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Thread: DE Anti-Mech

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    DE Anti-Mech

    So I'm curious to see how much antimech most DE players bring to the table especially for a 2000 pt game.

    So outside of the heavy slots (Talos, Ravager, Razorwing, etc) what does everyone take for their antimech?

    I imagine the following squads are the common builds for DE:
    Ravagers with FF
    Talos with (Heatlance or HaywireBlaster) and Chain Flails
    3 squads of 4-5 trueborn with 4 blasters or 2 DL.
    1-2 squads of wyches with HWGs in Raider.
    5 man squad of scourges with either 2 Haywire blasters or 2 heat lances
    6 jetbikes with 2 blasters or 2 heat lances
    10 man warrior squads carrying 1 blaster 1 SC in a Raider with DL.
    4 upgraded Grotesques (1 aberration w VB and 1 with LG) with Urien

    So which combinations do you like to bring to the table?
    How much of your 2000 pt army is dedicated to antimech vs antiinfantry?
    Anyone trying to use the haemonculus with a dark gate or orb of despair?


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    Orks_n_Bugs Bugs_n_Orks's Avatar
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    The short answer for me is: Everything that isn't a Venom (or a CC HQ). With the prevalence of full Mech lists in tournaments these days, more or less every unit needs to be able to do something against tanks or you'll pretty much auto-lose certain match-ups (assuming your opponent isn't brain dead). Here's 2 examples of my 2000pt tournament lists.

    Baron
    Malys
    2 x 4 trueborn w/ blasters in venom w/SC
    4 x 5 warrior w/ blaster in venom v/SC, GT
    9 wyches w/haywires, shardnet, hek w/agonizer in raider w/FF, GT, Prow, TL
    5 beastmasters, 10 khymera, 6 razorwings
    2 x ravager w/3 DLs, FF
    razorwing jetfighter w/2 DLs, 2 shatterfield, FF
    The trueborn and warriors have their blasters, haywires on the wyches, the beasts are great at surrounding transports (sometimes 2 at a time) and glancing them to death, ravagers are a no-brainer, and the razorwing makes people pay for bunching up their vehicles, oh and Baron has his S6/7 when assaulting (great for knocking out immobile/stationary vehicles). Only Malys and the Venoms lack some kind of AT.

    Duke Sliscus - 150
    Succubus w/Agonizer - 85
    2 x 9 wyches w/Haywires, Hekatrix w/Agonizer, Raider w/FF, GT - 213
    3 x 5 wyches w/Haywires, Hekatrix w/Agonizer, Venom w/SC, GT - 160
    3 x 6 Reavers w/2 Heat Lances, Arena Champ w/Venom Blade - 171
    3 x Ravager w/3 DLs, FF - 115
    More straight forward here: Haywires, Heat Lances, Ravagers. And again only the Succubus and the Venoms don't have some ability to hurt tanks (Don't forget Duke's Blast Pistol!!! He one-shotted a Battlewagon in my last tournament)


    Edit: Also I don't think the orb of despair can hurt things without a Ld value. The Dark Gate could be cool but it's got such a short range that you won't be able to use it until later in the game, it could pretty easily scatter back on top of you, and it'll likely only hurt 1 vehicle (AP- only adds to the problems). For me dark gate is better suited towards insta-killing squads of multiwound models (Grotesques, Nobz, Thunderwolves, Ogryns, Tyranid Warriors, an now Scarabs, that's where it'll really earn it's points back.
    Last edited by Bugs_n_Orks; December 27th, 2011 at 16:18.
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    Archite of Caerbannog KwiKwag's Avatar
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    Quote Originally Posted by mrvegas View Post
    So I'm curious to see how much antimech most DE players bring to the table especially for a 2000 pt game.
    Lately I have been playing mostly WWP style lists and my list design is based upon the idea that when playing with the “Reserves” system that you may not get what you need when you need it so the units that are primarily put in the reserve to use the wwp have to have some duality to them. There are some units that excel and being specialized so I try to balance the list. In general, my slots usually look like this:

    HQ: This slot is specialized and thus I do not expect it to do both anti-infantry and anti-armor. Haemys are token and wwp caddies while the Archon and everyone else is primarily doing anti-infantry. I do not expect much from them when it comes to anti-mech.

    Elite: I use them almost exclusively for anti-armor. Usually trueborn or grotesques and both are quite reliable in that role. I particularly like the grotesques as they can do both anti-infantry and anti-armor quite efficiently.

    Troops: Wyches with haywires can do both however I usually only take 2 squads while the other 2 squads are mainly wracks (which are just solely for camping objectives and escorting the wwp carrier).

    In a couple games I have gotten the Hellions to be strength 6 on the charge and have used them to charge transports but that is not their primary role (but in an emergency they can do something).

    Fast Attack: will almost always gear them for anti-armor and I find that they can also be used for anti-infantry quite easily. I think these choices have wonderful duality to them as well as taking advantage of the WWP system.

    Heavy Support: I will mostly make them anti-armor but on occasion, depending on the other choices in a wwp list I have used a Cronos (which I consider solely as anti-infantry) but that is when the list is mostly anti-armor and the Cronos is there to support them (like giving scourges, bikes and hellions pain tokens).

    I imagine the following squads are the common builds for DE:
    Ravagers with FF
    I also like nightshields on them.

    Talos with (Heatlance or HaywireBlaster) and Chain Flails
    I have dropped chanflails for now. Haywire blaster when they start on the board, heat lances for when they start in the portal. I now use twin-linked liquifiers as I have found I need the duality for the talos when playing with a wwp. You never know who or what is stupid enough to get close to a wwp but I have found the liquefier to net more deaths than the chainflails do.

    3 squads of 4-5 trueborn with 4 blasters or 2 DL.
    I tried them on foot in the portal with 4 blasters and I like them that way, not a big venom fan.

    1-2 squads of wyches with HWGs in Raider.
    Exactly. An excellent example of duality but their primary role will always be anti-infantry.

    5 man squad of scourges with either 2 Haywire blasters or 2 heat lances
    Almost always with heatlances. In wwp lists I have fun with them at 10 strong and with 4 heatlances (this configuration does a number on infantry as well) however, I mostly take them 5 strong.

    6 jetbikes with 2 blasters or 2 heat lances
    Almost always with heatlances – having fun with them though at 9 strong with heatlances and caltrops

    10 man warrior squads carrying 1 blaster 1 SC in a Raider with DL.
    I think this is a huge mistake in thinking they are anti-armor. They make a nice mobile scoring unit but no way in any shape or form would I think they are anti-armor. They might get lucky but they will never be anti-armor in my eyes – there is duality here but I think they are a little weak.

    4 upgraded Grotesques (1 aberration w VB and 1 with LG) with Urien
    I take 3 in a squad and have performed exceptionally well with or without Urien. They are perhaps my most reliable anti-armor unit when I do take them (I do not always take them though).

    How much of your 2000 pt army is dedicated to antimech vs antiinfantry?
    So usually I have:

    2 or 3 units that are solely anti-infantry (IC’s and wracks) 27%
    3 or 4 units that are solely anti-armor (ravager, trueborn, scourges) 36%
    3 or 4 units that can do both decently (wyches, bikes, beasts and talos) 36%

    Anyone trying to use the haemonculus with a dark gate or orb of despair?
    Nope, no thank you.

    Sounds complicated but it all comes down to play style. The short answer is, 72% is more than capable of dealing with mech.
    "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]

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