Showing posts with label Captain Obvious. Show all posts
Showing posts with label Captain Obvious. Show all posts

Friday, March 25, 2011

List Building and Playtesting: How to start a good army list


Captain Obvious here, been some time since I’ve written an article, but here it goes. 
Since my glorious return to Warhammer 40k I have noticed some things that seem to be frustrating some people locally and on forums, and really shouldn’t be.  In this article I am going to cover how to build and properly test a list.  Some people seem to think that putting a GOOD competitive list together is easy and you can just pick and choose what units you want, sadly this is very far from the truth.

Friday, October 8, 2010

Capt. Obvious' bloodcrusher WIP part 2


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Old school here with some more photos from Captain Obvious' daemons. His bloodcrushers are really coming along and from what he says, we will be seeing his daemon princes and his take on Tzeench chariots. Feedback is always welcome, so come on and let obvious know what is on your mind.

Friday, October 1, 2010

Tattooed Bloodcrushers WIP and the return of Captain Obvious!

Old School here with a couple of unexpected photos that I found in my Inbox this morning; Captain Obvious's new Bloodcrushers in the WIP phase of their paintjobs.

For those of you who have not been following the blog forever, Captain Obvious was once our resident expert on all things Black Templar and Dark Eldar. Personal problems made him hang up the hobby for a while, which led to the Dark Kabal finding its way into SeerK's hands at Craftworld Lansing. Since then, Capt. Obvious has been lost in the Warp ... lost to all but those who were sensitive to the Warp's subtle movements.

It looks like Captain Obvious is back from the Warp and he has come to bring Hell back with him with his new Daemon army! I must say that I am totally impressed with the "tattoo" look on these bloodcrushers.


Here is what Obvious had to say about his inspiration for these models:
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"While sitting on the couch, half-way through a dirty 30 of Miller High Life (the champaigne of beers), I noticed that most Bloodcrushers out there are missing something ... and then it came to me - the skin tattoos on Hellboy (google it if you don't know it). Anyway, the tattoos looked cool on Hellboy and they made the bloodcrushers stand-out"

I have to say that the tattoos are something I have not seen on BloodCrushers and I am exited to see these get finished and to see an old friend come back into the hobby again ... now if only I can get this kid writing again!

Monday, July 26, 2010

Hello my name is Rambo... I mean Marbo... Mar-bo

Well we all knew it was coming at some point. A long look at what many a person consider to be one of the best units in the Imperial Guard list point for point.

Now I am not going to even attempt to say that Mr. Marbo is bad... but I will at least give the realistic view on his capabilities. So here it goes....

GUARDSMAN MARBO

Ok lets start with his universal special rules, starting with those i consider good. Fleet (awsome), Hit and Run (Sweet!), Stealth (perfect!) and last but not least move through cover. All these make Marbo a great little move about guy who loves his cover and will take it where-ever he can get it to take a 3+ cover save. He only has one Universal Special Rule that is a bit negative in my eyes. That would be fearless, now I know there are some psychic powers that force morale tests, but its hard enough to make his 5+ armor save in close combat once... let alone a second time if we happened to lose by 1 (somehow)

As for his unique special rules, one is very nice, while the other is kinda bad but not too upsetting. First lets go with the good: He's Behind You. This special rule Gives you the ability to place Marbo within an inch of any other model in the turn he arrives from reserves. You cant assault from this (disappointing I know) but it gives a great opportunity for his Demo Charge to hit exactly where you want it to. The slightly negative special rule would be Loner. This rule makes it so that he can not receive orders, it sounds bad, but most of the time you will be placing Marbo out of orders range anyhow. Over all he definitely has a bonus of good special rules however Eternal Warrior would be quite nice to have with his two wounds since he is only T 3.

Now for his Equipment. As already discussed he has a 5+ armor save, and a Demo charge (mmmmm Str 8 AP 2 large blast....), he also has a Envenomed Blade which is a poison CCW that wounds on a 2+ (a nasty bit of damage can be done when you get 6 attacks on the charge), a Ripper Pistol which is a AP 2 sniper rifle pistol with a 12 inch range (with his BS 5 this can be quite nice) and last but not least Melta Bombs. Need anymore to be said? This guy is a walking death dealer in terms of his weapons, but a paper cannon in terms of his armor save, 2 wounds without eternal warrior don't mean much.

Strategy:

As we look at Marbo and what he has and his stat line we realize he can be quite dangerous, if used properly. This is a hard thing how to tell to do besides: Find a group of models, put him near it and blow it up with a demo charge. However this isn't the only method of destroying people with him. You can also place him hidden away, and move him about to assault an unsuspecting group of models with his 6 attacks and hit and run him away to safety once its over.

The best is if you are able to combine the two if he lives through his first turn of being shot at.

For example the first time i really tried Marbo I was in a team game against Old School and his Chaos Plague Marine army and Captain Obvious and his Black Templar army. Marbo came in, tossed his Demo Charge on a group of Black Templar Assault Marines, and killed 7 of them in the blast, was assaulted by 3 plague marines, killed one, didnt get hurt, then killed another by its fearless check. Then hit and ran 16 inches away, next turn helped some stormtroopers assault a space marine squad with a heavy weapon and killed that off with 2 more kills, then ran away again to go after some more plague marines shooting down 2 and killing 2 more in close combat.... He had moved in total from one side of the board all 6 feet across to the other, creating havoc and mayhem the entire way and not dying.

Old School and Captain Obvious were stunned, and scared of the guy from them on... trust me... ask them. Marbo in that game has sort of become a legend at our FLGS after that performance.

Now, I am not saying that he will perform to these standards, as I also have experiences where he tosses his Demo charge on top of himself killing only himself. So he is a back and forth model, but it is TONS of fun to take him and at 65 points he fits into almost any list.

What do you think? What are your experiences?

Until next time, burn some heretics, kill some mutants, and do it always....

FOR THE EMPEROR!

Monday, May 31, 2010

Memorial Day


I just wanted to give a quick thanks from DFG to all the men and women in the service. While you're out eating a picnic, watching a parade or opening your pool don't forget how much you owe to them. Since DFG is run by a servicemen, Old School Terminator, Memorial Day holds a special place here. Big thanks from the rest of us to you and Capt Obvious for your dedication and protection of our country. We might play fake war, but you guys do it for real and lay your lives down to make sure we can! Thanks to you and all your brothers and sisters in arms!

Monday, April 12, 2010

Blame Lord Solar




So Lord Solar made a stab at me because i dont read much. Said he was amazed all my posts werent in picture form. So here it is. My blood angel tactics for my list in full Captain Obvious picture form.


Ok i hope you can understand it. I cant explain it because it wont be all pictures. HA TOLD U LORD SOLAR I COULD DO IT.


OK OK so it goes liek this. Setup with your Vidnies screanning your Rhinos and creating a mobil wall ov AV13. Hold Sanginaur and your 3 Baal preds and reserve....Deep Stiking Sang and flanking with preds. Drop pie plates turn 1 and more the full 12" so your rhinos can setup for the charge that will soon happen. When your preads come in use them to push his army into a clump for your amrines to charge. When all goes will it works perfectly. Your marines charge in at I5 and your power fists are Str9 able to pop vehicles. You are able to fight a sustained long combat due to your out number attackings and FNP.



Monday, April 5, 2010

New Take on Emperor's Champion

Captain Obvious here,

Since my latest game with my Black Templars counts as Blood Angels i have been inclined to start making my Templars around this aspect. Since i will be running The Sanguniar i have come up with some cool ideas for the army. Since the Sanguniar makes one of my Sgt. a beast i came up with the idea of have that be the Emperor's champion. Im trying to keep with the templar fluff as much as possible so an Emperor's champion will have to be included in this army some how, i just wasnt sure how. Till i came up with that idea. Im painting it a bit differently than a normal Emperor's champion, Why? BECAUSE I CAN.....ITS MY CHAPTER LOL. Heres some pics of the champ so far:




Wednesday, March 31, 2010

New Blood Angels




Capt. Obvious here..








So after seeing everyone getting excited about starting new armies i decided it was time to put the Dark Eldar down for a few months and try something new. I got my hands on the Blood Angels codex and decided to whip a list up and see what happened. I had a good idea of what i wanted after i read through it. I made a 1850 list and this is what it was. I don't know the exact points cost but it was 1847ish if a remember off had.

Sanguinor

3 Priests of Sang. w/ Single Lightening Claw (each one ran with a squad)

3 x 9 man assault squads with Sgt. w/ Power fist and a melta gun mounted in a Rhino

3 Vindicators

3 Baal Predators with Big Big Flamer (S6 AP3)

First game was against our local Deamon player. Game started out very strong for me. Started by basicly wiping out his first wave of troops including a Deamon Prince. This was my down fall. I neglected to pay attention to what was coming in next. I was over whelmed by Flamers of Tzinch and lost basicly all my troop choices. We both had some horrible rolling going on so there was horrible upsets for both sides. Reguardless of the loss i still felt it was a strong list.


My next game was against our up and coming necron player. This game started strong for both of us. Right off the bat i laid 3 pie plates on the monolith and immoblized it. Set up for turn 2 assaults on a bunch of warriors. His first turn consisted of him turning my wall of AV13 into a pile of rubble. My next turn put some massive hurt on the crons. Got 2 Baal preds in each on seperate table edges, which was exactly what i wanted. He had 2 warrior squads nicley setup for me to template the hell out of them. And that is exactly what happened. Warriors started droppping like crazy, what wasnt left was then assaulted by the mass of furious charging, FNP, +1 attack Marines. Didnt go well for the crons. a 20 man squad was wiped and the marines consolidated back to there fast transports. Necron turn 3 ended with some upsets and his heavy destroyers dropping a transport. Attempted to put some wounds on Sanguinor but failed due to his massive 3+ inv. Game was pretty much set to end on my turn 5, i held 2 objs to his 0, and we didnt have time to play out turn 6, even though we rolled it. Wouldnt have mattered he new it was a pointless effort as he was going to get phased out. A tac squad was setup to assault his few warriors left and Sanguinor was setup to hit the lord and the immortals he was with, which was the squad i picked for his reroll hits and wounds.

All in all i was very impressed with this list, mainly because its what i wanted to run, had a plan with the list and it plays to that plan perfectly.

Monday, February 15, 2010

A look at Captain Obvious's Lilith









Here are a few pics of Obvious' Lilith Helsperex (hope I spelled that right). He had some issues with posting his photos the other day and I just realized that I had a few pics of my own, so enjoy!

Thursday, February 11, 2010

Dark Eldar painting under way

Well i have completely figured out my Tournament 1850 list. Here is some pictures of it. I am slowly completeing the painting, so far the only thing done is the majority of the raiders. I seriously feel like im painting a horde army.






Monday, February 1, 2010

DARK ELDAR GROTESQUES


Captain Obvious here with another installment of Dark Eldar unit break downs.





GROTESQUES



These units have some pretty special rules. To start it off they have feel no pain, but it’s not your normal feel no pain. Grotesques ignore shooting attacks that aren’t STR6 or higher. So basically you can not kill grotesques from a shooting attack that doesn’t already insta kill them. This works out pretty nicely because STR6+ weapons aren’t usually a huge volume of shoots, and usually won’t be wiping entire squads.They also have some other rules which apply to them as well. Given their unusual tolerance to pain, grotesques are stupid. In game terms it means unless they are accomplice by and Independent Character they must pass a LD test to even move in the movement phase, they need not test for assaults.


Grotesques have one more VERY nasty rule. When ever grotesques win in close combat the enemy automatically falls back with out taking a LD test. Grotesques however do not have a save in close combat, but do benefit from 2 wounds and 2 attacks a piece.How to run them? Well I have been trying a couple ways to run these silly beasts. I mainly use them as a web way delivery system. Ill cover web way later in my posts but a quick run down: Web Way Portal is a portal that we can deploy from a character on the table and lets our reserves come in from the portal as if it were the table edge.


Is what you do is you take a cheat HQ (Homunculi) and give him a web way portal and what ever war gear you way (preferably cheap). Put him in a raider with a squad of 8-10 grotesques. Now u have a tough unit delivering your web way. Seeing as grotesques can be hurt by shooting attacks of STR6+ when that raider blows up unless your opponent wounds every single model that falls out they suffer no wounds, just don’t fail the pinning test. Next turn hopefully you got that raider where it needs to be and u can release that portal. Your opponent can NOT destroy it. Now your entire footslogging force that was kept in reserve can start to enter the table from the portal right on the front line of your opponent. This means TALOS. This is the only time I will ever run Talos because now they will be getting into assault and will become useful. When running a web way list I will usually run 3 squads of grotesques and 3 homunculi, one for each squad all with web way portals. This is to ensure that I get at least 1-2 portals open and to ensure I get my forces there. I also will run warrior squads with 2 splinter cannons and 2 blasters so I can lay down some fire power when they walk through. Obviously you can run it how you want, but this is how I have found it successful.


A small pointer on this list………it has not proven itself to be very competitive for me. I will run this list for fun, or against a gun line list….Like tau or guard just to mess with them. Once again IT IS NOT COMPETETIVE you may get tabled, so be ready lol.

Wednesday, January 20, 2010

Dark Eldar Offensive Defensive Tactics 101



Captain Obvious here,



Doing a little bit of a different article here, instead of just hitting
Dark Eldar tactics I am going to hit on some over all tactics. Ill go
over some Offensive tactics defensive tactics how to use them and how to
watch when they are being used against you.

First off your best defense will be knowing your opponent and knowing
his army as well as he does. When you know these things you won't be
surprised when he makes his moves and deploys.

Next I will go over defense. Setting up a good defense should always
leave you with a decent sized force for offense. Depending on the
mission type you will have to judge your army and know what your
defense/offense capabilities will be. You know your army/list better
than I do so that will have to be your call. You will always want to
make sure that if for some reason he gets into your defensive positions
you have a way to either redeploy to counter the threat, or a way to
clear it out and move on to the rest of the game. Don't over estimate
or underestimate a threat. Sometimes a unit in your zone doesn't pose
as much of a threat as your opponent wants you to think. There are
times when something can be ignored because there are larger things at
hand....Such as a huge close combat threat pushing there way straight
into you. All that entire unit is doing is attempting to pull fire and
awareness away from the main force. It's basically like a slide of
hand, you know the trick magicians use.

When setting up your defense you will want to cut the table into 3rds.
Picture these thirds as "Fire Lanes". These Fire Lanes (FLs) are where
your fire is concentrated. If your opponent doesn't see these he will
blindly move into them and you will then be allowed to pop targets at
will. If he does, it will still work out to your advantage. He will
have to deploy around them giving you the ability to coral him where you
want him to go. This leads into your offense.

As the game progresses you will want to start moving your offensive
units into the areas you are corralling him, or pushing them down the
fire lanes that he is moving up. This will allow you to setup to
basically tie the knot on his forces. WHEN THE TIME IS RIGHT, don't get
to cocky or to pushy, you will want to hit his units with your offensive
units. This will allow your firing lanes to either assist them or to
continue using their big guns to keep clearing out his larger mech. The
reason I emphasis when the time is right is because you don't want to
get over zealous and get your self counter hit by his nasty offensive
units or get you into his FLs.

Another thing that newer players tend to do is straying away from the
mission. ALWAYS PLAY THE MISSION NOT THE PLAYER. If it's an objective
mission, play for the objectives, don't worry about kill points. At the
start of your turn remind yourself what the game is and stick with your
plan. Plan your moves at least one turn in advance. When doing this
attempt to predict what his moves will be. For objective missions don't
get over zealous and start taking them right off the bat, this will
allow them to counter you and clean you off them in the later turns and
allow him to claim them for the victory.

Another offensive tactic that people overlook is friendly trash talking.
Talk up some of your units, get him to fear them more than he should.
Make him make the mistakes you want him to. If you can get into some
ones head they will make mistakes, sometimes game breaking ones. I'm
not saying to be a jerk, friendly trash talking is part of the game and
if used correctly is as much of a tactic as flanking.

As always there will be more to come, comments are welcome and
encouraged.

Sunday, January 3, 2010

Inheriting the showcase Black Templars








Old School here,
In efforts to bolster his funds for other army goals, Captain Obvious has sold me his showcase Templars. This is a sad thing to think of, but at the same time very exiting for me! I am getting 2 forge world dreads, a really awesome Marshal and Emporer's Champ, not to mention 60+ Black Templars with metal M4 heads, metal BT Backpacks and each bearing 2 Black templar shoulder pads .... and every swinging one has his weapons chained on (from the conversion kit!)
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This army has been started with only the highlighting and finishing touches to be done on the troops and several models which have yet to be painted ... so I have my work cut out for me completing C.O.'s work along with a little more work expanding this army to include a couple Land Raiders, forge world upgrades for them and som termies with forge world upgrades.
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Keep your eye out for more on this army in addition to the World Eater's army I am now underway painting (currently the Brass Scorpion is my test model!)
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Edit: I just realized the pics were small, they came from a previous post here: http://darkfuturegaming.blogspot.com/2009/08/showcase-black-templar-wip.html

Tuesday, November 10, 2009

Just Cause You Can Doesn't Mean You Should


Captain Obvious here with a quick run down of the things I tend to see.
After a few months of gaming at our local store I have noticed a few things that tend to anger me or more so upset me. So it has led me to write this article called JUST BECAUSE YOU CAN DOESN’T MEAN YOU SHOULD. Some things may seem like a good idea, but I guarantee you they aren’t. Just because you can field Abbadon in a land raider by himself…….DOESNT MEAN YOU SHOULD. It’s a bad idea and will only get you laughed at by gamers of all ages and walks of life. Just because you CAN make a 900+ pt HQ squad doesn’t mean you should. Seriously I feel that there are only 3 command squads that should ever come close to 500 pts and those are Nob bikers, Dark Eldar Retinue, and a White Scars Command Squad. In my opinion, this is one based on years of playing and watching others play, those are the only 3 because they are nasty and can hold their own against anything.



Now on to the next thing that I see all the time and it completely pisses me off; POWER GAMERS. Some know what it is and some don’t so here’s a fast run down of what a power gamer is. A power gamer is a person who only cares about winning; they will always run the cheesiest lists and insist that it’s not cheese. Power gamers are the people who when you ask them to play they will reply with “What are you running?” then they will sit down for about 15mins and build a list just to beat your army. Not sure about you guys but I build take all lists….lists you would take to a tournament ready to fight anyone. This is how I play, I don’t play to completely stomp every person I play with a list designed specifically to beat theirs.
Sometimes I feel it’s so bad to the point where I have to bring both my armies (Black Templar and Dark Eldar). When someone who is a power gamer asks me what I'm running I tell them the Templars…..Then when we setup the Dark Eldar start deploying. I understand it’s cheap, but then again so is power gaming and building a list just to beat someone else’s list. Last guy I did this to he was so pissed. His exact words were “What those aren’t Templar, I didn’t make my list to fight Dark Eldar.” All I could do was laugh. Then he said to give him 10 mins so he could make a new list. I once again laughed and said “I’m sorry I don’t have time for that, your either going to play, or not.”



When my friends and I go to the FLGS to game we bring set lists. I always come with premade lists ranging from 500-1750pts of each army. All my lists are made to fight basically anyone, I have never nor will I ever design a list to fight just one single person. There is no fun in that……….it also requires 0 skill. So if you’re a Power Gamer and you are now butt hurt after reading this….Sit back take a deep breath………keep telling yourself that you are a good player and just continue to be the douche that you are. Or take what I have just posted to heart and attempt to change your ways…..get some tactical skills……make a take all list and run with it. Learn its strengths and its weaknesses and learn to MAKE IT WIN.



Captain Obvious Out.

Friday, October 23, 2009

Dark Eldar and the need ... the need for speed!







Captain obvious here with another installment of DE info. In this brief post I will cover DE tactics.

One of the main factors of DE is our over all speed. We are by far one of the fastest armies in the game and that is hard for some armies to counter. Proper usage of our speed can win us games or help turn the tide of a failing battle to our favor.
Ill will post the list I have been running quickly and run over some of the tactics I have used with it and how they were successful and how they…….weren’t.


HQ
Archon Agonizer, Shadow Field, Combat Drugs
Retinue- 4 incubi, Drazhar, 3 warriors, Raider Scaling nets
Drachite Agonizer, Combat Drugs


Troops
2 10 man Dark lance squads
2 10 man raider squads Blaster, Splinter Cannon….Scaling nets on raider


Elites
10 wyches raider Succubus, Agonizer….Scaling nets on raider
10 wyches raider Succubus, Agonizer….Scaling nets on raider


Heavy
Talos x2
Ravager 3 Dark Lances
1750pts


This is a quick post of the list I have been running… The way I have been running this list is by basically running 2 teams. Both teams consist of a Wych Squad, a warrior squad (Covering their movement lane), a raider squad, and a Talos. I usually always put the ravager in the center and it redeploys to either flank as needed. The HQ sits back and usually won’t be seen until turn 3 when they are needed to help clean up a fight that is going sour. The Talos keep pushing up and hopefully all is going well with your wyches, which should be in combat by turn 2, and the Talos just floats his way into that combat and helps clean it up. If your opponent is running a hard hitting squad….like a bike command squad or something along those lines, you will want to charge your retinue into that, seeing as you don’t want that command squad charging anything of yours.

When you run a formation like this most people tend to push themselves into the center of the table in attempts to avoid your wyches and the Talos and the game turns into a huge blood bath that usually swings to the DE favor. People are afraid of Talos, wyches, dark lances, and are VERY afraid of the DE retinue.

Another way to setup your forces is to mass your dark lances and Talos in the center of the battlefield. Keep your wyches and raider squads on the flanks; keep your retinue on a flank and re deploy it as needed through out the battle. When you deploy like this it causes your enemy to split his forces or makes him mass up onto one of the flanks. Most people don’t have the balls to run dead on into all your dark lances. If they do for some reason that works out perfectly for us. They will take heavy loses charging into those lances and your flanking squads will be hitting them before they even get to those lance squads, not to mention they will be having to deal with 2 Talos running up the gut of the battlefield as well. This setup works well against most armies except those that have a lot of outflanking units……IE Un-Phasable’s White Scares. Getting hit all on one flank with 1000+pts of bikers hurts and hurts BAD……personal experience.
As usual please comment and suggestions welcome.


Here is a picture of one of my common setups. It is a team game so its not my regular list, but you can see the 2 raiders on the flank...These are the Wyches and the Raider squad....You will also notice i have 2 Dark Lance squads covering this lane to ensure a clear path for raiders to move down with out taking massive fire. You can also see Mr. Talos pushing up this flank as well. Is what ended up happening was our right flank was covered by a ravager, Dark Reapers, and a talos. This caused the bikers to push into the middle and attempt to take the 2 center Objectives. PLaying right into both of of our armies. Over all is was a good game, but we soon discovered that Dark Eldar teamed up with Eldar is not fun to play against.










Tuesday, October 6, 2009

Dark Eldar Army Breakdown 4: Heavy Support


Captain Obvious here with another installment of Dark Eldar units; theHeavy Support choices.
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First off ill knock one Heavy support choice right off because it is by far the biggest waste of points, money and would even be a waste of time spending 2 minutes priming them. This unit is Scourges. They are extremely overpriced warriors with extremely over priced heavy weapons. If someone has a viable way to actually field them please chime in and post a comment because i'd seriously love to see it.
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Ok now that we have that out of the way lets move on to some real heavy support choices. The second choice I will cover will be the Talos. Talos are about the coolest thing in the Dark Eldar list. At least to me they are, especially considering they are considered monstrous creatures now (read your FAQs haters) and STILL follow their special rules for armor penetration. For every successful hit a Talos does on a vehicle after the first hit he adds +1 to the armor penetration roll. So basically if you hit 6 times you would basically be at S12+2D6 pen. Granted it will rarely happen...but you never know. Talos are basically the Wraith Lords of DE. For me they fill two major roles.
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Role #1........Bullet sponges.....people see a couple Talos on the table and they are an instant threat to them. People will spend turns popping big guns into the Talos attempting to kill them, but while doing that they are neglecting your raiders and allowing you to get your raiders within combat range. Since raiders can move 12....disembark and then your troops can assault it usually pans out to be a big mistake if the enemy focus fires too much into the Talos.
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Their 2nd role is as close combat beasts. Talos in cc are just nasty. D6+1 attacks on the charge powered at WS5 S7 T7 is something that most units can't deal with. Granted you don't have an inv. save on them you still can not be insta killed so it usually takes a lot to drop those 3 wounds and most units are wounding them on 6+. Granted Talos are somewhat slow, they still have a niche in a full raider army. Usually Talos play out like this. People focus fire them and drop them down to 1 or 2 wounds each. Your main force hits their front lines and a huge combat begins. If you suffered losses on the way into combat you may not win a full out 4 turn battle, but with your Talos slowly creeping up they make the perfect clean up units. A Talos charging in with usually 4-5 attacks usually is enough to assist in routing a squad and helping turn the fight back to your side.
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The last heavy choice I will go over will be the ravager. These are armor 11 raiders with a lot of big guns. I prefer the 105pts version with 3 dark lances (S8 AP2 Heavy 1, Lance). Ravagers have the ability to pop any tank in the game with ease, granted you roll half way decent,which I haven't been doing lately. The other weapons setup on Ravagers is the 3 disintegrators (Dizzies). These have 2 firing options. They can either be 36' S7 AP2 blast (Basically plasma cannon) or they can shoot 24' S4 AP3 Heavy 3. The nice thing about this weapon setup is that you can move 6' and shoot the template OR you can move 12 and still shoot all three weapons at S4 AP3 Heavy 3(Defensive Weapons).
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If I make a list with a Dizzy Ravager I will almost always take 2 other ravagers with the x3 DL setup. This gives me the tank busting I need and the horde killing power of the dizzies from the other ravager. I have found from experience that you do not want to mix the weapons on ravagers. You want all 3 of the same. A ravager is either a tank popper or a troop killer, there is no in-between.
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Quickly i'll go over how I setup up my DE force that usually proves well for me. If I win the roll for table edge and first turn I will ALWAY Stake it. I set up my force so that my opponent is afraid of the center of the table. I will always stack my 2 dark lance warrior squads in the center in cover and spread my ravagers in the middle with them covering open lanes on the table. The rest of the force is up to you; given our speed you can completely redeploy your force in one turn and be ready to combat any setup that your opponent has thrown at you. Seeing as you have so many dark lances in the center of the table most people will stray away from setting up in the middle for fear of getting dark lance spammed. This works to your advantage because they will either bunch up in one corner or split their forces. In my opinion, I have found that splitting a dark Eldar as a horde seeing as we will out number most armies (Chaos, Space Marines, Eldar) well that is it for now.
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Any comments are of course welcomed and encouraged. I'd love to hear some feed back from some of the other dark Eldar players (we know you're there, you voted!). Let me know what you think.....fill me in on some stuff if I haven't covered it yet.

Friday, October 2, 2009

Captain Obvious's Dark Eldar Army Breakdown 3: Warriors


Hey all,
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Captain Obvious here with another installment of Dark Eldar units; the troop choices. Unfortunately we do not have a wide selection of choices to choose from. We basically only have 1, but they split it to have one be on foot and one to be mounted in a raider. Each has different weapon options and number variances.
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The first variance I will cover will be the sniper warrior squad. This is a simple troop choice that accomplishes a simple mission. This squad’s whole purpose is to shoot tanks and/or monstrous creatures. I find the best number on this squad is 10 warriors with 2 dark lances. Granted you will have to take a leadership when you loose 3 warriors, but it’s not that bad. I have proven many times that rolling 1s and 2s constantly is good for one thing…..LEADERSHIP TESTS lol.
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There really isn’t a huge tactica to go along with this simple 100pt squad other then post it on and objective in your deployment zone if u can and keep them in cover and make sure they have some good firing lanes. If you’re bad at LD tests you can up the number to 13-15ish depending on how much you want to spend per squad. Last pointer on these guys is KEEP THEM IN COVER as much as you can, our entire army wears cardboard and paper armor, milk any cover save you can.
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The next variant of the warrior squad is the raider squad. I love these, I usually run at least 2-3 of these bad boys. I number my squads from 7-10 warriors and always run the Splinter Cannon/blaster combo for weapons. These are very versatile units. You can rush and hold far objectives or fly around causing havoc with a 36” dark lance and a 12” dark lance. For around 140pts you have a squad that can pop tanks and rape hordes. I try to keep these squads naked. I never see a point in pumping them up when all they are going to do is die or crash……then die.......Its going to happen there is no way around it….face it.
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When I move these squads I always move them as if they are going to crash and be difficult terrain for my enemy….or cover for me. One of my favorite tactics for this squad is to run them up 12” right in front of an enemy unit, rapid fire all my splinter rifles and pop the dark lance and the blaster. Then when they shoot it down it is providing cover for the other….more important raiders moving up behind them…that way I don’t have to move flat out with them and will still be getting cover….and still getting that dark lance shot. It’s the gangster Dark Eldar drive by.
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When doing this drive by keep in mind that when you shoot the Dark Lance from the raider you can also shoot the squad at a separate target. I usually attempt to pop a transport then rapid fire the hell out of the troops that fall out…and the blaster being S8 AP2 is a nice way to almost guarantee a dead model.
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I made a list that revolved around warriors and raider squads and it was a NASTY list. Tabled a Tau player with it. It is just too many transports and big guns for people to worry about. And seeing as Str3 weapons are usually wounding Tau on 4+ it’s a nice way to force a lot of armor saves.
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It is a nice tactic and when played correctly it can be a very good list. Only draw back is in annihilation missions you have to completely table your enemy or else they will win just by the fact that you have around 19 Kill Points. An up side is you will rape people in objective missions.

Thursday, October 1, 2009

Dark Eldar Army Breakdown 2: Wyches!


Wyches are by far one of the beastly close combat units in 40k, at least in my opinion they are. When geared correctly they are just insane in close combat. I always run at least 2 Wych squads in any of my army lists, given their power you can’t not run them.
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Even though wyches are devastating in close combat you still have to be very careful with them. In almost every list, wyches will need to be in a raider. If they are not in a transport they are EXTREMELY flimsy. Wyches only have a base armor save of 6+, meaning that even las pistols blow right through their armor, however in close combat they have a 4+ inv. Save.
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Gearing wych squads is very easy; they basically have a set list of gear you need to give them. Wych weapons are well worth the 1pt per model. Not only do they ½ the attacker’s weapon skill but they also drop the attacks that most CC units get from close combat weapons. Dropping most units down to 1 attack and 2 on the charge, but you should be doing the charging and counter charging with them.
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Always take a succubus in the wych squads and ALWAYS give her an agonizer. The power of the agonizer is never to be under estimated. A power weapon that wounds on a 4+ regardless of toughness is just insane, granted you pay 20pts for it, that’s 4 attacks on the charge at I6.
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Like most DE units wyches take advantage of combat drugs. These drugs, however, are different from the drugs that go on your HQ units. These drugs have a set table that you roll on and the squad keeps the effect for the entire game. Some are good some are bad, they are as follows:
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On a D6 roll….1 may make a 12” assault….2 +1 WS….3 +1 str…4 Always strike first….5 Re-roll any misses in close combat….6 +1 attack. I love getting any of them but dread getting a 4…..wyches basically always strike first on most anything anyways so getting a 4 is basically a waste.
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Now comes down to the tactics on wyches. I will usually hold them back until I see a unit that they can clear in 1.5 turns. You want to either keep your wyches in combat or have them finish up an assault on your opponents turn; otherwise your wyches will clear a unit in one turn and get shot to crap in your opponents next turn.
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Your biggest goal with 5th edition wyches is trying to keep them in combat. It’s very rare that your wyches will lose combat; it’s almost guaranteed they will win; you will want to keep this in mind. I usually try not to throw them into a weak squad. I almost always throw my wyches at the enemy’s power unit. Nobs, Command squad, ect. If I have to double them up on them I will because over time I will whittle that expensive unit down and tie it up in close combat.
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Just like a squad of 20 boys packing a power claw, a wych squad is the same effect. Granted we aren’t rolling 20 deep but were rolling 10 deep with an agonizer and a 4+inv save. Don’t be afraid to throw you wyches at a monstrous creature as well. That one succubus will kill most anything….almost always hits on 4+ and will ALWAYS wound on a 4+ with a power weapon.
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On your wyches' transport you will want to give it scaling nets. Scaling nets let you embark/disembark anywhere in the vehicles 12” movement phase. Use this to your advantage. Fly in…drop the wyches then attempt to block LOS just in case you get out of combat too soon….you'll be happy your getting that 4+ cover save from you opponents shooting. Happy hunting!
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-Captain Obvious

Sunday, September 20, 2009

Popping the blog Cherry with Dark Eldar!


Hey all Captain Obvious here. Figured I would make my first post, introduce myself and so on. Well I am a personal friend of Old School Termie, not sure if thats good or bad, but either way it's another title I have. I currently am playing two armies....Black Templar and Dark Eldar. Even with my success of my Templar i have been having an INSANE amount of fun with the DE. My newest list has been having a great deal of success as well. So far I have ran it up against...White Scars, Chaos, Chaos Deamons and Eldar. I have won all games and the one against the eldar player ended up with him getting tabled in turn 4. The current list is as follows:


HQ

Archon - Punisher, Tormentor Helm, Combat Drugs, Animus Vitae, Shadow Field 150pts


Wych Drachite - Punisher, Tormentor Helm, Combat Drugs 95pts
8 Wych Retinue, Wych Weapons, Haywire Grenades, Raider, Scaling Nets
1 Wych Succubus, Agonizer, Plasma Grenades 243pts


ELITE

8 Wychs, Wych Weapons, Haywire Grenades, Raider, Scaling Nets
1 Wych Succubus, Agonizer, Plasma Grenades 243pts


8 Wychs, Wych Weapons, Haywire Grenades, Raider, Scaling Nets
1 Wych Succubus, Agonizer, Plasma Grenades 243pts

4 Warp Beasts BeastMaster 63pts


TROOPS

9 Man Raider Squad, Blaster, Splinter Cannon, Raider 142pts

9 Man Raider Squad, Blaster, Splinter Cannon, Raider 142pts

12 Man Warrior Squad, Dark Lance, Dark Lance 116pts


HEAVY SUPPORT

Ravanger Dark Lance x 3 105pts

Ravanger Dark Lance x 3 105pts

Talos 100pts




This list comes out to 1747. With this army relying on Wyches as your main source of hitting power you have to play it with extreme caution since wyches outside of combat are asking to get killed by las pistols or any other AP6 weapons lol. This army has ALOT of hitting power you just have to know when to use it. You have 13 Dark lances at your disposal and Wyches are able to take on ANYTHING in Close Combat. Both of your HQs are able to take on any other armies HQ in usually 1-2 turns. The Archon after a round of combat will be running around with a NASTY stat line. WS7 STR5 and I7 is hard to deal with in CC. And with the right drug rolls you can usually beef him up to take on just about anything.


The archon runs with what ever Wych Squad got the better drug rolls. I usually will put him with the squad who gets +1ws or 12" assault. People usually cry when they are hitting wyches on 5+ instead of the usual 4+. Makes rounds of combat with that squad a heart ache for anyone.
With the scaling nets on the raiders you need to use them to block LOS and get cover saves if u find yourself out of combat too soon, that way you arent getting completely lit up with out saves.


I use the warrior squads to either roam around Dark Lanceing and blastering things or securing an objective, depending on the mission im playing, or if i have to screening for my wych raiders(LAST RESORT).


The warp beasts and talos are a cheap threat in this list that many people overlook or over estimate. Depending on the player, some tend to focus fire the heck out of the talos and the warp beasts neglecting your wyches and ravangers. After your first turn of shooting 10 Dark lances and poping alot of mech their fire is instantly redirected to your firing platforms and raiders......but by then its too late. This army is easy to get into combat on turn 1 or sit back and drop mech and then assault in turn 2-3, once again all depending who or what your fighting.
Im in the process of making up a Haemomculi list with some grotesques. The thought of exploding enemy troops, and using their tougness against them is just funny. Just have to figure out how to make it play out as a take all comers list.



Saturday, September 19, 2009

Captain Obvious joins Dark Future games!

Allow me to be the first to welcome my friend Patrick AKA Captain Obvious to Dark Future Games as our local Dark Eldar and Black Templar expert (rejoice all ye fans of Altar boys and Bondage wearing elves).
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I am going to go ahead and issue a disclaimer for those of you who may be a little sensitive. The Capitan can be a little blunt at times and downright nasty the rest of the time. I promise to do my best to keep him in check and he promised not to post when he is (too) drunk. All kidding aside, it's nice to have him on the team and I look forward to seeing what kind of stuff he comes up with. He is probably has the best record of any Black Templar player I know of in our area and he is the only Dark Eldar player around (though he is pretty good with them too), so his indight here may be helpful to folks who play as or against these two armies.
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In addition to tactics, Obvious is also a pretty accomplished painter, currently working on his Black Templar showcase army which has been featured on this blog before. Someday when he is not too busy staring at his witches, he might actually start painting his Dark Eldar as well, but we'll see. Keep your eye out for C.O. and feel free to welcome him to the Dark Future!