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What is the best option for Trueborns

  • 4 with Blasters in Raider (w NS & FF)

    Votes: 6 12.2%
  • 4 with Blasters in Venom (w/ SC upgrade & NS)

    Votes: 16 32.7%
  • 2 with SC in Venom (w /SC upgrade & NS)

    Votes: 21 42.9%
  • 2 with SC & 3 with Shredders in Venom (w/SC upgrade & NS)

    Votes: 6 12.2%
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Discussion Starter #1 (Edited)
What do you think is the best option for equipping Trueborns?

As for me I'm torn between the 1st and 3rd option. I tend to choose the 3rd because it's allows for a 3 man squad which makes it cheaper, allows me to keep my distance, and really provides some turn one power. However option one seems like something I'm very interested in trying
 

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Slave to the flesh
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If you are taking trueborn just for their access to high numbers of heavy/special weapons, don't mix them as none of them have the same range and ideal targets.

If you go for the blasters i'd personally use a raider - the lance means you can pop another tank while the blasters do their thing on something else. At worst you have another anti-tank weapon shoudl the trueborn roll badly. However, the cocnept behind blasters/venom is that once the trueborn pop the vehicle (assuming its a transport) whatever falls out gets hit with a wall of splinter fire - if it isn't you can splinter stuff hiding out of LoS to other weapons in the army.

I am not a fan of that as it basically smacks of "venoms are good, trueborn are good, therfor both together should be awesome" and it totally ignores the immense boost in power the splinter cannon received.

2 splinter cannon in a venom is probably the best way to go IMo as it is pretty cheap and both the vehicle and unit have the same targets giving you a bit more redundancy should it go wrong.
 

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Personaly i'm not a huge fan of the venom, sure it puts out a ton of firepower and yes it does do more damage than a raider in my opinion. But when the new codex hit so many of our new toys, cheaper weapons... became great at killing targets with a T value, while our number of AT weapons are falling in number as the price increased.

Sure we got a ton of new AT weapons and abilities but those are all generally short ranged, we need to keep our raiders and ravagers as they are the cheapest way to get ranged anti tank weapons.

So the option I like the most out of your poll is the raider and blaster trueborn, but imo the ideal setup for them is either as a sniper squad with two lances and possibly a raider or splinter cannons in a raider.
 

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I'm actually fond of 4 Shredders on a Trueborn squad. The amount of AI power that can lay down in a turn is staggering and cheap.
 

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I've tried 4 blasters in a venom and it works. But I am with Outsider, I think its better suited in a raider as I always put the extra SC and a NS in the venom and keep it at 36" to spray MC's and infantry. The venom survives far better at range. Four blasters isn't much different than the old suicide eldar firedragons I used to run. They usually take out what they are sent to get.

I'm a huge fan of the 2 SC venom w/nightshield. I usually take a 4-5 TB with 2 sc's. Start them out with the duke to get the special splinter ammo and then move the duke to a wych squad. The TB in the venom get 20-24 SC shots with 8-12 of the shots hitting and wounding on 3's. I used to take 3 carbines but stopped because I try and stay at 36 inches as I mentioned. I also try to stay near side or back objectives so if the venom goes down, I just move the TB into a contesting firebase.

As for other uses of TB. I started using 4 tb with 2 dark lances and stick them in cover. At under 100 points, I run two with overlapping fields. These I don't put near objectives as I want the enemy to either ignore them or have to expend resources to root them out. I have found this to be the new sniper squad and one that is effective. I am still debating over sticking one more tb in the squad for another wound.
 

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Anti-troop : All models with shardcarbines or splinter cannons, and perhaps 1 or 2 blasters for back-up AT support.

Anti-vehicle : All models with blasters for mobile AT support, and perhaps a dark lances if the squad will be in one spot.

If I have the points, I'll buy a venom for the squad. Arm it with dual cannons and run it empty, just shooting anything to pieces.

Just my opinions.
 

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Discussion Starter #7
I've tried 4 blasters in a venom and it works. But I am with Outsider, I think its better suited in a raider as I always put the extra SC and a NS in the venom and keep it at 36" to spray MC's and infantry. The venom survives far better at range. Four blasters isn't much different than the old suicide eldar firedragons I used to run. They usually take out what they are sent to get.

I'm a huge fan of the 2 SC venom w/nightshield. I usually take a 4-5 TB with 2 sc's. Start them out with the duke to get the special splinter ammo and then move the duke to a wych squad. The TB in the venom get 20-24 SC shots with 8-12 of the shots hitting and wounding on 3's. I used to take 3 carbines but stopped because I try and stay at 36 inches as I mentioned. I also try to stay near side or back objectives so if the venom goes down, I just move the TB into a contesting firebase.

As for other uses of TB. I started using 4 tb with 2 dark lances and stick them in cover. At under 100 points, I run two with overlapping fields. These I don't put near objectives as I want the enemy to either ignore them or have to expend resources to root them out. I have found this to be the new sniper squad and one that is effective. I am still debating over sticking one more tb in the squad for another wound.
So Redant, do you finding the first turn kill with 4 blasters in a raider to be better or worse than 2 trueborn with DL? I'm thinking the first round kill might be better than 3 turns with 2 DL
 

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3 Trueborn (minimum number)
2x Blasters

Venom

Cheap and most importantly expendable.
Move in. Damage/Destroy Vehicle. Die

Annoying enough your opponent has to deal with them
Cheap enough you don't mind losing them
 

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3 Trueborn with 2 Splinter Cannons in a Venom with Splinter Cannon upgrade was one of my superstar units in the league I just finished. People were amazed at how much firepower it put out. They, not the Dark Lances, were pretty much the number one killer of monstrous creatures. I also ran the 4 Shredders in a Venom with a Haemonculi with Liquifier Gun with them. In games I got to use them they were amazing. Against some armies they just hung around inside the Venom trying to not be a free KP or two for my opponent. Some of our missions rewarded a bonus point for either killing the enemy HQ or not letting your own HQ die. Some enemies kept a Fortuned Avatar near the squads you wanted to shredstomp.
 

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I AM the Evil Twin!
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When it comes to Trueborn quantity is far better than quality. Kabalite trueborn are best suited to taking out infantry and monstrous creatures, especially when they are put in a venom. After a little playtesting I found that this was the best configuration.

6 Kabalite Trueborn - 4 Shard Carbines, 2 Splinter cannons.
Venom - 2 Splinter cannons, Night shield, Retrofire jets.

For 192pts you have the option of deep striking or deploying normally. In the shooting phase you can dish out 20, 24 if you don't move, splinter cannon shots and potentially 12 shard carbine shots depending on range. All of these shots are hitting on 3+ and wounding everything with a toughness value on a 4+. The sheer weight of firepower means that even spacemarines will lose on average 3-4 guys.
I usually deploy this to take out long fangs, devestator squads and the like which can cause havoc amongst your units. The great thing is that this unit can get off the venom if they wish and direct their firepower at another unit if you feel the need to split your firepower though I would not advise it.

JvK B)
 

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So Redant, do you finding the first turn kill with 4 blasters in a raider to be better or worse than 2 trueborn with DL? I'm thinking the first round kill might be better than 3 turns with 2 DL
To be honest, I find the 2 dl setup to be better as it serves the same function as the old warrior sniper squads.

If you move 6" then you have a 24" effective range with the blasters unless you want to move the 12 and disembark and fire giving you 30" but it leaves them vulnerable. But they might not be getting first round shots depending on the board. Its more likely that dl's in cover will get a safer shot on turn 1.

Im a big fan of the second SC on the venom so I found the venom to be a bit more vulnerable than when it stays out at max range with a NS on it.

The 4 blaster setup also runs at a little over 170 point range. For about another 22 points, I can get a second DL squad that I can set up in cover and get 36" range that can fire 2 squads at different targets.

I guess it comes down to what you like to do. I just found my blaster squad felt a lot like a suicide dragon squad I used to run in a falcon in 4th ed. Im ok with the opponent diverting fire from my wyches in raiders towards a 98 point squad in cover ;).

But the blaster squad is a viable option and it can give certain advantages like getting to rear armor. Also dawn of war can make the blaster a better chance of a 1st turn shot.
 

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My favorite build is actually 4 trueborn with 2 dark lances... its incredibly dirt cheap and quick way to get dark lances... it provides you long rang fire power that you can use from the very start of the game and when put in cover will generally last longer that a 4 strong unit of blaster trueborn in a raider about double the amount of the 4 trueborn dark lance unit
 

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It is a good set-up if you don't have a lot of dark lance raiders or ravagers. I however feel that they can achieve more by going after the infantry units rather than the tanks, especially the likes of devestators, long fangs and ork lootas who can really ruin a dark eldar's day.

JvK B)
 

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I run my trueborn with blasters and a venom together with my Archon.

the trueborn pop the tank.
the venom shoot the guys.
the Archon deploys WWP and runs off chasing something big, nasty or extremely important.
 
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Unfortunately at the moment it's got to be a raider, no Venoms yet. :(

That said I'm using my trueborn as escort to the ARchon, so will tool just one up with a blaster and the rest standard, they are only there to soak up her damage. Oh yes, my DE army will be pricey, I'm going for the all female army... Should be fun and look cool when it's done.
 

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Discussion Starter #17
When it comes to Trueborn quantity is far better than quality. Kabalite trueborn are best suited to taking out infantry and monstrous creatures, especially when they are put in a venom. After a little playtesting I found that this was the best configuration.

6 Kabalite Trueborn - 4 Shard Carbines, 2 Splinter cannons.
Venom - 2 Splinter cannons, Night shield, Retrofire jets.

For 192pts you have the option of deep striking or deploying normally. In the shooting phase you can dish out 20, 24 if you don't move, splinter cannon shots and potentially 12 shard carbine shots depending on range. All of these shots are hitting on 3+ and wounding everything with a toughness value on a 4+. The sheer weight of firepower means that even spacemarines will lose on average 3-4 guys.
I usually deploy this to take out long fangs, devestator squads and the like which can cause havoc amongst your units. The great thing is that this unit can get off the venom if they wish and direct their firepower at another unit if you feel the need to split your firepower though I would not advise it.

JvK B)
I think you may have mistyped here a venom can only transport 5 guys
 

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To be honest, I find the 2 dl setup to be better as it serves the same function as the old warrior sniper squads.
I'm in the same boat, here. One of my preferred setups is to take a 5 man Kabalite Trueborn squad with 2 Dark Lances and a Venom with the Splinter Cannon upgrade. Deploying the two separately gives me two dark lances for 110 points which has, ultimately, more survivability than a Raider in most situations and a cheap anti-infantry vehicle which can screen my transports.

If my opponents want to waste their firepower on the empty Venom instead of my Raiders full of Wyches and other goodies, I'm fine with that! Otherwise, granting a better cover save to my Raiders certainly helps. Of course, depending on the size of the actual Venom models, this may not work later on :-/
 

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Discussion Starter #20
I'm in the same boat, here. One of my preferred setups is to take a 5 man Kabalite Trueborn squad with 2 Dark Lances and a Venom with the Splinter Cannon upgrade. Deploying the two separately gives me two dark lances for 110 points which has, ultimately, more survivability than a Raider in most situations and a cheap anti-infantry vehicle which can screen my transports.

If my opponents want to waste their firepower on the empty Venom instead of my Raiders full of Wyches and other goodies, I'm fine with that! Otherwise, granting a better cover save to my Raiders certainly helps. Of course, depending on the size of the actual Venom models, this may not work later on :-/
I actually really like this idea. Currently I'm debating if I should change running
6 jetbikes w Blasters/Heat Lance for 2 venoms (SC upgrade) or 2 raiders (w Flickerfield)

It seems like the venoms provide the best all around since they have a good cost, size and weapon. However I'm not sure I want to give up 2 weapons that can destroy vehicles
 
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