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Hello. I think just about everybody noticed our new issue with pinning weaponry in the new codex. The loss of terrorfex\horrorfex has dealt a major blow to DEs' ability to obtain fire superiority at point blank range, something that used to greatly aid us in controlling which enemy units would participate in CC with our wyches\incubi. Now on the other hand, if we dont want an enemy unit to shoot\assault this turn - we are basicaly stuck with having to shoot the hell out of it in the shooting phase or lock it in CC in the assault phase.
Despite this however, the new codex put a new spin on your use of pinning weaponry and I was hoping to discuss some of the way DE players make up for this defects. For example:
The Hexrifle - I know this one is a very odd addition for a unit thats constantly on the move, but did anyone actualy find any use for it?
The Gravity Talon - a relatively notable feature of the new and improved jetbikes, accordign to some not as usefull as S6 caltrops or blasters, but still interesting nevertheless. Once do you as a DE player use this feature? How does it help you support other DE units? What opponents do you take it against?
The mandrake Baleblast - a very potent and notable addition to an otherwise forgotten unit in the previous codex. Combined with infiltration, the mandrakes find themselves converted into super Tau pathfinders that are actualy good in CC. Again, how do you use them? How do you factor in the deployment of the whole unit and how does that incorporate itself into your general strategy? That being said, how does that affect your mandrake strategy?
Having a forgeworld raven meant I fielded a Razorwing with Necotoxin missiles (in my first game yesterday with the new rules), I saved my wyches stuck out in the open after wiping out a unit quicker than I wanted and left a squad of Ultramarines pointing heavy bolters at me!
A nice 2+ poison dropping one marine and a failed pinning check meant my wyches did not get shot and made mincemeat of the marines next turn!
Tried the hexrifle and definitely not impressed. Here's why. Lets say you have a haemonculus with a squad of warriors with the hex rifle. Running the numbers tells me that only 1 in 9 shots by the haemonculi could actually cause a wound on a SM. Therefore I deem this as an epic fail.
On the other hand, I want to comment on the baleblast which I think is a wonderful gift to the dark eldar. I know very few use mandrakes but when infiltrated these can be extremely dangerous to just about any opponent. From experience I figured the best way to deploy them is on one of the flanks, in deep cover with no LOS from the enemy. This way you decrease odds of being fired at the first turn, and flank cover will provide you with more possibilities than cover in the middle of the board where they will surely get slaughtered in the first two turns. Anyway, after infiltration during your turn they can use their move through cover to move within LOS of the enemy which is bound to be within 18" if your infiltrated correctly. From there 20 Str4 Ap4 at BS4 sounds like a win\win regardless who you shoot at. Anything with save worse than 4+ will get not only massacred but probably pinned to due to taking so many losses. In addition when infitrating mandrakes in flank cover, you would be in a good position to sneak in a squad to support them in ranged\cc by moving your units close to the lateral board edge.
For example, you deploy mandrakes in deep cover out of LOS, on the first turn you move into LOS and shoot(hopefully pin). Opponent tries to move closer and either shoot or charge the mandrakes during the first 2 turns, being in deep cover will make them difficult to charge. Meanwhile you sneak a raider squad or a wych unit along the lateral board edge for when the enemy manages to charge the mandrakes, you will be able to zoom in, disembark and charge him evening the odds. Alternatively if the enemy doesnt charge, you can still unload a warrior squad to help the mandrakes with shooting.
Despite the need to earn a pain token for the mandrake baleblast it is a killer ability - mandrakes are probably the best eldar killers in the codex and will royally screw with any eldar deployed on foot (though reaper's 3+ save can prove to be a challenge at times).
A HUGE advantage to the mandrakes pinning (which if it works means they need no assault greandes) is that a pinned unit does not gain the benefit of cover when assault ("Going to ground", page 24 of the rulebook). So pin a unit in cover and you can actually use the I5 of the mandrakes.
Seriously the amount of people declare them crap without realising they are utter beasts is astounding. The again in the grim darkness of the 41st millenium there are only marines etc etc.
Last edited by The_Outsider; November 26th, 2010 at 16:10.
i actually find the hex rifle to be useful in the last game a hexrifle shot and killed a carnifex!
outsider how many times does a person fail LD 9 not that often... i see them as acting more like a thorn in someones side rather than absolute beasts
you can move and shoot with the hexrifle which makes it alot better then everyone else has said so far.
It may not be the best option but since it is the only long range gun the Haemonculus has, I will use it.
I start the game with a Haem. In a reaver squad to give them a pain token. Then i move him next to a Dark Lance foot squad and have him help hold objectives etc. for a job like this I give him a hex rifle and venom blades (so he can take on any role)
The grav talon is not as effective as the Caltrops (imo) but they are alot cheaper so if i want a reaver squad that can turbo boost over enemys and pop tanks with a blaster I will use them.
The mandrake models are so cool looking that i plan to use them regardless of their rules/effectivness
"Thank him who puts me loath to this revenge on you who wrong me not for him who wrongd"