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Made in gb
Knight of the Inner Circle






After many forums choosing a theme ive finished my quest for a themed DE army on this list and will commence in buying:

Archon- Husk Blade, Ghostplate Armour, Shadowfield, Combat Drugs, Soultrap, WWP 190

9 Incubi- Klaivex, DemiKlaives, Bloodstone, onslaught 263
in a
Raider-Shadowshield, Flickerfield 80

10 Incubi- Klaivex, DemiKlaives, Bloodstone, onslaught 285

10 Incubi- Klaivex, DemiKlaives, Bloodstone, onslaught 285

10 Warriors-Blaster, Syberite, Agoniser 135
in a
Raider-Shadowshield, Flickerfield 80

10 Warriors-Blaster, Syberite, Agoniser 135
in a
Raider-Shadowshield, Flickerfield 80

thats 1533 Points, wouldnt mind help cutting down the 33 pts

but basicly Fly in the Warriors and 9Incubi with the Archon in to a flank, deal with that part, drop the WWP and bring the other incubi through the WWP, basicly slice through one whole side start to finish...

any coments are welcome

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Ravager





Ft campbell ky

Idk, I would drop two of the incubi squads, and the wwp, and put in 2, 5 man Trueborn squads with blasters on venoms with dual cannons, and possibly a third squad of regular warriors. You still have a lack of Anti-t. Which, idk, if you play a lot people that field a lot of vehicles but 3 d-lance are not nearly enough to do much (not saying they wont) so with saying that id add in two ravagers at least and d-lances and blasters in squads and splinter racks on the raiders.
these ideas still stay within relative reason of your theme but also allow you to punish the enemy a little more

Other wise if not then id drop the gpa or the husk blade, maybe even the combat drugs

and just for future reference wwp lists work best with jet bikes, hellions, Talos, chronos, not so much for regular infantry as the enemy can surround the portal and keep them from coming in or destroying them.
My little input.


So what did a squad of Fire Dragons say to the ork stompa?
MUhahahahah Apocaliptic Explosion!!!

3000 pts  
   
Made in gb
Knight of the Inner Circle






Well my theme is Incubi...so dropping them wont work...i appreciate the anti tank, tbh, i dont play allot of people with tanks in my area... sorry the Combat drugs arnt meant to be in there, so theres 10 pts lol well how about if i droped the WWP and threw the incubi in raiders id need to free up an extra 125 pts though...

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Made in us
Sinewy Scourge




Grand ol US of A

First off its nightshield, and don't take them they are garbage look at any other list that has them and you will see where I have said why. The archon doesn't need the ghostplate or the WWP. The husk/trap combo works but a plain agoniser is of more benefit most of the time.

As for the incubi, ok I get it they are your theme. How about dropping alot from each squad, say down to 5 guys and nothing else. As is you are way way to killy and any army with plasma will eat them alive. Get them some raiders with just FF>

On the warriors, sybarites are junk. These are not CC squads don't make them such. That is what wyches, Incubi, and beasts are for. Go with 5 guys and actually here I would suggest raiders since the incubi can handle most problems.

The biggest issue is that you have 2 troops that are extremely fragile. I can fit all 6 in at this level. 2/3 games you play will be objective based and the incubi won't help there.
The other issue is no Ravagers. You should have atleast 2 if not 3 at this level either. Your AT is practically non-existant right now.

d3m01iti0n wrote:
BT uses the Codex Astartes as toilet paper. They’re an Imp Fist successor, recruit from multiple planets, and are known to be the largest Chapter in the galaxy. They’re on a constant Crusade, keeping it real for the Emperor and not bumming around like the other guys. They hate psykers and can’t ally with them. They’re basically an entire chapter of Chaplains. CC lunatics. What every Space Marine should aspire to be, if not trapped in a Matt Ward nightmare.

 
   
Made in au
Screaming Shining Spear





Western Australia

Ok, i have some thoughts for you...

Lordjig6 wrote:Archon- Husk Blade, Ghostplate Armour, Shadowfield, Combat Drugs, Soultrap, WWP 190


I would be keeping him cheap - Agoniser, shadowfield, HWG & phantasm launcher - 140

Lordjig6 wrote:
9 Incubi- Klaivex, DemiKlaives, Bloodstone, onslaught 263 in a Raider-Shadowshield, Flickerfield 80


Lots of dead weight here - loose the demi kalives, blood stone and onslaught - 50 points right here. Blood stone is mostly worthless as you should be fleeting, demi klaives don't kill significantly more then a normal klaive for the price and onslaught is just not needed when you have 9 plus an archon. You can loose the shadowfield (which is actually a night shield) - either dump it or swap for a shock prow and enhanced sails

Lordjig6 wrote:
10 Incubi- Klaivex, DemiKlaives, Bloodstone, onslaught 285

10 Incubi- Klaivex, DemiKlaives, Bloodstone, onslaught 285


Again dead weight - 50 points per unit to be exact. Infact the 150 you save across the 3 units of incubi buys you a raider for each of these squads with flickerfields which adds 2 more lances as well.

Lordjig6 wrote:
10 Warriors-Blaster, Syberite, Agoniser 135 in a Raider-Shadowshield, Flickerfield 80

10 Warriors-Blaster, Syberite, Agoniser 135 in a Raider-Shadowshield, Flickerfield 80


I would certianly not be spending the points for an agoniser on these guys nor the nightshields so thats 30 points per unit saved. I would also be cutting the units back to 5 guys with a blaster in each raider as its the most cost effective layout. thats another 55 points saved per unit. So all up we saved another 170 points!

So the list would look like...

Archon, shadowfield, agoniser, HWG, phantasm launcher - 140

9 Incubi, Klaivex, raider, flickerfield, shock prow - 288
9 Incubi, Klaivex, raider, flickerfield - 283
9 Incubi, Klaivex, raider, flickerfield - 283

5 Kabalites, blaster, raider, flickerfield - 130
5 Kabalites, blaster, raider, flickerfield - 130
5 Kabalites, blaster, raider, flickerfield - 130

Ravager, 3 dark lances, flickerfield - 115

1499 at this point.

You now have 9 lances and 3 blasters which while still light for my taste is much better than it was. You have a 3rd scoring unit and 3 monster combat units.

To be honest, at 1500, i would be running just 2 squads of incubi, then spending the rest of the points on another ravager and another troops choice

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Made in gb
Knight of the Inner Circle






Thanks alot that looks liek a great build, im at work right now so dont have the book, but would the warriors be better in the heavyer transport? not sure of the name or points atm...

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Deadly Dark Eldar Warrior





Hungary, Szeged

Personally im more of a DS Raider assault type of guy.
HQ(293)
Duke Sliscus 150 - his role is to get your transports in with DS and then just stick around
+4 Trueborn with Shardcarabines 68(elit)
+venom with splinter cannon and nightshield 75
Troops (570)
10 Warriors 100 with a splinter cannon
+Raider with splinter racks, night shield and flicker field 90
10 Warriors 100 with a splinter cannon
+Raider with splinter racks, night shield and flicker field 90
10 Warriors 100 with a splinter cannon
+Raider with splinter racks, night shield and flicker field 90
Heavy(125)
Ravager with night shield and flicker field 125

988

decent anti vehicle with the 3+3 lances, heavy anti infantry with the unites in the transports, and a free deepstrike with no special drawbacks, with the elite wounding on 3+ cause of the HQ.
Fast Skimmers, that can zip away for 24" if need be, decreases the enemies shooting by 6" - affecting the range of rapid fire and melta as well - and a 4+ invulnerable save. Use the basic Mech Eldar tacs to concentrate fire in specific targets, and the hail of fire will eventually bring anything down.
if you get it right, 2 lance attacks and 44 SxAP5 shots on one target, 4 lance attacks and 22 SxAP5 attacks on a nother, + you have your HQ, that can move 18" shoot 12 Sx(3+!!!)Ap5 to 18" and 12 Sx(3+!!!)Ap5 shots to 36" - since weapons with a strenght of 0-4 are considered deffensive, and X basically counts an a 0. It just happens to wound on 4+ converted to 3+ cause of the HQ.

THAT is a lot ot shots. Just guard your ravager with your opponents life, for if it falls, you are closeing on a defeat. To be more AntiT, swoop one of your remaining troops for a ravager and make some upgrades further.

Strike fast and hit hard!
Occasionally, if your main gun is blow off of a raider, pack your troops in cover on an obj, than ram 23-24" in to an enemy side or rear. 8+1 thats a S9 hit. Ok, he basically gets a glance or pen without a roll...but you still have that 4+ invulnerable save, right? Ram, Shock, Shoot and obliterate. And be ware of the IG against them, be even more faster and dareing.

Just realised its a 1.5k (1428 pt comin up!)

Get 3 ravagers, get the HQ combination and get 4 troops!!! its gona kill! Kill! KILL!!!

calculate the amount of shots you can squeeze out, and you'll see, you dont need a counter assault unite. Against MEQs, use the distance, the cannons, the carabines and the Dark Lances. Get those termies to make a lot of armorsaves. The role of big numbers WILL eat them away.

Edited1.2: You know what splinter racks do right? Re-roll failed to hits. thats a 24" cover of rapid fire, with you being 30" away for enemy shooting - nightshield!! - you wound on 4+.
24" rapid, 22/squad, reroll failed to hit a 4+ invulnerable on the transport AND an 36"+12" S8AP2 Heavy 1 Lance shot on anything in front of the vehicle in a small cone. and thats only one troop.

This message was edited 6 times. Last update was at 2012/01/19 17:17:49


For he who can make the enemy unable to hit back only wins the battle.
For he who makes an entire army unable to attack, wins a war. Stay in cover where you get 2+  
   
Made in cn
Sybarite Swinging an Agonizer





Eek


Automatically Appended Next Post:
Eek

This message was edited 1 time. Last update was at 2012/01/19 16:21:16


2008 UK GT Heat 3 - 2nd (Eldar)
2008 Dutch GT - 2nd best general (Eldar)
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Made in gb
Knight of the Inner Circle






That does look awesome but however myt theme is incubi...if it wasnt thats an awesome lit!

Just got home and seen what the venoms are-sorry ignore my coment on them earlier...

ill give that a try!

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Deadly Dark Eldar Warrior





Hungary, Szeged

so incubi 22 pt per mod, while a warrior is 9 and in a reaver has more potential in my eyes. Ofc you can move 12" and disembark - open topped transport rules - but you may only assault 6". Better than a 6"+d6"+6", but in max, the same. And you spent min 110 pt for 5 models, where as you get 10 models and a CANNON for 100, and you just obliterate the hell out of the enemy.
If we use my minimum striking configuration:
2Raiders and a reaver:
A Landraider in 12" gets 5 dark lance shots, one is bound to get a 4+ glance or even better a 5+ pen. Then you just have to get lucky. If you dont get lucky, your going to loose one raider and possibly get tied in cc with 7 termies...not so good.
but if you get lucky, the termies will have to face 44 ap5 shots, that wound on 4+ and you reroll the failed to hit, cause of the splinter racks. thats about 33 hits, wound on 4+, thats 50%, 16-17 wounds. The problem is that they have 2+ armor saves. So consider a LR the LAST enemy your going to attack, with all your remaining models.
Now lets say, the sameness configuration against 2 tac marines and a predator. Because the vehicle is not the same as the unites inside it, 5 shots on a 30" away predator from DLs, and 22-22 shots each on there marines. thats 16-17 hits, 8-9 wounds/tac. Save 3+, hes going to loose 2-3/ team...but what if you aim all your shots at one squad, while your protected safe inside your vehicle with a 4+ invul save? thats the time when hes going to roll 32-34 dice, for 10 marines, lets count: 32/10/6*2, you have roughly a 1-1 chance to kill the a marine. and dont forget, this is only 2 raiders, 1 ravager. If you concentrate most of your fire on 2 sq, with the hq lending hand against some nasty MEQs, you can degratate a half of his armie in the 2nd turn - dice gods willing.

Now your hq:
4*3 shots to 18", wounding on 3+ - HQ spec rules - and 2*6 shots from the venom - no particular strength, deffensive weapon - also wounding on 3+, but for 36". Lets say you shoot at one target. 12+12=24 shots - like almost like a raider - 12 hits, 9 wounds. You shoot a lot, you get few kills. Not the best standards i know, but you probably had a few lucky hits on mech and/or troops.
All in all, i played this tactic 2 times, one vs IG and one vs Tau, and the greatest losses i had were 2 raiders and a ravager vs IG, and he had one tank without weapons on 40" range - love flatout - a squad of veterans with 7 models and an HQ, that kept rolling for returns...and he did. so i still had 8 DLs for one vehicle and 22+24 shots vs 7+1 infantry. Call me crazy, but i think i won. Speed, backstab, diversion. and 4+ invul.

For he who can make the enemy unable to hit back only wins the battle.
For he who makes an entire army unable to attack, wins a war. Stay in cover where you get 2+  
   
Made in au
Screaming Shining Spear





Western Australia

First up - @enfernux - he has said he wants an Incubi Theme - changing it to a duke list that you have written is basically off topic as its not what the OP asked for. he wants Incubi and i get that - which is why the list i posted reflected what he wanted while trying to keep the power level up.

enfernux wrote:so incubi 22 pt per mod, while a warrior is 9 and in a reaver has more potential in my eyes. Ofc you can move 12" and disembark - open topped transport rules - but you may only assault 6". Better than a 6"+d6"+6", but in max, the same.


First mistake as Incubi have fleet - so its a 12" move, 2" disembark, 1" base, D6" fleet and 6" charge... so 22-27" charge range... without a rotate on the raider... the reavers manage 12" move plus 1 shot at 24 with the splinter rifles or 1 shot at 18" with a blaster. The warriors get owned as they can only move 6" to fire from the raider to use the splinter wracks and then their range is only 12". Staying still to get the range halves the fire power and the incubi have a better threat range on an avergae fleet roll.

enfernux wrote:And you spent min 110 pt for 5 models, where as you get 10 models and a CANNON for 100, and you just obliterate the hell out of the enemy.


Ok, you need to look at what your saying here. On the charge the incubi will average 5 MEQ kills for the 5 models. In rapid fire range the 10 warriors with 9 rifles and cannon will average just over 2 kills and thats using the heavy profile on the cannon. The incubi are safe in combat while your in the open getting shot. The incubi have a 3+ to ignore 75% of the weapons aimed at them as well even if caught in the open. There is a reason 5 Kabalites with a blaster is the best use of them.

enfernux wrote:If we use my minimum striking configuration:
2Raiders and a reaver:...


Now your creating optimised scenarios to prove your position? Really? I assume you mean ravager not reaver yes? So your using anti tank guns to take out vehicles - what a shock! Incubi don't kill vehicles - thats not their job. Point for point, the Incubi win out for killing MEQ infantry against every other choice in the dex that i can find. a tripple disintegrator ravager is the closest to the 5 Incubi and it kills less.

enfernux wrote:but what if you aim all your shots at one squad, while your protected safe inside your vehicle with a 4+ invul save?


WTH??? Flickerfields are 5++ and getting the 4++ means either moving fast and not shooting or hiding 50% of our very large raider model to get obsucred - not so easy. Also, T3, 5+ save in an open topped av10 is not 'Safe inside your vehicle'

enfernux wrote:thats the time when hes going to roll 32-34 dice, for 10 marines, lets count: 32/10/6*2, you have roughly a 1-1 chance to kill the a marine. and dont forget, this is only 2 raiders, 1 ravager. If you concentrate most of your fire on 2 sq, with the hq lending hand against some nasty MEQs, you can degratate a half of his armie in the 2nd turn - dice gods willing.


I have no idea what your doing with the numbers or math now...

10 warriors, 9 rifles, cannon (moving) with racks in rapid fire range is around 3 dead marines. The lances across the 3 vehicles is 5 shots, around 1.5 kills with cover - they will have cover with any good player. So you just spent 80+80+100+100+115 (475) to kill 7-8 marines...

My 10 incubi will kill 10 marines reliably for 220 points... 290 with a flickerfield raider so i get a lance shot as well.

enfernux wrote:
Now your hq:
4*3 shots to 18", wounding on 3+ - HQ spec rules - and 2*6 shots from the venom - no particular strength, deffensive weapon - also wounding on 3+, but for 36". Lets say you shoot at one target. 12+12=24 shots - like almost like a raider - 12 hits, 9 wounds. You shoot a lot, you get few kills. Not the best standards i know, but you probably had a few lucky hits on mech and/or troops.


More errors - the venom does not get the dukes 3+ poison rule. Also, 24 shots is 16 hits on average - with the 3+ on the trueborn only it would be 4 wounds from the venom and just under 6 wounds form the trueborn. So around3 MEQ kills.

enfernux wrote:All in all, i played this tactic 2 times, one vs IG and one vs Tau, and the greatest losses i had were 2 raiders and a ravager vs IG, and he had one tank without weapons on 40" range - love flatout - a squad of veterans with 7 models and an HQ, that kept rolling for returns...and he did. so i still had 8 DLs for one vehicle and 22+24 shots vs 7+1 infantry. Call me crazy, but i think i won. Speed, backstab, diversion. and 4+ invul.


Where is this 4++ coming from???

So you played a guard army (obviously not a good one that was meched up) and tau (who DE slaughter wholesale in assaults) and it worked for you - thats great! It does not make what you have said accurate or true.

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Made in cn
Sybarite Swinging an Agonizer





cmac wrote:Eek


Sorry, i'll expland on that. I struggle to see how this would work in a competitive environment. I think 5 vehicles are too few at 1000 points, 6 or 7 is possible with MSU. The explosion could kill enough warriors to have them run off. With the low Ld, MSU loss is more acceptable.

Dark light weapons are good but not fantastic, we need a decent quantity to remain competitive. I'm a fan of the heat lance recently, but that's WWP stuff. Venom's and/or wyches can do AI, elites should be AT IMO.

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Made in au
Frenzied Juggernaut





Australia

Good on ya for going an incubi theme, its cool.

Is also nice seeing something other than venom spam.


Automatically Appended Next Post:
If I had to throw in some advice id say take either Nightshields or flickerfields on vehicles not both, personnally I like flickerfields.

Keep units focused, its all well and good to take a blaster in a warrior unit but if you shoot a tank with it the whole squads shots are wasted.

Id recommend at least 1 ravager with 3 lances, you need a bit of anti tank with some range.

Mostly I find syberites to be a waste of pts, the squads basic ld is 8 which isnt terrible and warriors are better at shooting than CC.

All in all just my opinion.

This message was edited 1 time. Last update was at 2012/01/20 12:13:41


Dark Eldar- 1500pts Completed
Grey Knights- 1500pts 1 Guy done
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Slaanesh Daemons- 1500pts, in progress
Khorne Daemons- 1500pts, in progress
Death Korps of Krieg- Plans being formulated.
---------------------------------------------------
High Elves- Approx 2000pts
Vampire Counts- Raising the dead once more 
   
Made in hu
Deadly Dark Eldar Warrior





Hungary, Szeged

@Massaen:
on the contrary, my math was not out of place: 2 raiders full of warriors, 9 with rifles 1 with cannon, counting 19+4=22*2=44/2=22, 22/2=11, 22+11=33 hits. Wheres the problem with that??
Yep, ravagers, not reavers, sry, to meny "R"s in the game
Well than my dex is all printed wrong cause it says i get a 4+ invul. My mistake then, but i'll need to correct that than. But not my fault if it is off print.
Considering an open topped 30"+6"=36" away that can dodge a lot. Not going for examples, as you are on the thought it was an easy win vs IG. No it wasnt, but you wouldnt beleave me, so i'll just skip.
So you intend to get the incubi up close as??? av10 open topped transports? or WWP? in any case, against a HWT+Sentinel+infantry based IG with 2-3 tanks, BEING in a 10 OT AV10 transport is a lot safer, than on the ground - he gets nice dice god willing scatter usually.
So incuby can charge a lot. What do you charge against an sm? you basically wipe out a sq of Tacs, and your in the open again, or if you charge Termies, they will mostly survive - as i experienced - and the incu wont like that.

on the article: ive tried to make a list on small units, but to me, their not that mobile enough. You can come with the charge distance, but if im in a transport, that wont count much on mainly s3+1. on a roll of 6, you hit, on a roll of 6, you glance: 1/12 chance to do anything, and if so, it has a (corrected 5+ invul, and the explo from the tank deals s2 i think?(!?)
So you get 32 shots in, 16 wound on 5 mods with 3+ armorsaves 16/5/4=0.6 unsaved/mod*5=3 mods dead. You were 5 mods? 50% off? Sry mate.

Ok, you told me i goofed off once? Why do you have to roll on it more? One is dog, the others a mut. Ride on it, i see you like it.

Cover. Alwayse with the cover. You can move 12" to get LOS, or if you cant, move 24" for next rounds shooting or a 12" move and a shoot and a 4+ cover save and a (corrected again):5+ invul save if need be.
Yoep, i spend almost 500 to kill 7-8 marines, while you kill 10 and your out in the open almost as me...oops, im in a transport. T3 vs AV 10 5+ invul doesnt seam that bad.
Try going against DKK with s7-9 ap3. Youll start to think of that AV10 to be all the more driendly.

Right on the venom.

Again with gnawing the old bone. Get a lollypop and gnaw on that. Seriously...


extra note: you send elite on troops and are proud of eliminating them? Shame on you.

@cmac:
if the enemy is Mech, than you wil just have to rely on speed and focused fire as i experienced it, if its foot with 1-2 tanks, load'er away on 'em.

@all: sorry for straying from the article, will try to pay attention to that :(


Automatically Appended Next Post:
coorection @all: where did he say he wants incubi based army? Didnt see it in the topic post...He posted his armylist, not a negation ti other ideas. Shame on you Massaen.

This message was edited 3 times. Last update was at 2012/01/20 12:40:07


For he who can make the enemy unable to hit back only wins the battle.
For he who makes an entire army unable to attack, wins a war. Stay in cover where you get 2+  
   
Made in au
Screaming Shining Spear





Western Australia

@enfernux - there is obviously some miscommunication going on - the language thing and different print of the codex is making it weird - i meant no disrespect or anything - if i offended i am sorry

In regards to the math on the 9 rifles and the cannnon...

18 shots from the rifle and 4 from the cannon
22 shots *2/3 = 14.6 hits
2 units = 29 hits

Not your fault if your dex is different to mine at all!

Can you clarify what you mean by the 30+6 comment?

Its not that i don't belive you its that the example you used seemed very situational and highly favourable to your line up

Being in a OT AV10 vehicle is not safe vs any high strength shot as your low save means things die when the planes do. Atleast incubi will live for the most part.

With 5 incubi you wipe the enemy MEQ unit in their assault phase and are protected from their shooting as such. With the 10 strong unit, you get FNP straight up and with a correctly placed assault should get cover in the consolidate. At the very least they will take a lot to kill them off completely.

Exploding tanks are S3. Remember we are not comparing the same utility. Incubi are assault units whose sole purpose is to kill MEQ. If you are charging vehicles its a last ditch or nothing else worth doing.

Not sure what you mean about the 32 shots - can you clarify this example? 9 rifles and the cannon on the move with splinter racks is just over 3 MEQ kills - 18 shots, 12 hits + 4 from the rerolls = 16 hits. 8 wounds from poison 4+ = just under 3 kills. 4 cannon shots is 2.6 hits, 1.3 wounds and 0.45 kills to bring it up to a total of 3 MEQ kills. like i said.

As for your comment about me and AV10 - i run 10-12 skimmers at 1750 - i never said they were bad.

As for your comment about not seeing he wanted an incubi army - what part of the 29 in the orginal list did not give it away?

Keep your flame comments to yourself - I did not mean to offend you

For gaming, hobby and events in Perth, Western Australia - https://objectivesecured.com.au 
   
Made in hu
Deadly Dark Eldar Warrior





Hungary, Szeged

no harm done, just im in a bad mood.

clerification on the 32 shots: as i said, 2 unites fire at a squad. Since the transport moved, you cant fire h6, you have to do it a4. 9 models with rapidfire=18, 4 shots added thats 22. 2 squads make it 44. bs4, 50% are succesfull, splinter racks, reroll the 50% for its 50%, equalind a +25%, now its 75%. 44*0.75=33. give or take.
well, few xeno races shoot for 24" with a lot of weapons. If you take out a transport with mid range unites in it, from more than 25" your safe for the next 12" move.
yep, incuby 220 assault elite vs 200 or so termies? chance, but dont think so. Concentrateing all fire on 'em (112 shots wounding on 4+, 88 with racks, 24 with 3+ wound, dice gods willing!) positioning your army to loose the least you can: nmy concentrate fire on one or 2, to be effective mostly, you normaly loose the 190 raider or the 125 ravager for a 250+ LR and a 200+ hamminator. Deal?

as for the 29 incubi: yep, had an idea of fielding 2 full jetseer councils vs ig to wreck havoc! But then i watched some BR and decidec one(!!!) minimal seer council and lot of bikes. My perspective: good vs necron. The idea i got: good vs a lot of other things, and for that particular game espechially - HWT and ordnance IG. So haveing an idea doesnt mean you have to stick to a plan. And specificly, i read: if he ASKS limitation, then stay to it.

For he who can make the enemy unable to hit back only wins the battle.
For he who makes an entire army unable to attack, wins a war. Stay in cover where you get 2+  
   
Made in us
Sinewy Scourge




Grand ol US of A

I actually kinda hate to help enfernux as incubi are nasty, but its actually a base 66.7 percet chance to hit 4/6 (2/3) with rerolls its something like 80% chance to hit, but it only affects the rifles not the cannons so the math is a bit more complicated there.

Now don't get me wrong, 10 incubi is just way to many...I'll stand by that for a long long time.

d3m01iti0n wrote:
BT uses the Codex Astartes as toilet paper. They’re an Imp Fist successor, recruit from multiple planets, and are known to be the largest Chapter in the galaxy. They’re on a constant Crusade, keeping it real for the Emperor and not bumming around like the other guys. They hate psykers and can’t ally with them. They’re basically an entire chapter of Chaplains. CC lunatics. What every Space Marine should aspire to be, if not trapped in a Matt Ward nightmare.

 
   
Made in hu
Deadly Dark Eldar Warrior





Hungary, Szeged

Thanx for your honesty O:>

So redoing the math at 0.8:
4*22*0.8+24*0.5=82.4 hits*0,5=41.2 wounds. Even for a sq of termies on 2+, thats gona hurt.
41.2*0.2=8.24 wounds on a sq of 7 termies with a LRC gone. I think i can afford to lose a raider or a ravager in average 157.5pt vs 255+min210=465. 465-157.5=307.5 ahead. If the raider is well guarded by MEQ bouble, get the flank, and kill termies later. In that case, you can separate your fire on transports, their passangers, HS, anything. Just be sure to focus the fire on specific nmy squads.

My problem with incuby: 24" flat out, decent cover on first round, far from nmy fire and assaults, exc for AT ofc. But 2-3 shots aint that much. But in the next round, you will charge a sq of Tacs from a 27"(12"vehicle, 12" move, charge and ~3" run.)ok, and you got to close to those hammernators, oops. after you unload those incu, the transports will be of little value for the nmy, exc if you are playing on kill points. But still, an empty transport is of little danger, so kiss your incu good by. Maybe one at a turn, but they will be annihilated in my perspective.

For ex, you do this to me, blow up one of my trans. Those incu are gona get a lot of tire, even with 5-10 modells, its gona hurt, and the tankshocks. And at the end, lance those nimble transports with AT. Preserving manuverability, sacrificeing a few sq for the decapitation of all the hitting power of an army, the rest is a clean sweep for KP.
Some times i even outfit my tanks with shock prows, sacking one to tie up a nother, maybe even removeing it and ~2-3 models of its cargo - 9+2 on d3~2, thats a str11 hit. Transports dont have that much armor, and for the sake of annihillateing a 200+ sq, sacking a raider without lance and a troop to save my other unites and kill on...fair deal. If someone liked, they could just start the game with all models deployed, risking losing a few if not stealing the initiative or not haveing it.

The same tac as Eldar, but you can shoot out of your tank, wound on 4+. An avatar, a wraithlord and even the much durable hq will die after a continual nice share of fire.
A footdar for ex relies on fearless aura, with a BRd avatar. Focus your lances on him, 13 s8 shots WILL kill him in the first or in worst cases the second turn, than tankshock those artilery.
Wraithlords? s8vst8, 4+ wound, will die soon.

hmm...id like to see this config go against my mechdar mobile tac. ahh well XD

For he who can make the enemy unable to hit back only wins the battle.
For he who makes an entire army unable to attack, wins a war. Stay in cover where you get 2+  
   
Made in gb
Knight of the Inner Circle






Ok so this turned into a megga Keyboard hero war... lol alot a nerd rage flying about... Cheers for all your help guys and the math-hammer is astounding...but a little over kill man... im a brit after all :p lol

@massen thanks very much man, much apreciated, that list you posted earlier, is very promosing and sticks to my theme

@enfernux dude, if you read any one elses' posts, mine, massens or Akroma06, youd see weve all spoken about a theme...and it was pretty obvious dude

for you all-ill drop the sybarites and fully dedicate the squads, drop the WWP and raider them all up thanks for all the posts guys

to many more Rants and eternal Nerd Rage!!!!

and if anyone gets snotty again...ill Vulcan Death Grip them so hard the Ferranghi will feel it! -.- #VDG


LOL

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