6th Edition Codex Units: Dire Avengers

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6th Edition Codex Units: Dire Avengers

Post by thejamppa on Tue Jun 25, 2013 8:59 am

Hello everyone! I think its time start thinking, what is best way to utilize our troops in our brand new codex. These are my opinions and  I want to start discussing, sharing experience of units role, what they can do, alternative takes, tactics etc best suiting them and like what units to use with them.

Dire Avengers:

I personally feel that Dire Avengers, that has been core for many of us eldar players for who knows how long, still continue serve our main troops choice. They're fast (with battle focus really fast combined with fleet), they can do pretty much anything except tank hunting. They can hold their own in close combat and they're good shooting. Albeit their range is 18" vs 24" of most other basic infantry weapons, their fleet and battle focus allow them to have equal threat range (pretty much) with any other comparable infantry unit. Decently priced their Exarch is now most interesting. Instead being major boost in unit (bladestorm or defend for exarch powers in 4th that were unit wide boosts ) exarch powers now boost him, offering boost in terms of close combat and especially the challenges. 

Power weapon and Shimmershield offer 5++ in CC for entire unit but default Spear is hardly good. S4 Ap3 when charging, after that s3 ap4 in doesn't really suit shooty unit like Dire Avengers, who now gained Counter-Attack USR *edit still there are various tactical uses that might benefit power spear like making dire avengers attack enemy unit holding an objective and or using Dire Avengers more as escort unit for Characters. Regular power sword even being s3 ap 3 still retain initiative and is perhaps most natural choice to go with Shimmershield. After all you can use Dire sword as regular power sword. However Dire Avengers are not your CC unit. You want to keep them shoot as long and as much as possible. Power Weapon and SHimmershield have good usage if you plan to to seize middle ground objectives. However Exarch will not be able to shoot.

Pistol and Diresword. Now things got interesting for s3 ap 2 power sword that requires wounded model taking Leadership test. Not bad. Costs same as shimmershield and power weapon. Not bad. Combining Exarch powers giving 4++ Ap2 sword can be pretty evil. Especially if you plan doing challenging. s3 is somewhat limiting factor though. With Pistol it gains + 1 Attack. When attacked exarch then has 4 s3 ap2 attacks first round of combat. I'd take those odds to challenge marine sergeants. 

Dual Avanger Catapult. Makes exarchs Catapult twinlinked. Pretty meh as 4th edition it made Exarch catapult Assault 4. Still won't cost next to nothing. If you want to run Dire Avengers as bare bones as possible, this might be your choice. 

Using Dire Avengers:

Dire Avengers are mid range shooting unit. That is why they should be used with Wave Serpent or using Battle Focus to seize Mid ground objectives and or provide fire supports for spearheading units. 

While they can take assault and shimmershield does allow limited tarpitting abilities, Dire Avengers are unit made for shooting. They can hold out their own in close combat but they should avoid close combat as long as possible and focus shooting.

Serpent Dash: Load 10 Dire Avengers into Wave Serpent. With premeasuring disembark your unit so they can shoot enemy. After that use battle focus + fleet move your dire avengers behind the Wave Serpent. Some best way to utilize our speed and special rules.

They should not be used for Backfield as their 18" range and lack of heavy weapons make them useless in there. Rangers who have 36" ranger rifles or Guardians with Scatterlaser or Missile Launcher makes much better back objective unit as they can get heavy weapons and thus provide firesupport. With their BS4 skill I've leaned Missile Launcher lately, however that is for another unit.


Last edited by thejamppa on Wed Jun 26, 2013 10:41 am; edited 2 times in total (Reason for editing : Added few points, fixed untrue facts :D)
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thejamppa
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Re: 6th Edition Codex Units: Dire Avengers

Post by Evil Space Elves on Tue Jun 25, 2013 10:24 am

thejamppa wrote:
Dual Avanger Catapult. Makes exarchs catapult assault 4. More Dakka for shooty unit, with few measly points: Always handy to bring slight boost in Dire Avengers shooting capabilities.
The entry for 6th edition is actually for a twin-linked catapult, not a dual as it was in 5th edition Mad   I was bummed by this as one of my exarchs is equipped this way.

 Great review! I agree on most of your points about strengths and best suited roles. I must admit that I hadn't looked at the Dire Sword's AP2...Shocked Tasty! I would disagree  on your thoughts about the power spear. I run a large unit of Dire Avengers as an Autarch escort and have used the ps/shimmer shield combination to give the unit a bit of protection. I was able to avoid charges when I needed to, and with the new battle focus rule and 18" catapult range I think that it will be even easier to dictate if you are to be charged or not. This unit tends to be a late-game unit used for mopping up action rather than a turn 2/3 attacking unit. That Dire Sword at AP2 though....WOW

This site totally needs more breakdowns and discussions of units like this!
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Re: 6th Edition Codex Units: Dire Avengers

Post by thejamppa on Wed Jun 26, 2013 3:26 am

Thank you very much, I gotta fix that Very Happy Well, your points in power spear is actually very well thought. I just consider the fact it costs same as power sword its bit... lackluster but still. very good point. I make few edits Very Happy
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Re: 6th Edition Codex Units: Dire Avengers

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