platoons spamming autocannons, just not in hws i assume. what russ variants? eradicator seems fine to me as he only runs transports with the troops inside them, like literally in our last 1250 pt game, other then the 2 heavy support shooting plasma cannon blasts. So guess i'll run a platoon or two, vandettas, eradicators, maybe couple hydras.
"The only restraint is yourself..."
Most of the DE Infantry are lightly armoured with the exception of Incubi so an Eradicator will work just fine. It should be brilliant for killing the infantry that bail out of the Raiders. A russ is a Fire Magnet and thats pretty much it. I'd take some Hydras to be honest with you. They'll shred raiders and Ravagers like no ones business.