Welcome to Librarium Online!
I've never fought Dark Eldar before, but this weekend I'm gonna be having a 1v1v1v1 game, Me (Tyranids), Daemonhunters, Dark Eldar, and Orks.
The Orks and Daemonhunters I've adapted to, but Dark Eldar are new. I've never fought another "Hit fast and make sure they don't live long enough to hit back" type army, and from what I've read thats what Dark Eldar do.
I'm going with a nice swarmy list, lots of gaunts and hormagaunts, a few Carnifexes, and a genestealer brood or two, maybe a broodlord. All I know about the Dark Eldar player is that he has a Ravager and lots of warriors. How should I go about this? Any specific strategies to use against them? Perhaps a vague idea of the list he might be running?
More specificaly, what do you hope won't happen when you're up against Tyranids?
Swarms are the worst. Dark Eldar work best against armies with a low model count. Remember that Wyches out-CC Genestealers on a point-to-point basis, though. As a rule of thumb, the more you can shoot us, the quicker we fall apart.
I will pass the torch to somebody more experienced now.
I have to say the opposite as my de are killer against swarm/hoard with there low armour, as i bring lots of splinter cannon and multi shot weapons with ravengers and raiders for most other things and a cc unit with boss for counter attack.
I really fear "shooty" tyranids - I like it when they come at me at full speed for cc instead. As a DE player I have both shooting and close combat units that can deal with what you throw at me as you trudge across the board. What throws me off is a list that doesn't run directly at me (outflanking) and shoots templates.
I would concentrate on taking away the mobility of the DE with shooting and try to be the charger. Broodlords scare me too with their infiltration ability so I would put some bait units on the sides of the board and let your "outflank" units get an easy charge.
"On a hunch, I melted them down and inhaled the fumes and read the dark eldar codex again, AND FOUND A BUNCH OF NEW RULES HIDDEN BEHIND THE OTHER WORDS..." [Gardeth on modelling & interpreting the DE Codex]
I play both dark eldar and tyranids, but I've seldom had the opportunity to run one against the other.
With respect to monstrous creatures vs dark eldar, I'd want either lots in my list or none. Dark eldar can field a frightening number of accurate S8 AP2 weapons (9-12 at 1500 points is not unreasonable), which will make early mince-meat out of just one or two MCs.
So agreeing with the others, a shooty swarm with some stealers for counter-assault would probably be the best list vs DE. And remember: a termagant can shoot down a raider. Twenty of them almost certainly will.
As a Nid player I'd say. "Why is any Nid player not running a shooty list?". They are easily what Nid's are built for. Perhaps with a little counter attack, but shooty nids pump out more shots than almost any other army and although they give armour saves they sheer volume of them will cause you to fail saves.
If you must run a swarm, then you want to hug cover. Get your cover saves. Keep as many things alive as possible as if the DE player is smart against you then he will simply sit and shoot as you charge, then strike first in combat with a higher I than you have at which point your numbers advantage will mean very very little. Also remember that venom cannons can pen raiders and ravagers as they are open topped.
On multi battles like this. Dark eldar often don't fare too well as it is harder to be as precise as you have to be in such situations. Your biggest problem will probably be the steamroller that is orks. They get to the enemy slowest (but most enemies will be embroiled in combat, hence less shooting at them) but once they do if they have the numbers then whoever they hit will no longer exist.
1 Termagaunt = 1 ork boy. I know who I have money on!
Dear Game Developer,Caps-Lock, its like cruise-control for AWESOMENESS!
Rock is cheese, Paper is just fine
WWP and other Dark Eldar how to
Many thanks for the advice so far.
@Splata: I really want to run a shooty list eventually, I already have an odd Warrior-heavy one planned out. I just don't have the models to run a decent shooty list yet and Proxies bug me.
The Orkz are always an issue, I ussualy just out-manuever them and let them my Fexes (Sniper and Dakka) have fun while they try to pummel the slower armies.
So against the Dark Eldar, I should; Come at them from several direcitons if possible, use lots of templates, remember how low their vehicle armour is, and make sure to shoot at the Wyches and keep expensive Stealers out of CC with them.
Sound good so far?
This is probably pretty obvious but you need to learn DE threats (as with learning any army, but ours in particular), kill what will do the most damage the fastest, if he is running Talos leave it to the 3rd turn and so on,
Also, be sure to protect your Synapse. Eldar/Dark Eldar are a couple of the very few armies that out of the box can isolate and take out your Synapse creatures effectively and quickly.
Based on the quick rundown of your army the only Synapse unit listed is the Broodlord, so unless you have other synapse that is not listed (and frankly even if you do...) watch out for a surgical strike early game on your controlling critters. Especially with a gaunt/Fex heavy list losing synapse will pretty much ruin your day.
I know that is where I would strike first as a DE player with experience playing Nids as well.
Here are some things you need to be aware of:
A tooled out Archon will drop any 1 MC you field, if not a whole squad. A lord with Incubi will drop any 1 squad you have. Wyches are similar. The best way to deal with their CC prowess is to throw a cheap unit at them, let them slaughter it in the first assualt phase, and shoot them up while they are out in the open. Wyches have 6+ save in the open - they don't like getting shot.
Don't underestimate their speed. They are probably the fastest army, and can get anywhere on the board fast. If you come to them, it only makes it easier for them. Manuever cautiously, patiently, and evenly.
DE like to punch one area hard. If you force them to split their attacks, you will be much better off (as said above). Being able to reinforce areas quickly is a huge advantage.
In a FFA game, you will probably not want to attract the Ravager's attention. If you border the DE player, don't attack that wing until the Ravager crashes. A Ravager can eliminate any infantry unit not in cover in one turn.
In general, shooty armies do well in FFA. Dig in and fire away at whatever is closest or immediately threatening. You'll want biovores. Protect your heavy shots with CC response. Neverending gaunts will likely be very helpful.