Dark Eldar at this particular moment have a very hard time with close combat weapons in Close Combat. (yes I am working on a series to update my Dark Eldar Tactics section for 6th edition). However, in yesterdays news, something came out of Games Day Chicago regarding Dark Eldar.


A new FAQ is expected for the 6th edition brb in the next month or so, however this definitely shows that other armies just may have updates coming as well. Great News!

via quilava1
Today I attended Games Day Chicago and had a chance to chat with Phil Kelly himself. I mentioned to him my sadness at the lack of a power fist, as our anti-termie combat weapons are limited to the demiklaives. He started to ask me why I just didn't use a huskblade, but stopped himself mid-sentance. A few minutes later, he told me that a new FAQ was on the way. Finally GW has listened to our pleas and brought the feared terminator down a rung in the ladder of brokenness. Almost asked him about Chaos Marines, but decided not to. Would have loved to see his reaction though

56 Comments:

  1. He gave me a devilish smirk at the mention of chaos marines. No info though.

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  2. I think DE shouldve gotten that WD update instead of Daemons now....

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  3. Regardless if they make Huskblades AP2 (which is what is implied in teh rumour), it is only available to HQ choices, meaning that for a normal game you only have a potential 6 AP2 close combat weapons being fielded (since for Haemonculi you can have 3 models per HQ choice) at a minimum cost of 85 points per model, compared with 22 points per model with Incubi with Klaives. So for the same price as 6 x 85pt models, you could have almost 24 Incubi killers.

    I think most people would much rather have the Klaive being AP2 than a huskblade (though, both being AP2 would be wonderful), given that klaive wielders are dedicated close combat units, where as haemonculi are not.

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    1. AP 2 weapons are supposed to be rare though. I mean space marines are a good place to look at, outside of elites (as both dreadnoughts and termies have power fists basicly) power fists are an upgrade option mostly for sergents and HQ units.
      AP 2 melee weapons IMHO proably SHOULD be rare. make em super common and you defeat the purpose of the rule changes

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    2. Klaives are available only on one unit though and that the most elite cc unit available so they make sense in the same way pfists on termies and dreadnoughts do.

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    3. Most importantly AP2 CC weapons don't really exist outside of unwieldy weapons ether. Only on dreads and MCs.

      It finally makes 2+ armor something worth it vs 5th ed.

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    4. Yeah Ap2 is common, just unwieldy. Terminators have powerfists. But even outside of that, necron can take units of all guys with Warscythes.

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  4. Hey, I play both daemons and DE...as well as a few more. However I am pleased to see all these FAQs and WD additions. I applaud GW for finally doing this. Im so happy I'm but even going to complain about the order they do it in. don't look a gift horse in the mouth and all that...lol

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  5. From what was said at the open day there are going to be more frequent FAQs so I expect them for all armies.

    DE are one of the armies that have the least problem with terminators! Darklight weapons can not only take out land raiders but also terminators. Failing that torrented poisoned shots and a flurry of high initiative attacks could be thinning them out and then dodge followed by fnp ignores their power weapons. Not to mention heat lances on reavers which can deal with land raiders or terminators. If you were relying on power weapons to kill terminators there's something wrong.

    Quit whinging about broken units and focus on how to beat them.

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    1. Don't forget you won't get fnp against power fists.

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    2. ^This. I have not fought Termies yet. But I don't fear them any more than I did last Edition. Which is to say not at ALL. A couple Venoms can run circles aroud them while whitling them down. Wyches can tie them up, if nothing else. Beasts can go toe to toe with them. Trueborn with Blasters. (<---Self-explainatory) And those will even splick the "dreaded" two wound Paladins of the GKs. Even a Warrior squad in a Raider with Splinter Racks will eff up their day!

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  6. No my army must have everything, I don't wanna play marines but i want their stuff, why aren't my tau gross close combat guys (cries into pillow) lol

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    1. Sounds more like a marine player upset that a xenos army might get something shiny in close combat. That said I thought DE CC was a waste in 5th, shooting all the way, and 6th made that more pronounced, I just find it pathetic that Lilith is supposed to be one of the greatest melee fighters in existance and she has some trouble with a 5 man tactical squad, and forget sending her after a 10 man, much less a good CC dedicated marine unit.

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    2. Or like how people think Necrons are OP just ciz they can kill Marines and their Landraiders....

      Oh the horror! :P

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    3. fleshterror's got a point, a lotta the folks complaining basicly complain that they have trouble killing the space marines most elite unit. honestly if half the weapons on the board ignore terminator armor then whats the point of it? terminator armor's "big thing" is being so damned tough

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    4. I dont think it should be universal but if you dont have any solutions to 2+ armour in CC them thats not good. Since PW "Nerf" their even stronger. This isnt a matter of becoming OP, its a matter of becoming BALANCED.

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    5. Interesting.

      I'm new to all this. Not got 6th Ed yet. But excited to start!

      Don't forget a 2+ Save is no good when the dice roll 1. I'd assume that 'super' units will cost more points:

      You get more troops
      More troops = more dice rolled
      More dice = more hits
      More hits = more saves required
      More saves = more chance of rolling 1s

      Not knowing the rules (yet) I'd just find the heaviest, deadliest weapon and shoot them instead of assaulting!

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    6. ANY army that has ANY models capable of taking a power weapon, can take an axe and punch termie armor. Ok, you have to go ant initiative 1 if you do. Its TERMINATOR armor, its SUPPOSED to be hard as balls to kill. Theres is always the shooting option.

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    7. Exactly the reasoning behind how I ran my 5th Ed DE army, Roy. DAKKADAKKADAKKADAKKA-dead. There is a bit of a learning curve with 6th...but overall, the logic still works.

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    8. I would have no problem with Termies being an uber elite unit and very hard to deal with, if the game wasn't moving towards them replacing assault marines as the base CC marine. I've always thought they should be absolute beat sticks for their points but limited to one unit per army. They're supposed to be the elite chosen few, so why are there so damned many of them?

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    9. Kind of like GK. There supposedly super rare and only fight daemons, but why would it make sense for them to fight Tau or Necrons, 2 races with no pyskers? If GW actually followed their fluff the imperium would be eaten by nids, destroyed by Necrons, overun with orks, or csm would kill all life for their gods

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  7. One word: disintegrators. take a ravager or razorwing with a load out of them. a ravager gets 9 str 5 ap2 shots from range 36. I've never had a terminator squad get near me. storm shield squads ignore this but hit em enough and they'll fail those 3+ enough times it won't even matter if they get close. incubi should be ap2, who's gonna use them otherwise at their points cost plus the fact you almost have to throw them in a transport to get anywhere cuz anyone who's smart is either gonna counter with a better cc unit, or shoot em down just like you should do to the termies.

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    1. Yes because 11/11/10 is very threatening unfortuantely. My artillery would snap them in half....

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    2. It is when you account for the Flickerfield. My Ravagers are nasty. Disinitegrators, however, no. Just take a couple Trueborn units in Venoms and make them take 25 saves. You'll kill plenty without sacrificing Anti-tank capability. Also, if you REALLY want a Dissy gunboat, just run a Tantalus. 2 x Heavy 6 Dissy on that. 12 x Diss shots > 9 x Dissy shots. And maaaaybe 100 pts more. Worth it. And you can lawnmower vehicles wth it.

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    3. "That's right folks, for the price of almost two Ravagers, cash and points wise, you can have 33% more shots and slightly more survivability. Brought to you by the Tantalus, it looks good on paper, if you don't think about it." Personally I would only take a Tantalus if you were really hurting to slots, which unless you're playing 2500+ with no dual Force Org you shouldn't be. I will agree though that DE vehicles are harder to deal with than some people think, with FF and NS, not to mention their manuverability.

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    4. ^I don't disagree. That's why I suggested the Trueborn first. I think running a Ravager with Dissys is a terrible plan to combat Termies when there are so many better options that don't force you to lose such a powerful anti-tank unit.

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    5. Different strokes, I prefer not to give up the 4 blasters in the Trueborn squad, so the triple dark lance is a little less appealing that the triple dissy. Just a matter of which one you prefer for your anti-tank and which for your anti-infantry. My local area is also rhino and razorback heavy though, so a dissy wave can still wipe some vehicles.

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    6. The point about the dissy's was that ppl were having termy trouble, not tank trouble. naturally every army has multiple ways of dealing with threats but I still find ravagers as better anti infantry than anti tank just cuz they tend to be left alone if your shooting at squads rather than say a hammerhead (as I play against tau alot). trueborns and Wyches (haywire) make much safer anti tank against ppl who look at heavy support units as the big threat to their own big guns. everyones got different styles but this works well for me. like I said, I've never had any Termies get near me with just a single dissy loadout ravager. and I don't even take lances on any vehicle against necrons, dissy's all the way. no reanimation if you drop the whole squad which is easy to do with 9 str 5 ap2 shots at bs4 per ravager. obviously tons of ways to counter this strat but i get more success out of it than failure.

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  8. I love my de army, a little hard to play.. but, would like to see them adjust things so the can be a little more dangerous then they are.. if they are fear in the wh40k, then how come most amry run them over... we maybe it me not playing them right...

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    1. DE is very glass cannon, more so than any other army to me, so it's tricky for some people to play. That said, outside of some of their spam lists they aren't really a force to be reckoned with in the game, but they're still my favorite army, and still very solid. My only real complaint with them being how much I hear about their melee being obscene and I just can't see how that's true.

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  9. Yeah not seeing a need for CC AP2 for the DE, Disintegrators, Blasterborn. Problem solved.

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  10. Not to be snarky but 10-girl wych squads don't beat up termies well enough for you? I5, 30 attacks? Hell, one pain token and they're S4 charging out of a Raider. My Deathwing have not liked wyches in the skirmishes I've played.

    Venom spam doesn't work either? I DSed mid field and took fire from 6 Venoms and lost close to 3 of my 5 squads.

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    1. One pain token and they get Feel no Pain. You need two pain tokens to get Strength 4 on the charge.

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    2. I'll give you the Venom spam, but since this is more about melee I'll have to dispute the wychs. If you mathhammer it out they should kill one termie on the charge, assuming 10 without furious charge, and then average one every other turn at best after that. You're really just bogging them down, and that's not counting what they do back. Overwatch makes wychs even worse, since without that pain token, which is not easy for them to get without just making it a 50 point upgrade with a haemonculus, they get no save and wound extremely easily. The one thing I really give wychs is that they screw with the termie meta, since most people, I know, run TH/SS, and lightning claws are really better against them, since double strength means little to T3 and their 3++ won't come in to play against the basic wychs. They can also make a really mean bog down squad for melee, but it's risky and usually more of a meta build, I've tied up a melee dreadnaught for an entire game with 10 basic wychs with shardnets, 1 attack per turn vs 4++.

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  11. I play against DE pretty often and they seem to have zero trouble wrecking the board. I think the majority of tactics may just be a bit off. Lots of disintegrators and poisoned shot etc, lots of jet bike guys (reavers i think) doing fly overs, dark lances on most transports (if they don't have disintegrators)

    Wytches and beast squads are the only thing i seem to get assaulted with and my enemy picks good targets (haywire grenades on dreads etc.)

    I know my codex is getting an update soon (chaos) but i don't see the problem DE are having.

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    1. DE are still very capable of dealing out pain and taking care of almost any army on the board. If people are having trouble winning, maybe you need to go back to the drawing board and start over fresh with a different DE army that works.
      Be more inventive with your list than spamming 3 or 4 units. Dark light weapons are good but bring some disentegrator weapos and you will see just how quickly 2+ armor folds.

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    2. I don't think anyone is complaining DE is weak, just that their melee took a huge hit with 6th, to me more than any other army, though I haven't sat down and analyzed each one with the new rules. As a shooty player it hasn't affected me at all, but I can see where people are coming from that now termies are going to see more play and our elite melee squads can't deal with them anymore.

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  12. Everyone stop complaining your all still better than tau :(
    They need a WD update

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    1. Well, as Tau player with 10 games in 6th ed. with various armies, I won 9 and last was a draw. And it wasn't 9x XV88. Just balanced army, good strategy and tank shocking when applicable :)

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    2. Same here, I'm 6-0 with my newly acquired Tau army and in my last game I managed to wipe the floor against GK. A well balanced army and a good strategy usually spell out a victory for me. Well, that and plasma shots ;)

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    3. Tau are awesome in 6th! Think you need to try a new list if you don't think so!

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    4. I have only had 2 games of 6th edition so far both with tau at 3000pts I have won 1 and lost 1 which was vs a space wolf with space marines allies I lost because my run to get and objective fell short by an inch and I almost tabled the opponent he only had 2 terminators and a crippled LR my point is his whole army was terminators including a deathstar of 9 terminators and 7 charcters and I almost killed the whole army but it took 6 turns 2 kill the deathstar because of EW and stormshields.

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  13. Still waiting for tyranids update. Lictors fix someday? But still my friend would be happy for his dark-barbies, lol.

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  14. i dont think we can still call it the big red book, it is more like the big green book now

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    1. Brb = Big Rule Book not big red book :)

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    2. I always thought BRB meant Base Rule Book, or Basic...

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  15. I also spoke with Phil Kelly at games day. He at one point pulled out several typed pages of a new FAQ sheet on all the armies he then wrote down several questions that me and my friend had asked about imperial guard and stated that they would look into them and hopefully give us an answer in the FAQ... Even asked as gamers what we would like to see with the changes to the questions asked. That Phil Kelly what a great guy...

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    1. Seems to me that he's one of the few designers who play plenty of 40k!

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    2. For some reason I get the feeling Mat Ward is also an avid player. He just "seems" like the person.

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    3. Don't suppose you asked about Lumbering Behemoth getting clarified?

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    4. Apparently Ward plays very little, and mostly fantasy. can't tell by his codexs? necrons have at least 1 unit/wargear/ability that breaks every single rule in the rulebook, a good chunk of which came out in 6th. where's the balance and strategy in that? becomes just about the dice at that point and reanimation protocols proove that np

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  16. I'm not really asking for a lot of AP2 CC weapons in our army, but incubi klaives really ought to be at the very least.

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  17. Yes I asked about the lumbering behemoth rule as well as the Valkyries grav-chute insertion and colonel straken close combat attacks ap value... To which he wrote them down. My friend had also asked about the space wolfs axe of Morki being both a frost axe and power fist that's now both hiting at (I) 1 to which he said that it was a popular question for the day and that he would check for us. He pulled out the FAQ sheet and said that they had addressed it for sure in the new FAQ and that it can be used as a frost sword or a power fist.

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    1. That's good news about Logan's axe. I play Space Wolves as well, and I was wondering about that. Thanks for the info.

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  18. At least Phill Kelly didn't asked why you just didn't use mandrakes and then started laughting

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