Friday, November 26, 2010

2500 Web Way Foot versus Eldar

Here is another game between Defenstratus and I. Lets see some kin duke it out!

- 2500 Point Dark Eldar Web Way Foot List -

Baron

Heamonculus w/ WWP
Heamonculus w/ WWP

10 Grotesques w/ Liquefier Gun
Aberration w/ Venom Blade

4 Trueborn w/ 4 Blasters
4 Trueborn w/ 4 Blasters

20 Hellions
Helliarch w/ Stun Claw

5 Kabalite Warriors w/ Blaster
5 Kabalite Warriors w/ Blaster
5 Kabalite Warriors w/ Blaster
5 Kabalite Warriors w/ Blaster
5 Kabalite Warriors w/ Blaster

9 Reavers w/3 Caltrops, 3 Heat Lances
9 Reavers w/3 Caltrops, 3 Heat Lances

Talos w/ Chain Flails, Heat Lance
Talos w/ Chain Flails, Heat Lance
Talos w/ Chain Flails, Heat Lance

- 2500 Point Eldar List -

Farseer w/ Jetbike, Doom, Fortune, other stuff

7 Warlock w/ Embolden, Enhance, Destructors, Jetbikes

Eldrad Ulthran

9 Pathfinders
9 Pathfinders

9 Dire Avengers
Exarch w/ Bladestorm
Wave Serpent w/ Spirit Stones, TL Star Cannons

9 Dire Avengers
Exarch w/ Bladestorm
Wave Serpent w/ Spirit Stones, TL Missile Launchers

9 Warp Spiders
Exarch w/ Withdraw

4 Dark Reapers
Exarch w/ Crack Shot

3 Warwalkers w/ 6 Missile Launchers



- Why I Took My (Dark Eldar) List -

I wanted to give the Web Way Portal tactic another shot. I also figured that my opponent was going to go Vehicle Heavy, so I wanted to make a silly list to dick around with. Of course, he didn't show up with many vehicles.

- Deployment Plan -

I wanted to put out a unit of Grotesques behind cover to weather the storm and drop out Web Way Portals through the attached Heamonculi.

- The Game -



Do not scroll down... Watch the video first, as I have spoilers bellow for AFTER you watch the video....


























- Battle Report Conclusion -

Dark Eldar - Zero Objectives

Eldar - Two Objectives

Victor - Eldar!!!


- Post Game Opinions
-

Web Way Portals - I fully understand that everyone can use different units/tactics better than others. I just do not like the Web way Portal system anymore. It used to be powerful, but now it is just a shell of its former self.

The Dark Eldar is all about the Alpha Strike, more so than any other army in the game, and to take away the punch the Dark Eldar can have first/second turn is pretty much neutering the army.

In every game I have played so far, the only loses and draws have come from me Reserving my forces. Even in games where I deploy, go second, and get shot up turn one, I still can put up a fight.

I just do not like these things at all. So bad.

Seer Councils - When the Dark Eldar had Horrorfexes, for 5 points, I used to be able to shut this unit down no problem. Now, as I said before the DE codex came out, the Seer Council is going to run through the DE forces without much effort. I still need more games against them to see what I can do about them.

As Defenstratus told me, what I need to do is not shoot them up, but charge them with a powerful Archon, and rip the Farseer to shreds in close combat. Once he dies, the entire unit just falls without their ability to reroll failed armor saves.

More testing will be needed!

Reaver Jetbikes - Either get 3 Caltrops or get 3 Heat Lances/Blasters. Do not get both upgrades, as you will want to do one or the other with the unit. The Reavers make perfect Cover hunting units, meaning, they are great at swooping over units in cover and killing them with their massed bladed attacks in the Movement phase. If you go this route, do NOT waste points on making them anti-tank. In every game I have used them, they hunt units in cover 99% of the time, never being able to fire a single shot at anything.

Biggest weakness... Strength 3. Once they get charged by a Walker, it is game over. Avoid them like the plague.

Hellions - When I used my Reavers for the first time, it was a disaster. But, I understood the power behind them, and am getting better at using Reavers. Same with Hellions. As a long time Dark Eldar player, I can tell you first hand to never give up on a unit. Keep practicing with the unit so you can better understand its powers and its weaknesses.

Hellions seem so powerful. A possible 60+ strength 4 attacks on the charge is nothing to sneeze at. I would love to see what they could do to the Seer Council one of these days, if I could ever pull off the charge against them :)

Biggest weakness... Strength 3. Once they get charged by a Walker, it is game over. Avoid them like the plague.

- edit -

WHOOPS!!!! As pointed out to me by Colin95, I did not realize Hellions are now Strength 4 at all times... I thought it was only during the Charge that they became Strength 4!!

Don't worry guys, one day I'll learn to play my own army!!

Dark Eldar Army - The more I play power lists, the more I am fully understanding the beauty and perfection of the Dark Eldar army. The army has never needed a 'WAAC/Power' unit to win games. I am glad none was included in the new codex. Every unit has major weaknesses that opponents can exploit. Every unit has strengths that can be used to over power the enemy if the Dark Eldar can make the conditions right for the army to do so.

There is no single power unit in the Dark Eldar codex that just SCREAMS to be used to win. The unit balance is just amazing in this codex!!

About the only WAAC/Power thing Dark Eldar can do is still go mass Dark Lance with a decent CC counter assault unit. Other than this, I am in love with the Dark Eldar codex.

It has always been a master's army to use, and it will always be so.

Commorragh bless you Phil Kelly!