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Hi folks. We've been seeing a lot of new players on these boards lately, so I thought I'd offer this explanation of a particular deployment tactic that really gives the fast Dark Eldar army a nice advantage.
I call it the Raider Reserves Ambush, and it uses lots of our fastest moving units to really get the jump on any type of army. The only type of army it's not meant for is large mobs of Ork Boyz or Tyranid Gaunts.
Army List Design
That means every unit is on a Ravager, a Reaver Jetbike, or a dedicated Raider transport. Dedicated is important because you need to be able to deploy the whole squad inside the Raider.
Each unit should be upgraded for the purpose of shooting & assaulting. So that means assault guns and Sybarites/Succubi with Agonisers/Punishers. Combat Drugs are also worth it if you've got points to spend. You're really looking to do as much damage as possible in a single turn, so opt for multiple killy units rather than larger numbers per squad.
Works best with armies of 1,500 points or less.
- Choose to go second if you win the roll-off.
- For Seize Ground, place objectives as near your table edge as you can.
- Leave everything in Reserve.
- For Dawn of War, you could instead have all your units arrive on Turn 1.
The major concepts for this strategy are:
Give your opponent no targets to shoot at in the early game.
This can mess up their strategy on its own, because most players plan out their opening moves before the game starts. Those plans usually assume there will be enemy forces that can be positioned against or shot at.
See what your opponent does first and deploy your units in more favorable positions.
Counter CC units with Wyches, get clear shots with your Ravagers, and get your HQs or Reavers near their optimal targets.
Use the long table edge instead of the corner on Spearhead deployment.
This is great because it's can be much like Outflanking, allowing you first turn assaults! That's much better than having to go diagonally across the whole board.
Use your units' speed to close in much more safely against shooty armies.
You will get cover saves from Flat Out and Turbo Boost before your opponent gets a chance to shoot them. You can might also reach more pieces of terrain that could block enemy line of sight.
Severely cripple your opponent's army to limit his ability to retaliate.
Lots of small-sized units can pack more punch than ones with more models per squad. More units also presents too many targets to destroy unless the game goes to 7 turns.
Possibly avoid being Deep Striked or Outflanked by powerful units.
The longer your forces take to arrive, the less chance they can get the drop on you. This is particularly important when facing Chaos Daemons and Drop Pods.
Use the speed of any late-arriving units to capture/contest objectives on your half of the board.
Using RRA makes for very fun & fast-paced games where both sides race to do as much damage as they can in a shorter timeframe. I'd love to hear what success you've had with it, or problems you've run into. Any modifications to this tactic would be nice too.
Thanks for reading!
Last edited by Krovin-Rezh; March 3rd, 2009 at 21:06.
Good tactica, learned alot from this.
It's good to know I'm not the only deepstriking DE dude!
yeh ive learned alot from this as well
thanks for it
This is my tactic of choice as well. I went for this over webway portals because it allows for a larger army. You don't have to spend 100 points on portals, you don't need to waste points on portal delivery squads that will get shot up, and you don't run the risk of losing portal squads. You can also use this as an option for losing the roll off, if you are actually trying to go first. (of course that is risky with seize the initiative) I also think a Talos is a must with this tactic. You may think the Talos is too slow but i've found that in the first couple turns the enemy is going to go for your objectives. The Talos is great for coming on and keeping the enemy off your objectives and giving your mounted squads the freedom to go after the enemy ones. A foot slogging troop squad is also worth it to take control of objectives close to your deployment.
That's a cool idea jsullivanlaw. I'll have to tinker with adding a Talos to this. I am famous among my group for always rolling ones for the Talos though, so my mileage will probably vary from yours!
You reminded my to put #2 on the tactics section, so thanks!
Last edited by Krovin-Rezh; March 3rd, 2009 at 21:06.
I have tried this a few times and every time I was left wishing I had just deployed everything at the start. The risk coming in piecemail is just to great and allows the opponent to engage a few of our fragile raiders/ravagers at a time. Better to have all your firepower available on turn 1 then to hope to roll well. If I am going 2nd and will have to weather some first turn shooting (unless its DoW) I will deploy a few of my raiders (preferably empyt ones from mini-sniper squads) sideways and use them as cover for the rest of my raiders/ravagers.
This tactic assumes you're going second. It gives the enemy the chance to move into CC range before you have to make your move, and gives all your units the opportunity to Flat Out/Turbo Boost before taking a single shot if they aren't. Those cover saves can be lifesavers! And units embarked on Raiders are kept small. So if one goes down, you've still got plenty left. This also gives you a lot of Reserve roll-ins, which means a better chance for more units to arrive at once. Reserves are always a bit of a gamble though. You just have to weigh it against losing some units on Turn 1.
Between nightshields and smart deployment most enemies are only going to have a few weapons that can reach you turn 1. And remember in 5th it might not be in our best interest to close quickly with our enemies anymore. Guard and tau sure, but alot of times its best to stay back and destroy the enemies long range capability and then just pick them off from range, closing to finish off the remenants in CC. Its alot easier to do this quickly when all your units are already on the table.
Tactics will always differ against differing armies. I believe I mentioned the limitations of its use. It works fine against other types of CC armies, you can gang up on certain units using lots of sybarites/succubi/lords/incubi/wyches.
The long range gunfight is fine tactic, but it belongs in it's own tactica.
The nice thing about this tactic is the flexibility. You could make a list with lots of DL teams, but that will be a lot of ineffective points spent against a Tau army. RRA just requires the army to be fast & pack a punch. It doesn't care how you do it. Ranges become a non-issue since most boards will not be more than 4' deep (just flat out & hit next turn). It also doesn't much matter what terrain is in place, since you're units are generating cover themselves and can all fly.
Last edited by Krovin-Rezh; March 3rd, 2009 at 22:12.
I used the "last turn grab" method which does the same thing - go second, delay your units entry into the game and make your opponent move closer. I used it in the Las Vegas GT last year and was successful most of the time.
One thing I am not sure if it was mentioned was the bonus of going "mechanized" with the list. With fast units (mainly the number of empty raiders) you can use them to turbo-boost into enemy held objectives to contest on the 5th turn. If the game ends, perfect! If the games continues then they at least get a 4+ "flat-out" save and now the enemy has to change his shooting priorities to the empty raider, this takes shooting off of your other claiming units and once again you can send another empty raider in anticipation of the game ending.
The good thing about this style of play is that in most tournament games I was in there was a certain amount of time to complete the game - it was easy to know if the game was going to end because there wasn't enough time to start another round. Most of my games ended in the 5th turn so knowing that was a useful tool and meant that I would have more units alive in general and my opponent couldn't do anything about it as I got to move last in the turn - I expect the 2009 GT to be the same format. Although there are times to take the first move - I am perfectly comfortable going second now.
I also want to mention that Spearhead is my favorite deployment mission for using reserves - I start to drool when I get that setup. The enemy usually forgets that I can use the entire 72" and I ended up surprising 2 opponents at the GT this way as I got rear and side shots on their predators and dreds. Why? Because the opponent will usually hug that center deployment line as well as the middle board 24" line. My opponents placed their tanks on that middle line because he knew he had first shot and didn't fear me and all I had to do was pop my 3-lance ravager 6" slightly behind him and I was easily 18" away with no obstructions - it worked in both games.
Static gunline armies. As Gardeth had mentioned there are times when having all your units on the table for a "too many units to deal with" strategy would work better. I would say that against some Marine lists, Tau and IG armies you may not want to come out piece-meal when your entire army is in reserve (imagine 1750 or 2000 points of Tau waiting for a target and only 3 or 4 units arrive, ouch!).
Also, and this could be combined with the above mentioned problem - Kill Points. Kill point games are going to give "gun-line" strategy some validity and with you being "mechanized" you will be sporting 18+ killpoints. I would almost say that deepstriking might help but since our codex's special rules our units are merely floating pinata's waiting to get whacked.
So there is no real answer to kill points - right now I am usually rushing the entire army into the enemy to keep the damage low. We are still going to give up a ton of kill points doing this but I think its better than hiding or just staying back and shooting as they will get line of sight to us one way or another.
"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]