Im trying to make this a constructive deconstruction and not a whinge, if it reads like a whinge, sorry! No-one likes a bad beats story.
So! Had a game last night against the new dark angels, got pasted pretty bad again. thus here follows some thoughts, input from the comments is more than welcome, nay encouraged!
In fact, as a brief aside, its handy to have a view from the oppositions point of view and you chaps are my regular opponents, another thing that would be handy: what are the dark eldar units that worry you the most when you seem them plonked down across the table? Answers in the comments please!
Anyway, on to the meat.
I picked apart my list on the way home, and tried to pinpoint which units just arent pulling their weight and came to the conclusion its sadly most of them to some degree. and i cant put my finger on which units have suffered most.
My first impressions of 6th were that a few changes had hit the dark kin slightly for the worst but it shouldnt make too much difference, however in practice it appears theres so many little things that add up to make a hell of a difference.
Off the top of my head i can think of the obvious ones: feel no pain getting worse, cover saves often being worse, wyches pretty much dying on 3's rather than 4's when their vehicle explodes, overwatch reducing the effectiveness of assault, reduced movement rates for disembarking and assaulting, fleet providing no extra movement, no charging from reserve, no scoring an objective while inside a vehicle (when the codex has zero troops with any staying power)
the list goes on and on. It feels like a death by a thousand cuts.
So im trying to completely disregard everything ive so far learnt about dark eldar as its mostly all a hangover from 5th and start again from scratch and just try out different stuff. Right to the core of everything involved in my building of lists.
First thing to figure out.
Having been blessed for choice under 5th, are all the troop options available to dark eldar now quite bad?
Under 5th i was fond of wyches and their ability to get early charges off and tie up or wipe out units, get their pain token and be really tough to shift. Now they can hardly ever pull off a first turn charge without risking getting stranded in the open and if the unit theyre charging has a flamer theyre really going to suffer some wounds from overwatch. I've tried morphing them into small generic haywire grenade delivery machines but even then, if the opponents vehicles dont advance, they dont tend to make it in those flimsy 2 hull point gunboats.
The warrior gunboat strategy seemed like a winner under sixth, 8 splinter rifles shooting out of a raider with re-rolls to hit at max range even if they moved seemed like it could chuck the pain out and could score later. but in practice they put out about as much damage as a venom and die just as much too, for more points than a venom too.
Hellions are still hellions, except now they cant even assault when they arrive from reserve.
Wracks are still the most resilient of the available troops, but ive never been convinced by them other than as the cheapest way to get venoms, but now that they have to get out to score theyre worse. And whats the point of choosing a somewhat resilient troop unit to objective grab if they havent got any guns?
For me, they just dont seem to know what they want to be doing as a unit.
Solution A, if the troops are bad, do i just take a token amount of them?
The first list im going to try is a bit min/max, but it should have some units that drop pain and some that stay around.
archon, blaster, shadowfield.
10 warriors, blaster, splintercannon, splinter rack raider
9 warriors, blaster, splinter rack raider
all 3 of my flyers.
allied with the farseer and 10 troop wraithguard with warlock.
for 1850 (which i must admit, in the 1850 game we played last night, that extra 350 made for a very different feel, that eldar ally that was a 3rd of my points was now nearer a quarter. Id definitely recommend people to give that points total a try at least once)
swap the archon into a huskblade machine in a squad of grotesques in a raider
make the 2nd warrior squad same as the first
add a wraithlord.
and that seems quite a cool list.
3 flyers is a douche move, but at least they arent vendettas, though they will still be a pain for anyone i think.
the archon and grotesques can easily survive an overwatch to make it into combat (unlike small wych squads) against anything and there wont be many units that would like to be in combat with them. and theyve got staying power
and the eldar detachment is a great area denial unit that can soak up fire and also seems to be able to stick around in combat with anything other than power fists/thunderhammers and the like.
This is definitely a list i want to try soon.
Alternatively is it just that im not saturating my troops choices enough to compensate for their increased vulnerability in 6th?
should i just stop taking the hellions (the answer is yes. i know. that makes me slightly sad though)
and load up on various forms of gunboats?
Succubus tooled up in a raider with 6 haywire wyches
10 man warrior gunboat
4 x 5 haywire wyches in venoms (splooge!)
As a base that comes to 902 points. 4 venoms and 2 raiders is a lot of targets for 1/2 to 2/3s of the army.
Cant decide what else to include in this one, possibly a few squads of reavers, probably a ravager or 2.
So, as said, comments welcome (even if its "those lists look dirt! aint playin!")
Also, has anyone else found themselves struggling under the new edition so far?