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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?
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.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.Baron
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, FFMore 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)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
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.
The meat things seek to destroy ourselves. They hunt us as we hunt them but they are weak and uncertain. Bring them understanding of the power of ourselves through our strength and their fear. The inferior flesh will be entirely destroyed, all fragments will be smashed. Ourselves will fight to the last, all weak flesh must be consumed
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 also like nightshields on them.I imagine the following squads are the common builds for DE:
Ravagers with FFI 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.Talos with (Heatlance or HaywireBlaster) and Chain FlailsI tried them on foot in the portal with 4 blasters and I like them that way, not a big venom fan.3 squads of 4-5 trueborn with 4 blasters or 2 DL.Exactly. An excellent example of duality but their primary role will always be anti-infantry.1-2 squads of wyches with HWGs in Raider.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.5 man squad of scourges with either 2 Haywire blasters or 2 heat lancesAlmost always with heatlances – having fun with them though at 9 strong with heatlances and caltrops6 jetbikes with 2 blasters or 2 heat lancesI 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.10 man warrior squads carrying 1 blaster 1 SC in a Raider with DL.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).4 upgraded Grotesques (1 aberration w VB and 1 with LG) with UrienSo usually I have:How much of your 2000 pt army is dedicated to antimech vs antiinfantry?
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%Nope, no thank you.Anyone trying to use the haemonculus with a dark gate or orb of despair?
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]