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VC: Adding the Casket of Souls

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Releasing all dem souls!

In a previous article, I wrote about how to play with both VC and TK in the same army.  I mentioned in there that the Casket of Souls was practically a must take in all lists.  Why is that?  Well, here are some of my reasons:
  • It gives you +D3 PD to use per phase, and it doesn't have to be for the casket. No matter how you dice it, there's just not many things in the game that gives you this kind of advantage.  You want it to boost your normal casting? Go ahead. You want to use the Casket? Sure. You want to feed your Peripat? That's fine too.
  • It gives you a pseudo-shooting option that you will always have.
  • It allows you to remove a key pieces off the map if it goes off. I'm talking about serious key pieces here: The Skullcannon is Ld.7 with 4 wounds, Empire Cannons away from their general are also under threat, Ogre Ironblasters are Ld.7, although 5W will be harder to manage. Most of the other danger pieces only have 3 wounds. Elf RBTs only have 2W are are Ld.8; thus auto-dying on average rolls. Mournfangs in a flanking position are now suddenly threatened big time, so are most low Ld. chaff: Furies, Dogs, Sabertusks, the list goes on. And it has the potential to bounce.
  • Once your opponent have figured out that this is a dangerous piece on the battlefield, he will throw dice to dispel it. The fact that he has to throw DD at a FREE spell potentially (D3 averages 2 dice free), you will now be ahead in the magic phase. This increases the chances you will have VDM, Desert Wind, or anything else you want to conjur up with your opponents are on a 2-dice deficit. If he fails to dispel and loses concentration, while the probability is low, it's just a shutout.
  • This limits your opponent's movement, deployment and chaff potential. Will he risk bounces and lose large amounts of low. Ld chaff? He will need to deploy tight, or not be very careful of his movements or risk getting blasted off the board.  Forget about low Ld flankers, forget about warmachines trying to get flank shots, anything that can possibly threaten flanks is also threatened by the Casket if their leadership is low enough.
  • With Peripat and Casket, you're literally +2 PD/DD on your opponent from the beginning of the game. You get 2 from the casket, you decide to bank it, and thus you're up 2 while you negotiate your existing magic phase. This is free advantage on both offense and defense.
  • It works with a number of things that messes with your opponent's leadership.  Doom and Darkness makes it more effective, Golden Death Mask of Kharnut, Aura of Dark Majesty, anything that reduces or prevents superior leadership from being used.  While I'm not saying that this is the best use of points in the army, the synergy is there and cannot be overlooked.
  • It's relatively cheap, small and you can keep it out of LoS because it doesn't need it to do its stuff. The effect is Direct Damage. It's also T10, I've had people shoot it with a cannon and call it a waste on a 1,2,3.  Most people don't even bother with it, and if you tuck it away in a corner without LoS, no one really bothers.

Aside from the magic that Liche Priests can offer, I don't think there's too much from the book that VC can use to their advantage.  If only Tomb Kings can take their steeds, maybe I would be able to utilize that Golden Deathmask in more of my army lists.  Sadly, that is not to be.

What would I change in my existing VC army to incorporate the Casket and Liche Priest?  Cut the Vargheists and Necromancer for a Lv.1 Liche Priest, Lore of Nehekhara with a dispel scroll.  Unless you get something you really want, you'll almost always default of Invocation of the Desert Wind.  Otherwise, just place the Vargheists for the Casket and you're good to go.

WHFB: A few places adopting ETC

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There is something hilariously appropriate with this picture and this article.

Word on the street is that next year, Crossroads GT in NE USA will be using the latest ETC restrictions.  For those of you who don't know what ETC is, it's the European Team Championships, a format that players over in Europe have been using for some time to help steer the game into more balanced lineups.  However, they normally play in a team setting.

Let's be honest for a second here.  I dislike the idea of comp because at the end of the day, it's just dude's houserules.  I will say that some forms of comp help mitigate the enormous amount of crazy shit that can happen in a game, and that's always a good thing.  A lot of the time, it's a good thing that some light comp is imposed, but only when it's fairly light and doesn't change the game too much.  Unfortunately, when you have some kinds of light comp that affects certain armies and not other armies, you end up with the meta for that tournament just shifting what kinds of filth will be present at the event.  The latest Crossroads GT restrictions can be found here, and despite WoC being comped pretty hard, you saw light council Allerielle White Lion deathstars with full on shooting.  I think the winner was some dude running VC scream with congoline zombies.  Not to take away from the hard won victory, but this is literally just picking your poison when it comes what's being played under a comped tournament setting.

ETC borderlines what I feel comfortable with because I think there's a good amount of fundamental game changes.  While this version is a lot better than the previous editions of ETC (they got rid of the ridiculous channeling shit), there's still some things I have a bit of an issue with.  Magic changed from max of 6 dice to 5, that's a big change to how probabilities work for some armies.  For Death, 4 dice is the cap and for Mindrazor in particular, this is also restricted to 4 dice.  This makes the spell fail on just below average and this changes how the Shadow lore should be used entirely.

Then comes the army-specific restrictions.  I personally think my VC army at 2400 points ETC is very solid.  All I really do is drop the Necro, fix my core, drop a Spirit Host for some Fell Bats and I'm good to go.  The rest of the army is still intact and retains much of its existing power.  My High Elves on the other hand, is completely restricted under this comp.  My regular list right now runs with a Shadow Book of Hoeth Archmage, 2x Phoenixes and a BotWD on the White Lions unit.  Not only can I not take Shadow with the Book, but Phoenixes/BotWD/BoH are considered max 2, which means if I want to take my Phoenixes, I have to drop both the BoH and BotWD.  As for my Demons, I can't help but laugh to think I can take my standard competitive DoC list with very little changes.  Sure, I need above average dice to mass Caco Choir, but much of the potency remains the same (double Soul Grinders for example).

What do you guys think?  Do you guys like ETC?

40K: Dark Eldar comes out soon

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This book better not suck.

One part of me is excited that Dark Eldar will get a new book, the other part is apprehensive because they're a tricky army to get right.  They exemplify what it means to be a glass-cannon army, and that can be really difficult to design in an atmosphere like Warhammer 40K.  I really hope that the design team gets it right this time around.

As for things I would like to see, it has to be either damage increased across the army, or the army gets cheaper.  It's really that simple:  More points buys you more units, which in turn buys you more guns.  Or better quality guns buys you more hurt.  I would be fine with any of these.  I'm not going to talk any more on this matter because I don't want to set myself up for disappointment.  The latest string of 40K codexes have been pretty stale as the books seem to be streamlined at its core.  A lot of what was the previous Space Wolves and Grey Knights have been gutted for something much more simple.

I can only fear the worst for Dark Eldar, so I'm not going to make another comment until I get the book in my hands.  For better or for worse, I will be playing a few games with my favorite army of all time.  I pray that the Voidraven will be dropping large template bombs, because a small blast template as the "triumph of Dark Eldar weapons tehcnology" is a god damn joke.

WHFB: Army tiers and hypothesis

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The lost art of dominating with an outdated book.

Now, I will talk about uncomped and very slight comp based off the WHFB 8th system (2400 and 2500 games).  I will rate the armies based on tiers from what I've experienced. Here is what I think of the tiers in respects to the armies under them.

Tiers Explained
  • Tier 1 - This tier represents the pinnacle of army power in the current metagame.  There are a lot of viable, competitive choices and they're all strong vs. netlists and cookie-cutters from other armies.  This level also indicates that regardless of build, the army is able to minimize on the number of bad matchups it will most likely encounter in a tournament setting.  Most of these armies have flexible magic, multiple viable builds, and strong options all over the book with some major power units that just soars above the rest.
  • Tier 2 - This tier demonstrates a solid book with many competitive choices. Whether it is due to good internal balance or a few stand-out units, the army preforms fluidly on the table.  While certain builds are strong vs. netlists and can compete on equal footing with other armies out there, there are not as many as Tier 1 armies.  There will be more bad matchups that exist in this army tier, but not much since the majority of the book has the answers it needs.
  • Tier 3 - This tier demonstrates workable unit choices with few competitive options. While some of these options are strong, the rest of the book suffers from not enough viable choices for a tournament setting. Whether it is due to subpar internal balance, or just that the units are not powerful enough compared to the other armies, there are noticeable weaknesses.  As a result, the number of bad matchups increases.
Tier 1
Warriors of Chaos
Dark Elves
Skaven
Empire

Tier 2
Lizardmen
High Elves
Undead Legions*
Daemons of Chaos
Ogre Kingdoms
Chaos Dwarfs
Wood Elves*
Vampire Counts
Dwarfs

Tier 3
Orcs and Goblins
Bretonnia
Tomb Kings
Beastmen

*Represents fairly new armies that I'm not sure about yet.

Here is what I have to say about some of the armies, not all of them.

Warriors of Chaos - Have some of the most BS builds in the game. While a lot of the book has a lot of uncompetitive options, the bulk of the book are competitive and very competitive at that. You have some of the best lord/hero build options in the game, from Chaos Lords to flying DPS to 3++ BSBs, with some of the best magic, the toughest core in the entire book that rivals other book's elites, and can take multiple monsters and Hellcannons. I would say this book has the highest amount of competitive options, which results in the largest degree of raw face beating. This is an example of a book that has too many over the top elements.

Skaven - An archaic book in terms of age, since the book literally came out forever ago. However, because it's an old book, it retains a lot of flat out BS elements from another edition. This is the one book that benefited the most from 8th Ed. changes, and from a raw price to power ratio, there's no other army that can pay so little for such devastating results. Sure, the results vary, but when your entire army is virtually unbreakable, ignore armor saves and cause D6 wounds, and for dirt cheap, that doesn't matter. This is an example of an older book that just benefited too much with new rules.

Dark Elves - Has multiple builds that can utilize fast cav characters, strong/flexible magic presence, multiple Executioner and Witch blocks, with powerful supporting Warlocks. You can construct the army around avoidance, flying circus, combat blocks, and take either an infantry heavy or cavalry heavy force, built from core. All of which circulate around mobility and superior shooting for chaff solutions. This is an example of a book that can just about do anything.

Empire - Can take arguably the strongest shooting force in the entire game. It has the damage, the range, and most importantly, the points efficacy to invalidate a lot netlist and metagame threats. Cheap wizards allow you to utilize light councils while the rest of the army builds allow for multiple Stubborn blocks, armored knights, Demigryphs and Steam Tanks. This is an example of a book that is just geared at fighting the current metagame.

Lizardmen - Can take an all skink core that gives you multiple, accurate poisoned shots while providing you with deployment advantage. Saurus Warriors are above average troops in terms of bang for your buck, Slann's magic ability, multiple mounted characters with strong saves and damage, with the ability to go monster-heavy, character buses, Slaan magic + Temple Guard, or avoidance. This is an example of a book that has all the right tools in all phases.

High Elves - A lot of people say that High Elves are the leader of the mid-tier and I think that's very accurate. Although this list isn't in order of power or whatnot, I think that High Elves has one of the best internally balanced books in the entire game. You can build flexible shooty avoidance core, or armored core, or infantry core. Then you have Phoenix Guard which are ridiculously good, White Lions with Stubborn, and some of the best magic items in the game via the BotWD and Book of Hoeth. Not to mention the flexibility of knowing all lores, having one of the best monsters in the game via the Phoenix, and having multiple playstyles to the army itself. You can either take monster bash, infantry, mixed balanced, cavalry-heavy, or very shooty. The only thing that keeps this book in check is the pricing, which is priced very well, which is also its reason why it's kept in the middle. There's simply not enough High Elves to go around in terms of body count. Why not top tier? Power to price ratio.

Undead Legions - This is basically built off of VC with a few star units from the TK book, and by default, this just means more options for the VC player. You gain access to the TK movement spells, can march within the general and no longer crumble. Tag on the fact that nothing changes except for your player options and you have a good solid army. Why not top tier? Because at the end of the day, you're just VC, so yeah, bad matchups.

Demons of Chaos - Despite having what I consider to be a trainwreck of the book, this book exemplifies what it means to be highly competitive with poor internal balance. While Khorne and Tzeentch are pissed off to all hell at the options it offers players, Slaanesh and Nurgle units are rolling around in wins. It goes without saying that Nurgle is questionably one of the most overpowered elements to ever grace the table, Slaanesh magic is out of control, the Eternal Blade as a default option is hell on wheels, Soul Grinders are closet OP sleepers that everyone comps low and ignore, Beasts of Nurgle are way over the top, and Khorne cannons humble the Ironblaster in game balance. Why not top tier?  You see the same units over and over again.  Predictability, although different in playstyle.

Ogre Kingdoms - This is a prime example of solid, competitive choices, but cookie cutter builds. While this army book has strong elements that work in its favor, there is limited build variation. You can take a bruiser wall, but most builds default on 2x Ironblaster, 3x Sabers, a big block of Ironguts and Mournfangs. If not Mournfangs, then you see Maneaters, and you hardly ever see a Tyrant over the default SM. If you Gutstar, you Runemaw, but if you don't, then you see more characters. You basically take the same shell of a list and then change a few things here and there for the metagame and that's all you see. The other rare choices are subpar, and there's not a lot of choices to begin with. Its simple, straight to the point, cookie-cutter, and brutally effective. Predictability with very little variation in playstyle is what keeps it from top tier.

Chaos Dwarfs - You are a better version of Dwarfs with more over the top elements like the K'daai Destroyer, Ashstorm and Hellcannons. The entire army pretty much shoots and everyone is very well-armored and has a lot of powerful abilities. Unlike the Empire, you lack diversity in army builds and tunnel vision into specific cookie-cutter lists that yields the same maximum damage output. This cookie-cutter means you're susceptible to the same weaknesses and this is what keeps you in this tier. Why not top tier? Predictability and completely linear playstyle.

Vampire Counts - This book is capable of two very strong playstyles, and although very powerful, are very predictable. This is also the book with the largest variance of bad matchups to any given army because of the gimmicky nature of screams and ethereal. You roll up in an event and everyone is running Ogres with no magic missiles? You have a field day with large units of Hexwraiths. You fight a lot of WEs? You might as well get tabled. The same goes with Terrorgheists and their susceptibility to Cannons and Light councils. You either win big or lose big with this army, and while it can Blenderbus and meatwall magic players to death, it has gimmicky options that are either stellar, or terrible depending on the matchup. Why not top tier?  Because most VC builds either work great, or completely flop vs. certain matchups.

The rest of the armies are just missing some things that make them truly competitive.  I would say Dwarfs and OnG lead the pack of the semi-bad books, but the rest of the books are just subpar and need an update really badly.  For example, I can't think of a reason to take TK as a standalone army now that Undead Legions is a thing, but I can see people just taking VC.

Why is Undead Legions not Tier 1?

There a very few things that I would add to my existing VC army from the TK arsenal. Magic is the big one because you have the most amount of combinations from the interactions there. Because this is centralized around magic, and magic as we all know is fickle, you can't rely on it with absolute certainty. The only thing that is a must-take for me from TK is the Casket of Souls.

Undead Legions does make things a little bit easier for us, but the fact of the matter is that TK just offers us very little. All of those options that you listed are fairly mild in terms of power or overpriced for what they do. Boosting of magic is already a boon, but not from the Hierotitan because I don't like the cost associated with a +D3 to cast. The thing costs a lot, is not terribly effective in combat, and has nowhere close to the flexibility of the Terrorgheist. Remember, when you take this thing, you're literally sacking Mortis Engine/TG points. The same goes for duders like Horse Archers or normal Horseman, both of which are Core, sure, but lack the lovely price tag that is the Dire Wolves, which IMO should be considered one of the best chaffs in the game for the price (and in Core!). I would never take a Tomb Price over a Wight King because I find his stats to be subpar, magic items from the TK book to be disgraceful, and he has no options to be mounted with you in a knight-bus. Remember that thing I wrote a while ago about the playstyles of VC? When you look at the TK book, it doesn't really fit into either playstyle as well as you would think.

TK characters cannot travel with us in a bus, and only by themselves via the Chariots, which IMO is a tax to deliver them into battle in a fast list. The only TK realistically adds to the VC army is magical flexibility, via the Casket of Souls and with the Lore of Nehekhara. These are the only 2. Undead Legion gives us no crumble (yay), the ability to multi-lore (another yay), and the ability to take TK allies (meh). As you can see, this is still primarily a VC army because in a competitive setting, our options are flat out stronger in all areas.

We are blessed that we have such a nice book. It really is one of the top3 best internally balanced book in WHFB right now, and I've done a lot of research/design work on figuring out the armies. While some options are there: Necrotect adding Hatred to Ghouls, WS5/6 Grave Guard + Banner of Barrows, and being able to take High Liche + Master Necro in the same list, it all comes down to bang for your buck. Is your list truly stronger with TK elements? If so, which elements are you taking and how does it increase your army's power level compared to your previous list with just VC? I really am interested because outside of the Casket, and maybe a Lv.1 Liche Priest scroll caddy, the rest are really subpar. Next up would probably be the Necrotect though.. the Hatred on Ghouls is out of control.

Lastly, the reason why I don't put the new VC+ in the top tier is because we run into pretty abysmal matchups. Terrorgheists/Hex-heavy armies just get eaten alive by Allerielle/Empire gunlines, but can be super good in other draws. I think that degree of RPS (rock paper scissors) is what's keeping us out of the top tables in all areas (ETC, uncomped, slight comp, and definitely not hard comp), and that won't change with the addition to TK. Unless you roll a baller magic phase and then IF both movement spells to close into light councils gunlines, you're just going to have a bad day.

Alright, I'm finally done.  Bring on the comments!

VC: Playing as Undead Legion

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I googled Blood Knights and I got boobs.  Was not disappointed.

Before you dig any deeper, please see the article I wrote about VC/TK interactions here.  I'll start off with my VC list because I have the most experience with them (I got into them when they got their new 7th Ed. book).  My playstyle has always been a killy armored Vampire Lord because that's how I envision myself if I was to personally take command of the army.  It just sings well with me.

For now, I'll skip the Special Characters and all the Nagash Vol. 2 units.  I want to concentrate on the original army books.

Vampire Counts Unit Bucket:
Vampire Lord, Master Necromancer, Necromancer, Vampire, Wight King, Tomb Banshee, Zombies, Skeleton Warriors, Crypt Ghouls, Dire Wolves, Grave Guard, Black Knights, Crypt Horrors, Vargheists, Fell Bats, Spirit Host, Bat Swarms, Hexwraiths, Terrorgheist, Mortis Engine

Tomb Kings Unit Bucket:
Tomb King, Liche High Priest, Tomb Prince, Liche Priest, Necrotect, Skeleton Archers, Skeleton Horsemen, Skeleton Horse Archers, Skeleton Chariots, Necropolis Knights, Ushabti, Khemrian Warsphinx, Sepulchral Stalkers, Hierotitan, Necrosphinx, Screaming Skull Catapult, Casket of Souls

Preliminary Observations
I don't think Skeleton Horseman and Archers are worth it because of the price range.  Skeleton Horse Archers maybe because of the Fast Cav, but I'm not sure if I like the price on Horseman vs. just having Dire Wolves for chaff purposes.  Our Skeleton Warriors are better than the TK book, Ghouls are excellent forms of core choices as are the Skeleton Archers.  The good thing here is that they fulfill very different roles and thus, do not compete for choices.  Skeleton Chariots are up in the air because while they can be good, I think with Archers, Dire Wolves and Ghouls they will be hard-pressed for a slot.  That is, unless you want a take an all-moving list with perhaps a Tomb Prince or King in tow.

The next big observation is that VC stands out in two unique ways from TK, and that's via the Ethereal units, and with the scream mechanics.  For TK, it has to be shooting, and Undead constructs for me.  This is why you see me listing out a lot of the competitive options from the TK book that you normally wouldn't see by itself.  I'm talking about the Necero Knights, Ushbati, and Sepulchral Stalkers especially.  These guys were subpar until all of a sudden, you can take 2x Mortis Engines and a Necrotect in the same list with them.  All of a sudden, 4+ Regen is very, very scary for a lot of people who thought they can just shoot them to death.  VC also provides the UL with 2+ armor via the Black Knights, and as we all know by now, that's our main mode of transportation for the Blenderlord if we a well-placed hammer blow.

From a lords/heroes perspective, the Vampire Lord remains the strongest melee component that we have.  Tomb Kings and Princes are more unit buffers more than anything, until you fit the Golden Death Mask and then their role changes (only the King, and only mounted on a Chariot I feel).  More on this later.  Master Necros and High Liche Priests are always good, especially since we have such diverse magic coverage now.  For example, you have access to Death, Shadow, Lore of Vampires, and Light, Death and Lore of Nehekhara.  This is great, but you have to also consider the fact that you can't mix and match magic items.  The VC magic items just destroy TK in terms of competitive selection, and I think that outside of Light and LoN, there won't be much that the TK casters will offer us, simply because the best item there forces through an IF.  That might be a game changer with Purple Sun, but we'll see.  In terms of BSB, VC dominate the arena with Vampiric powers and the beefy WK, but also because of magical items like the Nightshroud.

Last, but certainly not least, we just gained an ass ton of monsters that we can bring in our lists.  That's the only thing that can be said right now because there is a significant price-tag that comes with it.

Exploring Different Archetypes
Before we look too deeply into how we can expand on the archetypes, we need to explore what the existing archetypes are for the armies.  In VC, because we have a more flexible book, we have a ton of different archetypes to explore.  To give you an idea, here are a couple of things:  Walking Blenderlord with an infantry heavy army, Blenderbus with fast moving options, magic-heavy double Necro lists with Regen engines Crypt Horror meatwalls, magic-heavy double Necro with infantry armies, magic-heavy scream machines with Terrors/Banshees, Blenderbus 2x Terrorgheist, and any combination of these.

When you look at TK, you have either your balanced playstyle of some shooting, some combat, and a block of Tomb Guard, or you have flat out all shooty lists with minimal combat.  Monster-heavy was something that people experimented with in the beginning, but with the changes that everything can wound anything, this quickly went out the window because a lot of people hated spending a lot of points for minimal protection.  Even with the Lore of Nehekhara's awesome healing aura, this was not enough to keep the expensive constructs up.

OK, so now that the boring stuff is over, let's talk about how we can combine the strategic flexibility of the VC book with the TK book.  Just to let you guys know before hand, I see the TK book as a support book to our more powerful VC book.  This is quite apparent when you look at the units and uses of the units.  Things like the Tomb Prince for a WS buff, Necrotect for Regen + Hatred buff, Archers/SSCs for shooting solutions, Casket for magic buff, Hierophant for magic buff, all of these things are buffs at the end of the day.  The only combat elements (close combat) that the TK book has to offer us is when you can combine Regen from the Necrotect, with the Regen aura that our Mortis Engines can provide.

With that said, here is the first and most apparent archetype of the combined books..

The Regen Undead Construct Engines of Doom
No, I'm not really calling it that, but the pieces of the puzzle should be pretty self-explanatory.  The first thing you'll notice here is the vast amount of points needed to sustain this combo.  Not to crap on anyone's parade, but the first thing I need to call out is the vulnerability to flaming, and the fact that Dwarf Cannons with RoBurning and Skull Cannons of Khorne will make your life really miserable.  Sure, there will healing, sure, there will be shooting, but you need to keep in mind that laser cannons with flaming shots makes large things with Regen very unhappy.

Here is what you will need:
Necotect in a zombie bunker - The dude that gives as 12" bubble of 6+ Regen to all Undead Constructs.  He needs to survive, he needs to be protected, and you might as well put a MR3 Black Peripat Master Necro with him in that bunker to give him added magic sniping protection.

Mortis Engines - These are your Regen engines because they stack with each other and give the rest of army bonuses to Regen.  If you have 2x Mortis Engines and the Necrotect, you will see 4+ Regen on all of your constructs as long as they're within range of the engines.

Any Undead Constructs that you can think of - Necropolis Knights, Ushabti, Khemrian Warsphinx, Sepulchral Stalkers, Hierotitan, Necrosphinx.  Choose some of these guys that you want in your list and go to town.  Even with a sole Mortis Engine and some decent healing, you will greatly increase the lifespan (lol) of these units.

The shooting that never existed in VC
OK, so here's what you do here.  You take all the cool shooting components from the TK army and then supplement your existing VC army with it.

What you do:
Gut your entire core and replace them with Skeleton Archers.  How you want to take them completely depends on what you want.  A big unit does a lot of damage, you don't need a musician because you always hit on 5s no matter what you do.  I would probably roll with units of 10-15, or bigger units of 20-30, I would take at least 2 units of these.  You want to maintain your deployment advantage with Vanguarding Dire Wolf chaff, so make sure you have save 160 points for 4x units of 5.  The rest can either be all shooty, or if you want, take a unit of Ghouls and have some combat in there.

Next, you take 2x Screaming Skull Catapults and keep them cheap, the 90 point variant is fine.  Then, you add a Casket of Souls because it's the most awesome thing in the world and gives you a pseudo-shooting solution that can buff your magic as well.

This will allow you to keep the rest of your army how you want.  From here, you either branch into an counter-punch style Blenderlord bus, or you can play a beefy counter-punch Regen style block, or you can play a bunch of fighting infantry like a Tomb Prince in Grave Guard with Banner of Barrows block.  Basically, at this point you can pretty much freestyle because you just reprimed your core for archer-based chaff removal, kept your own chaff superiority, and added a cheap firing solution in the form of 2x SSCs, which can potentially remove large monsters from the field, like Chimeras.  The first time you hit a Regen WoC Chimera with this thing, he will be pissed that you now have this option.  Infantry blocks from other armies will also be shocked by the fact you can now rain terror onto his face.

Another cool addition would the Lv.4 High Liche Priest taking LoN.  This gives you a greater chance to get Incantation of Righteous Smiting, and possibly allow your big archer units shoot a lot more.  Just something to keep in mind.

Terror Bombing you into the ground
OK, this one is a little more gimmicky as you guys know, but the idea here is to deliver a Tomb King with Golden Mask into the enemy lines along side your Vampire Lord's knight bus.  I think this one is the least competitive out of all of them, but the option is definitely there.  The best way to deliver this kind of combo because....
  1. It's effective, not because of the fear-bomb, but because Golden Deathmask is amazing as an item overall.
  2. When it does fear-bomb, it's hilarious because it makes your army godly.
  3. Blenderbus + Chariots is the key:  It allows you to dictate where the combo is delivered and with all the speed and precision to do it.
  4. You might as well bring Terrorgheists because if you're taking this combo, you're not out to make friends anyway.

So here's what you need:
-To be able to play 50% Lords.
-Golden Deathmask on a Tomb King (because it was deemed unfun for it to be on a Tomb Prince), on a chariot, with some more chariots from core.
-You need a Blenderlord in a Black Knight bus, with LoV because you need to be able to heal stuff and move the fast-movers with VDM.
-You need 2x Terrorgheists because they move fast, and combos insanely well with the combo you're going to produce.
-No matter what, you will need the Golden Deathmask, Screaming Banner (on knightbus), Fear Incarnate (on Red Fury, Quickblood Lord), Aura of Dark Majesty (on supporting Vampire BSB).  You might as well go Supernatural Terror too while you're at it.

The Splash of TK
This one is pretty self-explanatory.  Here, you just take the bare essentials from TK and add it to your army.  I'm talking about just adding the Casket or something else, because you want the rest of your army to be VC for some reason.

Biggest additions to the VC army:
Casket of Souls
Liche Priest with Incantation of the Desert Wind
Necotect, for Hatred on Ghouls
Skeleton Archers
Screaming Skull Catapults

A sample army list

2491 UL
12 drops

LORDS:
Lv.4 Vampire Lord = 553
Lore of Vampires
Dark Knight, Quickblood, Red Fury, Beguile
Dragonhelm, Ogre Blade, 4+ Ward, Ironcurse

HEROES:
Lv.1 Vampire BSB = 250
Lore of Vampires
Dark Knight, Aura of Dark Majesty, Beguile
Nightshroud, Gem, PoFools

CORE:
15x Skeleton Archers = 90
15x Skeleton Archers = 90
36x Ghouls, Ghast = 370
5x Dire Wolves = 40
5x Dire Wolves = 40

SPECIAL:
13x Black Knights, FC, BoSwiftness = 383
Spirit Host = 45
Spirit Host = 45
Spirit Host = 45

RARE:
Screaming Skull Catapult = 90
Screaming Skull Catapult = 90
Casket of Souls = 135
Terrorgheist = 225

This army likes to sit back and shoot to weaken the enemy force, and then counter-charge with a Blenderbus, Terrorgheist and 6x6 Ghoul block to do the damage.  The shooting elements consist of the 2x SSC, Casket of Souls and 2x Archer units.  Ethereal Spirit Hosts are a must so you can have extra shooting with the SSC.

I mean, compare it to something like this pure VC list..

2497 WHFB
14 drops

LORDS:
Lv.4 Vampire Lord = 548
Lore of Vampires
Dark Knight, Quickblood, Red Fury, Beguile
Dragonhelm, Ogre Blade, 4+ Ward

HEROES:
Lv.1 Vampire BSB = 245
Lore of Vampires
Dark Knight, Aura of Dark Majesty, Beguile
Nightshroud, Gem

Lv.1 Necromancer = 100
Lore of Vampires
Cursed Book

CORE:
37x Ghouls, Ghast = 380
25x Zombies, FC = 85
5x Dire Wolves = 40
5x Dire Wolves = 40
5x Dire Wolves = 40
5x Dire Wolves = 40

SPECIAL:
11x Black Knights, FC, BoSwiftness = 331
5x Hexwraith = 150
3x Vargheist = 138
Spirit Host = 45
Spirit Host = 45
Spirit Host = 45

RARE:
Terrorgheist = 225

The first thing to note here is that I lost some drops when I decided to cut the Dire Wolves. The Spirit Hosts are still there so that's super good, but losing 2 drops means that you're on average instead of above average drop-rates for most balanced lists (armies range from 8-12 on average). This simply means that you might get out-deployed by a cannier opponent.

Let's look at what we cut from the list. I'll use the first VC list I posted as an example and you'll see there, that I lost: Vargheists, Hexwraiths, 2x Dogs, Zombies, and my Cursed Book Nercro. What I gained was: 2x units of Skeleton Archers, slightly increased the number of Black Knights that I have, put in the Casket of Souls, and bought 2x SSCs.

What this means overall is that I lose some of my mobility for a slightly more durable knightbus, +D3 PD per turn, 2x flaming stonethrowers, and I see the dogs cancel out as chaff for anti-chaff because that's what the Skeleton Archers will be used for. Because of the mobility loss, the army will have to play a little bit more static, basically having the VL bus observe the first couple of rounds of combat while the Archers and SSCs do their job clearing up the board. Archers will kill chaff, SSCs will hopefully kill big beasties or put dents on enemy infantry formations, and the Terrorgheist will hang out in the back looking for a good opportunity to jump on something.

Keep in mind that this is one way of playing this particular mixed/shooting hybrid, and incorporates a mounted Vampire Lord. Like I pointed out above, VC have a huge array of different builds they can muster, so this only the tip of the iceberg.

You can follow this living thread on the VC forums here.

DE: Things are not looking too good

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Stare into the void.

The rumors have been floating around the internet these days about DE are being confirmed by several sources around the world.  Let's just say that it's not looking too good so far for the Dark Kin. That's a damn shame really.

I'm still holding off until I have the book in my hand, but nothing I read so far has been great.  In short, if there's not drastic point decreases in all areas, I don't think DE will have anything going or them.

Check out the rumors here and here.  Let me sum it up for you:
  • Combat drugs offering stat boosts can be useless to decent.  I would say they're worse than the current ones.
  • Nothing looks great from the Warlord Traits.
  • No ways to take troops outside of Warriors and Wyches.
  • Raiders/Ravagers lose the ability to take Flickerfields.  This is gigantic because this means they have no protection vs. Ignore Cover now.  Even with a 5 points cost decrease, the 15 point Night Shields make them the same price they are now.
  • This also means that Ravagers lose their ability to maintain fire and reap some kind of protection from Flicker Fields.  They must hug cover at all times or continuously Jink.
  • The Glaive thing that the Succubus gets is the only form of AP2 melee outside of Incubi.  It's as if they never want us to kill SM characters.
  • All the artefacts look subpar and generally not worth it.  Most of the psychology-based stuff is wasted on ATSKNF.

A little disappointed so far, but I'll wait for the final book to do a full review.

DE: My early DE thinktank

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Thinking.. thinking...

These are just some random quotes I've been posting on the forums, thinking of ways to make the new codex work.  At this point, we know pretty much all the bells and whistles, including point costs because of some helpful people on the internet.

Here's what I have to say so far.  These will be mainly used to think about ways I can make this book work:

+++Updated 10/2+++

I see some positives out of all this, and here they are:
1. Deep Strike on all vehicles at combat speed.
2. Aethersails still cost 5 points, now give you 24" of TB movement, and no longer stops passengers from shooting next round.
3. Stealth Jinking is a 3+ cover, Ignore Cover sucks, but it's still better than nothing.

When you combine all these together, you might be able to do some stuff. I'm not saying this release is good, it really kills me inside, but this above is as good as it's going to get.

You literally do not need the Voidraven Bomber at all. It's 160 stock with 2x VLs and the mine without any upgrades, if you take missiles on it the price goes up, and you can only buy them in bunches of 4. So no matter what, you're paying extra for them. I still think 3x Ravagers will be default in Heavy, especially now that the Razorwing went to FA.

With that said, a pure DE army would probably look like:
Succubus
6x Raiders in core with at least 3x gunboats, 1x Wyches, 2x min Warriors blasterboats.
3x Venoms with Blasterborn in Elite.
A unit of Reavers
A single Razorwing
3x Ravagers

I know that's what I would take my first rodeo.

Otherwise, I plan on doing more DS/Reserve Insertion with Autarchs/Voidravens and WWPs.

+++

From what it looks like, the price for my standard gunboat will be..

In the last book..
10x Warriors (Raider FF/SR, Blaster, SC) = 195

That means the Raider has Splinter Racks and Flickerfields.

In the new book..
10x Warriors (Raider NS/SR/AS, Blaster, SC) = 195

Night Shields replace the FF and you gain points to buy Aethersails (which btw, should be on every vehicle that can take it).

+++

I don't play with nasty Haemonculi.  Those basement-dwellers can stay where they are.

If the Succubus points stayed the same, Agonizer/Archite Glaive will put her at 105 points.  I think this will be her best build if your goal will be CC, since you'll benefit from the double specialist weapons for +1 attack.

I guess you can can a cheap Archon as well for a little bit more.  Shadowfield, Soul Trap, Huskblade makes him 135.

This is without any of the fancy new artefacts. I only see Wyches as a bodyguard unit now, 1 max per army if you're taking a CC Archon or Succubus.

I also see Autarchs playing a heavier role in our army than an allied Farseer because of our vehicles ability to DS.

+++

I will probably have her with a unit of Wyches and call it a day.

A unit of 9x in a Raider, NS, AS, with the Hekatrix and Agonizer/Haywire is 200 points on the nose. The Succubus herself runs 110 with the Agonizer/Archite Glaive/Hawywire for a unit that's semi-decent in combat for 310 points. It will make marines cry, but you need to stay away from Terminators.

The Archon, I think is dead in the water. Just too expensive for a S3 dude with no way to take Combat Drugs. Too bad, because the Huskblade is literally the coolest melee weapon I've ever read about fluff-wise.

+++

I invite all of you to come think with me!

DE: Dark Eldar Codex Review

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How the mediocre have fallen..

Here it is guys, sorry for the long wait.  I just got back from a wedding in SF and I just got my hands on the book today.

Here is the review, starting with the units:

Archon - Strictly worse than it was before.  You don't have access to combat drugs anymore to boost your fighting potential, absolutely no source of AP2 to fight Terminator armor, and not even PGL to be a grenade-monkey for Incubi.  Speaking of PGL, it no longer gives the unit grenades either.  You can still buy a more expensive, but slightly better Shadowfield, but he has nothing else going for him besides from fluff.

Court of the Archon - Got better in most ways, both in price and with the amount of semi-powerful weapons you can take.  Is this supposed to make up for the really crappy Archon?  I'm not sure.  But it does seem like a nice way for players to spend X amount of money to buy static-posed models just so you can have the Medusae's S4 AP3 flamer templates and reduce-priced Sslyths.

Succubus - When I first heard the rumors that the Succubus was relatively unchanged, I was pretty happy.  Then I saw that she actually increased by 10 points, kept the same crappy defensive stats otherwise, and is still a T3 model with virtually nothing protecting her from ID in the shooting phase.  She one of the only sources of close combat AP2 in the entire book called the Archite Glaive, but it doesn't mean all that much when you consider her price increase.  Why was this needed, I ask myself?  Was she so overly powerful that they felt the need to increase her points?  You will see that I ask myself this repeatedly throughout the entire book.

Lelith Hesperax - Got a points decrease, but suffers from the same weakness that all Succubus have:  Which is the fact that you're pretty much naked outside of close combat and instantly die to anything S6+ shooting at you.  The Blood Dancer trait is essentially useless on her if she's not by herself, and A League Apart is now changed to re-roll hits and wounds while fighting in a challenge.  This only works in a challenge.  Why?  Does GW really think that S3 ignore armor saves is really that game changing for a pretty expensive character?

Haemonculus - Is basically the Haemonculus Ancient and gives you a slight boost in what round Power From Pain is.  That's pretty much thet only thing he's good for, aside from being a Webway Portal beacon.  Keep in mind that you can no longer take Wracks as troops.

Urien Rakarth - Might actually be worth it considering he has excellent stats and a built-in Ichor Injector and Clone Field.  Tie this in with FNP 4+, It Will Not Die and a bubble 12" Master of Pain (boosts all PfP by +1), he is the only SC worth taking IMO.  You will see heavy Haemonculi love throughout this real book, so if you really like that stuff, stay tuned.

Drazhar - You have standard Phoenix Lord stats with mediocre performance for the points.  He can't even leap around anymore, but he does have Demiklaives so I guess that makes up for the Archon?

Kabalite Warriors - They got cheaper, and have a cheaper Dark Lance at the expensive of a cost increase for the Splinter Cannon.  To put things into perspective, this is only a 5 point decrease from the standard layout of 10x  with Blaster and Splinter Cannon.  Not a huge change, but any points decrease at this point is very much appreciated, especially when the Splinter Cannon is now Salvo 4/6.

Wyches - These girls have been nerfed severely in many ways.  The biggest one is the loss of Haywire Grenades, dramatically decreasing the effectiveness of the unit at being multi-functional.  The PGL no longer provides offensive and defensive grenades, Wych weapons are still very mediocre and Venom Blades are no longer an option.  Worst of all, they stayed at the same price with only nerfs to be had.  I'm very sad that I have 40 of these.

Trueborn - Got cheaper, retained the same weapon options, so overall better.  Or is it?  Because they no longer have the ability to take Shard Carbines, which kills all hope of making them DS in a Raider with the new Splinter Racks, and have a min squad of 5.

Bloodbrides - They're more expensive Wyches, and without the ability to take Haywires.  At least give these gals Haywires right?!  Come on man.

Incubi - They still don't have grenades, the points decrease is nice, and since they're the only form of AP2 melee that DE have, this might be alright.  The Klaivex is also a regular Sergeant now with Rampage.

Mandrakes - These guys got a lot better, with Stealth and Shrouded and S4 AP4 shots.  The Infiltrate helps these guys into range early and they can be a pretty decent harassing unit.  More importantly, Mandrakes are a perfect example of under-purchased units receiving buffs.

Wracks - Now elites with no way of making them troops.  Liquidifer Gun for some reason is now S3 with the same variable AP, and the Acothyst can be given a Venom Blade.  Not much can be said about a unit that used to be commonplace as a reliable troop choice thanks to their T4 and FNP.  Now you only have Warriors and Wyches (but not really Wyches), so really just Warriors.

Grotesques - These guys got buffed quite a bit, receiving Rampage and built-in Flesh Gauntlets.  They come with FNP, T5 and 3W a piece with decent prices will see these guys delivered to you in a nice DS Raider.

Beastmasters - Points decreases all over for the most part with very little changed.  The lack of the Baron to go with these guys will hurt, but otherwise they just received a minor buff because of the better prices.

Raiders - You now have to pay for the Dark Lance so they're literally the same price as before.  All Raiders, Venoms and Ravagers can now DS as normal, but the biggest standouts for upgrades is the Night Shield and Aethersails.  Night Shields gives you Stealth, allowing you to Jink for a 3+ cover, but this does not stack with Night Fighting.  The loss of Flickerfields on these guys means you're now completely vulnerable to Ignore Cover, thus making you more one-dimensional from what you can save from.  Aethersails is the only real buff here for me since it costs the same meager amount of points and is now a 24" flat out.  That's a huge boon in terms of movement, but otherwise both a buff and a nerf to something that I would already consider overpriced.  Oh, and Splinter Racks now affect all Splinter Weapons.

Venom - These guys pretty much stayed the same since Splinter Cannons got a little bit more expensive.  Venoms are also the only DE vehicle that have Flickerfields, making them a special little snowflake.

Reavers - While the pricing is competitive for these guys, I hate the fact they lost their signature drive-by damage effect.  While they still have Skilled Rider, if you want to do damage with them now you either have to shoot or get in melee.  Sure, they have Hit and Run, but I see them more as a harassing AT unit with Heat Lances or Blasters.

Hellions - You cannot take these guys as troops since the Baron is gone, so they are very mediocre.  The fact they can no longer do really cool stuff like pull ICs out of units makes them even more subpar.  Simplicity at the cost of cool is fine in some cases, but not when it makes a subpar unit even more unattractive.

Razorwing - Got moved to Fast Attack, but now you have to pay for Dark Lances if you want them, which bumps up their cost.  Why?  They also don't have Vector Dancer like other Eldar fighters, are are pretty much subject to a ground-attack role with cheap Disintegrators.  I guess they can also take Night Shields now so they can Jink for a 3+, but the Aegis Defense Line doesn't really care.

Scourges - Received the biggest buff in the book as far as utility is considered.  They got cheaper and can now take 4x Special or Heavy Weapons out of a unit of 5.  This means that they can take 4x Haywire Blasters if they wanted to, but they're still BS4 and T3 4+ dudes that can get shot at.  A lot of people think these guys will replace the Ravager, but I don't think that's true.  The vulnerability to small-arms fire really raises an eyebrow from me.

Talos - You can now take units of these guys, and with T7 3W and FNP, it might be enough to piss off some Tyranid players.  I'm not sure if I'm happy with their prices, lack of transport and weapon options, but at least you can take a lot of them.

Cronos - Same with the Talos, you can now take multiples of these guys per unit.  I'm still not feeling the application of these guys because they're foot-slogging, and I feel they'll be left in the dust now that DS Raiders can load up improved Grotesques.

Ravager - Went up in price by around 20 if you plan on taking Dark Lances, more if you want Night Shields (which you don't because Jink kills this vehicle's purpose).  I have seriously no idea why you have to spend points for Dark Lances, it wasn't like it was such a huge deal before.  Shooting 3 lances was already mediocre at best when shooting at AV12 3HP (now even worse than before with 7th Ed. VDC), but add in the fact they lost Aerial Assault and you've got tons of Dark Eldar players foaming at the mouth.  Why?!

Voidraven Bomber - The newest kit that people won't be buying because of the price.  It starts at 160 and is upgraded with a Large Blast S9 AP2 Lance bomb and 2x Void Lances (same as before), but all of its missile options are painfully expensive.  Any of the missile options will bump its cost up to 200+, and that's just such a huge turn off for DE players trying to get the best bang for their buck.  Honestly, I would keep it as cheap as possible, naked with 2x Dark Scythes (24" blast lances), but that would mean they're vulnerable to enemy AA.  With only AV10 now, this might mean you'll have to get closer and thus exposing yourself to small-arms fire.

Power From Pain - This has changed from a token system to something that's more reliable as the game goes on.  Take the time to digest this for a second:  As the game goes on.  I don't know about you guys, but I've been playing the army for about 14 years now.  Dark Eldar are at the strongest when they enter the battle without their opponent's knowing what hit them.  What the GW design team did here was push the fact that the Dark Eldar get stronger as the carnage ensues and the battle rages.  Good for the fantasy, but horrible when it comes down to how games are actually played out on the table-top.  DE are an army with very little staying power, and as the battle rages on between two equally-sized armies and well-matched opponents, Dark Eldar will take on more and more casualties.  The gist of the matter is; while a Turn 6 DE with stacked effects of alien-adrenaline is nice, it doesn't matter if there's 2 models left trying desperately to hold a point.  At least what they had before allowed you put FNP into a unit of choice, and actually rewarded players from killing enemy units.  Now, they have some kind of psuedo-attrition that simply does not work with such a fragile army.

Combat Drugs - Random rolls gives you random stat boosts ranging anywhere from WS to S to T to even Leadership.  When you compare this to what they had before, this is not really a buff or a nerf.  Losing re-roll wounds sucks a lot on low S units, but nothing more can be done at this point.  Most units are just getting a free buff so I can't really complain.

Artefacts and Warlord Traits - Very subpar.  In fact, the one that irks me the most from the Warlord tree has to be the +1 to WS.  WS7 to 8 does virtually nothing, but 8 to 9 does.  Or does it, because most of the time, the Succubus will be fighting in a unit, so it's only really useful in a challenge. You're much better taking the default Strategic tree almost every time.  Don't even both with the artefacts, since all they do is bump up the price in your already overpriced characters.

Final Verdict: 4/10

While the internal balance of the book is fine for the most part, it really looks to me like a money-grab from GW.  In the book, the most apparent thing to me is that most of the tried-and-true options for Dark Eldar has been nerfed for virtually no reason, and most of the unused, unpopular, and thus unsold models have been noticeably buffed.  It's really quite clear for me that they're trying to sell off the model boxes that have been gathering dust, but at the same time, this conflicts with the fact that Dark Eldar is a very popular army with a lot of new plastic kits.  So if money-grab isn't the problem, what is?  There seems to be a lot of shoddy design flaws in the book itself.  I can't tell you the amount of times I scratched my head, trying desperately to form some rationale and logic from the decisions that were made.  Why was the Power from Pain table designed the way it is?  If I was to have a go at it, I would have flipped everything in reverse, that DE are the most powerful when they enter the battlefield and have the jump on their opponents.  What they have right now goes against function of the army as a whole, and ultimately proves to me that GW have no idea how the army is intended to work.  Who would have guessed that an army of AV10 open-top and T3 models with barely any saves are not designed to fight for 6 game turns?

I'm not really that mad that the army lost 5 of its 8 special characters, but I know a lot of people who are.  What I'm really mad about is that on top of losing so many SCs, the army has lost a lot of its flavor for the sake of simplification.  Reavers losing their pass-by effect, Implosion Missiles not taking W-tests or suffer ID, Hellions no longer able to pull ICs out of squads, these are just some examples of flavor being lost for simplicity.  Then you remove half of the DE artifacts, randomly increase and decrease points (Succubus needed a points increase?  Soul Trap was too powerful? Agonizer needed a points increase?  Were Huskblades too good?), and you wonder at the end of the day if GW wanted Dark Eldar to be Eldar-cheerleaders for life, or essentially punching bags for all the marine armies out there.  We all know anyway that most of Dark Eldar's leadership gimmicks out there is worthless on ATSKNF.  By the time I finished the book, I was thinking about more ways how DS Raiders can benefit my Eldar more than how Dark Eldar can function as an army by itself without allies.  This is most evident with the WWP, providing a much bigger boon to Eldar Fire Dragons than almost anything else in the DE arsenal.  The price to punch ratio for the army is atrocious, especially in an army that's so vulnerable to Ignore Cover are basically running around naked with T3.

It's not like Dark Eldar were a point and click army to begin with, but now they'll suffer even more in the current meta.  They were already in the decline since 5th Ed., and they were involuntarily nerfed several times since then.  Now in 7th, they're barely holding on as an army and this new book does nothing to improve their current situation.  Even before, DE was used primarily as a Baron supplement in the competitive scene, and now that they've lost that, I don't think anyone will think twice about them.  For me, points-wise, my army basically stayed the same with barely any buffs.  This is hardly a good thing considering they were already hanging on by a thread vs. the likes of Eldar, Tau, SM and the like.  It's OK though, we'll always have that Day 1 DLC to make everything better right?  Not even.  Outside of some gimmicky WWP play, I don't see a very bright future for the Dark Kin at all.  Overall, just a very poor showing by the GW design team.

The importance of theory and experience

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The tree of knowledge is infinitely tall.

I found a discussion the other day about something that has come up time and time again.  Just recently, I wrote an review on Dark Eldar that got a ton of flak.  In fact, after 5 years of running this blog, this was the first time I received hate mail!  I was literally labeled "Betrayer of the Dark Kin" after what I wrote about the new book.

By now, you folks know that I dislike the new book, a lot.  But at the same time, tons of people posting all over the net has made one audible remark: "How do you even know?  You haven't played any games with it yet?"

This, my dear friends and readers, is called theory.  Theory, its hypothesis and predictions are exactly what it sounds like:  A well-educated guess.  After 14 years of playing 40K, WHFB and several other game systems in both a competitive and casual setting, I feel pretty comfortable with my state of knowledge and experience.  I might not play as much as I used to, but I'm very up to date with the meta and the new army books.  This is evident in the fact that I have many friends that play in the tournament circuit, I purchase and thoroughly read every new book that comes out, and I sometimes write a review for them.  At the end of the day, you have to ask yourself who you're reading the article from before questioning the predictions.  After all, you wouldn't go to a car salesman for financial advice would you?

Here is the discussion I'm referring to.  It's by AbusePuppy on 3++ and I don't usually agree with what he says.  However, he was criticized for making a review on the new Dark Eldar just like I was, and he was forced to justify his assumptions.  I quote:

Commentator: And to address Abusepuppy directly: Though I'm not the hugest fan of your attitude, I like your articles and appreciate the candor to a certain degree. I recognize that you're an intelligent player and come from a long background of competitive play and respect your opinion even when I don't agree. This comment is more stemming from the fact that there's been a steady increase online to rush and declare a codex weak and stupid and garbage before players even have a chance to play it. The least that authors can do is be straightforward at the beginning of the article and note that it's all speculation and theory.

Commenter: Its not hard to tell if a unit is good or shit at first glance most the time. especialy when youve played the game alot and are aware of the power level of other options. if you had to pay 20 pts for a guardsmen statline with a 5+ but he has ws 5 and ini 4 you wouldnt need to play test it to know he is shit

AbusePuppy: No, you just don't understand- those theoretical models are theoretically very skill-based. You can't just dismiss them because they are terrible, you have to lose game after game with them before you are allowed to have an opinion, just like you can only tell whether or not you like doing anything by actually doing it. This is why I placed my hand inside the garbage disposal and turned it on yesterday- I didn't know whether it would be enjoyable or not.

(It turns out that it is not very enjoyable, and neither is the emergency room. But that was only my left hand, so I'm gonna give ol' Righty Righty a shot tomorrow and see if it's any different, so wish me luck!)

Commenter: It's not about "being allowed to have an opinion." Obviously people can have opinions and can express them however they like, but that opinion should at least be put in the proper context. Making the definitive declaration that the DE are "really, really shitty" without ever having actually rolled a dice just feels premature and a little defeatist to me, especially since the rest of your article does a good job of identifying the strengths in the codex.

What it comes down to though, is that these articles and other similar ones are actually beginning to brand these armies before people have actually played them. Like I said above, there may be something in there that people aren't seeing because it isn't obvious until it plays out on the tabletop, but less people will be eager to search it out if they feel that there's no point since their army is just awful and that's the way it is. To make wide reaching blanket statements without at least some scientific evidence or testing doesn't sit well with me personally, so I'm expressing my opinion on it.

AbusePuppy: And what I'm saying is that _not all propositions need to be tested_. Even if you're being wholly rational and scientific about things, you don't have to sit down and test literally every possibility on the off-chance that it is true; in fact, that is an idiotic method of understanding things. Instead, you typically take a look at your new data point (in this case a codex or unit) and compare it to existing ones, taking note of the differences and similarities and extrapolating your expectations of what it will be like based on your previous theoretical models of the phenomena.

Yes, at some point you do want to put rubber to road and make sure your predictions are right. But in many cases this is essentially a formality, if it's even done at all- scientists don't need to test how 11.1kg of uranium decays as compared to 11.7kg because our models tell us that the difference between the two should be inconsequential. Likewise, I can look at a unit like Wyches and say "this unit is bad because it is fragile, ineffective, and not cheap enough" and be reasonably sure that my conclusion is correct because I can base it on other, similar units.

Commenter: You don't really go in depth into the synergies the units provide with each other or with the army wide special rules

AbusePuppy: I don't think it's realistic to expect every article to cover every possible consideration, point of importance, or angle. You're right, I don't talk about those things because this is an _overview_ of the codex. If I talked about how every other unit interacted with all the army's special rules and strategies I'd have hundreds of thousands of words of text and most of it would just boil down to "this unit isn't good enough to be worth it." I did that with the Tau codex, breaking it up into many smaller parts (that were each 2000-6000 words long, not exactly brief) because most of the units in that codex are good enough to consider using. That isn't the case for Dark Eldar- Wyches simply aren't worth my time to write about.

Commenter: I simply can't believe that the community as a whole should completely write off an entire codex the day before it's even released

AbusePuppy: Do you think people aren't going to play with Dark Eldar? I don't like the GK book, but I still used it to see how it worked. There were a few little interesting twists on things, but for the most part it came out just about how I expected from reading it initially. An initial verdict does not forever commit one's opinion to that stance and yes, playing with a book will give you a more in-depth understanding of things. But you consistently seem to think that there is NO legitimacy to assessing a book before having... well, I dunno, how much experience do you need before forming a valid opinion? If I play with the book for a week, couldn't you just say that I need a month to "truly" assess it? If I play for a month, couldn't you say it takes a year? Etc.

Playtesting and experience should inform your opinions, to be sure- but you need a theoretical framework to hang your experience on or it's not going to do you a lot of good. When a new book comes out, using that theoretical framework to point out the aspects of the book that are most worthy of notice- unit A looks like it has a lot of potential, unit B is going to struggle with these problems, unit C has a very useful niche in the current metagame, and so on- is important. Collating many different points of view and understandings of the book and particular insights is very critical to making a good judgement of things, and that's why I do my best to read and discuss things with people every time a new codex is released because there's inevitably things I miss, or misjudge, or flat-out read incorrectly. That's why I try to be active in the comments section and discuss things with people, because I realize that my own particular assessment of the codex is hardly going to be all-encompassing. But I can't compare my assessments with those of other people if I- or they- don't say what those assessments are, and that's why I do these articles.

So please, if you have a difference of opinion on the book by all means speak up and explain why and about what. We've got half a week with the new book in circulation now, so if your experiences with it contradict some of my thinking, then certainly write a response- or even a whole post, as I know Kirby is generally happy to accept guest posts if they are reasonably well-composed and intelligent- and explain how you see things differently. But if the only issue you have is that I am putting my opinions out for others to discuss and debate, then I'm afraid there's not really any way I'm going to give ground in that respect, because doing so is the very reason I bother to write these sorts of things.

+++++

As you can see guys, at the end of the day, I don't tell you you have to read my material and agree with it.  Just know that what you're reading is backed by over a decade of experience and is coming from a guy who generally knows what he's talking about.  If you disagree, I implore you to discuss it with me and together, we can figure out some loophole that I might have missed.  I have made very accurate predictions about the impact of army books in the past and I encourage you guys to check out those reviews as well.  Having worked in professional game design (multiplayer/balance) in the past, and actively working in the gaming industry has given me fresh perspectives to all games.  I don't think I need to say that I really think things through before writing it on the internet.

In fact, I loathe people who post garbage just to get views.  Hence why I don't post unless I have something to say.

DE: Making it work again

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Is this DE kicking IG ass?  Only in GW's magical fantasy.

I've been playing Dark Eldar for a very long time (14 years now), and I have been very successful both in a casual setting, and in a competitive setting.  What you might not know, is that I have done it all these years playing pure Kabal aka no Haemonculi units at all.  I do not like the look, the fluff, the feel, or the look, yes, that gets hit twice.

You can find many of my articles on my gaming blog, and most of the lists and tactics there will still apply with this new book.  So without further ado, let's get down to business, to defeat the huns (basically everyone that's not the Dark Kin).

Here are some key notes that I will write out first:
  • The HQ section is really tricky for me because right now, I do not like the Succubus in her current place.  She went up in price, lost a lot of cheap weapon options, and the newer weapon options seems like you need the stars to be aligned to get any real profit.  The reason why I took her in the past is because 1. Wyches were good, 2. Thus allowing me to have a reason to take them and put them into combat, and 3. She was cheaper with better weapon options.
  • The Archon is not looking so bad in comparison.  Sure, his Huskblade now sucks, he lost combat drugs, and he's pretty much a more expensive and useless version of his Craftworld cousin who comes with a 4++, an awesome ability and is only 10 points more.  When you compare this to the fact we have to buy the Clonefield, you pretty much want to torture the GW designers, but its OK, let's move on.  So you look at the Archon and you see a couple of neat things.  The first one is the Shadowfield being able to tank all the shots in any given phase:  Let's say he's in front of a unit of Wyches (for some reason) and your opponent opens an entire squad of Tacs on him.  Cool, take it all on the Archon, for his shield doesn't go away until the end of the phase.  Sure, he might die horribly, but this option is still there.  He is also the cheapest option to buy a WWP, which can lead to all kinds of cool possibilities.  I'm not sure if I like the investment factor yet, as +35 points for it is still much better for Eldar than it is for us (mainly because they can hit harder via Wraithguard and Fire Dragons).  Lastly, he is a Blaster caddy, very cheap, 75 points gives you an HQ that can shoot a lance from 18" away at BS7.
  • Combat obj-sec still comes in the way of Wyches.  I have 40 of the damn suckers and I'll be damned if someone will tell me they're useless.  Sure, they're not as multi-purposed, but hopefully on a decent drug roll you can still apply 1 unit of these girls into someone's face with decent chances of holding them up or killing some of them.  These girls are also the only way to deliver a combat Archon (hurr hurr) or Succubus, but I would much rather do a Succubus because of her high I which will allow you to sweep units much more easily.  Just be careful who you're actually challenging and be careful on the layout of your characters.
  • Then comes the workhorse of the list itself:  Min Raiders used for capping and Lance support, and then fully upgraded Gunboats that come with all the bells and whistles.  Before I talk about this in more depth, I want to touch upon how I feel about Night Shields.  To me, they're very expensive for +1 cover.  If you guys are used to having a blank board where your DE are being shot all the time, this might be worth the investment, but if you consider the fact that they're literally a quarter of the price of that paper airplane Raider that you're flying, you might as well face the facts here.  That vehicle is going to die, either by sheer number of glance/pens or there's Ignore Cover in the game.  In order for you to make a cost-effective choice whether or not to take Night Shields, you have to analyze your meta:  Do you play with a lot of ruins and builds and cover that will allow you to gain natural cover, do you have a lot of opponents that take Tau or Eldar (Ignore Cover), are you in open ground a lot?  All of these things matter when you're making this choice.
  • Now, onto the actual discussion about Warriors.  You will always take a Blaster first and foremost.  Whether or not you rock them in a cheap ass Raider boat, they will be a mini-Ravager for you that can reach out and touch something with high-powered shots.  Otherwise, they will be mainstay damage dealers focused on killing enemy infantry.  This means that you're taking a full unit, Blaster, Splinter Cannon (maybe), inside a Raider with at least Aethersails and the mandatory Splinter Racks.  The main difference from this is that one unit is a solid support piece and is cheaper, and the other is an expensive (for what it does) infantry-shredder that makes Tyranids slimey tears.
  • Venoms are still in, in fact, a lot of people urge that they're the thing to go.  I, however, completely disagree with this because the meta is filled with a lot of Tau big-suits, flying Demon FMC, double Dakkaflyrant, and Mechdar with plenty of WS.  You need Lances in order to touch some of these things, or at least threaten them with invul/cover saves and not their standard armor save.  This is why I like to be lance-heavy on the ships, and poison-heavy on the occupants.  With WWP in the game, reserve manipulation via Eldar allies (boo-hiss), and Venoms in our inventory, we will hopefully have the tools for the job regardless of matchup.
  • You must vow to always take Aethersails on every single one of your vehicles if you can spare the points.  Why?  Because this is the best single upgrade to be given to our codex, as the thought of 24" consistent TB for 5 points gives even the saddest Archon a raging hard-on.  This will allow you to relocate behind enemy vehicles from a poor DS, find cover behind the most unlikely of places, or allow you to fully take advantage of obj-sec when you need it most.  DE is all about mobility and no single upgrade captures this as well as this 5 point upgrade.  In fact, it's such a given that you should just pretend all your vehicles costs 5 points more, minus Ravagers of course.

So which units are actually useful for the purposes of this discussion?  I encourage you guys to FIGHT me on this.  As it stands..
  • Archon - Viable, one of our few HQ choices, has some good stuff going for him mentioned above.
  • Archon Court - I just don't like these guys because it further compounds the fact that you're trying to keep things cheap and min-max cost.  If you think the AP3 flamers will benefit your army because of your meta, please, by all means keep them.
  • Succubus - One of our few HQs and viable because of her CC abilities. 
  • Lelith Hesperax - Too expensive for she offers IMO.  If only her A League Apart just flat out re-roll hits and wounds she would be a much better buy.
  • Drazhar - Too expensive.
  • Kabalite Warriors - Our bread and butter unit that can fit anywhere and in any way.
  • Wyches - The only way to deliver our CC boys and girls, but they were nerfed themselves to be not as multi-functional.  I am fine with that, as long as you guys are willing to accept this fate as well.
  • Incubi - No grenades, no buy.  Their high-I killing potential is literally wasted if their defenders can kill T3 3+ models (which should be everyone).
  • Mandrakes - They're ugly, no one owns these guys, but they got better and can potentially harass enemy troops.  I bet they're meta-dependent because I play in a pretty mechanized meta, these guys are no good for me.
  • Beastmasters - With the Baron or someone to tank for them, I think they got a lot worse.  The lack of WWP utility also hurts them a lot.
  • Raiders - Bread and butter transport with anti-tank potential.
  • Venoms - Bread and butter transport with anti-infantry potential.
  • Hellions - Garbage units, don't even bother.
  • Reavers - Yes, these guys are really good. They lose a lot of movement opportunities for damage, but they got cheaper and have Rending HoW. Not bad overall.
  • Razorwing - Got 5 points cheaper if you take them with Lances, and I encourage all of you to do so because you need something to shoot things out of the air.  Keep them cheap, buy multiples.
  • Scourges - One of the best things we have our book as you guys probably noticed.  Haywires is a solid answer but so are DS Heat Lances.  However, you have to admit that these guys are still bare-naked ladies with the amount of protection they have going for them.
  • Ravagers - The Ravager is still viable despite its many nerfs.  The lack of Aerial Assault will hurt them greatly since that can be the difference between a side-shot vs. front, cover or no cover.  Some people seem to think that Scourges will replace these guys, but I don't think so.  The AV11 will put them out of kill potential for Bolters and immune to small-arms fire that can threaten Scourges.
  • Voidraven Bombers - Take them cheap and keep them that way.  Just buy the 160 stock and they should be worth their points with their Blast Lances.  Void Lances are also very solid at killing enemy armor and flyers, so the decision is whether or not you want to subject them to AT/Flyer or killing ground units.

OK, enough with the boring, now onto actual list construction.  With each of these lists, I'll note some thinking behind it and hopefully draw some discussions from it.

1850
19 KP

HQ:
Archon, Blaster = 75
Autarch = 70*

TROOP:
5x Warriors, Blaster, Raider Lance/AS = 120
5x Warriors, Blaster, Raider Lance/AS = 120
10x Warriors, Blaster, SC, Raider Lance/AS/SR = 185
10x Warriors, Blaster, SC, Raider Lance/AS/SR = 185
5x Dire Avengers, Holo/SS/Scatter/SC = 220*
5x Dire Avengers, Holo/SS/Scatter/SC = 220*

FAST:
Razorwing, Lances = 140
Razorwing, Lances = 140

HEAVY:
Ravager, Lances = 125
Ravager, Lances = 125
Ravager, Lances = 125

Very little change to how I ran DE last book, with some major notes.  First, the Autarch to call in reserves when we want, in combination with me dropping the Night Shields from all my vehicles.  I took 2 units of Dire Avengers here and have the Archon in one of the 5-man boats acting as a psuedo-lancer, while the Autarch rides in the safety of his broken WS.  Two Razorwings will be in Reserve, complete with any other Gunboats I deem not safe for the battlefield while my Ravagers seek targets of opportunity.

1750
18 KP

HQ:
Archon, Blaster = 75
Autarch, Fusion Gun = 80*

TROOP:
5x Warriors, Blaster, Raider Lance/AS = 120
5x Warriors, Blaster, Raider Lance/AS = 120
10x Warriors, Blaster, Raider Lance/AS/SR = 170
10x Warriors, Blaster, Raider Lance/AS/SR = 170
5x Dire Avengers, Holo/SS/Scatter/SC = 220*

FAST:
Razorwing, Lances = 140
Razorwing, Lances = 140

HEAVY:
Ravager, Lances = 125
Ravager, Lances = 125
Ravager, Lances = 125
Night Spinner, Holo/SS = 140*

Just an example of how things can be trimmed down with the same mentality.  The Autarch can actually go into a Raider boat this time to apply his Fusion Gun into someone's face.  With the decreased points, I somehow managed to fit in a Night Spinner to mess with my opponents.

1847
18 KP

HQ:
Archon, Shadowfield, Blaster, Agonizer, Haywire = 145

TROOP:
5x Warriors, Blaster, Raider Lance/NS/AS = 135
5x Warriors, Blaster, Raider Lance/NS/AS = 135
9x Warriors, Blaster, Raider Lance/NS/AS/SR = 177
10x Warriors, Blaster, SCannon, Raider Lance/NS/AS/SR = 200
10x Warriors, Blaster, SCannon, Raider Lance/NS/AS/SR = 200
10x Warriors, Blaster, SCannon, Raider Lance/NS/AS/SR = 200

FAST:
Razorwing, Lances = 140
Razorwing, Lances = 140

HEAVY:
Ravager, Lances = 125
Ravager, Lances = 125
Ravager, Lances = 125

Here is an example of a pure DE list, fully loaded with all the bells and whistles.  You now load up everything with Splinter Cannons and Night Shields, this adds about +30 to every Raider so its a good amount of points.  The Archon is also built to be well-rounded, doing a little bit of shooting, a little bit of fighting, and probably a whole lot of nothing because he's overpriced.

1845
19 KP

HQ:
Succubus, Glaive, Blast Pistol, Haywire = 115

TROOP:
5x Warriors, Blaster, Raider Lance/AS = 120
5x Warriors, Blaster, Raider Lance/AS = 120
9x Wyches, Hekatrix/Haywire, Raider Lance/AS/NS = 185
10x Warriors, Blaster, Raider Lance/AS/SR = 170
10x Warriors, Blaster, Raider Lance/AS/SR = 170
10x Warriors, Blaster, Raider Lance/AS/SR = 170

FAST:
Razorwing, Lances = 140
Razorwing, Lances = 140
Razorwing, Lances = 140

HEAVY:
Ravager, Lances = 125
Ravager, Lances = 125
Ravager, Lances = 125

This one is actually pretty hilarious, showing you just how many points you can save if you took out those meta-dependent upgrades.  At this point, I'm just not convinced that the 4/6 Salvo on the SC is worth the 15 points, I'm leaning towards no, because you're just missing out on a few shots if the dude still had his Splinter Rifle.  Anyways, look at the prices!  All of a sudden you can take 3x Razorwings in the same list, while keeping the rest of your army mechanized and looking damn fine.

+++++

There are tons of more lists I plan on constructing, so I'll be actively this thread periodically as I flood the page with lists and ideas.  This is only the surface area guys, there's still tons of lists to be had with Scourges, WWP play, Eldar allies, heavy-Eldar emphasis, the lists go on and on.

I welcome every one of you share some of your lists so we can collaborate together.

DE: Utilizing the Eldar warmachine

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The runes of fate are unclear for the Dark Kin.

Alright, so by now the secret's out that the Dark Eldar codex can be a little better.  I've said this countless times, but I still think that the DE book benefits Eldar more than it does us.  There is not a single situation where I can say with absolute confidence that we do X stronger than our Craftworld cousins.  This disappoints me to the extreme, but I guess I have to live with this for the next couple of years.

Since I will always be Archon first, let's figure out how to incorporate some of the best Eldar elements into our army book.  First, let me list out some obvious synergies that stick out to me:

  • Autarch - Most of the transports and units in our book that can ride said transports can now DS directly onto the battlefield.  This allows us to appear out of nowhere because 7th Ed. rules can bring back full reserve armies.  Given, you still need to keep some units on the battlefield on T1 so you don't auto-lose, you can play a pretty mean reserve game and the Autarch is the man to do it.  With his awesomely cheap price, you can take a barebones WS with some Dire Avengers and just have him chill in it.  If he wants to come out and play, a simple Fusion gun will be enough.  Personally, I think the Farseer is now out of the picture because the Autarch's reserve manipulation rules synergies with Deep Strike way more than some lame-o psychic abilities.
  • Wave Serpents - The obvious power choice for competitive players will come in the form of the faithful, tried-and-true, tournament-winning transports of doom.  There is no arguing that the Wave Serpent is one of the best units in the entire game and for good reason.  It moves well, shoots well, and is extremely durable to return fire.  This is probably my go-to option in terms of providing scoring troops and a place that my Autarch can ride safely in.  I would be kidding myself if I said that the Autarch would be safe in one of my sailboats, but then again, a Fusion gun DSing in wouldn't be half bad.
  • Windrider Jetbikes/Rangers - A good, decent cheap troop option if you want something to just fill up that requirement.  While I would probably take Windriders every time, the Rangers can be a little more survivable by back-capping and just going to ground every chance they get.  It's really whether or not you want an aggressive objsec unit, or something more survivable.  Regardless, these guys should be in reserve and come on later to preserve their own well-being.
  • Fire Dragons - I can't say enough good things about these guys, except that they just blow our Trueborn out of the water.  You have incredibly strong and accurate shots at Melta and AP1, as well as Melta bombs as stock and 3+ armor.  For a lovely point cost of 110 for a squad of 5, you can take these guys in a Wave Serpent with an WWP Archon and call it a day.  Drop where you want, the WS will shoot the crap out of the rear armor of some vehicle, and then your Fire Dragons are now a permanent threat behind enemy lines or wherever you want top put it.  When you compare the price of 5x Trueborn with 4x Blasters, you get something like 115 DE vs. 110 from the Fire Dragons.  Just looking at that price difference should infuriate you because you get 3+ AS, meltabombs, fusion guns, Battle Focus, Fleet, the ability to take BS5 Exarchs, Fast Shot, and the lovely Wave Serpent.  You can bet your ass that these guys will replace your Trueborn in an mixed Eldar list.
  • Wraithguard - You can either have normal shots or D-Scythes, it all depends on what you want these guys to do.  Put a Archon in there with WWP, equip him with a Shadowfield and he will tank all those shots on a T6 unit with 3+ AS otherwise.  Sure, why not, give them a Wave Serpent as well and they can go around anywhere they want, blowing up infantry and vehicles alike and do a fine good job at it.  This is points well-paid for right here, since they do an incredible amount of damage and is also extremely durable.
  • Swooping Hawks/Warp Spiders - Drop in, do damage, feel good about yourself.  If you can take them, why not?  There's a reason why you see these guys in some Eldar lists, and you will find that they make great anti-infantry supplements to DE Scourges.
  • Crimson Hunter - I think by now, we've all come to realize that DE doesn't have dedicated anti-air.  While the Razorwing is a fair purchase at 140 with lances, for 20 points more you get something that's completely designed to wreck anything in the air.  Enter the Crimson Hunter, one of the most hotly disputed worthwhile units in the Eldar codex.  If you guys know anything about me, this is my favorite unit to exist in 40K to date.  I love the idea of an Eldar fighter ace and I have it with the Crimson Hunter Exarch, since 4x S8 AP2 shots at BS5 that re-rolls pen vs. air targets will shoot anything out of the air.  My biggest gripe with it is that despite being virtually naked defensively, he doesn't have any type of countermeasures defensively.  It is the biggest crime in the whole codex that this air superiority fighter doesn't have Holo-fields when humans have figured that out since the '50s.  Absolutely embarrassing.  Either way, these guys are great for dedicated anti-air, something that Dark Eldar lacks entirely.
  • Vyper Squadron/War Walkers - Does a crazy amount of damage at good range and with good maneuverability.  Comes with a buttload of high-powered S6 shots that you can upgrade to Scatter Laser so you can get that Laser-lock.  Let's just say that in most cases, these guys do a better job at killing vehicles than Ravagers.
  • Wraithknight - The big daddy in the codex has just as much meaning in the Dark Eldar book as it does in the Eldar.  You have something big, something very threatening, and it can cover a lot of ground and maul things in combat.  The two heavy wraithcannons should be the mainstay weapon since it can reach out and touch anything, and maybe even possibly ID'ing something on a roll of a 6.  While not entirely reliable, I've seen Riptides get sucked into the warp by that thing, so it's all good.  Just make sure to stay out of fist fights with Dreadknights and the WK should be able to make its points back with careful play.  Just remember that with the WK on the field, it pulls a lot of fire and attention away from the rest of your flimsy sailboats.  This can be a boon or a vice depending on how you use the rest of your army.  If the only thing on the board is the Wraithknight and the rest of your army is in reserve, it's going to be quite obvious what your enemy is going to shoot at.
  • Night Spinner - I put the Night Spinner in my army lists because it can do something very unique:  Provide Dark Eldar with a high-S Barrage weapon for vehicles hiding behind cover from our lances.  You have Razorwings to shred horde units, but the Night Spinner is there to punish vehicles that like to hide from the possible Alpha Strike.  The torrent weapon on a fast vehicle is also a useful at times, capable of hitting multiple vehicles and/or enemy models.

I'm sure there are other options out there, but here are the ones that stick out to me and I want to see them being used in my Dark Eldar army.

Here is what I'm currently planning to roll with:

1850
18 KP

HQ:
Archon, Blaster = 75
Autarch, Fusion Gun = 80*

TROOP:
5x Warriors, Blaster, Raider Lance/AS = 120
10x Warriors, Blaster, Raider Lance/AS/SR = 170
10x Warriors, Blaster, Raider Lance/AS/SR = 170
5x Dire Avengers, Holo/SS/Scatter/SC = 220*
5x Dire Avengers, Holo/SS/Scatter/SC = 220*

FAST:
Razorwing, Lances = 140
Razorwing, Lances = 140

HEAVY:
Ravager, Lances = 125
Ravager, Lances = 125
Ravager, Lances = 125
Night Spinner, Holo/SS = 140*

The Archon goes to hang out with the 5x Warriors with the Blaster and comes in from DS.  If I can get a good position in early game, maybe he'll sit back and shoot, or else he'll be more of an opportunist like our friend Autarch over here.  He will be in one of the Wave Serpents, picking off what I can with the Ravagers while the Night Spinner does its thing.  Next turn, I'll be able to bring in some air support with the Razorwings, and if I have any enemy transports popped and their contents exposed, I'll gamble some drop-ins with my Warriors to go hard with their splinter weapons.

Looks decent on paper, but will it be any good?  Time will tell.

DE: Played a bunch of games

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Stomping on people's faces.. kinda.

Keep in mind that I always build my lists to be competitive all-comers, none of that tailoring shit.  To sum up my experiences so far..

Game #1 - My Tau vs. solo DE with Venomspam
Huge win. Turkey shoot in my favor, even with him going first and getting stealth.  The pure amount of S7 twin-linked, SMS and my Drone Controlling Commander just blew him out of the water.  I think I killed 2 Ravagers, 4 Venoms and a Raider in my first turn of shooting, while severely crippling other things.  Just look at my list below, it's a pretty standard shooting list with Tau.

Game #2 - My DE/Eldar vs. Mechdar
Lose by 2, even with me deploying mostly everything in reserve and hiding my Night Spinner.  My DE elements got shot to crap and my WS could not outmatch a greater number of WS and Wraithknights.  Razorwings couldn't do anything significant vs. the WKs when they're getting cover + Shrouding from the Telepathy Farseer, and even without AA, he just forced enough twin-linked Ignore Cover shots and killed off my Razorwings without any issues.

Game #3 - My pure DE vs. Tau
Draw. I went first, Ravagers shot into the Broadsides and killed a full unit.  Rest of my shooting was uneventful, and I had 3x Razorwings and 2x Gunboats in  reserve ready to drop in.  I roll like ass for reserves, bringing in 1 Razorwing which gets intercepted and destroyed by the Quad-gun, a single Gunboat comes in and tries to shoot down a half-health Riptide but instead gets Intercepted and exploded, then the rest of my crap blows up because of SMS, Missile Pods, and Ignore Cover MSSS Commander granting it to Crisis Suits.  I end up tying the game with First Blood, Warlord (lance gibbed), Linebreaker, and scratching the bottom of the barrel with like 4 Warriors left holding onto an objective.

Game #4 - My Mechdar vs. pure DE
Huge win.  The game was over on T1 on my turn.  He deploys in front of me under Night Fighting, I had 5x WS, 2x Prisms and a Night Spinner with CHEx on call.  Didn't need to do any counter-reserving since an Autarch was my commander.  First round begins, I destroy 2 Ravagers, a Venom, 2 Raiders, kill an entire Warrior squad, and another gets pinned, while the Trueborn in the Venom are left staggering.  He concedes, even with 2x Haemonculi and 2x Scourges with 4x HWB in reserve.  Why would Mechdar care?

Game #5 - My mixed Eldar vs. pure DE
Huge win.  I think my opponent had some Groteques, which gets gibbed and shot to crap from my Guide/Divination double WK list, and the rest of his army evaporates to 4x WS with Scatters.  This list had more Raiders in there, but it just couldn't do enough damage to my WKs due to BS4, wounding on 4s, cover, and my Farseer was invincible with 2+ cover re-rollable, which the DE player couldn't touch because he's pure DE.

Lists are as follows, all 1850:
Pure DE-
Succubus with 9x Wyches in Raider
3x Gunboats with Warriors in Raiders
2x 5x Warriors in Raiders
All with Blasters, lance on the Raider and Athersails
3x Razorwing with Lances
3x Ravagers

DE/Eldar-
Archon, Autarch
5x Warriors in Raider with Blaster
2x Gunboats with 10x Warriors in Raiders, the works
2x 5x Dire Avengers in Holo WS, Scatter, SC, Stones
2x Razorwing with Lances
3x Ravagers with Lances
1x Night Spinner, Holo, Stones

My Tau-
Buffmander with Drone Controller, MSSS
Fireblade in 12x Fire Warriors
Another 12x Fire Warriors and a smaller 6x Warrior unit
All behind ADL with Quad-gun with Fireblade on the gun
2x XV104 Riptides with Early Warning, SMS and Ion Accel
3x Crisis Suits with TL Missiles, BS Filter and Early Warning
12x Marker Drones chilling with the Buffmander
2x 3x XV88 Broadsides with HY Missiles and Target Lock
1x Hammerhead Gunship with Dpod and Submunitions

My Mechdar-
Autarch
5x Min Dire Avenger WS, Scatters, Holo, Stones
Crimson Hunter Exarch
2x Fire Prisms, Holo, Stones
1x Night Spinner, Holo, Stones

Another version-
Laughing Seer, Telepathy for Shrouding
Autarch for reserves
4x Min Dire Avenger WS, Scatters, Holo, Stones
Crimson Hunter
2x Wraithknights
1x Night Spinner, Holo, Stones

I'm lucky enough to find some Eldar and Tau players on Vassal because that's pretty much all you find in the competitive scene.  Tau can do some seriously stupid shit to Dark Eldar, pretty much turning them inside out with all the high-volume, high-strength, Ignore Cover bullshit from a million miles away.  At least when I had Night Shields I was able to pick at him from range because I had NS on all my vehicles, now they just don't give a shit.  You match range with their 36" Broadsides and you're forced to shoot into cover because you don't have any Ignore Cover of your own.  From early observations playing with and against, I would place Tau at 85-15 odds vs. pure DE.

As for Mechdar, lol, forget about it.  I don't know how you're supposed to tackle that kind of pressure from Wave Serpents.  They move fast, pretty much kills any one of your vehicles with a push of a button, and takes almost no damage on return fire from your lances.  If you want to play the DS reserve war, their Autarchs does a better job at it.  If you have Scourges, you're screwed because where are you going to drop them that's safe from the Serpents and still do a good job?  The fact that they can just move and receive a +1 cover is huge, compared to the Jink saves DE makes and gets completely ignored.  Wraithknights punch out Grotesques all day, while their natural T8 make them a nightmare to do damage to with lances.  This basically means that you want to take more Venoms naturally, but if you do, you're just going to eat it from Wave Serpents because you really don't have a solid answer.  I think this is one matchup you're just going to eat it if you're not taking some Eldar elements yourself.  It's almost unwinnable:  95-5 vs. pure DE.

Not only do I feel those two matchups are ridiculously difficult for Dark Eldar, but their books are superior in almost every way.  It's all about options, and they got a lot more than we do.  Sorry.

DE: What will your competitive 1850 look like?

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Let's go Autarch!

This is a great exercise.  Like I said, the idea would not to be to criticize your list, but present a possible solution to Mechdar and other high competitors.

Here are the restrictions:
http://www.frontlinegaming.org/community/bay-area-open-2014/bao-tournament-format/

You're building for 1850, and the meta will look like this:
  • Mechdar, 2x WK-variant, Autarch variant, Spiritseer/Wraithguard, all of these lists may or may not have Farseers to provided Shrouded.
  • Tau, with possible SM allies, assume your standard gunline with Broadsides, Buffmander, Kroot backfielders and Riptides.  New suit will be allowed at the event.
  • Space Marine-variants, possible Imperial Knight allies (made popular last major), but almost always grav-shooting
  • Imperial Knights
  • Chaos Space Marines, typical Nurgle play + Heldrakes
  • Necrons, big infantry or MSU mech-playstyles with Ghost Arks, Lord in Chariot and Annihilation Barges
  • Demons, typical flying circus
  • Tyranids, while rare, almost always come with dual dakka-Flyrants.

I listed this in the order of most frequently encountered and the hardest matchups for us (IMO).  If I showed up at this event, I would take heavy Eldar support.

1850
20 KP

HQ:
Archon, WWP, Haywire = 100
Autarch, Fusion Gun = 80*

TROOP:
5x Warriors, Blaster, Raider/AS = 120
5x Warriors, Blaster, Raider/AS = 120
5x Warriors, Blaster, Raider/AS = 120
5x Warriors, Blaster, Raider/AS = 120
5x Dire Avengers, WS/Holo/SS/Scatter = 210*
5x Dire Avengers, WS/Holo/SS/Scatter = 210*

FAST:
5x Fire Dragons, WS/Holo/SS/Scatter = 255*

HEAVY:
Ravager, Lances = 125
Ravager, Lances = 125
Ravager, Lances = 125
Night Spinner, Holo/SS = 140*

The playstyle is MSU, Archon is set as WWP bitch for the Fire Dragon's unit so it can come down and hopefully take down 2 units.  The Autarch is also in the same unit with the Fusion Gun, while taking advantage of the +1 reserve rule to bring in for alpha strike, or counter-reserve vs. enemy Eldar forces not using the Autarch.  The Fire Dragons have meltabombs, the Autarch comes with a Haywire and your own Archon has one as well, making them highly dangerous in an assault vs. any armored foe.  The pinpoint WWP drop will also make sure that I can get the jump in on a Knight, and hopefully take it down with a lucky salvo.

The list is constructed to take maximum firepower and ranged dominance for anti-tank, having no less than 13 lance shots at 36", which synergizes with the Wave Serpent's ability to follow suit with Scatter Lasers and Serpent Shields.  The Night Spinner is there to flush out tightly enemy Eldar hiding behind any buildings, since S8 barrage with typically no cover and side armor is actually not bad if going first.

My biggest challenge here will be opposing WS as they can take out my anti-tank elements if I let them, so the key would be reserve manipulation and deepstrike advantage.  My opponent will almost knowingly follow suit, but if he doesn't have an Autarch, I will be able to hold the advantage over him.  In a situation that requires me to negotiate a alpha strike, I will need to hide the Night Spinner on the board and just pray for lucky barrage while jinking for my life next turn if he tries to hunt me down.

I know that there is absolutely no presence of air here and that is fine for me, having seen what twin-linked Ignore Cover WS can do to opposing air units, and them doing little to no damage in return because of Fast Skimmer Jinks.  Due to the fact that I invested heavily in playing vs. Mech, I'm now vulnerable to stuff like Lootas, any kind of meat tides in general, and maybe even Tyranids considering that I don't have the massed Venom shots.  Then again, they don't like a lot of lance shots either, and I do have a healthy amount of S6+ shots myself coming from the WS support.  I feel that with this list, I'll also feel good vs. Tau, seeing how enough powerful shooting will hopefully do heavy damage to Broadsides and other T4 instantly-gibbable units, but that's never a sure thing.  I know for sure Riptides do not like the high volume of Lances, but Shrouded Wraithknights will most likely have a field day with me.  Hopefully, I will be able to negotiate the DS dice-gods into letting me have some Warriors drop down on their face while I concentrate on the lesser amount of WS present in double WK lists.

What will your list look like in 1850 with BAO restrictions in your meta?

DE: Running pure Dark Eldar

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Arrogance and cunning.

My approach for pure DE is pretty straight forward, but I have lances on everything that I can and completely skipped melee. My reasoning for that is that any melee options in our codex is just too cliche. There's no glory to be had in this very shooty edition, and the fact that we lost Haywires further limits our use of melee because frankly, our melee options are too slow. Those that are not too slow are either too expensive and not worth the points, or are just flatout subpar.

The direction I want to explore is this:

1830
20 KP

HQ:
Archon, WWP, Blaster = 110

TROOP:
5x Warriors, Blaster, Raider Lance/AS = 120
5x Warriors, Blaster, Raider Lance/AS = 120
5x Warriors, Blaster, Raider Lance/AS = 120
10x Warriors, Blaster, Raider Lance/AS/SR = 170
10x Warriors, Blaster, Raider Lance/AS/SR = 170
10x Warriors, Blaster, Raider Lance/AS/SR = 170

ELITE:
5x Trueborn, 4x Blaster, Raider Lance/NS = 195

FAST:
Razorwing, Lances = 140
Razorwing, Lances = 140

HEAVY:
Ravager, Lances = 125
Ravager, Lances = 125
Ravager, Lances = 125

Shoot with lances, maybe swap in some Venoms in your list and keep them in the backfield, WWP Archon delivers a killsquad of lances to someone's ass, while Razorwings do the heavy lifting for anti-infantry.  Ravagers can start off on the board shooting, in combination with the 3x smaller Warrior units.  If you want to apply pressure with all your lances, feel free to do so because you'll have 15 to shoot off at the beginning of the round.

Night Shields are a scam.  The 3+ Jink is not worth 1/4th the price of the vehicle.  I see what you're saying about the flyers, but the thing is AV10.  If it's going to get shot by anything worthwhile, you're most likely going to eat enough fire to disappear anyway.  In my experience, the guys who take Skyfire in their lists is going to kill whatever they're shooting at in most cases.

If I had extra points to take on NS, it would be on the Flyers, or Blasterchron's pimp-ride. Think about it this way though, even if you don't take NS on the flyers, just blow your load on an angle that can be reached by a board edge. That way, if you take any damage next turn, hopefully you can just Supersonic off.

Other variants of this list can see:

5x Warriors, Blaster, Venom SC = 120

This is my standard Venom Warrior unit.  I use this to pick at my opponents and offer a long-ranged anti-infantry solution.  This unit should be used as long-ranged support, but also advance up if you need additional lance support from 18" away due to the Blaster.  Never forget that you have guys inside that can also shoot poisoned shots.

Otherwise, I suggest taking at least some gunboats in your list:

10x Warriors, Blaster, Raider Lance/AS/SR = 170

This is my gunboat variant in its current form.  You run it 50 points more expensive, but you get 18 rapid fire poisoned shots from 12" away, in addition to 1 Blaster shot on whatever target that you shoot.  Keep in mind that the Raider's lance is its own unit, so you can pop a transport and then shoot at its contents inside with your warriors.  Being a larger unit also means that it has more staying power than the two above, so the 50 extra points you pay is for more bodies and more anti-infantry.  This one should be best used while close to your opponents, which means DS or steady advancement towards the frontlines.  Also keep in mind that the dudes inside are not subject to Raider's Jink snapfire restrictions, and never forget that Rapid Fire can now shoot from 24", just in case you want to get off a few wounds.

Regardless of setup, all of my vehicles come with Enhanced Aethersails whenever I can afford them.  They allow me to move a consistent +6" more in the TB phase, which means I can correct poor DS or get behind cover to await further opportunities.

And lastly, do remember that all of these are meta-calls.  In a infantry-rich environment like Footcrons, Greentide and Tyranids, Venoms and Gunboats do quite well.  In more Mech, you want 5-man Lance Raiders for the cheaper AT.  No matter what, you still need some kind of anti-infantry somewhere in your list, so it all depends on what the rest of your list looks like as well.  Furthermore, I would not drop the Blasterchron with the WWP. It's seriously one of the best things in the book: Giving you 6 lances where you want it, how you want it.

That's just too good to pass up.  Oh, for Warlord traits, you really want the Strategic tree.  While the 2nd from the DE tree is amazing, you really gotta fish for it, even with the re-roll.

DE: Realspace Raiders Detachment

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And the award for worst Warlord Traits goes to...

We've all probably looked at it by now and I know the thought of having 6 FA slots makes some Reaver-happy players foam at the mouth.  However, we must analyze this in an intelligent manner and verify if the FA slot does indeed allow us to be competitive.

First, the Realspace Raiders Detachment and what it offers you:
  • Basically the same army except you have 6 FA slots to play with.
  • Restrictions: All units in this Detachment must have the Dark Eldar Faction (or have no Faction).
  • Benefit - Realspace Raider: If this Detachment is your Primary Detachment, you can re-roll the result when rolling on the Warlord Traits table in the Codex: Dark Eldar.
  • Benefit - Hunter from the Shadows: During the entire first game turn, and during any turn in which the Night Fighting rules are in effect, all Troops units from this Detachment have a 5+ cover save, and all other units from this Detachment have a 6+ cover save.
The first thing I have to ask myself is.. if I buy Raiders as dedicated transports for my troop choices, are they considered to be in 5+ cover?  Not the guys inside, but the Raiders themselves.  I would like to think yes because you're buying them in the troop slot.

It goes without saying that while Hunter from the Shadows can be good, I think we can all agree that it's not entirely game-changing.  All other units having a 6+ cover means absolutely jack shit with all things considered, especially when most buildings/ruins is 4+ and that you'd be stupid not deploying with at least some kind of cover.  No one really shoots in the wide-open field, so I don't think that the cover saves will be entirely useful.  If the 5+ cover also affects Raiders, I can see it being slightly useful as you can decide to not Jink and just take the cover save so you don't need to Snapfire.  Whether or not this is a good idea is also questionable.

As for the whole re-rolling on the DE Warlord Traits, this is a huge flop for anyone not taking a melee-centric Warlord.  In the list that I'm going to post with this detachment in mind, 4 of the 6 traits available to me are absolutely useless.  The only one I'm looking forward to is 2 - Labyrinthine Cunning, since it 's pretty much the best trait in the tree.  The ability to re-roll Seize, Night Fighting and Reserves is just godlike.  Towering Arrogance can be decent in later game when all your shit is getting shot to death, so a bubble of Fearless might not be too bad, but if you get to the later parts of the game to begin with, you will probably already have Fearless from Power from Pain.  Overall, the Warlord Traits presented here is a huge flop, and the designers responsible need to be sent to the Wych pits (so the Wyches can tear them apart for all the unneeded nerfs).

So what does your list look like with 6 FA slots?  A lot of people are thinking about tons of MSU Reavers, but I'm not sure if that's all that great.  Others are thinking 120 point HWB Scourges to go with their Ravagers, but where are they getting the points for all that?  So the question to ask yourself is this:  Is this detachment and the 6 FA slots really worth not having Objsec and re-roll on the Strategic tree?  I would love having almost ALL of the traits from there.

Anyways, here's what my pure DE list can look like under Realspace Raiders:

1850
20 KP

HQ:
Archon, WWP, Blaster = 110

TROOP:
5x Warriors, Blaster, Raider Lance/AS = 120
5x Warriors, Blaster, Raider Lance/AS = 120
5x Warriors, Blaster, Raider Lance/AS = 120
5x Warriors, Blaster, Raider Lance/AS = 120
5x Warriors, Blaster, Raider Lance/AS = 120

ELITE:
5x Trueborn, 4x Blaster, Raider Lance/AS/NS = 195

FAST:
Razorwing, Lances/NS = 155
Razorwing, Lances/NS = 155
Venom SC = 65
Venom SC = 65
Venom SC = 65
Venom SC = 65

HEAVY:
Ravager, Lances = 125
Ravager, Lances = 125
Ravager, Lances = 125

With this list, you have the MSU playstyle of Warriors in Raiders, giving you 14 lances on the opening salvo, followed by 48 Venom shots coming from your supporting fire.  Is it more effective than my battle-forged pure Dark Eldar list I posted previously?  I personally don't think because I don't think it has the staying power or the objective-capturing flexibility.  The warlord traits alone is enough to deter me from building this style of list, but I'm throwing this out there so people can analyze for themselves.

Let me know what you think.

DE: Some random helpful tips #1

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Get hit by that Dark Lance.  Feelsgoodman.

I typed a good amount today on the forums, and here is what I had to say about a variety of subjects.  All of which pertains to my idea of a successful Kabal list, since all of these are common elements in my army lists.

On Aethersails..
I would argue that Aethersails are even better in a DS list because you can correct a bad scatter with the extra range.

While AS is not mandatory, they're cheap enough to be spammed on almost all of our vehicles.  I would say they're more useful on back-field captures units like 5-man lancers, and less useful on gunboats because they really want to be moving 6" and rapid-firing every turn.

Either way, if you have the points, buy into them.  At 5 points, I use them as space fillers that give me more strategic value than a single Night Shield.

On Knights or LR spam..
With the loss of reliable mass haywires, the Achilles is literally a hard counter to everything in our book.

If you're going to be playing against that crap, I would really suggest you look into Eldar allies.  Why?  Because they have access to S10 AP2 Distort weapons that don't care about the likes of Achilles and other LR-variants.  Not to mention we have a very solid way to delivering them to areas they will find most displeasing, on the side, rear, in cover, however we want.  With the Autarch in our midst, we can also deliver other popular Eldar weapons in there, and with greater accuracy. Units like Fire Dragons do wonders vs. the standard non-Achilles LR.  These elements are also our best answer to Knights, since you're just as dangerous in melee with Meltabombs.

Now that you said you want pure DE, that, my friend, is going to be really bad for you.  The only thing you can do at this point is load up on lances, blasters, blasterborn, and heat lances.  Forget the Scourges, I seriously think they're utter crap and people are just excited to use them because of their price drop.  At the end of the day, they're still 5 T3 dudes with cover saves that will die to any kind of retaliatory anti-infantry shooting.

We're not concerned at all with LR rush, as we have lances for days and even more once they get within Blaster range.  That's why you slowly push against that kind of list because at best, you can use the terrain to your advantage as you get closer and closer towards them.

For example, this is the pure DE list I play in an mechanized meta:

Updated: 10/14/14
1850
20 KP

HQ:
Archon, WWP, Blaster, Haywire = 115

TROOP:
5x Warriors, Blaster, Raider Lance/AS = 120
5x Warriors, Blaster, Raider Lance/AS = 120
5x Warriors, Blaster, Raider Lance/AS = 120
10x Warriors, Blaster, Raider Lance/AS/SR = 175
10x Warriors, Blaster, Raider Lance/AS/SR = 175
10x Warriors, Blaster, Raider Lance/AS/SR = 175

ELITE:
5x Trueborn, 4x Blaster, Raider Lance/AS/NS = 195

FAST:
Razorwing, Lances = 140
Razorwing, Lances = 140

HEAVY:
Ravager, Lances = 125
Ravager, Lances = 125
Ravager, Lances = 125

Your opening reply is 15 lances and as you reach the 18" range mark, you're adding +6.  Razors coming in gives you +4, the Blasterborn unit itself gives you +6 (Blasterchron and Raider).  By T2, you can have 31 lances at your opponent if nothing dies (tall order, but it exists).  You still have enough anti-infantry via the gunboats to do something, but you can always drop the entire unit down and save 165 points (enough for another Razorwing or a unit of 9x Reavers with Heat Lances if you also cut some sails).

The fact of the matter is:  DE does not care about Land Raiders.  To us, they're overpriced Chimeras because you're essentially shooting at the same thing.  As an Dark Eldar player.. when life throws you lemons, shoot more Dark Lances.

I'll quote something I said in another thread:
(see below on Dark Lances)

Which is another reason why I don't like Scourges with HWB. They do absolutely jack crap to a lot of the targets I listed above.

Out of everything your opponents can bring, the one thing that really stands out is the ridiculous Achilles.  That thing was made to reduce everything that we have to paperweight, and I god damn hate the designers for that.  Before, our reply was a quick swift kick in the nuts via Wyches with Haywires, but now we have to rely on Eldar allies to bring in Wraithguard.  The same can apply with Imperial Knights, but because you can pin-point drop the Blasterchron's unit, you can get easy shots from the back.  That and the fact you can use your speed to get around the void shields sometimes.

Eldar just brings so much to the table for us, especially with the Autarch's Fusion Gun and Archon's WWP/Blaster combo.  It allows us to bring in reserves with consistency, gives us Wraithguard, Wraithknights, and Fire Dragons, all of which just reduce mech lists to molten slag.  The Wraithguard are especially effective, as you can take a big unit of 10 of them, run them with a Spiritseer (Iyandnen CAD), attach the WWP/Blasterchron and you're good to go.  Now you're walking around with T6 3+ and a Archon tanking all the hits with Shadowfield from the front, after you've casted Invisibility on yourself, forcing everything to snap shot at you.  It's ridiculous, and can single-handily walk over the entire LR force by itself.

The Wraithknight also allows you to threaten AV14 turn after turn from a distance, can keep pace with the rest of your army, and punch out the Achilles in close combat because of S10 MC and a decent amount of attacks.

If you want to play competitive, play competitive.  Taking a pure DE list is not as competitive as Eldar allies, but it does have answers specifically for the Land Raider.  Vs. the Achilles, you have to look elsewhere.

On Mechdar with 2x Wraithknights..
That list exists soley to punish 2 specific lists in the meta: Mechdar that's not running WK, and pure Tau, as both of these have no solid solution vs. 2x WK.

I agree with Mandor in saying that the Wraithknight is superior.  He just offers so much more to the table not only in durability (vs. most things in the meta as opposed to niche things like Agonizers), threat range and better weapons.  The fact that he's S10 also gives him dominance over T5 mult-wound and just stomps the crap outta any vehicle in close combat.  Being completely immune to bolters, while hilarious, is not as impactful as a meltaguns and lances only wounding on 4s.

On the importance of Dark Lances vs. poison weapons..
Then I would argue he doesn't have enough anti-tank and an over saturation of poison.

S8 AP2 Lance is not just our answer for vehicles btw, it's the answer to everything in life, Terminators, Bikes, Riptides, Dreadknights, Wraithknights that are exposed, basically anything T4 multi-wound (Oblits, Broadsides, Nobz), the list goes on and on.

We have plenty of anti-infantry in our army, and while that can be a good thing, it can be misleading when designing your list. We have to maximize on our lances if we're to make a big impression on targets with 2+ AS because we don't have reliable melee solutions to those. Poison is good, but not enough to punch holes in what we really need to down in most cases.  That's why you must have a healthy amount of lances in your army.

Which is another reason why I don't like Scourges with HWB. They do absolutely jack crap to a lot of the targets I listed above.

On Archon and Shadowfields..
Nah, his entire purpose in life is to guide a unit down and nothing more. Well, besides a BS7 Blaster shot from 18" away! If he dies, he dies, but hopefully he'll make his points back guiding the blasterborn unit down and blowing up whatever he's shooting at.

He failed miserably in my last game when he came down and didn't do jackshit vs. a unit of Oblits, but at least that took some of their attention off of the rest of the army because I now have 6 lances prowling behind the backlines. That's absolutely huge, having essentially 2 Ravagers behind someone's backfield making them cry.

That, in itself, is well worth the 110 points you invest in him. If you do take a Shadowfield, then I suggest him leading a unit of Wraithguard, so he can tank all the shots coming at him from the front. That's the only instance I would take SF on him, not for combat, but so he can tank shots until the end of the phase from more important targets (e.g. Wraithguard, Fire Dragons).

DE: Tactical Battle Report #1

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Class is back in session!

I'm going to try something different with this BR, and hopefully turn this into a tactica like I did in the past.  For those long-time fans that remember that tournament, that was the first time I used a picture system like this one to capture my thoughts and tactics.

Alright, so what did I have here.  Mission was The Relic (deployed long ways) vs. my buddy Scott at work who was piloting the CSM vs. my pure DE list.  You guys should know what that looks like by now, but if you don't, here's a picture of the army!

The Kabal of Grey Death ready to ravage!

For those of you cringing at the fact that models are not painted, I know, it's pretty shameful.  Or is it?  Because all the time I could be painting, I have dedicated to strategy, tactics and building new models so I can actually apply these strategy and tactics.  All of the time I have for the hobby, I put into improving myself as a player.  Luckily, the places I play at around here do not require painting, and when they do, I forfeit my painting score because I only care about Best General.

The list that my friend was piloting was:
Chaos Sorc using Lore of Slaanesh
in a big unit of Noise Marines in a Rhino with Blastmaster and FNP banner
2x units of min cultists for scoring
a min unit of Noise Marines hiding in the buildings with a Blastmaster
a big unit of Havocs with 4x Autocannons
a MoNurgle Soulgrinder with Skyfire and the large template
a Lv.3 Keeper of Secrets with Telepathy, 2 Greater Gifts (which got Invis, Shrouding, Scream and Terrify)
a Heldrake waiting to eat my face from reserve
and a unit of min Raptors with meltas


Dark Eldar - Turn 1 - After movement.

So here's what the terrain and battlefield looks like on the end of my turn, you can see the Relic starring down both of us while we wait for the battle to unfold.  Even with my re-roll on the Strategic tree, I got 6, which resulted in nothing happening for me.  I can't remember his Warlord trait, but my WWP Archon and his Blasterborn sit in reserve alongside my 2x Razorwings.  First turn goes to me and Night Fighting is on.


Dark Eldar - Turn 1 - Strategy.

I don't know how to name this slide, but I called it "strategy".  The reason why I called it that is because I wanted to talk about the principle strategy behind playing Dark Eldar, which is to: Inflict as much damage as you can while receiving little damage in return.  I'll start with the green star as it shows that the Ravager on top, on the side, and the Venom shooting the door (inside the house) are all pretty much hard covered from the shooting options on the blue and yellow X.  At the same time, the 3 ships on the far left which is marked as the blue star, receives almost complete shooting immunity to the pink min Blastmaster squad while still having firing opportunities at the leftmost infantry, and the Keeper.  This means that the Soul Grinder and the Havocs need to reach long and far at the far left, shooting into cover on far right, or shoot at the middle which is to be expected.  I figured that was a good trade because I needed to range in on his Keeper for the extra shots, and I have the momentum with Night Fighting on.

Dark Eldar - Turn 1 - Shooting.

Scott makes the mistake in leaving his Keeper of Sercrets behind some buildings and my entire army jumps on it like a pack of wild dogs.  What you don't see here is that on the far right, a Venom is shooting out of a doorway that's under the Ravager.  You can see from all the lances and poison shots converging on the Keeper, that the dude did not have a good day.  He drops dead on Turn 1 (far left star) and my last lancer gets a side shot that blows up his Sorc unit's Rhino.

Dark Eldar - Turn 2 - After movement.

His reply back was short and violent as he pops one of the forward Raiders and force 2 Ravagers to Jink.  He also ends up annihilating the 3-man unit of Kabalite Warriors that you see there, which is only reduced to that because of the Raider exploding and killing 7 inside.  On my turn, everything comes on to do their dirty business.

Dark Eldar - Turn 2 - Strategy.

The strategy here is that the placement of the Archon's unit made it so nothing in his army can reply to it except for the Oblits.  The yellow X shows where the Blastmaster is, and while it Ignores Cover, he didn't really get as much damage as he wanted from it.  If he re-positioned to get a shot on the Archon's Raider, he would only be shooting S5.  That was a chance I was willing to take.  I think the results on one of the Raiders in the front was a hull point off after the pen.  If you look carefully on the left and how the Raiders and Venoms are placed, you will know that red X will not be able to do solid damage thanks to the slight occlusion of the ruins, and I'm offering nothing for his blast opportunities because the units are spread out well.  Likewise, his answers to reply on the far right is mediocre at best.  My green star unit and the Venom that's still hiding inside the broken building knows that his answers are limited, so they're feeling pretty safe, especially now since I have the Blasterborn unit floating around in his back lines.

Dark Eldar - Turn 2 - Shooting.

DE shooting was extremely bloody this turn as the Razorwings opens up with missiles and lances onto the top area of Havocs.  They kill everyone but one guy who later runs off like a pansy.  The Ravagers on the right move over to hit the Soul Grinder who is now out of cover, and though one is snapfiring, I still manage to put 2 hull points on the damn thing.  Focus fire into the exposed squad does almost nothing as my opponent makes more armor saves than I have seen in my life playing against Space Marines, and most of my lances miss or fail to wound.  The two gunboats on the left move up and erase a squad of Cultists and continue shooting at some Nurglings who scouted their way into the ruins a turn before.  They literally just sat there and looked cute, and also soaked up fire from my gunboats the previous turn.  Damn you Shrouding and Ruins.

My Archon came in from the back to shoot at the Obliterators who was responsible for killing a Raider, but completely wiffed on his attempt as the entire squad either missed or did no damage.  Out of 6 lances, I put one wound on the unit of 3, which didn't kill because he was T5 thanks to Mark of Nurgle.

Dark Eldar - Turn 3 - After movement.

So his Chaos chicken comes on and doesn't really do anything.  I think it glances a few things here and there but it's nothing important.  His reserves didn't come in and he was kinda bummed about that as well.  By now, things are looking really grim for the CSM as my ships are surrounding the remnants of his army and I'm inflicting horrible losses to him as the turns drag on.  He kills my Archon's boat with the Oblits, but now I'm running around with a few leftover Blasterborn harassing his back lines.

Dark Eldar - Turn 3 - Strategy.

The main thing to take from this picture is that I moved full speed with my Razorwings in hopes that his Heldrake won't be able to hit them.  This way, I'm still able to maximize on my damage potential on the targets in front of me.  At this point, the Soul Grinder is just overwhelmed and I'm on cleanup duty.  My yellow star marks where the Archon and his unit is, basically hiding for their lives until reinforcements can reach them.

Dark Eldar - Turn 3 - Shooting.

Shooting here is as expected.  A ton of shooting goes into the unit in the middle and they just get wiped off the face of the map.  Now that my Venoms are closer, I'm able to shift the majority of my firepower from poison to heavy lances, therefore killing any and everything that's T4 FNP.  Since his Sorc is in the back of the unit, I use poison shots first to strip off what I can before saturating the unit with lances until there's nothing left.  A single shot at the Soul Grinder ends up doing nothing thanks to Shrouded and Cover, and I choose to move max speed with my Razorwings so I can channel the remaining airpower into the Oblits.  With the help of a couple of Venoms and some stray lances, I put them down like a wounded animal.

Alright, so that wasn't the most exciting game, but hopefully the pictures and drawings I made helped you understand Dark Eldar a little bit more.  The army itself is just extremely fragile, but it hits hard enough to threaten a lot of things in the game.  When it comes down to it, the only way Dark Eldar can win at this game is being able to inflict a lot of damage while denying damage in return.  You can apply all kinds of cover mechanics, blocking LoS and utilizing the surrounding terrain, shoot through windows and open doors, and even shooting through cover when you know your opponent will receive the same degree of cover.

At the end of this game, I had a few people ask me if I still think Dark Eldar are bad.  Yes, I do, because while they can play decently at casual levels, I'm unsure about their performance on the competitive plane.  I guess being an Archon for 14 years also helps, since Dark Eldar is not the most noob-friendly of all armies.

Let me know how you feel about this battle report!

DE: Tactical Battle Report #2

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Yeah, I'm a little evil, so what?

I wasn't sure if I was going to post this at first because it was a relatively short game vs. Tau, but I figured why not, some people might learn something.  My opponent Craig brought some new stuff that I haven't seen before, some of which was from FW and I was pretty excited to see what they can bring to the battlefield.

My 1850 Pure DE was the same thing I've been using the last couple of days.

The Kabal of Grey Death.

Right now, I've gotten a lot of games with them both IRL and in Vassal, and while I've lost one vs. a very competitive Mechdar list, I've won all the rest.

The army I'm playing against today had:
Buffmander, twin-linked and ignore cover if he doesn't shoot
3 units of Fire Warriors, with a Fireblade attached to one
FW XV107 R'Varna
FW Knarloc
Riptide, Ion
a unit of Pathfinders with Devilfish
a unit of Broadsides
a big unit of Kroot with hounds and Shaper
I might have missed something, but this should suffice!

This is what deployment looked like.

Deployment was Dawn of War, Night Fighting was on, and I had first turn with the Conqueror of Cities as my roll on the Strategic tree.  The mission itself was The Scourging, with 6 points spread around the table, but this game didn't really go that far for it to play a factor.  I deploy defensively even though I'm going first because one, Seize is a game mechanic and two, I'm playing against Tau. Knowing the range of their weapons is very important because you want to be able to bring most if not all of your weapons to bear while you isolate and destroy pockets of their army.  You do this with your superior speed since everything can move 12" and still do damage.

Turn 1 Dark Eldar - End of movement.

After deployment, most of my units moved 12" so I can play as aggressive as I can to the Tau player.  The reason why you have to play aggressive vs. the blue fishgoats is because your damage is done in advancing layers.  As you move into closer and closer range bands, your damage accelerates dramatically, adding both poisoned shots from your Warriors inside your vehicles and their blasters as well.  For example, in this particular army list, I open up with 36 poisoned shots and 12 lances from 36" away.  At 18", I have 6 more blasters and a good amount of poisoned shooting.  At 12", all of my warriors in gunboats are rapid firing with Splinter Rack re-rolls.  This is exponential damage that gets inflicted as you advance towards the enemy, not to mention my reserves that brings in 6 more lances from the Archon's Blasterborn boat, 4 more from the Razorwings and 4 S6 large blasts.

Turn 1 Dark Eldar - Strategy.

OK, so the strategy here was pretty straight forward.  We gotta kill that ridiculous R'Varna battlesuit because it can do an insane amount of damage to my vehicles with its large templates.  When I asked him what it did, I basically spaced out midway after hearing some insane things and decided yeah, that needs to die ASAP.  Anywho, I am able to be aggressive with the vehicles in the middle, as long as I can shield some of the return fire without having to Jink from the Fire Warriors in the middle grey building on his side of the board, and the far right building marked with the pink star.  While my Ravagers are pretty open, I really needed to get my lances to bear onto his big mech and draw LoS to his Broadsides.  The warrior gunboat on the far left moves aggressively behind cover while drawing a headshot on his R'Varna.

Turn 1 Dark Eldar - Shooting.

All of the Venoms open up and force enough wounds to put the big mech to 1W.  The remaining lances marked in purple was enough to put him down, even though through the cover saves.  This allowed me to re-purpose my Ravagers and other lances into the Broadsides, forcing enough ID wounds through cover to take them out of the game.  This eliminated all sources of Skyfire and Interceptor from his army, while a single lance marked in light blue hit the Knarloc in the face.  The snapfiring warriors inside was able to force a wound onto it after Splinter Rack re-rolls.  A few rolls here and there from the Venoms in the front was able to put some lucky wounds on the Kroot in the middle as well.  Never forget about your Rapid Fire weapons, even if they are forced to snap after moving 12".  You never know what you can roll with Splinter Racks.  Oh, and take note of that back right Ravager shooting through cover and into cover at the Broadsides.  He's getting a 4+ cover either way, so why not?

Turn 2 Dark Eldar - End of movement.

On his reply back, he was only able to put hull point damage on one of the Ravagers and glance a Raider after forcing them to Jink.  None of them died because of the Stealth, and even with the Buffmander giving re-rolls and Ignore Cover on a unit of Fire Warriors, he was unable to do enough damage to down any of my vehicles.

I flat out ignored the Pathfinders last turn for a reason: I knew his return fire would be greatly diminished if I killed the key elements that can break through armor.  What'd you know?  It worked.  Pathfinder bonuses are worthless if there's not enough powerful shooting to retaliate with.

Turn 2 Dark Eldar - Strategy.

On my turn, all my reserves came in and I painted the giant squad of Kroot in the middle with my Razorwings.  The gunboat advanced on the Fire Warriors with cover on the far left, and the rest of my army re-purposed themselves to isolate and destroy the remaining Riptide hiding behind that building marked with the green star.  I don't know if you guys can see from this picture, but the Archon's Blasterborn was behind some Ruins on far right, drawing 18" from an angle onto his Riptide.  Say hello to 6 lances to the dome!

Turn 2 Dark Eldar - Shooting.

The gunboat on the far left did some serious damage to the FW on the left and enough to force a panic after 4 die.  Combined fire from the Razorwings, one of the gunboats and some warriors inside the Venom on the building put down most of the Kroot while the remaining dog is fleeing from the table.  Everything else is freed up at this point to go into the Riptide and my opponent throws up the white flag.  I literally killed everything on the left side of the board while forcing enough poison saves and lances through cover to drop the remaining Riptide.

"I'm done.  Please stop shooting me."

The end of the game looked like this, no mercy for the Tau.  I drag every single one of the goatfishmen people back to be experimented on, after graciously accepting their surrender of course.

Alright, so I'm not sure if I should bring my Dark Eldar to work events any more after this game.  While Craig has played some competitive units, he also took some other units that he wanted like Knarloc.  Let's just say that the Dark Eldar are the zookeepers of the galaxy, and I'm happy to see MCs across the table no matter where I go.  We talked a bit after the game and while R'Varna does serious work, he can still die from combined fire coming from a Dark Eldar army.  The 2W 2+ save on the Broadsides mean absolutely jackshit to lances and if you force enough wounds, they will die from failing cover saves.  I tell Craig that I play "fluffy" too, taking all Kabal elements and not giving a shit about Haemonculi, but I see the game primarily in vectors, percentages and numbers.  I'm basically playing XCOM in real life.

This right here is what Dark Eldar is about:  Hit hard, hit fast, and control the tempo of the game in your favor.  Isolate and destroy as many heavy weapons as possible and the rest of the game is just clean up.  Anyways, next game will be with my shitty ass Tyranids.

Civ: Beyond Earth

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This might put a slight dent in my minis time.

Anyone going to play?  I'm foaming at the mouth right now waiting for it to come online, I already got it pre-loaded.

You can talk strategy with me here!  I'm definitely going to go Supremacy first if I get a good location to do so.  Gotta emancipate those earthlings!

Civ BE: Quick tips from playing so far

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My wife called me a robot this weekend.  Does not compute.

Alright, so here's the low-down.  Let me first say that I'm no Civ expert.  I have never played the Civ series before Civ 5 and I only played that for a couple of hours in preperation for BE.  Truth be told, I'm not really a fan of hex-strategy games where the first 150 turns has almost zero combat.  I come from RTS, and I'm a very aggressive, micro-intensive player so this is as about as different as it gets.

Here's how much I played this weekend:
  • It started on Thursday with the 9pm PST release, I already had it pre-loaded and I ended up playing till 5 in the morning.
  • Woke up last as hell on Friday, called out of work because I was dead tired, but still ended up playing until 1am.
  • Decided to run some errands on Saturday, watched my brother play with Harmony for a bit before jumping on myself and played until 5 in the morning.
  • Woke up early, jumped on and played until right now.  All in all, I played way too much Civ and my wife thinks I might some problems.  I don't deny it.

I spent most of Thursday experimenting with some of the game mechanics, and I spent most of Friday min-maxing what I have learned.  From my playfest, I would like to share with you some of the stuff that I learned, having played and completed all 5 victory conditions on the default difficulty.  My brother's Harmony game was on the next highest difficulty, but I didn't really see that much of a difference.

Here's what I learned about Beyond Earth so far:
  • I've only played with ARC, Pan-Asian Cooperative, Polystralia and Fraco-Iberia so far.  Out of those, I feel that Polystralia and ARC are the strongest.  Fraco can be good, but the technology bonus needs to be timed really well to get the big pay off.  Pan-Asian's worker speed is nice, but not as good as ARC and Polystralia's bonuses.
  • Why?  Because ARC allows you to spy faster and get more intrigue, which allows you to do nastier stuff.  I don't really care about this in particular, what I really care about is the faster operations.  Faster operations means you can steal science faster, which means you get faster research.  This is huge, and very consistent since steal technology gives you random crap.
  • Polystralia sings well to one of the game's assets right now and that's trade.  Trade is absolutely huge in this game and you gotta set that stuff up quick.  Once you get your trade routes established, the money starts to flow and everything is smooth sailing from there.  Energy and research gives you everything you need to jumpstart your game and stay ahead of the other races.
  • If you have a coastal city, sometimes its best to start with the small trading convoys and then upgrade to trading vessels later on.  Water cargo gives you a lot bigger payoffs and allows you to reach out to other continents.  If you're doing well on exploring and you're getting a good amount of energy, feel free to go for vessels immediately on coastal cities.
  • How I like to start off a faction is to pick the faction, go for Artists because of the +2 culture and +1 health in every city, Fusion Reactor for the faster 2nd Explorer, Laboratory so you can immediately start trading and save yourself some research time, and land on a Terran world because you get land, water, and multiple trading areas and playstyles.
  • Once I get in game, I look at the Prosperity tree in Virtue for a large amount of my time.  The +10% growth is great in early game and helps me get more citizens while I go straight for the free Worker and Colonist.  Basically, anything that's free or near-free is extremely good at getting going early game.  It's very much a snowball because if you get a good location with healthy trade routes, expansion opportunities and your shit doesn't get fucked up by the local aliens, then you're good to go.
  • Double Explorer is vital because it allows you to go around the world, scout things out and get research pods.  Pods gives you all kinds of different bonuses, but the culture ones are exceptional because of the free virtues they give you.  If you get a free affinity level, put it into Purity because it makes it so aliens don't attack your explorers.  This is super useful in early game when you're cracking all the expeditions open.  Combine this with Pathfinders from the Prosperity tree and you're rolling in free expeditions.
  • Another reason I go Prosperity is because of the health bonuses.  Sure, grabbing the buildings that give you health is great, but having a virtue that gives you Mind Over Matter for +7 the heath is fucking ridiculous.  When you expand and your cities grow, your health starts to go down and everything slows down if you fall into the red.  The same thing happens with you annex other cities after you kick their ass or turn them into puppet states.  Good health in this game makes you stay on top of the other factions.  Every single game, all of my cities are floating around 20+ and staying in a Utopian society for max +bonuses.  It's just essential if you want to have a good economy and kick ass with your military.
  • Speaking of which, don't build your military up too quickly, and hold off on the Might virtues until you're ready to roll out.  The +50% experience is great, but often times that's enough from that tree.  Once you get into later game and you have a lot of science, the Foresight from the Knowledge tree is also fantastic.  After you're ready to build your late game wincons like Emancipation Gate, go into the Industry tree for faster buildings and wonders.
  • I can't stress the importance of having healthy cities and a good economy before military units.  If the local aliens are giving you a hard time, look into getting the fence from Ecology that keeps them away from your capital buildings.  If they start attacking your convoys, getting the fence will give you the quest option to make your convoys immune to alien attacks.  Always get this if your convoys are getting attacked or else you're just bleeding money and falling behind.
  • When looking around for good expansion spots on the map, you must know what kind of resources plays well with your affinity.  For Supremacy, you want Firaxite nodes, Xenomass if you're going Harmony and Floatstone if you're going Purity.  The only way you're going to find this out is by having a lot of scouting and uncovering as much of the continent that you're on ASAP.  At the end of the day, the map will determine which affinity you will be best for, which kind of sucks if you really enjoy the Supremacy playstyle or whatever.  If the map doesn't have any Firaxite, you're pretty much screwed unless you trade for all these luxury resources.  This can be a huge waste of money in the long run, so its best to let the map determine which affinity you roll with.  This is another reason I like having Pioneering pre-researched, since it allows my guys to go on water via the Planetary Survey research in the same tree.
  • The Spy Agency is pretty important in this game and so is intrigue.  I always try to get as much stolen research as possible to shorten the time I need to research sometime.  It's consistent and gives you a keeps you ahead on the research tree.
  • I'm the kind of player that likes to build 3-4 cities and then keep them as healthy as possible.  I don't think you really need more than that, because if you need more, just build an army, kill other players and get yourself some puppet states.  Don't bother annexing them because it's a serious hit on your overall health.  Hopefully by this stage in the game, the cities you destroy have some kind of trade established and you can just build the vessels/convoys at your cities and send it over to them if you don't have any.  Otherwise, just raze them into the ground.  I believe this particular playstyle of having fewer but more powerful cities is called "tall" for all those civ fans out there.
  • Research small upgrades that gives you boosts to your economy early on.  While rushing to that Spy Agency via Computing might seem like the best thing ever, if I can grab 2-3 research options that will improve my economy first in the early game, I will most likely do that.  It's also smart to go for the luxury materials foundries because you can always work those tiles early.
  • Don't get caught up in building Wonders in early game, but let your cities build what's really important: anything that contributes to your economy.  When I say economy, I mean trade routes, science, health, production, food, energy, because anything that boost the performance of your cities will keep you ahead for the rest of the game.  Wonders will come when you're at 3+ cities and you can dedicate your city with the highest production to building them, which is probably going to be your capital (since it should be the most developed by then).
  • Laying siege to towns is really quick in this game compared to the other Civ games from what I'm told.  My brother has played nearly every civ pretty competitively so he's been one hell of a coach.  What you want to do is get yourself no more than 3 artillery pieces because believe me, that's pretty much all you need to bring a city to its knees.  Your cruisers are also really effective at laying waste of coastal cities, so I always bring some naval units when I'm waging war on the seas.  While you can build a Gunboat to patrol, I wouldn't go near any of the aliens in the water until you get yourself some cruisers to take them down.
  • Speaking of combat, all the races play pretty differently when it comes to warfare.  Purity is a pretty defensive faction with a lot of buffs that target their defensive traits, and most of their stuff can float above the ground thanks to Floatstone technology.  Supremacy is very much about the attack, having good range, damage bonuses to standing next to adjacent units, and can shoot twice on their shootier stuff in later game.  Then comes Harmony, which is about speed, healing and using miasma to improve their units in combat.  You typically want to start your assault with the field covered with miasma because it deals damage to your enemies and give you bonuses.  It's basically scorched earth tactics at that point.

Emancipate them with Angels!

Here's a quick blurp on how to win in this game.  You can find more info here.

Victory Conditions

There is  "flavor text" about each of the victory conditions in their corresponding quest entries, but I will not sport with your intelligence by reposting them here. Below are the gameplay-relevant summaries of each:
  • Domination: conquer the capital cities of all other factions.
  • Contact (Science): discover clues left by the intelligent Precursor aliens who once inhabited this planet, decode "The Signal" and contact them. To start, complete two of these three tasks:
    • Find a fragment of The Signal via an Explorer Expedition on Progenitor Ruins. The chance is slim, but possible.
    • Launch a Deep Space Telescope orbital unit to search for a fragment of The Signal.
    • Research the Transcendental Math technology and solve the Transcendental Equation to derive a Signal fragment.
    Then:
    • Build the Decode Signal project.
    • Build the (Contact Beacon) Planetary Wonder to attract the attention the aliens.
    • Achieve oneness with Carl Sagan.
  • The Promised Land (Purity): tame the planet in the name of Humanity and make it a home for our Earthbound brethren.
    • Research Orbital Networks and build a Lasercom Satellite to reestablish communication with Earth.
    • Achieve Purity level 13 and build the Exodus Gate planetary wonder.
    • Receive 20 colonists from Earth through the gate and settle them.
    • Profit.
  • Transcendence (Harmony): awaken the planet's sentient superorganism and mind-meld with it.
    • Research Nanorobotics, Transgenics, and Swarm Intelligence to develop the Cognitive Link.
    • Achieve Harmony level 13 and build the Mind Flower planetary wonder.
    • Defend the Mind Flower from the unclean and support it with resources and Mind Stem buildings.
    • Achieve eco-nirvana and become one with the planet's consciousness.
  • Emancipation (Supremacy): annihilate humanity on Earth. Er, I mean, "free" them from their biological bodies.
    • Research Orbital Networks and build a Lasercom Satellite to reestablish communication with Earth.
    • Achieve Supremacy level 13 and build the Emancipation Gate planetary wonder.
    • Send military units through the gate to effect the mass genocide of humanity on Earth. Er, I mean, "liberate" them from their trifling, unenlightened existence.
    • Go directly to Hell. Do not pass GO, do not collect $200.

Just some quick words from me on the above:
  • Emancipation's victory condition is sending 1000 strength worth of units through the gate and you can only send one per turn.  That means you want to send in your biggest dudes like the Angel so you can essentially complete the victory in 10 or so turns.  Don't worry, you get your Firaxite back once the Angel goes through, so you can keep buying more of them to send in.  Ideally, you want to be producing one and buying one so you never slow down a turn.
  • For the Promised Land victory, you might end up wanting to kill yourself because its a huge pain in the ass .  The colonists that come from earth are slow as fuck and have limited movement, and you need to settle 20 of them on the clusterfuck world you're already in.  To make matters worse, the settlers abide by all the standard 3-tiles away bullshit so you need to spread them the fuck out too.  This one took me forever, so fuck earth and these dumbass colonists.  You can tell I'm salty.
  • The Transcendence victory is by far the easiest one to complete IMO.  Just build Mind Stems and wait for the stupid thing to blossom.  Poof, instant hippie victory.
  • For the Contact victory, prepare for some massive RNG because you need to explore a lot and uncover ruins that decodes the signal.  I just lucked out hard with my victory.  Proof below!  Oh, and once you turn on the beacon (30 turn wait), it will use 1000 of your energy immediately and all energy income will stop.  I guess that's what you get when you turn on a giant flashlight and point it into space.
  • Lastly, the Domination victory is when you just go around kicking everyone's ass.  I did it with the Purity affinity and waged war across multiple continents like a badass.  Feelsgoodman.jpg.

Prepare to roll that D6, or D20, or 3xD20, who knows.

Alright, that's all I have for now.  My favorite affinity to play is probably Supremacy with Harmony in second.  I just really like the look of the Supremacy units and I like their aggressive playstyle nad no bullshit logic.  Purity reminds me too much of Terran back in Starcraft and I've been there, done that too many times.
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