35241
Post by: HawaiiMatt
Jimsolo wrote:Matt, it's starting to seem like you aren't really interested in Dark Eldar anymore.
Do you have any ideas on how to make thinks work, rather than why nothing will work?
It seems like you've been putting a lot of thought into it, so I'd be interested in any constructive insights you may have come to.
It's not that DE don't work, it's that CwE work better, for less points, with few exceptions.
Tau and marker lights really put a huge damper on DE infantry.
Loss of hit and run and big beast packs has hindered that build.
Mass D shooting neuters coven lists.
I see a lot of options for a Craft world with some DE support, but not a lot working as well the other way, and very little working without some ally support.
I have been wondering about an Eldar CAD with wave serpents as fast attack, housing grotesques inside. Wave serpents still provide decent firepower, and you might be able to soften up the enemy before unloading the DE payload. This would give you some survivability until you get a little higher up on the pain chart. The extra 2 guys that can be transported are important, as 4 grotesques don't seem to get it done, but 5 with characters, or 6 without seems like a good number.
18690
Post by: Jimsolo
Hmm. That could be nasty. Bit pricey in points. How much do wave serpents do in this edition? (At 5-6 grots, I'm wondering if a Webway portal might be more efficient than a WS.)
Could you take a Grotesquerie with WS's as transports? The uber-grots might make that even more attractive.
35241
Post by: HawaiiMatt
Jimsolo wrote:Hmm. That could be nasty. Bit pricey in points. How much do wave serpents do in this edition? (At 5-6 grots, I'm wondering if a Webway portal might be more efficient than a WS.)
Could you take a Grotesquerie with WS's as transports? The uber-grots might make that even more attractive.
Stock, it's 110 points.
Cheapest webway guy is 95, and does nothing other than be a webway.
For the points, I'd rather be in the serpent. You cannot disembark and assault, but you can't webway and assault either.
I'd even consider it with incubi, if you can get psyker support to keep them alive.
-Matt
77559
Post by: SarisKhan
HawaiiMatt wrote:
Stock, it's 110 points.
Cheapest webway guy is 95, and does nothing other than be a webway.
For the points, I'd rather be in the serpent. You cannot disembark and assault, but you can't webway and assault either.
I'd even consider it with incubi, if you can get psyker support to keep them alive.
-Matt
Add Autarch with Banshee Mask to deny Overwatch and, let's say, Shard of Anaris ( Str 5 Rending, Fearless). A Farseer could buff with all sorts of psychic powers. Hammerhand would be fun for sure.
Hey, another not-quite-deathstar idea!
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Post by: The Shadow
SarisKhan wrote: HawaiiMatt wrote:
Stock, it's 110 points.
Cheapest webway guy is 95, and does nothing other than be a webway.
For the points, I'd rather be in the serpent. You cannot disembark and assault, but you can't webway and assault either.
I'd even consider it with incubi, if you can get psyker support to keep them alive.
-Matt
Add Autarch with Banshee Mask to deny Overwatch and, let's say, Shard of Anaris ( Str 5 Rending, Fearless). A Farseer could buff with all sorts of psychic powers. Hammerhand would be fun for sure.
Hey, another not-quite-deathstar idea!
If you're doing this - which is a great plan - then I think you'd be better off in an open-topped transport. If a scary combat unit pops up next to your opponent and he knows he can't overwatch it, every gun will be turned at that unit in his shooting phase. Yes, your opponent may be able to blow up the transport, but considering the possibility of being able to charge out of it completely unharmed, I think it's worth it, especially on models that hit hard but don't get hit hard.
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Post by: Solar Shock
I agree,
An OT transport would be very useful. Even if you didn't bring a WWP caddy. DS in a raider behind some cover/a useful position then even when he does use all of his weapons to blow you sky high your not likely to take many wounds with the incubi. If you had incubi in a wave serpent that couldn't be overwatched they'd become pretty high priority for leaving on your side of the board
41136
Post by: DaKKaLAnce
So I played a game against my ELdar friend Saturday night. we were playing 2k points and he was using the WK(sun cannon setup) and WG with D cannons. And the Aspect formation(FD,DR, SH, +1 BS) no bikes this time.
As for the other things, He had rangers, SS , WS , farseer ,Spiritseer and guardians with a ML and Warlock and a Crimson hunter.
We were playing Maelstrom , Contact lost(the one that you get a Tac card for every Objective you control).
He went first and Nightfighting was in play.
Turn 1 Was looking grim. He was able to get 6 points right off the bat, and my units took some hits. My Ravager got a lucky shot at the WS and Pen and Exploded it, Killing 3 Fire dragons inside. and my venom was able to kill 4 WG(he rolled poorly on saves).
Turn 2-5 was just grim for me(so it seemed). My Reaver jetbikes were the only thing keeping me alive(on the field)
By turn 3 i have 6 units on the field and 2 man unit of Warriors. But to my surprise (and his) those warriors had the killing blow and the WK and won the game by killing the Wraithlord on turn 4 to win the game and table him.
The rolling gods were very cruel this game. I failed every single LD test I took, and only be cause of 1 shot luck, I won the game. If the Wraithlord and the WK lived, then I wouldve lost the game 19vp to 7-8. I dont have my list on me, But I can post it later.
69018
Post by: Solar Shock
DakkaLance id love to hear about how the units performed outside of the lucky/unlucky rolls. For example the hawks and the dark reapers? surely the DR's were pretty brutal considering they can ignore jink? and most of your force was relying on this?
How were the WG? painful? how did you deal with them? sit at range and shoot poison?
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Post by: DaKKaLAnce
Solar Shock wrote:DakkaLance id love to hear about how the units performed outside of the lucky/unlucky rolls. For example the hawks and the dark reapers? surely the DR's were pretty brutal considering they can ignore jink? and most of your force was relying on this?
How were the WG? painful? how did you deal with them? sit at range and shoot poison?
The reapers Did well, But I used my bikes to rush them, so around turn 3 I had them killed. I was using the RSR detachment, so that helped first turn. Most of my units were out of LOS , or had something to hide behind to provide a cover save.
First turn he shot the Raider I had behind cover and exploded it, killing 5 wyches inside. T2 he shot at a ravager but only managed to strip 2 HP but killed it later turn 3. My reavers killed them turn 3 after killing the rangers.
The WG were unable to do much since I killed 4 with 1 venom and the last remaining killed 1 model part of my Court. But was later killed by my void mine along with his farseer and spiritseer.
The Hawks DS behind my Objective near my board edge , and killed 5-6 mandrakes that were holding the objective. But were killed by the remaining drakes and a venom later on.
Overall my bikes squads killed SS,guardians, DR and rangers. The only reason I was able to table him was because of the 2 falling back warriors lol Automatically Appended Next Post: With the way we were deployed, I was basically stuck on my deployment. He was slowly pushing me back and had 3 objectives at all times. The bikes speed was what helped clear his back field support, and surround him
69018
Post by: Solar Shock
If you could play again what would you want to take more of? The reavers sounded pretty effective, how many did you play? Do post your list if you get chance
18690
Post by: Jimsolo
How do people USE Reavers? The only two things mine ever do is suck and die.
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Post by: Solosam47
I love my reavers! I rush them up with the catrops and try to Ty up and troops that can threaten my formation or to hit obj campers. I try to keep the groups low so 3-5 per squad, maybe two to three squads, of course they are only part of my fast attacks cause I almost always run RSR to add in my jet, a group of scourges and soon more hellions haha
18690
Post by: Jimsolo
So how are your Reavers not getting murdelated in the first round of CC? Mine have never survived two rounds of combat, ever.
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Post by: Homeskillet
Jimsolo wrote:So how are your Reavers not getting murdelated in the first round of CC? Mine have never survived two rounds of combat, ever.
With Caltrops and Bladevanes at I10, and then their own attacks at I6, there shouldn't be much left of whatever you're assaulting to hit back very hard. You win combat and sweep, or you Hit and Run out to charge in again and Bladevane them again. You should never sit in combat for multiple rounds with Reavers, their strength is in their Hammer of Wrath and the survivability provided by Skilled Rider when not in combat.
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Post by: SarisKhan
I deploy my Reavers behind BLoS so they don't get shot at. Or, alternately, they may be targed by one or two units T1, but there's so many Raider gunboats and other stuff around that the enemy simply can't kill everything. Enforcing (and confusing) target priority has been becoming one of my main tactics.
I usually circle the Reavers about the enemy during the first turns to get a good position. Again, the core of my army gets into a firefight whilst the Reavers get to hide... until they get the opportunity to strike and BAM! Rending HoW.
That was exactly what happened during one of my recent tournament games. After owning a Chaos Relic Predator they were able to charge a Biker Sorc and his meatshield unit of Cultists. Cultists vanished quickly and the Sorc required a H&R + second charge to strip the last Wound off him. With that, I scored Slay the Warlord, Kingslayer, and 2 VPs for grabbing the objective marker that was there.
Another game they rescued a poor Farseer that got charged by a unit of Termagants and a Carnifex (desperately needed to grab an objective over there). The Windriders protecting her died, but she made her 4++ and survived. The unit of Reavers that was just next to the fight charged and tore the Carnifex apart just with Rending HoW. They had the +1 Attack drug, so when they get to CC they wiped out the Termagants with 24 attacks at Init 6.
Long story short: move from cover to cover (preferably one that blocks line of sight) until you get to charge. ???. Profit.
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Post by: DaKKaLAnce
SarisKhan wrote:I deploy my Reavers behind BLoS so they don't get shot at. Or, alternately, they may be targed by one or two units T1, but there's so many Raider gunboats and other stuff around that the enemy simply can't kill everything. Enforcing (and confusing) target priority has been becoming one of my main tactics.
I usually circle the Reavers about the enemy during the first turns to get a good position. Again, the core of my army gets into a firefight whilst the Reavers get to hide... until they get the opportunity to strike and BAM! Rending HoW.
That was exactly what happened during one of my recent tournament games. After owning a Chaos Relic Predator they were able to charge a Biker Sorc and his meatshield unit of Cultists. Cultists vanished quickly and the Sorc required a H&R + second charge to strip the last Wound off him. With that, I scored Slay the Warlord, Kingslayer, and 2 VPs for grabbing the objective marker that was there.
Another game they rescued a poor Farseer that got charged by a unit of Termagants and a Carnifex (desperately needed to grab an objective over there). The Windriders protecting her died, but she made her 4++ and survived. The unit of Reavers that was just next to the fight charged and tore the Carnifex apart just with Rending HoW. They had the +1 Attack drug, so when they get to CC they wiped out the Termagants with 24 attacks at Init 6.
Long story short: move from cover to cover (preferably one that blocks line of sight) until you get to charge. ???. Profit.
This is how I was able to get the Dark reapers. I Basically I was chain assaulting his units to get to the reapers. It worked out well since I only lost 3 bikes per squad. Automatically Appended Next Post: Here is the list I put together(Was not expecting this list to do as well as it did)
RSR
HQ-Archon with Huskblade,blast pistol,soul trap,shadow field
Court-2 medus 2 Ur-ghul
-Venom , extra splinter cannon
Urien
Troops
10x Warriors , blaster, Slinter cannon
-Raider , DL,Nightfields,Splinter racks
9x Wyches
Hydra guantlets, Hektrix with AG
(urien goes here)
-Raider, DL with Nightshields
FA
6x Reavers, 2 Blasters 2 CC
6 Reavers, 2 Heatlance, 2 CC
3x Reavers , 1 Blaster, 1 CC
Razorwing, 2 DL, Splinter cannon.
Elites
10 Mandrakes
HS
2 Ravagers, 3 DL , Night shields
1 Voidraven, 2 DL , 4 Shatterfield, Nightshields.
This is the list I put together in about 10 mins lol
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Post by: Jimsolo
I normally don't like using mathhammer as the first diagnostic tool, but I'm curious whether or not my luck is just really bad, or other peoples' is just really good.
Assuming a 3-man squad, fresh out, charging a MEQ unit. You've got six shots, four hits, two wounds, .66 unsaved wounds.
Bladevanes give us 2 S4 hits, which have a 1/2 chance to wound (1 wound), 1/3 chance at a Rend, and 2/9 chance of an additional wound. So, .55 wounds.
Caltrops cause 3.5 hits on average. 5/6 chance to wound (1/5 is a rend, 4/15 chance for a wound otherwise) leaves us with .7 rends and .93 wounds getting through.
Regular attacks have a 1/2 chance to hit, 1/3 chance to wound, and 1/3 chance to get through. So 9 attacks with a 1/18 chance to get a wound through gives us another .5 wounds.
After all is said and done, the Reavers accomplish (on average, assuming they didn't have to Jink or suffer casualties from overwatch) 3.34 wounds. Not enough to wipe a squad. Then the marines get to counter, and if there's a sergeant in there you're hosed.
Even if you break the marines they don't run, so you have to either H&R, which means the unit you just bailed on shoots you again next turn and then charges YOU, or you stick around in combat and get torn into tiny, bloody pieces.
Did I make an error somewhere?
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Post by: DaKKaLAnce
Ok, I dont let math hammer try to Determine whether or not a unit will be effective. I always "glance" it. Just look at it, and get an idea how effective it will be, Dont let the number confuse you. MMV, so you just got to judge it best you can. I look at my stats and what I need and if it looks decent enough, then why not give it a try. Very rarely have the rolls been statistically correct, so ive just given up on math hammer and just wing it and see how well my results are with my rolls.
Alot of players depend too much on it too much, and I feel that is more of a Con than pro. Dont over think your toy soliders, just play them and look at them as a whole. Hard to explain, but I just know it has been working for me so far.
Keep the bikes on the flanks and let them hunt units in the back field. Divide & conquer, etc.
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Post by: mercury14
Reavers are some of the best units in all of 40K. Jim - you're forgetting to factor in Power from Pain and Combat Drugs to their value. And I don't find that MEQ beat them in CC at all. I kill them on I10 and then what's left only wounds with 25% of its attacks. Then I get 5+ and FnP.
I run Reavers in six-Elf units with 2x Caltrops. That gives them enough killing power to slaughter MEQ, take (out wounded) MCs, vehicles, etc. Also I run Heat Lances on them sometimes (but not always). They're great at softening up targets before the assault or helping the rest of my list's blasters/DLs pop a transport so that I can assault the squishy insides.
Here's what I do... Turn one they all go flat-out and move into my opponents' backfield while the rest of my list rushes. 3+ Jinking Reavers are pretty durable and the pressure they provide gives my opponents some hard choices to make. This move makes my opponent shoot at my Venoms/trueborn/etc much less. Also this is a great way to run Harlequin Skyweavers (esp with re-rollable jink), just flat-out them with Zephyrglaives into your opponents' backfield with the Reavers and nobody shoots the Harlies.
Turn two I assault all the Reavers and Skyweavers. It's a massacre.
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Post by: Homeskillet
Jimsolo wrote:I normally don't like using mathhammer as the first diagnostic tool, but I'm curious whether or not my luck is just really bad, or other peoples' is just really good.
Assuming a 3-man squad, fresh out, charging a MEQ unit. You've got six shots, four hits, two wounds, .66 unsaved wounds.
Bladevanes give us 2 S4 hits, which have a 1/2 chance to wound (1 wound), 1/3 chance at a Rend, and 2/9 chance of an additional wound. So, .55 wounds.
Caltrops cause 3.5 hits on average. 5/6 chance to wound (1/5 is a rend, 4/15 chance for a wound otherwise) leaves us with .7 rends and .93 wounds getting through.
Regular attacks have a 1/2 chance to hit, 1/3 chance to wound, and 1/3 chance to get through. So 9 attacks with a 1/18 chance to get a wound through gives us another .5 wounds.
After all is said and done, the Reavers accomplish (on average, assuming they didn't have to Jink or suffer casualties from overwatch) 3.34 wounds. Not enough to wipe a squad. Then the marines get to counter, and if there's a sergeant in there you're hosed.
Even if you break the marines they don't run, so you have to either H&R, which means the unit you just bailed on shoots you again next turn and then charges YOU, or you stick around in combat and get torn into tiny, bloody pieces.
Did I make an error somewhere?
Your math sounds fine, I think the issue is you're assuming a 3-man Reaver squad assaulting a 5 man Tac squad. I don't know of anyone who runs 3 Reavers. If you're taking Caltrops over Heat Lances, you're taking 6 and getting 2 Caltrops. So just double your results from before and you'll be surprised at how much damage they will do. Mercury14 was correct, the Combat Drugs table and Power from Pain both make them even better. How he runs his bikes is my exact tactic as well. Turbo-boost right where you want to assault, and take your 3+ jink. You're getting a minimum of 6+ FNP if you hit assault turn 2, and 5+ FNP every round after that.
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Post by: SarisKhan
3-man Reaver squad with a single Cluster Caltrop costs 63 pts. What did you expect of such a tiny unit?  Double that, flank the enemy/flat-out into B- LoS, 3+ Jink if need be and assault.
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Post by: DaKKaLAnce
Reaver jet bikes are easily one of the best units in the Codex. They can put on some hurt to a unit they charge.
35241
Post by: HawaiiMatt
DaKKaLAnce wrote:Reaver jet bikes are easily one of the best units in the Codex. They can put on some hurt to a unit they charge.
I had a ton of luck with my jet bike army.
It's:
Autarch on bike with laser lance and mask
4x3 scatter laser bikes
5 wraith guard in a serpent
4x6 reavers with 2 caltrops
2x5 scourage with haywire
10 Lhamaean in raider
2x5 warriors in venoms
Turn 1, reavers, autarch, serpent and raider all went flank out up a flank.
Opponents turn 1.
He's he's got 34 poison shots and 48 S6 shots coming in from the front, and 5 very serious assault units about to roll down his flank. The remaining 3rd of his force is out of range due to the speed bikes. He could run his death star toward the reavers, but then he's got to contest with 5 Strength D shots, and 30 attacks with 2+ poison and lethal dose. If he brings in any reserves near the reavers they'll be at risk of assault.
It put my opponent into a position with some very hard decision to make, and very little time to react.
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Post by: Jimsolo
DaKKaLAnce wrote:Reaver jet bikes are easily one of the best units in the Codex. They can put on some hurt to a unit they charge.
So I keep hearing, but mine consistently just get killed. Maybe I just have bad luck with them.
35241
Post by: HawaiiMatt
Jimsolo wrote: DaKKaLAnce wrote:Reaver jet bikes are easily one of the best units in the Codex. They can put on some hurt to a unit they charge.
So I keep hearing, but mine consistently just get killed. Maybe I just have bad luck with them.
Maybe you don't have enough.
Maybe you need another more pressing target, like 3 incubi in a night shielded raider, 11 to 13 S4 AP2 attacks usually hitting on 3+ for a 70 point unit.
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Post by: DaKKaLAnce
HawaiiMatt wrote: Jimsolo wrote: DaKKaLAnce wrote:Reaver jet bikes are easily one of the best units in the Codex. They can put on some hurt to a unit they charge.
So I keep hearing, but mine consistently just get killed. Maybe I just have bad luck with them.
Maybe you don't have enough.
Maybe you need another more pressing target, like 3 incubi in a night shielded raider, 11 to 13 S4 AP2 attacks usually hitting on 3+ for a 70 point unit.
Im guessing this includes a klaivex?
86452
Post by: Frozocrone
So here's a quick question.
Aside magnets (Which I intend to do for this flyer) what do you all have most success with when using a Razorwing?
I built my last one as Splinter Rifle, Dark Lance and Monoscythe Missiles. With the one I got to supplement it, I'm thinking of using Necrotoxin and Dark Lance/Splinter Rifles? Is that good?
If only for Wraithknights...
77559
Post by: SarisKhan
Frozocrone wrote:With the one I got to supplement it, I'm thinking of using Necrotoxin and Dark Lance/Splinter Rifles? Is that good?
If only for Wraithknights...
I run both of my RWJFs in that configuration. DLs to shoot down enemy fliers and force Flyrants to Jink. Necrotoxin Missiles help against blobs of high Toughness models. I also add NS, 3+ Jink helps them survive the enemy response after they come so they may return and dish out more damage later.
41136
Post by: DaKKaLAnce
I run mine with Splinter cannon and DL, with the monoscythe. I have started not using Night shields anymore. But I feel like they are no longer needed.
89221
Post by: lessthanjeff
I won't lie, I run mine stock more often than not. I have a really hard time justifying upgrades it seems. My usual strategy is to fire 2 dissies and 2 missiles when they enter, then I can still be enough of a threat to another unit a different turn. I always figure "if it's debatable which way to run them anyway, may as well pick the cheaper option".
The two lances rarely impress me for antiarmor options because it's not consistent enough to count on for anything. If I want to kill a tank, I'll take something I can count on to get the job done like a unit of firedragons.
77559
Post by: SarisKhan
DaKKaLAnce wrote:I run mine with Splinter cannon and DL, with the monoscythe. I have started not using Night shields anymore. But I feel like they are no longer needed.
Whatever floats your boat. From my personal experience I found that passing Jink saves on 3+ rather than 4+ saved my sorry ass so many times I don't leave Commorragh without NS.
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Post by: DaKKaLAnce
Well the way I look at it, If I jink, then the fighter is going to be useless. My meta is against FMC and Crimson hunters, So They will keep shooting at me and I will keep jinking. That is why I usually dont put NS on my Fliers.
80055
Post by: DirtyDeeds
But you can just fly off the board after you jink, then come in the next turn and shoot at full bs
41136
Post by: DaKKaLAnce
DirtyDeeds wrote:But you can just fly off the board after you jink, then come in the next turn and shoot at full bs
Yes I could, I did that last game we played and it worked out. I was just trying to say a few points and make my list on a budget . When I have the extra points, I usually go ahead and put the NS on.
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Post by: Homeskillet
i run Dark Lances for hunting other flyers as well. No upgrade on the chin gun, no defensive upgrades. If I have the points, I'll get some Shatterfield Missiles, just because they'll also wound on a 2+ for most things, have shred, and can damage vehicles because of the S7.
My typical tactic is to fly on the board and unload all 4 missiles immediately, typically crushing whatever unit they hit. That way if my opponent shoots at me next turn I've gotten my money's worth out of it if it gets blown out of the sky.
28269
Post by: Red Corsair
lessthanjeff wrote:I won't lie, I run mine stock more often than not. I have a really hard time justifying upgrades it seems. My usual strategy is to fire 2 dissies and 2 missiles when they enter, then I can still be enough of a threat to another unit a different turn. I always figure "if it's debatable which way to run them anyway, may as well pick the cheaper option".
The two lances rarely impress me for antiarmor options because it's not consistent enough to count on for anything. If I want to kill a tank, I'll take something I can count on to get the job done like a unit of firedragons.
I agree, I find having 6 s5 ap2 shots a SC and two missiles can clear anything I want off from where I want. The Two DL's usually mean I am not using my missile payload the way I should, or they aren't helping as much. 2 odd DL's isn't worth that cost IMO.
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Post by: Frozocrone
Ooh ok. I was thinking about Voidravens as my flyers and AA while reconstructing my list..
I've used all my Fast Attack on Scourge and Venoms for the Heroes Path formation xD Has anyone used the bombers effectively?
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Post by: felixcat
I have been toying with this list ...
Real Space Raiders - 1850
Llhamaen: Venom, Dual Splinter Cannons:
3x 5 Kabalite Warriors: Blaster, Venom, Dual Splinter Cannons:
4 Razorwing Jetfighters: 2 TL Dark Lances, 4 Monoscythe Missiles:
2 Razorwing Jetfighters: 2 TL Dark Lances, Splinter Cannon, 4 Monoscythe Missiles:
3 Voidraven Bombers: Two Void Lances, Void Bomb, Nightshields:
10 Splinter Cannons
12 Dark Lances
24 Monoscthe Missiles
6 Void Lances
3 Void Bombs
3 Blasters
You can knock lances but when you spam enough they are quite good. I do like my void ravens a lot. I take the two razors with SCs just for FMCs and sometimes they are handy against ground units.
Is this list competitive ... not really. It is rather 'hit or miss' by nature. No ObSec so I need to kill everything. Not that it isn't possible by turn four/five. I generally lose a few venoms turn one even with the hunter boost from real space.
That said you can field the venoms empty and keep the warriors behind LoS if the terrain is good. There are a few options. Bottom line is that DE flyers are way better en masse. Of course this is nothing new. Void ravens are just fine in this list.
Now specifically - a void raven with FF is just more durable then a razorwing. Don't think that AV11 over AV10 is a small difference. It is enough to keep the void raven flying. And its lance is pretty darn potent. S9 AP2 means you are penetrating more often. It is really that simple. And the S9 blast when you are flying off is nothing to sneeze at.
Notice also that I forgo any extra missiles on the void ravens. While nice I would rather keep the cost down. I have plenty of AI in the razors anyway. However, if I was not using razors I would add two shatterfields to the load out.
Now I played this list twice. I've never gone to any major event with it. So take this with a grain of salt. I have played razors and bombers though more often.
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Post by: SarisKhan
felixcat wrote:Now specifically - a void raven with FF is just more durable then a razorwing. Don't think that AV11 over AV10 is a small difference. It is enough to keep the void raven flying. And its lance is pretty darn potent. S9 AP2 means you are penetrating more often. It is really that simple. And the S9 blast when you are flying off is nothing to sneeze at.
Uhm, that used to be the case in the 5th Edition Codex. In 7th Edition, Voidraven has AV 10 and access to NS, which grants Stealth rather than decreasing the range of enemy weapons. No FF.
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Post by: Jimsolo
So, is there a consensus on which Wych weapon is best these days?
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Post by: lessthanjeff
Jimsolo wrote:So, is there a consensus on which Wych weapon is best these days?
The one that comes with grotesques.
18690
Post by: Jimsolo
Hardy har. I'm finishing modeling my DE to paint, and although the wyches won't get PLAYED this edition, if I do break them out for some reason, I'd like to know I have the most viable weapon on them.
I'd assume it'd still be hydra gauntlets, but my math skills are fuzzy at best.
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Post by: Red Corsair
No upgrades, just more wyches. All the current wych weapons suck for their cost.
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Post by: Jimsolo
Red Corsair wrote:No upgrades, just more wyches. All the current wych weapons suck for their cost.
Ok...I'm not looking to compare them to other units, or bare wyches. All I want to know is which, among the three Wych weapons, is mathematically the best, if any?
28269
Post by: Red Corsair
Jimsolo wrote: Red Corsair wrote:No upgrades, just more wyches. All the current wych weapons suck for their cost.
Ok...I'm not looking to compare them to other units, or bare wyches. All I want to know is which, among the three Wych weapons, is mathematically the best, if any?
Well, I guess I don't see the point really since all 3 are kind of bad. Personally I like the shardnet and impaler since to me it fits their gladiatorial background the best and I find the model looks the coolest. I wasn't trying to be annoying, I just don't see the point in splitting hairs between 3 suboptimal options. just take your favorite.
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Post by: HawaiiMatt
Jimsolo wrote:
Hardy har. I'm finishing modeling my DE to paint, and although the wyches won't get PLAYED this edition, if I do break them out for some reason, I'd like to know I have the most viable weapon on them.
I'd assume it'd still be hydra gauntlets, but my math skills are fuzzy at best.
I think I found the best option for my wyches.
Mine will have 2 power swords, 4 chain swords, 6 shuriken pistols, and 2 meltaguns; all for only 72 points; then because that feels too cheap, I'll add a warlock with a spear (converted from mandrakes).
6" battle focus is just awesome, even on guardians.
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Post by: Inevitable_Faith
All jokes aside jimsolo I think the razorflails are better one the charge, more attacks with more re-rolls is great but the hydra gauntlets are best after the charge. It also depends on what you are fighting of course. Hydra/flails are both neck in neck I feel and the shardnet and impaler are the least viable option.
Due to the way the wych boxes are packaged however I will have one wych unit with gauntlets, one with flails and my bloodbrides with have impalers.
Sorry if this isn't entirely helpful but its my take on it. My math is horrible btw so I don't even attempt it lol.
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Post by: Crispy78
I'm thinking Hydra Gauntlets are probably the best. Wyches are WS4 and Str3 so they hit more easily than they wound - therefore better to have a re-roll on the wound roll than the hit roll I reckon.
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Post by: Solosam47
I always go hydra for the exact reason given, wyches will hit, it's wounding that's annoying so hydra gauntlets fix that. As for all the options being terrible and people "just not seeing the point" well they don't use wyches very often, sure without all haywire grenades they are not as decent as they used to be but I still like to use a 10 man in a raider cause my opponent doesn't know that so they poor fire at them scared of cc. I'll use them too cc what ever my warrior boats/venoms don't kill with shooting and it works really well.
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Post by: Inevitable_Faith
One thing I love about wyches is the 4++ in cc. They are a relatively cheap unit that you can throw at an enemy MC or high str/ap low number of attacks enemy and they can tarpit them quite nicely.
My math might be way off but one reason I like the razorflails is that assuming you face a ws4 opponent you have a 50% chance to hit, with re-rolls that makes it 75% chance to hit. Since rolling to hit happens before rolling to wound you can't re-roll wounds on failed to hit rolls so the flails help you right out the gate. I'm not arguing that they are better by any means, str3 is still terrible and re-roll to wound greatly helps that, I just don't see the flails nearly as useless as some people seem to perceive them.
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Post by: Jimsolo
I don't think that the Razorflails are useless, it's just that they aren't as good as the Gauntlets. (I mean, I'd still take them if they were the only option.)
But yeah, let's not confuse this academic sidebar with a discussion of whether or not wyches suck. The jury's in: they do.
But I've been accused of being TFG and making cheesy lists a couple of times, so I thought I would shoot myself in the foot and make friendly lists with sub-par units. I just can't bring myself, I guess, to permanently mar my miniatures with sub-par equipment.
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Post by: Solar Shock
Jim ive never seen you come up with a cheesy list ever, most lists I've seen from you are fluff orientated, or around a certain trick, like the LD stuff. Just because you then make a strong list utilising a cool idea doesn't make it cheesy
But then maybe secretly your just an elder player! with all your serpents and wraithknights! GRR you make me so mad!
I like solosam's idea, take some wyches that they either overestimate or underestimate
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Post by: HawaiiMatt
Confusion might be the best bet.
3x5 wyches, each with a different wych weapon.
Then 2x9 wyches, one with jain zar, the other with karandas.
Try and distract the opponent with how awesome those wych weapons are...
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Post by: Gamerely
How does everybody deal with overwatch? My buddy plays tau and the collective overwatch he can put out is hardcore. He killed 5 of my 6 reavers on overwatch alone. And it was already a fairly weakened squad. Maybe it was just a case of him rolling super well and me rolling jinks really poorly.
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Post by: SarisKhan
Gamerely wrote:How does everybody deal with overwatch? My buddy plays tau and the collective overwatch he can put out is hardcore. He killed 5 of my 6 reavers on overwatch alone. And it was already a fairly weakened squad. Maybe it was just a case of him rolling super well and me rolling jinks really poorly.
1. Ally an Autarch Skyrunner with a Banshee Mask.
2. Cancel Overwatch.
3. Rape.
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Post by: Frozocrone
Gamerely wrote:How does everybody deal with overwatch? My buddy plays tau and the collective overwatch he can put out is hardcore. He killed 5 of my 6 reavers on overwatch alone. And it was already a fairly weakened squad. Maybe it was just a case of him rolling super well and me rolling jinks really poorly.
1) Don't get into combat
2) Multi-charge since everything is going to overwatch (might as well tie up as many units as possible)
3) Banshee Masks
4) Maximum Threat Overlord (one unit will get shot to bits, bring out five to six and suddenly it's not as bad).
5) Force things to go to ground, then charge.
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Post by: DaKKaLAnce
Gamerely wrote:How does everybody deal with overwatch? My buddy plays tau and the collective overwatch he can put out is hardcore. He killed 5 of my 6 reavers on overwatch alone. And it was already a fairly weakened squad. Maybe it was just a case of him rolling super well and me rolling jinks really poorly.
Tau is a tough army...But Theres isnt really too much you can do. Soften them up a little before assault.
But honestly sounds like you just had bad rolling and he had great rolling.
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Post by: Solar Shock
or take a lone beast, charge that in first, if they overwatch they can't overwatch again. If they don't... well a unit in combat can't overwatch (and I assume that means the other tau units can't either? they can't elect to overwatch without the primary right? dont know tau well).
A few beasts can be only around 50pts, they can move and keep up with bikes reasonably well. They will take away fire if the enemy realises what trick is coming, they will eat overwatch if he doesn't.
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Post by: lessthanjeff
Gamerely wrote:How does everybody deal with overwatch? My buddy plays tau and the collective overwatch he can put out is hardcore. He killed 5 of my 6 reavers on overwatch alone. And it was already a fairly weakened squad. Maybe it was just a case of him rolling super well and me rolling jinks really poorly.
Another option is to break units out of the 6" bubbles of each other. I find that many units can be knocked out of supporting fire range by inflicting a couple casualties on the right side. Venoms and other long range guns are great for doing this.
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Post by: FearPeteySodes
SarisKhan wrote: Gamerely wrote:How does everybody deal with overwatch? My buddy plays tau and the collective overwatch he can put out is hardcore. He killed 5 of my 6 reavers on overwatch alone. And it was already a fairly weakened squad. Maybe it was just a case of him rolling super well and me rolling jinks really poorly.
1. Ally an Autarch Skyrunner with a Banshee Mask.
2. Cancel Overwatch.
3. Rape.
This for sure, if you multi charge these in first anything thats in combat cant overwatch. Start piling in and taking slaves. The only foil I see against the massive tau overwatch would be kroot bubblewrap but as other posters have said, venoms are perfect for poking holes.
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Post by: Gamerely
I'm trying to stick to mono Dark Eldar for the time being so Banshee Masks are a no go. But a very tempting offer. Weakening the line sounds like a good option. My Reavers really outpaced everybody else so I couldn't really whittle them down before I assaulted. As I play them more I'll get used to how the army moves. I'm used to the slow as gak Imperium.
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Post by: Red Corsair
Gamerely wrote:I'm trying to stick to mono Dark Eldar for the time being so Banshee Masks are a no go. But a very tempting offer. Weakening the line sounds like a good option. My Reavers really outpaced everybody else so I couldn't really whittle them down before I assaulted. As I play them more I'll get used to how the army moves. I'm used to the slow as gak Imperium.
Boost an empty raider along side them to block line of sight. Other units can only overwatch if they can see
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Post by: DaKKaLAnce
How many bike squads are you using? 3x6? and are you using the RSR detachment?
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Post by: Gamerely
Red Corsair wrote: Gamerely wrote:I'm trying to stick to mono Dark Eldar for the time being so Banshee Masks are a no go. But a very tempting offer. Weakening the line sounds like a good option. My Reavers really outpaced everybody else so I couldn't really whittle them down before I assaulted. As I play them more I'll get used to how the army moves. I'm used to the slow as gak Imperium.
Boost an empty raider along side them to block line of sight. Other units can only overwatch if they can see 
Oh wow, I never even considered that! And to DaKKaLAnce, in that game I had 2 units of 6. That was my first time using them in a larger capacity. Just a 750 point game so I was trying some new things.
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Post by: DaKKaLAnce
Gamerely wrote: Red Corsair wrote: Gamerely wrote:I'm trying to stick to mono Dark Eldar for the time being so Banshee Masks are a no go. But a very tempting offer. Weakening the line sounds like a good option. My Reavers really outpaced everybody else so I couldn't really whittle them down before I assaulted. As I play them more I'll get used to how the army moves. I'm used to the slow as gak Imperium.
Boost an empty raider along side them to block line of sight. Other units can only overwatch if they can see 
Oh wow, I never even considered that! And to DaKKaLAnce, in that game I had 2 units of 6. That was my first time using them in a larger capacity. Just a 750 point game so I was trying some new things.
Ah gotcha. Well that is a good amount at 750. Maybe add another 3 man squad to take the hit? with the jink and Fnp, you shouldn't really have any issues with over watch.
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Post by: Red Corsair
Gamerely wrote: Red Corsair wrote: Gamerely wrote:I'm trying to stick to mono Dark Eldar for the time being so Banshee Masks are a no go. But a very tempting offer. Weakening the line sounds like a good option. My Reavers really outpaced everybody else so I couldn't really whittle them down before I assaulted. As I play them more I'll get used to how the army moves. I'm used to the slow as gak Imperium.
Boost an empty raider along side them to block line of sight. Other units can only overwatch if they can see 
Oh wow, I never even considered that! And to DaKKaLAnce, in that game I had 2 units of 6. That was my first time using them in a larger capacity. Just a 750 point game so I was trying some new things.
Empty raiders are your friend
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Post by: Jimsolo
If you position your attackers correctly, against Tau you can often make charges from a position out of LOS of some of the supporting units.
Control the weapon ranges, too. Overwatch doesn't negate weapon ranges, and since most of our units are Fleet, we can charge from further back with a greater degree of safety from failed charges. This can prevent some supporting fire, and can at least mitigate Rapid Fire from the models in the target or supporting units.
Our greater mobility makes these tactics much easier for us than for slower armies.
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Post by: lustigjh
For fans of Mush's Repugnant Ramblers, I wrote up a batrep using a revised list using the Grotesquerie formation with some kabalites in venoms as the troop tax:
http://www.dakkadakka.com/dakkaforum/posts/list/0/648535.page#7831852
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Post by: FearPeteySodes
Great report Lustigjh and grats on the solid win! Im trying to build a similar coven/kabalite list but my issue is two of my main opponents play mech IG. I read Mush's batrep vs the Imperial knights where his lack of anti armor was mitigated by board presence but against IG with obsec its seemingly not really an option.
My last game i was able to hobble his transports turn 2 with caltrop/vane reavers I couldn't capitalize due to incredibly poor reserve rolls. By the time i had ground my way back on the board. He was so far ahead in points i needed to table to (arguably) win. I feel i could have had we gone to T7 but alas we did not so i got crushed.
How would you build or play a list like this against mech anything really without going full tailoring min/max cheese? Replace venoms with DL raiders?
Edit:
The game was 1500 pts and roughly:
Haemy - WWP, in dark artisan
Talos -Heat lance, chain flails
Chronos - siphon
RSR
Archon - WWP, blast pistol
5 blasterborn
2 X 5 warriors in venoms with SC upgrade
2 Razorwings - DLs
4 X 3 Reavers - Caltrops
Guard
3 chimeras - 2 with vets and Comissar, 1 with priest and ogryns
Vindicator
LR Exterminator
Wyvern (? the multiple barrage anti infantry ?)
Vendetta with special weapon vets
I know my list was a mess but i was just trying to get a feel for some different units since its been a while since i played.
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Post by: lustigjh
My 1500 coven/kabalite list includes 2 units of Haywire Scourges so that's how I'd do anti armor. I make up for it by taking one less plane and one less Reaver unit - that's a lot of extra anti-infantry if you ask me.
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Post by: DirtyDeeds
I haven't had the chance yet, but my current build has an autarch with a banshee mask in a squad of 10 grotesques... I already warned my local tau player that I'll be gunnin' for his gunline. >
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Post by: lustigjh
DirtyDeeds wrote:I haven't had the chance yet, but my current build has an autarch with a banshee mask in a squad of 10 grotesques... I already warned my local tau player that I'll be gunnin' for his gunline. > 
Tau overwatch is 90% why I bought Eldar allies with the new dex. I'm so sick of watching all my stuff die to free shooting attacks.
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Post by: The Shadow
lustigjh wrote:My 1500 coven/kabalite list includes 2 units of Haywire Scourges so that's how I'd do anti armor. I make up for it by taking one less plane and one less Reaver unit - that's a lot of extra anti-infantry if you ask me.
Do you find Haywire Scourges useful? I know it's allying in, which you may not want to do, but if you're going with Haywire, you may as well use Swooping Hawks instead. The way I see it, the advantages of Scourges is being able to take a ridiculous amount of heavy weaponry on a small squad, i.e. 4 heat lances. This will give you anti-tank (and anti TEQ/ MEQ) capabilities through shooting - i.e. on the turn you deep strike, if you choose to do so - and hence allows them to fulfil a role that swooping hawks can't.
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Post by: Jimsolo
The Shadow wrote:lustigjh wrote:My 1500 coven/kabalite list includes 2 units of Haywire Scourges so that's how I'd do anti armor. I make up for it by taking one less plane and one less Reaver unit - that's a lot of extra anti-infantry if you ask me.
Do you find Haywire Scourges useful? I know it's allying in, which you may not want to do, but if you're going with Haywire, you may as well use Swooping Hawks instead. The way I see it, the advantages of Scourges is being able to take a ridiculous amount of heavy weaponry on a small squad, i.e. 4 heat lances. This will give you anti-tank (and anti TEQ/ MEQ) capabilities through shooting - i.e. on the turn you deep strike, if you choose to do so - and hence allows them to fulfil a role that swooping hawks can't.
When it comes to Scourges, that debate will rage forever. The greater range (and greater effective range) of the Haywire Blaster vs the greater utility against non-vehicle targets is a question with no 'one right answer.'
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Post by: lessthanjeff
Agreed. I tend to play the range and LOS game so I need mine to stay as far away as possible and strip away hull points which means haywire blasters are the right answer for me. If I used heat lances they would be the only unit in range of the enemy and they'd get obliterated after landing (assuming they didn't mishap in the first place). If you took a different style of list with other threats in the enemy's face then I could see the argument for heat lances, but they don't work in my list.
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Post by: Red Corsair
If your allying in Eldar then their is no point in scourge IMO. Swooping hawks are better at everything for the same cost. With an 18" move and fleet they assault an average of 27"!!! No vehicle in the game can hide from them, and with battle focus and longer ranged AI weapons (plus hawk bombs that ignore cover) it gets annoying how much better they are. Oh, and battle focus to hide after a volley in case they weren't good enough lol. Thanks to having every grenade in the world there is no need to specialize these blokes, they do it all.
Then there are fire dragons for metla. Melta guns AND melta bombs on every model, +1 to damage. Again, annoying when you realize a heatlance scourge is 26ppm to a fire dragons 22 and thanks to battle focus a fire dragon moves ~10" compared to our 12"....
That said I love the models and will continue to field my scourge because I like a challenge in my games lol. I think that's the number one reason to continue using the DE versions, they make for a more challenging game and at least for me, a much more gratifying victory because it was hard fought.
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Post by: Jimsolo
The number of slot/detachments available in some events may necessitate using Scourges, as well as collection limitations. After all, we're discussing DE primary armies here, so Eldar are usually going to be the allies, not the main event.
Not sure about Swooping Hawks, but compared to Fire Dragons, the Scourges are dirt cheap.
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Post by: SarisKhan
I love me Heat Lance Scourges. They're good at blowing up Vehicles. I also used their mobility/DS to grab remote objectives many times, or score Linebreaker for instance.
Can't wait to start casting Guide on them.
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Post by: Red Corsair
Jimsolo wrote:The number of slot/detachments available in some events may necessitate using Scourges, as well as collection limitations. After all, we're discussing DE primary armies here, so Eldar are usually going to be the allies, not the main event.
Not sure about Swooping Hawks, but compared to Fire Dragons, the Scourges are dirt cheap.
5 scourge with heavy weapons is 120pts
5 firdragons are 110
Not seeing where your coming from, and in an allied detachment you can get hawks and fragons. I also haven't seen a recent event that didn't allow formations, the aspect shrine gets you 3 in any combo with BS 5 to boot.
Collection limitations don't merit much weight in a tactics discussion IMHO. We are discussing unit merits not what everyone owns.
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Post by: The Shadow
Red Corsair wrote: Jimsolo wrote:The number of slot/detachments available in some events may necessitate using Scourges, as well as collection limitations. After all, we're discussing DE primary armies here, so Eldar are usually going to be the allies, not the main event.
Not sure about Swooping Hawks, but compared to Fire Dragons, the Scourges are dirt cheap.
5 scourge with heavy weapons is 120pts
5 firdragons are 110
Not seeing where your coming from, and in an allied detachment you can get hawks and fragons. I also haven't seen a recent event that didn't allow formations, the aspect shrine gets you 3 in any combo with BS 5 to boot.
Collection limitations don't merit much weight in a tactics discussion IMHO. We are discussing unit merits not what everyone owns.
Fire Dragons need a good delivery method, whether it's a Wave Serpent or a Falcon or something more unusual like a Webway Portal. I'm not saying that Scourges are better or that Fire Dragons are bad, because that's not the case, it's just that Scourges are something you can stick in a list that's nearing the limit to add a bit more anti-armour firepower and are something that can operate well on their own. Not as well as Fire Dragons operate with a Wave Serpent, but well nonetheless.
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Post by: Inevitable_Faith
Thats a great point shadow, fire dragons are typically going to cost around 220 once all is said and done because without a transport their use is quite limited. That's not to say you're not getting good use out of the firepower of the transport, and the protection for the dragons inside, but it is something to consider when looking at the overall investment required to make good use of either unit.
I make no assumptions of either unit being better than one or the other either, they both have their uses and are good in their own right. Another thing I like about scourges is that running either the HWB or the heat lance are both viable options with pros and cons, its not like there is one clear choice that one is better than the other. To me that speaks to a unit being fairly well balanced, I like seeing this sort of thing within a codex. It's a far cry from some units from other armies that you look at and think "wow, they have 4 weapon options but 3 of them suck so why would I ever load them out differently?".
SoB dominions come to mind in this regard, the storm bolter is quite a laughable choice, the flamer gets no benefit from their AoF and the melta jives so perfectly with them that you'd be daft not to take it. They might as well have just made their codex entry with the melta already equipped.
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Post by: The Shadow
Inevitable_Faith wrote:Thats a great point shadow, fire dragons are typically going to cost around 220 once all is said and done because without a transport their use is quite limited. That's not to say you're not getting good use out of the firepower of the transport, and the protection for the dragons inside, but it is something to consider when looking at the overall investment required to make good use of either unit.
That's true, and part of the reason why Fire Dragons are good. Yes, they do need a transport to function but that transport is hardly a tax and functions well in its own right. That said, that transport still costs and hence it's easier to fit Scourges in any old list.
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Post by: Frozocrone
Scourges also have a slightly larger Melta Range which gets them out of Explosion range and gives them a slightly larger threat threshold.
I just wish my beloved Scourge got +1 to vehicle damage...that's probably why I consider Fire Dragons to be equal to/better than Scourge with their weapons.
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Post by: DirtyDeeds
@ Red Corsair
You also need to consider the range on the weapons. Scourges can plink away hull points at 24" while Fire Dragons need at least 12".
@ Jimsolo
Swooping Hawks fill the same role as Scourges, but in a different way. While Scourges would like to shoot their targets from a distance, Swooping Hawks have Haywire Grenades so they would much rather assault their targets. What makes them cool is that if equipped with an Exarch, they do not scatter, and any unit that they move over with their 18" movement gets hit with a Haywire Grenade or a str 4 ap4 hit for each model in the unit. This attack can be made against fliers. THEN they can shoot another Haywire grenade.
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Post by: HawaiiMatt
Swooping Hawks might be able to double down.
6 attempts on a 4+ for a S4 AP4 haywire, then another haywire toss in the shooting phase, followed by 6 more haywires in the assault phase.
Think of it this way. Wyches with haywire used to be awesome. Swooping hawks now fill that role, only doing it better, due to moving a full 12" further than the wyches could; and having 4+ armor too.
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Post by: Jimsolo
The Shadow wrote: Red Corsair wrote: Jimsolo wrote:The number of slot/detachments available in some events may necessitate using Scourges, as well as collection limitations. After all, we're discussing DE primary armies here, so Eldar are usually going to be the allies, not the main event.
Not sure about Swooping Hawks, but compared to Fire Dragons, the Scourges are dirt cheap.
5 scourge with heavy weapons is 120pts
5 firdragons are 110
Not seeing where your coming from, and in an allied detachment you can get hawks and fragons. I also haven't seen a recent event that didn't allow formations, the aspect shrine gets you 3 in any combo with BS 5 to boot.
Collection limitations don't merit much weight in a tactics discussion IMHO. We are discussing unit merits not what everyone owns.
Fire Dragons need a good delivery method, whether it's a Wave Serpent or a Falcon or something more unusual like a Webway Portal. I'm not saying that Scourges are better or that Fire Dragons are bad, because that's not the case, it's just that Scourges are something you can stick in a list that's nearing the limit to add a bit more anti-armour firepower and are something that can operate well on their own. Not as well as Fire Dragons operate with a Wave Serpent, but well nonetheless.
Exactly. Footslogging FDs are cheaper, but virtually useless without a ride. After necessary upgrades, the Scourges are cheaper. The FDs in a transport are better, IMO, but the Scourges cost less to field effectively.
@Redcorsair- Of course collection limitations have a place in such discussions. Finding secondary or tertiary solutions which can be achieved with the models people have access to is one of the primary purposes of in depth tactical discussions. It's why people spend pages upon pages trying in vain to figure out how to make Hellions or Wyches not blow in this edition.
A tactical discussion isn't a unit guide. More than just reaching a communal agreement on three or four 'best' units, a good tactical discussion considers broader strategies for a wider variety of units.
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Post by: Red Corsair
Not to sound snippy but coming from a guy with a thread revolving around leadership shenanigans using up to 4 sources I think suggesting limitations based on models is a flawed stance. I respect the freak show stratagem despite how many sources and models it requires. I don't see how a few aspect warriors is a problem by comparison for example.
I look at what tactics are the most practical, not at what I own necessarily, doing this allows me to make informed future purchases. I'd personally rather own a unit of hawks and dragons along with a couple scourge units then rely on spamming several more scourge units.
Back on topic in regard to fire dragons, they really don't have bad range on foot when you factor in battle focus. 6" move with a 3.5" average battle focus (fleet) and a 12" range is 21.5" total. We are looking at heat lance scourgeas a direct comparison, so 12" move that needs to be within 9" for 21" total. Hlances may say 18" range but they might as well say 9". So as you can see, fire dragons actually out range heat lances on foot overall since they threaten armor at 12" there is no requirement for them to be in melta range unlike heat lances. Obviously they perform best inside a venom or raider, but I felt it was worth displaying just how wide their threat range is even on foot.
I'd suggest an aspect shrine for any DE list as a cheap highly efficient AT section. Go fir +1 BS and take hawks, dragons and even Dreapers. It allows us to relax a bit on AT and focus on the fun AI shenanigans we can pull.
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Post by: DirtyDeeds
@Red Corsair
If you're going to limit the Scourge to the range of the melta effect, why not do the same for the Fire Dragons?
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Post by: Jimsolo
DirtyDeeds wrote:@Red Corsair
If you're going to limit the Scourge to the range of the melta effect, why not do the same for the Fire Dragons?
Exactly. When you factor in melta ranges, even with fleet dragons have an effective range of 15.5 vs the 21 of Scourges. That's assuming you're using lances vs HWBs of course, which have an effective range of 36".
Again, (and this keeps getting lost for some reason) I would also prefer Fire Dragons to Scourges, but circumstances don't always allow their inclusion. (Model collections, points values, or event restrictions on number of detachments, sources, and units can all contribute to making the scourges more feasible.)
The Freakshow threads do indeed address a large array of armies, but I think you're mistaken. Freakshows do not require four sources to function. Two will often be sufficient. I talk about such a wide variety of units and options in order to address more possibilities than a single formulaic list. I have mentioned a unit performing in a secondary role when collection limitations force them to be fielded on more than one occasion.
If the tactics we discuss and come up with aren't able to be applied because virtually no one has the models to do so, then those tactics are functionally worthless, and the time spent discussing them a waste.
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Post by: Red Corsair
DirtyDeeds wrote:@Red Corsair
If you're going to limit the Scourge to the range of the melta effect, why not do the same for the Fire Dragons?
Because I have used scourge exhaustively in 5th, 6th and 7th and heatlances may as well be ranged 9" when regarding vehicle penetration. S6 struggles to even pop rhinos. OTOH a melta gun is an AP1 blaster, there is no need to be in melta range when your shooting at rhinos, especially now that fire dragons from an aspect shrine are BS5 and explode that rhino on a 4+. 5 dragons will hit 4 times, pen twice and get the explode from 12" which actually means they are further away then scourge, ie safer.
Automatically Appended Next Post:
Jimsolo wrote:DirtyDeeds wrote:@Red Corsair
If you're going to limit the Scourge to the range of the melta effect, why not do the same for the Fire Dragons?
Exactly. When you factor in melta ranges, even with fleet dragons have an effective range of 15.5 vs the 21 of Scourges. That's assuming you're using lances vs HWBs of course, which have an effective range of 36".
Again, (and this keeps getting lost for some reason) I would also prefer Fire Dragons to Scourges, but circumstances don't always allow their inclusion. (Model collections, points values, or event restrictions on number of detachments, sources, and units can all contribute to making the scourges more feasible.)
The Freakshow threads do indeed address a large array of armies, but I think you're mistaken. Freakshows do not require four sources to function. Two will often be sufficient. I talk about such a wide variety of units and options in order to address more possibilities than a single formulaic list. I have mentioned a unit performing in a secondary role when collection limitations force them to be fielded on more than one occasion.
See the above, thats just flat false in practice.
Also, don't move the post. If we are talking haywire then I am going with hawks over scourge EVERY time. With a 27" average assault and the ability to rape fliers there is no contest that hawks are the winner in the haywire debate. They also keep their anti infantry capability and are WAY more mobile. 120 pts gets you 5 scourge with 4 haywire blasters 122pts get you 7 hawks including the exarch. That's 7 haywire attempts at heavy armor that ignore cover because of melee. And if I draw tyranids or demons I am not stuck with a 120pt handicap.
Jimsolo wrote:If the tactics we discuss and come up with aren't able to be applied because virtually no one has the models to do so, then those tactics are functionally worthless, and the time spent discussing them a waste.
Honestly you think your being fair here? I suggested fielding an aspect shrine which btw can be as small as 9 models and your biggest opposition is "virtually no one has the models to do so?" Again, I feel like your being hypocritical when your advocating for 3-5 books and factions in your freakshow discussion, a tactic that is hyper specialized and rock, paper, scissors along with needing more costly models. A general tactics thread can't be about what models each players owns, that's just a silly argument. We aren't going to inventory everyones collections reading this. I think you need to stop hammering on about model restrictions.
btw I am not trying to be rude, but it is frustrating as I respect your opinion in regard to strategy and your hung up on something that's strictly hobby/collector related. I want to hear your stance on the tactics.
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Post by: Jimsolo
You seem to think I am saying 'Fire Dragons are bad and/or not preferable to Scourges,' despite me explicitly saying otherwise several times.
Jimsolo wrote:The number of slot/detachments available in some events may necessitate using Scourges, as well as collection limitations. After all, we're discussing DE primary armies here, so Eldar are usually going to be the allies, not the main event.
Not sure about Swooping Hawks, but compared to Fire Dragons, the Scourges are dirt cheap.
I never said that. At all. While people were discussing which weapon to put on Scourges (Heat Lances vs Haywire Blasters), you made the assertion that there was no point in taking either form of Scourge; that Swooping Hawks and Fire Dragons were better.
MY reply was an attempt to validate the weapon loadout conversation, because your list can't always fit Swooping Hawks/Fire Dragons because A) the event might not let you have allies at all, B) the event might limit what kind/how many detachments you can have, C) you might need more anti-tank and not have the slots left over in your Eldar detachment(s), D) you might need anti-tank and not have enough points left over to fit the Fire Dragons, or E) you might not have those particular models, and would like other effective options, which the Scourges definitely are.
Because all of these reasons may affect someone, the haywire blaster/heat lance discussion remains a valid one. That was my only (inital) point.
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Post by: blaktoof
Firedragons and swooping hawks are both very good at what they do.
However there are places where scourges are better.
Swooping hawks are not an answer to 2+/3+ save models. Firedragons are not mobile and have short range.
Scourges are mobile, and can be an answer to both vehicles and teq or meq at the same time if you take heatlance (blasters too, not sure how those get forgotten always 12" +18" range = 30" threat range, or you can move to 18" from something and shoot it and hope its not in charge range (6" move models would have to roll a 12 to get you... 12" move models would have about a 56% chance to roll a 7+)
Firedragons can plop down and blast the hell out of a tank, but against a 2+/3+ unit they plop down put out 4 wounds that may get inv/cover saved then are going to be shot/charged by anything that is left
Swooping hawks can munch vehicles, but have no real place against MCs/models wich mutli wounds and a decent save as they are at that point about as good as kabalite warriors with splinter rifles in a raider with a splinter rack.
So yeah swooping hawks and firedragons are awesome at fragging vehicles.
Scourges are good at fragging vehicles and MC/tough infantry (haywire blaster excluded as it is good at fragging just vehicles really)
also firedragons need a transport, so saying they cost 10 less than scourges who can deepstrike and move twice as fast as them is misleading.
as for scourge load out, in a TAC I take blasters because of what I stated above.
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Post by: Incognito15
Fire Dragons have a 24" threat range. 6" move, 6" guaranteed run, 12" gun.
Fire Dragons are also BS 5. Kill everything that Scourge do better and can run after shooting. (This is with formation but sadly this will be the norm.)
When you have the guaranteed run you dont need a transport.
Im sorry but there is nothing in the Dark Eldar Codex that Eldar cant do better. Its sad because my 3k pts of Dark Eldar (only army I have painted) are collecting dust.
Played a 1850 pt game yesterday vs Eldar, every model in his army had a 3+ save and Str 6 or better shooting. It was really disheartening watching him run all over the board with his 6" runs and his long ranged guns. Felt like I had nothing to combat him.
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Post by: Solosam47
People! People! The CWE are nice and shiny right now yes, they do alot better, yes, but do we really have to start arguing and giving up just cause GW is as unfair as they always have? Did you all play DE cause you wanted the game to be easy? I sure as hell didnt, matter of fact i picked DE cause Vect is a pimp, the army is skill based, and by god do our models look fantastic!
Sure Eldar do alot better than us, but alot isnt everything, you can only pack so many points in an army and no matter what you are gonna find holes. Alot of reports i see coming in have eldar actually not stomping around dropping the sky, they have strong matches where both armies are neck and neck, mostly because alot of eldar players now are totally horrible at the game cause they just want to win the easiest way without learning the game (i.e new players) not saying all of em suck, the ones that have been playing eldar are damn good and will spank most armies haha but they are a dwindling force.
Meanwhile in DE world you have a smaller group of these new players who more than likely saw a good DE player and thought "That looks easy" so they constantly lose then come cry on the forums DE suck and CWE do everything better. The issue is these low tier players are the loudest voices which cast doom and gloom on everything, this stirs up the forums and people start bickerring and no one helps one another like they should.
Most DE are played by good players, who all have strong merit and have been at it for awhile. Now I havent played Jimsolo or red corsair, but I have read things they wrote in the past that were quite intelligent and offered great views. Now look at them....arguing because that damn CWE got on the thread and the sky is falling. We get it everyone, CWE does things better, move on and lets continue with actual meat and potatoes of this thread with ideas and thoughts. Where is Mush with his tactical advice when you need him huh! haha
All im saying is stop beating the horse, its dead, you either stick with the army or ride the new gravy train. I want to go back to lurking this thread and enjoying the thoughts and ideas that circulate it. please.....(end rant)
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Post by: HawaiiMatt
DE have a few advantages of CWE.
Better transports, better at doing MSU (seriously, you can get a unit for 10 points). Reavers are awesome, eldar don't have the speed and impact that their dark brothers do. Grotesques are pretty decent, and Coven gets a lot of decent and cheap formations.
But that's about it, and that's a pretty short list.
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Post by: Jimsolo
Incognito15 wrote:Fire Dragons have a 24" threat range. 6" move, 6" guaranteed run, 12" gun.
Fire Dragons are also BS 5. Kill everything that Scourge do better and can run after shooting. (This is with formation but sadly this will be the norm.)
When you have the guaranteed run you dont need a transport.
Im sorry but there is nothing in the Dark Eldar Codex that Eldar cant do better. Its sad because my 3k pts of Dark Eldar (only army I have painted) are collecting dust.
Played a 1850 pt game yesterday vs Eldar, every model in his army had a 3+ save and Str 6 or better shooting. It was really disheartening watching him run all over the board with his 6" runs and his long ranged guns. Felt like I had nothing to combat him.
What kind of list were you running?
And no, to be truly effective in their role, Dragons need melta range. Thus an 18" effective range.
A fast, open topped skimmer with an invulnerable save does nothing but benefit them.
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Post by: SarisKhan
Discussing DE tactics is the purpose of this thread.
Discussing DE + CWE allies tactics is acceptable. Why not get some help?
Ranting about how CWE are superior in every aspect is... silly? Unnecessary? Everyone and their grandmother knows that. No need to beat a dead horse (as someone has already pointed out).
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Post by: blaktoof
Jimsolo wrote:Incognito15 wrote:Fire Dragons have a 24" threat range. 6" move, 6" guaranteed run, 12" gun.
Fire Dragons are also BS 5. Kill everything that Scourge do better and can run after shooting. (This is with formation but sadly this will be the norm.)
When you have the guaranteed run you dont need a transport.
Im sorry but there is nothing in the Dark Eldar Codex that Eldar cant do better. Its sad because my 3k pts of Dark Eldar (only army I have painted) are collecting dust.
Played a 1850 pt game yesterday vs Eldar, every model in his army had a 3+ save and Str 6 or better shooting. It was really disheartening watching him run all over the board with his 6" runs and his long ranged guns. Felt like I had nothing to combat him.
What kind of list were you running?
And no, to be truly effective in their role, Dragons need melta range. Thus an 18" effective range.
A fast, open topped skimmer with an invulnerable save does nothing but benefit them.
I agree with the dragons effective range, also many tables have a thing called terrain which slows dragons movement whereas scourges ignore terrain they jump over.
While every model in an elder army can have a good save and str6+ shooting that does not mean the AP is good and the model cost will be high. Scat bikes are I believe 27ppm, a squad of 6 is 162pts and breaks ~30% of the time when it takes 25% casualties, ie 2 models.
When mech was king, as in leafblower/parking lot lists DE did well not buy completely annihilating a vehicle but by putting enough hits on one to immobilize/weapon destroy/stun it and shoot the others slowly whittling them down and then bullying one or two the remaining rounds. Against elder it is similar, bully the units to force break tests then fire at a different unit. If you have done enough casualties to force a break test and there are other equal targets, target the other unit so at the end of the shooting phase the eldar player has to take many break tests. An eldar player with 6 units of 6 scatter bikes, you only need to kill 2 models per unit (total of 12 t4 3+ models...) to force those 6 units to each take a break test, which on average will see 2 out of the 6 break leaving most likely 4 units each down 2+ models (lets say 16 models left total) to shoot back at you. Focusing 2 units to try and utterly kill them (12 models killed) results in 4 full units (24 models) firing back at you. In other words if they are all scat bikes, that's the difference between a possible 64 shots from 4 units or 96 shots from 4 units. That means by spreading out your firepower to have an effect past just killing you can reduce your opponents offense by 1/3. Also it will put you in a position for the next round where you only need to do 1 casualty to force a break check on 4 man units...
Yes that is only part of an eldar army, but the eldar bandwagoneers are talking about 6x6 scat bikes being king. 6x6x27ppm= 972 pts. In an 1850 game that's more than half of a players points.
Much more effective to force the break tests than focus on killing early on. Also some of the DE tac objectives involve break tests
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Post by: Red Corsair
Jimsolo wrote:Incognito15 wrote:Fire Dragons have a 24" threat range. 6" move, 6" guaranteed run, 12" gun.
Fire Dragons are also BS 5. Kill everything that Scourge do better and can run after shooting. (This is with formation but sadly this will be the norm.)
When you have the guaranteed run you dont need a transport.
Im sorry but there is nothing in the Dark Eldar Codex that Eldar cant do better. Its sad because my 3k pts of Dark Eldar (only army I have painted) are collecting dust.
Played a 1850 pt game yesterday vs Eldar, every model in his army had a 3+ save and Str 6 or better shooting. It was really disheartening watching him run all over the board with his 6" runs and his long ranged guns. Felt like I had nothing to combat him.
What kind of list were you running?
And no, to be truly effective in their role, Dragons need melta range. Thus an 18" effective range.
A fast, open topped skimmer with an invulnerable save does nothing but benefit them.
No, no they don't. This is where the conversation gets frustrating, since when does a s8 ap1 weapon need to be in melta range? Considering our best AT are dark light weapons and are s8 ap2 that arguement falls apart rather quickly. I already pointed it out, shrine dragons hit on 2's so 4 out of 5 hit (technically 4.2) already better then any other DE unit that can carry blasters, the exarch has reroll everything btw, and with the +1 to vehicle damage they will on average explode a rhino a turn outside melta range, vs av 12 they should hull it out (if its a pod, open topped, they explode it again).
Obviously DE skimmers make them better, but in order to avoid the red heron arguments about them needing a transport (tax) it was better to simply demonstrate how they already perform without one.
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Post by: blaktoof
It doesn't need to be in melta range but when its not str8 struggles against av 13-14.
4 out of 5 hitting is good, but outside of melta range against AV 13 that's a 5+ to have an effect, so 1.32 of those shots will do something before any cover saves/inv saves.
5 blasters at 18 range at BS 4 is 3.3 hits, lets say 3.
3 hits that have an effect on a 4+ so 1.5 of those shots will do something, with twice the chance to pen than a firedragon outside of melta range.
So yes, Firedragons are effective outside of melta range, but are not as effective as a standard blaster.
so no, not better than any other DE unit that can carry blasters.
The +1 to vehicle damage is big, but only comes into play 1/6th of the time against AV 13 and cannot do anything to av 14 outside of melta range.
against AV 11 rhinos they will average 2.64 hits that will roll a 3+ to effect the vehicle. that are ap 1
blasters against AV 11 will average 1.98 hits. that are ap 2
against av 12 fire dragons will average 2 hits that will roll a 4+ to have an effect at ap1.
against av 12 blasters will average 1.32 hits that roll a 4 to have an effect at ap2.
So against AV 11/12 firedragons are better if they are in range than blasters, but blasters have more range and are better then firedragons outside of melta versus av13/14.
I tend to see lots of av12+, mostly av 13+, be it wave serpents, knights, battlewagons.
I don't think anyone is saying firedragons are bad, they are completely amazing when in melta range, but they are not amazing outside of melta range whereas other units perform better than them.
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Post by: Red Corsair
Jimsolo wrote:You seem to think I am saying 'Fire Dragons are bad and/or not preferable to Scourges,' despite me explicitly saying otherwise several times.
Jimsolo wrote:The number of slot/detachments available in some events may necessitate using Scourges, as well as collection limitations. After all, we're discussing DE primary armies here, so Eldar are usually going to be the allies, not the main event.
Not sure about Swooping Hawks, but compared to Fire Dragons, the Scourges are dirt cheap.
I never said that. At all. While people were discussing which weapon to put on Scourges (Heat Lances vs Haywire Blasters), you made the assertion that there was no point in taking either form of Scourge; that Swooping Hawks and Fire Dragons were better.
MY reply was an attempt to validate the weapon loadout conversation, because your list can't always fit Swooping Hawks/Fire Dragons because A) the event might not let you have allies at all, B) the event might limit what kind/how many detachments you can have, C) you might need more anti-tank and not have the slots left over in your Eldar detachment(s), D) you might need anti-tank and not have enough points left over to fit the Fire Dragons, or E) you might not have those particular models, and would like other effective options, which the Scourges definitely are.
Because all of these reasons may affect someone, the haywire blaster/heat lance discussion remains a valid one. That was my only (inital) point.
Actually you keep adding criteria. First it was too hard for people to acquire the models and now its some strange stance on event restrictions. What event, anywhere, disallows a second detachment of some kind let alone allies? It just wreaks to me of a cheap counter to their inclusion when, again with no disrespect, you yourself keep advocating solutions that require way more detachments/sources. I get it you don't like CWE, for a while I didn't, but I'd rather convert the feth out of my now crappy DE tureborn adding black ark dragon capes and using them as if they were in our book. Same with hawks, they can literally be made FROM a scourge kit. Heck find a way to make then out of your hellions because god knows when you will ever see that model hitting a table again.
This is a tactical discussion and whether you like it or not DE need allies in order to stay competitive without spamming. I would love to be able to field a pure 1850 DE list that could handle anything but thanks to things like Knights and formations it's not realistic.
I can't speak for you folks but I'd much rather field a list full of one of units that can handle any situation then MSU spamming 12 venoms multiple razorwings and lamhaens as HQ's, because honestly thats the type of pure DE list you end up with.
have you guys even considered the new ravager? What the F do I mean? Take that third aspect from a shrine, make it dark reapers and put them in a raider, you now have a mobile (slow and purposeful for the win!) unit that can jink (3+!) ignores opponent jinking while being TL on such targets and can fire S8 OR S5 ap3 basically acting as both a dissy ravager AND a dark lance ravager. Oh and did I mention it's BS5 too?
So for my time and money the best solution to all our AV headaches is just ONE aspect shrine for +1 BS fielding a single uinit of hawks, fire dragons and dark reapers. That still leaves tons of room for our own kind while opening amazing doors for converting (seriously how awesome do Black Serpents, Bone Millers and Tengu sound?) and freeing us up from spamming dark light from less effective slots.
Automatically Appended Next Post:
blaktoof wrote:It doesn't need to be in melta range but when its not str8 struggles against av 13-14.
4 out of 5 hitting is good, but outside of melta range against AV 13 that's a 5+ to have an effect, so 1.32 of those shots will do something before any cover saves/ inv saves.
5 blasters at 18 range at BS 4 is 3.3 hits, lets say 3.
3 hits that have an effect on a 4+ so 1.5 of those shots will do something, with twice the chance to pen than a firedragon outside of melta range.
So yes, Firedragons are effective outside of melta range, but are not as effective as a standard blaster.
so no, not better than any other DE unit that can carry blasters.
The +1 to vehicle damage is big, but only comes into play 1/6th of the time against AV 13 and cannot do anything to av 14 outside of melta range.
against AV 11 rhinos they will average 2.64 hits that will roll a 3+ to effect the vehicle. that are ap 1
blasters against AV 11 will average 1.98 hits. that are ap 2
against av 12 fire dragons will average 2 hits that will roll a 4+ to have an effect at ap1.
against av 12 blasters will average 1.32 hits that roll a 4 to have an effect at ap2.
So against AV 11/12 firedragons are better if they are in range than blasters, but blasters have more range and are better then firedragons outside of melta versus av13/14.
I tend to see lots of av12+, mostly av 13+, be it wave serpents, knights, battlewagons.
I don't think anyone is saying firedragons are bad, they are completely amazing when in melta range, but they are not amazing outside of melta range whereas other units perform better than them.
Dude, where does it say your I'm only taking fire dragons in my post? There should still be plenty of answers in your list to av13 and btw you'd be insane for not deepstriking firedragons against such threats, another incredibly easy thing to do with our army as primary. Dragons are better then any other AT unit on our book for their cost. If you can't see that then I guess it's just not for you, I'd rather not take 20+ darklight weapons on the dsame selections to do a job 1-3 allied CWE units can do.
Also how do you figure lance fire is a better solution to imperial knights then fire dragons?
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Post by: mercury14
Red Corsair, don't you need to take a Guardian/Windrider Host in order to get the Aspect Host formation?
28269
Post by: Red Corsair
mercury14 wrote:Red Corsair, don't you need to take a Guardian/Windrider Host in order to get the Aspect Host formation?
Nope, it is one of the formations that can be taken by its lonesome which is why I think it is such a great answer to some of our issues. I am not taking D, I am not taking jetbikes and I am not taking a gargantuan or tooled up psychers just a trio of specialists that frankly we should have had as well, but the more I am looking at it, with allies does it really mater that much if it's in our book? Just have a crazy time converting aspects as if they were in our book.
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Post by: mercury14
Red Corsair wrote:mercury14 wrote:Red Corsair, don't you need to take a Guardian/Windrider Host in order to get the Aspect Host formation?
Nope, it is one of the formations that can be taken by its lonesome which is why I think it is such a great answer to some of our issues. I am not taking D, I am not taking jetbikes and I am not taking a gargantuan or tooled up psychers just a trio of specialists that frankly we should have had as well, but the more I am looking at it, with allies does it really mater that much if it's in our book? Just have a crazy time converting aspects as if they were in our book.
What's the difference between ones you can take alone? How do you know?
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Post by: Solar Shock
Red Corsair wrote:mercury14 wrote:Red Corsair, don't you need to take a Guardian/Windrider Host in order to get the Aspect Host formation?
Nope, it is one of the formations that can be taken by its lonesome which is why I think it is such a great answer to some of our issues. I am not taking D, I am not taking jetbikes and I am not taking a gargantuan or tooled up psychers just a trio of specialists that frankly we should have had as well, but the more I am looking at it, with allies does it really mater that much if it's in our book? Just have a crazy time converting aspects as if they were in our book.
.
This ^^
Scourge combined with high elves with the magical bows and you have my hawks, vampire counts hex wraiths, shredders and some wyches and you have my warp spiders, dark reapers im still working on ideas, but tbh the aspect formation is such a boon for DE. Personally ive just started looking at all the Eldar race as one and am now just taking as I see fit. I can see both sides of the argument in regards to scourges and dragons, both have merits and disadvantages take what you need. Knights? DS some dragons in a raider using the angle trick, parking lot? need some cheap AT that comes fully capable, scourges. Its true, the effective range of dragons is quite large, but footslogging theoretically is fantastic, in reality, those dragons would not get anywhere near me. Atleast scourges have the ability to bypass my ability to kite with DS. Pros and Cons.
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Post by: blaktoof
So on the topic of DE I noticed ITC now allows 3 sources. I realize its a tournament and limiting sources is basically a house rule, but a lot of tournaments across the country (maybe abroad?) use this format.
There is not allowed duplication of formations iirc but it would allow you to take In a pure DE list under their format RSR/CAD/ALLIED detachments for a total of 10 fast attack slots at a cost of 3 hq slots and 5 troop slots. would also get 7 HS, and 7 elite slots.
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Post by: Red Corsair
blaktoof wrote:So on the topic of DE I noticed ITC now allows 3 sources. I realize its a tournament and limiting sources is basically a house rule, but a lot of tournaments across the country (maybe abroad?) use this format.
There is not allowed duplication of formations iirc but it would allow you to take In a pure DE list under their format RSR/ CAD/ALLIED detachments for a total of 10 fast attack slots at a cost of 3 hq slots and 5 troop slots. would also get 7 HS, and 7 elite slots.
Yea that's true, not sure why you would need 10 FA or if you'd get much out of it after the 3HQ/5T tax. What were you considering? Automatically Appended Next Post: mercury14 wrote: Red Corsair wrote:mercury14 wrote:Red Corsair, don't you need to take a Guardian/Windrider Host in order to get the Aspect Host formation?
Nope, it is one of the formations that can be taken by its lonesome which is why I think it is such a great answer to some of our issues. I am not taking D, I am not taking jetbikes and I am not taking a gargantuan or tooled up psychers just a trio of specialists that frankly we should have had as well, but the more I am looking at it, with allies does it really mater that much if it's in our book? Just have a crazy time converting aspects as if they were in our book.
What's the difference between ones you can take alone? How do you know?
Some of the units are actual formations, which have there own additional perks and are a separate data card in the book where as some are just listed as auxiliary options on the decurion style formation. Basically the fallowing are formations that can be selected by themselves:
-The 3 guardian hosts (storm, defender, and windrider)
-Dire avenger Shrine
-Aspect Shrine
-Wraithhost
-Seer Council
18690
Post by: Jimsolo
Red Corsair wrote:
Actually you keep adding criteria. First it was too hard for people to acquire the models and now its some strange stance on event restrictions. What event, anywhere, disallows a second detachment of some kind let alone allies?
Seriously, yours DON'T? That's the most common type of event restriction I see. Either 'One detachment only,' 'One source only,' or 'one CAD and one Allied Detachment only.' If the groups you run around in let you field as many as you want, I envy you. Where do you live, lol?! I'm coming there for some tourneys, stat!
I haven't seen a SINGLE event since 7th dropped that allowed 1) formations of any kind, 2) more than one CAD, or 3) more than one allied detachment.
No sarcasm, seriously, that's great. I wish we could all live in an environment as permissive as that.
It just wreaks to me of a cheap counter to their inclusion when, again with no disrespect, you yourself keep advocating solutions that require way more detachments/sources. I get it you don't like CWE, for a while I didn't...
I don't know where you're getting this from. I'm not arguing against their inclusion, I've poured buckets of time over the last month or so into trying to convince people to do MORE allying with the various Eldar factions, and how powerful those alliances can be. About a year or so ago 'you don't like CWE' would have been a fair accusation to level against me, but these days its baseless.
This is a tactical discussion and whether you like it or not DE need allies in order to stay competitive without spamming. I would love to be able to field a pure 1850 DE list that could handle anything but thanks to things like Knights and formations it's not realistic.
Dark Eldar are indeed, much better with allies. Please, search my recent post history to establish my track record on THAT. I've been saying that Imperium, Chaos, and Eldar groups should all consider their various armies as one big army each. (Each group, that is.)
I can't speak for you folks but I'd much rather field a list full of one of units that can handle any situation then MSU spamming 12 venoms multiple razorwings and lamhaens as HQ's, because honestly thats the type of pure DE list you end up with.
So would I. Lhamaens as HQs make my skin crawl. Fortunately, DE can be fielded, competitively even, without having to make this kind of list.
A) I love allying Eldar to Dark Eldar. Nothing makes me happier than a list which embodies the spiteful, racist, arrogance of elves.
B) Eldar and Dark Eldar together are GREAT!
C) Fire Dragons are categorically better than Scourges in an anti-tank capacity, when in a transport.
D) They are also more expensive.
E) If, for whatever reason, you cannot field a unit of Fire Dragons in a Dark Eldar primary list, then Scourges are also a very capable anti-armor unit.
To my knowledge, our only point of contention is that you do not think C) requires the disclaimer about transports or that E) is worth discussing at all because none of the reasons which might bring its relevance about are plausible.
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Post by: HawaiiMatt
Jimsolo wrote:
Seriously, yours DON'T? That's the most common type of event restriction I see. Either 'One detachment only,' 'One source only,' or 'one CAD and one Allied Detachment only.' If the groups you run around in let you field as many as you want, I envy you. Where do you live, lol?! I'm coming there for some tourneys, stat!
I haven't seen a SINGLE event since 7th dropped that allowed 1) formations of any kind, 2) more than one CAD, or 3) more than one allied detachment.
So you never see Harliquins or Haemonculus Coven?
Neither can be taken as a CAD or as an Allied Detachment, and don't work as 1 source.
I see a lot of 2 sources, no come the apoc allies. I've seen only 1 CAD, but I have not seen any major event that limits a battle brother formation.
I totally agree with the 3 aspect formation. Perhaps we should look at conversion options.
I'm building dark reapers using DE warriors, modified dark lances, and a head swap with dark elf executioners.
Fire Dragons will be warriors again, with converted blasters, and high elf dragon prince heads.
For Swooping hawks, I'm going to use the feathered wings from scourge. 5 boxes will net me 15 hawks and 10 scourge. Not sure what to use for heads yet.
Any ideas for warp spiders, banshees, scorpions and Shining spears?
Maybe Mandrakes mounted on Sky Boards for warp spiders. I really like the mandrake models and the sky boards, fitting them both in makes me happy.
And yeah, my Dark Eldar force will be the Cabal of Envy.
-Matt
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Post by: Gamerely
So just had my first resounding loss. Decurion straight up crushed my skull in, had to concede on turn 3. Tried to outshoot them, not a smart idea apparently. Those things are insanely durable. Is the best tactic to wrap them up in combat? Also, apparently I was using Raiders COMPLETELY wrong. For some reason i thought their combat speed was 12 so I was moving 12 and firing the units inside at full BS. That.... is kind of really mega terrible.
18690
Post by: Jimsolo
Yeah, Matt: I see a frequent de facto ban on Haemonculus Covens or Harlies. In point of fact, since adopting Covens as my primary army, I haven't been allowed to use them outside of a friendly game.  I just switched clubs and the primary TO at the new one says they will eventually include rules which will allow them, but so far all the events discussed will still exclude my main force.
As far as conversions go, using Hellions as the base for Warp Spiders sounds cool! Maybe arming them with the chain or net based weapon bits from the various DE bits?
When it comes to Jetbikers, I've been using the fantasy Wild Riders kit for a while, and other than one snide comment, haven't had any complaints. They've got plenty of upheld or outstretched hands just begging for a weapon swap to hold a ranged gun.
Howling Banshees: I just had a cool thought. What about taking wyches and using extra masks from the harlequin/wrack kits to cover their faces? Would that be as cool as it looks in my head?
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Post by: HawaiiMatt
Jimsolo wrote:Yeah, Matt: I see a frequent de facto ban on Haemonculus Covens or Harlies. In point of fact, since adopting Covens as my primary army, I haven't been allowed to use them outside of a friendly game.  I just switched clubs and the primary TO at the new one says they will eventually include rules which will allow them, but so far all the events discussed will still exclude my main force.
As far as conversions go, using Hellions as the base for Warp Spiders sounds cool! Maybe arming them with the chain or net based weapon bits from the various DE bits?
When it comes to Jetbikers, I've been using the fantasy Wild Riders kit for a while, and other than one snide comment, haven't had any complaints. They've got plenty of upheld or outstretched hands just begging for a weapon swap to hold a ranged gun.
Howling Banshees: I just had a cool thought. What about taking wyches and using extra masks from the harlequin/wrack kits to cover their faces? Would that be as cool as it looks in my head?
The problem with wyches is they are pretty naked, meaning that they don't portray 4+ armor all that well. I guess mandrakes on skyboards don't really look like 3+ either. I just thought the fluff behind the mandrakes matches the warpspiders jumps pretty well.
-Matt
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Post by: Jimsolo
Lol, I sure liked it! Maybe I will put some kind of Incubi on jetboards...
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Post by: Solar Shock
Jimsolo wrote:Yeah, Matt: I see a frequent de facto ban on Haemonculus Covens or Harlies. In point of fact, since adopting Covens as my primary army, I haven't been allowed to use them outside of a friendly game.  I just switched clubs and the primary TO at the new one says they will eventually include rules which will allow them, but so far all the events discussed will still exclude my main force. As far as conversions go, using Hellions as the base for Warp Spiders sounds cool! Maybe arming them with the chain or net based weapon bits from the various DE bits?
Yeh I used the wych net on one spider conversion of mine, not sure how well it really worked, it was ok, but trying to get another gun into the otherhand didn't work well and I ended up shoulder mounting it (I use shredders as count as spinners - as I dislike the current spider aesthetic) When it comes to Jetbikers, I've been using the fantasy Wild Riders kit for a while, and other than one snide comment, haven't had any complaints. They've got plenty of upheld or outstretched hands just begging for a weapon swap to hold a ranged gun.
I've gone the dark elf route with the dudes on lizards which has worked really well, I've also used one of the skeletal horses from the mortis engine with a wizard torso, using the DE head with the visor/mask look while using a trophy rack to create the Jetseer, that's probably my favourite of them all so far. check my gallery if you fancy Howling Banshees: I just had a cool thought. What about taking wyches and using extra masks from the harlequin/wrack kits to cover their faces? Would that be as cool as it looks in my head?
I am using the fantasy witch elves, they have those crazy dynamic poses, come with masked DE looking scary heads, those reems of hair too. I give them some nice big glaives and they look sooooo sweet Also, why won't they let you use coven?
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Post by: sweetbacon
Gamerely wrote:So just had my first resounding loss. Decurion straight up crushed my skull in, had to concede on turn 3. Tried to outshoot them, not a smart idea apparently. Those things are insanely durable. Is the best tactic to wrap them up in combat? Also, apparently I was using Raiders COMPLETELY wrong. For some reason i thought their combat speed was 12 so I was moving 12 and firing the units inside at full BS. That.... is kind of really mega terrible.
Welcome to our brave new Decurion world, where Necrons are basically unkillable. Trying to kill them through shooting is a fool's errand. The only way I've seen to reliably remove Decurion Necrons in large numbers is to sweep them in assault. The only two units that DE have which can do this decently are Covens Grotseques and Talos, as the Freakish Spectacle rule is a godsend in helping them fail leadership so they can be swept.
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Post by: HawaiiMatt
Jimsolo wrote:Yeah, Matt: I see a frequent de facto ban on Haemonculus Covens or Harlies. In point of fact, since adopting Covens as my primary army, I haven't been allowed to use them outside of a friendly game.  I just switched clubs and the primary TO at the new one says they will eventually include rules which will allow them, but so far all the events discussed will still exclude my main force.
I was shocked your meta is so restrictive when you post stuff like this:
http://www.dakkadakka.com/dakkaforum/posts/list/647025.page
Great tactical lists and ideas, all illegal in your meta.
I thought about trying to use incubi as scorpions, but conversions issues aside, I think I'd rather have incubi.
Even in an environment of CAD + ALLY as only detachment options (so no formations), I'd still run Fire Dragons, Dark Reapers and Swooping Hawks, but then I'd be "forced" to pick up an HQ and Troop to make it an ally detachment. So banshee mask autarch to lead my reavers and a squad of scatterbikes to meet required core.
Reapers would hijack a dedicated transport (since they can move and fire) and Dragons would start in a FA venom.
-Matt Automatically Appended Next Post: Had another thought for dark reapers.
Cold one Knights come with evil looks heads with huge spikes on the sides. Looks kind of similar in style to the reaper range finders.
Now back to tactics, how many reapers do you take in a squad, given that they are going to be mounted in a raider.
-Matt
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Post by: Gamerely
sweetbacon wrote: Gamerely wrote:So just had my first resounding loss. Decurion straight up crushed my skull in, had to concede on turn 3. Tried to outshoot them, not a smart idea apparently. Those things are insanely durable. Is the best tactic to wrap them up in combat? Also, apparently I was using Raiders COMPLETELY wrong. For some reason i thought their combat speed was 12 so I was moving 12 and firing the units inside at full BS. That.... is kind of really mega terrible.
Welcome to our brave new Decurion world, where Necrons are basically unkillable. Trying to kill them through shooting is a fool's errand. The only way I've seen to reliably remove Decurion Necrons in large numbers is to sweep them in assault. The only two units that DE have which can do this decently are Covens Grotseques and Talos, as the Freakish Spectacle rule is a godsend in helping them fail leadership so they can be swept.
I watched a batrep where a covens detachment absolutely demolished a Decurion. It was one of the guys on here I believe. That does sound good though. Maybe bring some reavers to get them tied up, deep strike the grots with haemys. March on in?
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Post by: Red Corsair
@Jimsolo- I think we really are actually in agreement and somewhere along thwe line you may have been playing devils advocate (which is welcome to me) or arguing another point and I missed your message. I then got annoyed discussing restrictions because the ones you were suggesting sounded made up, I am really sorry you have such a bland meta mate! Seriously, in my meta anything goes, forgeworld, unlimited detachments and even unbound. We have an awesome crew and nobody will do anything extremely douchie more then once for the experiment. During large GT's there is much more comp generally taken from Adepticon (ITC) but the missions are generally homegrown with a theme or book maelstrom.
Do you live in the North East mate? Because I live in Maine haha, your always welcome here but I doubt your near by.
So yea just to clear the air and reiterate because I respect your voice so much, sorry our signals were crossed and truely sorry your meta is so incredibly restrictive. Like Matt said, after your article I would never have guessed you couldn't field any of those ideas.
In my experience Unbound isn't even a problem, I have actually played almost entirely themed awesome lists from it and nothing cheesier then you'd see from bound. I played 3 baneblade variants in a 1500 RTT with my TAC marines and beat him by 1 VP on the missions, one more turn and he had a good shot at tabling me. It was an AWESOME game!
For conversions I am going to use black ark lizard cloaks and black guard heads for my fire dragons and I am going to use Executioners skull masks for my dark reapers and I will convert scourge HW's (probably HL's) to make to reaper launchers. My hawks I want to use Wasp wings and bike helmets with small skyboard thrusters as the thorax. I think I'll use plastic card and sculpt the wings since getting others is proving expensive unless anyone else knows an awesome source.
For warp spiders I really want to use a more coven theme and give them sumps with extra limbs to get up to 8 and I'll use shredders for their guns. Lord knows I have enough shredders lol.
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Post by: lustigjh
HawaiiMatt wrote:Reapers would hijack a dedicated transport (since they can move and fire) and Dragons would start in a FA venom.
-Matt
Now back to tactics, how many reapers do you take in a squad, given that they are going to be mounted in a raider.
-Matt
Reapers are S&P (unless my battle scribe source data is wrong) so no need for the transport to move & shoot. I thought about sticking them in a venom to give them 12" move but realized there's no need with 36/48" range on the main guns/upgrades.
I'm planning to run squads of five since that's the box size (although getting a box will be another issue). I'll put them high up in cover and use the money saved on transports to upgrade to the S8 guns.
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Post by: Red Corsair
lustigjh wrote: HawaiiMatt wrote:Reapers would hijack a dedicated transport (since they can move and fire) and Dragons would start in a FA venom.
-Matt
Now back to tactics, how many reapers do you take in a squad, given that they are going to be mounted in a raider.
-Matt
Reapers are S&P (unless my battle scribe source data is wrong) so no need for the transport to move & shoot. I thought about sticking them in a venom to give them 12" move but realized there's no need with 36/48" range on the main guns/upgrades.
I'm planning to run squads of five since that's the box size (although getting a box will be another issue). I'll put them high up in cover and use the money saved on transports to upgrade to the S8 guns.
Honestly you can't go wrong with 3 reapers including the exarch in a raider upgraded to have starshot missiles. 184pts including the raider with night shields and it puts out 7 s5 ap3 or 4 s8 ap3 shots a turn with the ability to move and shoot and jink and retain full BS all with reaper range finders and BS 5 from a shrine. It's my new faux ravager, does a better job of either a dissy or lance ravager on one unit, hard to miss. I'll bump it to 5 members depending on game size but I think 5 is the limit or you make it too juicy of a target.
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Post by: lustigjh
Red Corsair wrote:Honestly you can't go wrong with 3 reapers including the exarch in a raider upgraded to have starshot missiles. 184pts including the raider with night shields and it puts out 7 s5 ap3 or 4 s8 ap3 shots a turn with the ability to move and shoot and jink and retain full BS all with reaper range finders and BS 5 from a shrine. It's my new faux ravager, does a better job of either a dissy or lance ravager on one unit, hard to miss. I'll bump it to 5 members depending on game size but I think 5 is the limit or you make it too juicy of a target.
What's your rationale for putting them in a raider over saving points and placing them in ruins? They do have a 3+ armor save already and the raider could go towards being a splinter boat or fire dragon taxi. I can see the benefit of a 12" move but they also become harder to hide out of LOS.
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Post by: Solosam47
lustigjh wrote: Red Corsair wrote:Honestly you can't go wrong with 3 reapers including the exarch in a raider upgraded to have starshot missiles. 184pts including the raider with night shields and it puts out 7 s5 ap3 or 4 s8 ap3 shots a turn with the ability to move and shoot and jink and retain full BS all with reaper range finders and BS 5 from a shrine. It's my new faux ravager, does a better job of either a dissy or lance ravager on one unit, hard to miss. I'll bump it to 5 members depending on game size but I think 5 is the limit or you make it too juicy of a target.
What's your rationale for putting them in a raider over saving points and placing them in ruins? They do have a 3+ armor save already and the raider could go towards being a splinter boat or fire dragon taxi. I can see the benefit of a 12" move but they also become harder to hide out of LOS.
I'd assume to have them mobile, open top means they are getting to where they need and shooting without getting out. If I ran em I'd do the same cause sitting in cover waiting for things to shoot isn't the DE/ CWE way haha
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Post by: Red Corsair
lustigjh wrote: Red Corsair wrote:Honestly you can't go wrong with 3 reapers including the exarch in a raider upgraded to have starshot missiles. 184pts including the raider with night shields and it puts out 7 s5 ap3 or 4 s8 ap3 shots a turn with the ability to move and shoot and jink and retain full BS all with reaper range finders and BS 5 from a shrine. It's my new faux ravager, does a better job of either a dissy or lance ravager on one unit, hard to miss. I'll bump it to 5 members depending on game size but I think 5 is the limit or you make it too juicy of a target.
What's your rationale for putting them in a raider over saving points and placing them in ruins? They do have a 3+ armor save already and the raider could go towards being a splinter boat or fire dragon taxi. I can see the benefit of a 12" move but they also become harder to hide out of LOS.
Well, I like having the flexibility of being able to deepstrike/enter from reserves and I also think you will find that you will be able to draw LOS much easier from the raider since they can all shoot from ANY point of the hull. I also like the extra layer of protection since your forcing your opponent to kill a raider first which is actually difficult from 48" away with a 3+ cover save. Remember those reapers have a 3+ but they are also only T3 while that raider makes them immune to small arms fire.
Say you come up against another eldar player with scatter laser bikes, he now has to use a minimum of two units to get those reapers of the table, and you can bet he will want them dead since they ignore jink and windrider armor. That deepstrike will also allow you to get the alpha on another unit first, potentially two since the raider will have a disintegrator.
At the end of the day you can still get great mileage from a unit on foot, but I think you will find that they are much more potent inside a transport or even a bastion if thats the route you want to take.
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Post by: HawaiiMatt
lustigjh wrote: Red Corsair wrote:Honestly you can't go wrong with 3 reapers including the exarch in a raider upgraded to have starshot missiles. 184pts including the raider with night shields and it puts out 7 s5 ap3 or 4 s8 ap3 shots a turn with the ability to move and shoot and jink and retain full BS all with reaper range finders and BS 5 from a shrine. It's my new faux ravager, does a better job of either a dissy or lance ravager on one unit, hard to miss. I'll bump it to 5 members depending on game size but I think 5 is the limit or you make it too juicy of a target.
What's your rationale for putting them in a raider over saving points and placing them in ruins? They do have a 3+ armor save already and the raider could go towards being a splinter boat or fire dragon taxi. I can see the benefit of a 12" move but they also become harder to hide out of LOS.
If I've got line of sight blocking terrain, I'll nose in behind it and swing out the back end into line of sight. Jink, + night shield + obscured = 2+ cover save. Crack that before you get to shoot back at my reapers.
In the open, it drops to 'only' 3+ cover. Forcing an opponent to deal with AV10 HP3 and 2+ or 3+ cover before they can start plinking away at T3 3+ makes them a lot more durable.
I'm going with venom for the fire dragons; chances of me wanting to deep strike is greater, and I want the smaller foot print. Even if I don't deep strike, it is a lot easier to hide a venom on approach than a raider.
Just built the first mandrake hellion hybrid for the warp spider stand in... I like it a lot, might have to get another box of mandrakes to make more than just 5.
-Matt
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Post by: Jimsolo
@HawaiiMatt- Yes, it's a bitter irony that the tactics I work to help other people play and develop I cannot use in competitive play myself. (I still play my lists and tactics against other friends' tourney lists; I wouldn't promote the idea if I didn't think it was viable.) Kinda feel like Moses looking into the promised land sometimes.  (My old club was so restrictive they frequently put 40% troop minimum requirements into events, and they disallowed E-codexes altogether.) Still, the new TO says he will loosen up the restrictions, so I'm going to remain optimistic.
@RedCorsair- I take with my army when I travel, so if I'm ever in Maine I'll look you guys up! Automatically Appended Next Post: Personally, I'm always in favor of putting units in transports when possible. There are very few units that DON'T benefit from two extra hull points and either a 3+ cover or a 4+ cover and a 5+ invulnerable, especially in the space elf armies.
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Post by: Red Corsair
I'd love to play with you man! Same goes to any other dakkanaut in my neck of the woods (literally lol) PM me if your ever in the north east looking for a game!
I think I know exactly how I am going to approach warp spiders and dark reapers but I am still working the kinks out of fire dragons and hawks. I still like the wasp idea but it is going to take some creativity not breaking the bank on blight drone wings lol.
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Post by: Jimsolo
Reaper miniatures sells a five-pack of fairy wing sets if you like. I used them on a set of scourges, and they look wonderful.
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Post by: lustigjh
Ah, firing from any point on the vehicle makes a lot of sense. I hadn't considered that...aspect...of the transport
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Post by: Red Corsair
Jimsolo wrote:Reaper miniatures sells a five-pack of fairy wing sets if you like. I used them on a set of scourges, and they look wonderful.
Awesome! Thanks!
lustigjh wrote:Ah, firing from any point on the vehicle makes a lot of sense. I hadn't considered that...aspect...of the transport 
Hehe
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Post by: sweetbacon
I was wondering if anybody has any suggestions for the optimum Grotesquerie unit size? I am a big fan of Mushkilla's Grot bomb tactics, but if one isn't going to go full Grot bomb, what is the best squad size for the formation? Two squads of four? Asymmetrical squad sizes, one small squad and one larger squad WWP'd in? Just wanted to hear any recommendations based on experience.
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Post by: Jimsolo
Two units of four in Raiders is my preference. That way the haemmy can take one, and another character (in my Freakshows, usually the Armor of Misery Archon) takes the other.
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Post by: sweetbacon
Interesting. Thanks Jimsolo. Why the AoM Archon instead of the Succubus though? Points?
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Post by: Incognito15
I second the 2 squads of 4 with raider. It seems to work the best and has even more survivability. For me a big squad with WWP is beaten very easily so tried it once they killed one squad and slowly moved around the board until they died.
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Post by: sweetbacon
Incognito15 wrote:I second the 2 squads of 4 with raider. It seems to work the best and has even more survivability. For me a big squad with WWP is beaten very easily so tried it once they killed one squad and slowly moved around the board until they died.
Is the Raider what gives the smaller squad more survivability versus the larger WWP squad?
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Post by: Jimsolo
sweetbacon wrote:Interesting. Thanks Jimsolo. Why the AoM Archon instead of the Succubus though? Points?
Either would work, I suppose. I like the archon because I have cooler Archon models, lol. You could even have a codex haemmie if you liked. I do like that Archons have access to both useful ranged and CC options, though.
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Post by: DirtyDeeds
I use both sizes in my current list (one with 10 and one with 4) to fill different roles. My large squad has a Haemie with AoM, Banshee Mask Archon, and Farseer (warlord), while the smaller squad has the formation Haemie and a Raider with Enhanced Aethersails. I use the larger squad as my "death star" that soaks up a LOT of attention. Most people in my meta have ignored it and let the unit ravage their ranks. The smaller squad is used as a counter-assault unit if my opponent wants to deep strike and/or moves fast.
I prefer Haemies if I'm using the Grotesquerie formation because it expediates the Power from Pain rule that makes these units work so well. The Grotesques will bruise enough noses that you do not need another hard hitter in the squad.
I read earlier that someone had a hard time with a Decurion, I wanted to let them know that my Grotesques wiped the board clean of all but 3 Jet pack models by turn 6.
But going small works too, I had my unit of 4 Grots and Haemie tie up 6 Mega Nobs (Assault variant), a squad of 5 lychguard, and a Scythe wielding Overlord for 5 rounds of combat while my large squad obliterated the center field.
The key to using Grotesques is to either neutralize or avoid the units that by pass their survivability through Instant Death. Strength 10 and Force weapons need to be the primary focus of your shooting attacks.
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Post by: sweetbacon
DirtyDeeds wrote:I use both sizes in my current list (one with 10 and one with 4) to fill different roles. My large squad has a Haemie with AoM, Banshee Mask Archon, and Farseer (warlord), while the smaller squad has the formation Haemie and a Raider with Enhanced Aethersails. I use the larger squad as my "death star" that soaks up a LOT of attention. Most people in my meta have ignored it and let the unit ravage their ranks. The smaller squad is used as a counter-assault unit if my opponent wants to deep strike and/or moves fast.
I prefer Haemies if I'm using the Grotesquerie formation because it expediates the Power from Pain rule that makes these units work so well. The Grotesques will bruise enough noses that you do not need another hard hitter in the squad.
I read earlier that someone had a hard time with a Decurion, I wanted to let them know that my Grotesques wiped the board clean of all but 3 Jet pack models by turn 6.
But going small works too, I had my unit of 4 Grots and Haemie tie up 6 Mega Nobs (Assault variant), a squad of 5 lychguard, and a Scythe wielding Overlord for 5 rounds of combat while my large squad obliterated the center field.
The key to using Grotesques is to either neutralize or avoid the units that by pass their survivability through Instant Death. Strength 10 and Force weapons need to be the primary focus of your shooting attacks.
That's a really interesting approach. It's half Grot bomb/half small unit. Other than maybe the 4+ FNP, what is generally the most useful ability from the Latest Experiment table for them?
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Post by: DirtyDeeds
Depends on your opponent, but T6 is another favorite of mine. Str 6 helps against the av 12 for space marine drop pods and dreads though. The rest is garbage in my opinion.
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Post by: Jimsolo
T6 is my favorite, but there really aren't any bad options. I even put the Sump on my Haemmy in case I get fleet.
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Post by: DirtyDeeds
Jimsolo wrote:T6 is my favorite, but there really aren't any bad options. I even put the Sump on my Haemmy in case I get fleet.
I could go without shred.... we already have that against t4 and below and those models that are t5 or higher tend to be in smaller squads anyways.
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Post by: Jimsolo
If I have to fight a GC or MC, I'd really like it. Rage is the one that's kinda 'meh' to me.
+1 T is my absolute favorite though.
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Post by: sweetbacon
Jimsolo wrote:If I have to fight a GC or MC, I'd really like it. Rage is the one that's kinda 'meh' to me.
+1 T is my absolute favorite though.
Yeah, I would have to agree that the + 1 T or the + 1 Str are probably the best as it means they can't be ID's by Str 10 and/or they don't have to flee in terror from Dreadnoughts. I have a regular opponent who plays Space Wolves and I'm hoping to roll the +1 T against him to help me chew through his TWC PF/ TH/ SS death star.
But I do agree that Rage is kind of pointless since they already have Rampage. If I had to rank them in order of what I hope to roll, it would be:
1. + 1 T
2. + 1 Str
3. 4+ FNP
4. Fleet
5. Shred
6. Rage
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Post by: FraustTheSnowman
For me Rage would rank higher than Shred as they reroll to wound against a lot of things to begin with.
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Post by: Jimsolo
For my money, it's
Toughness
Strength
FNP
Shred
Fleet
Rage
But none of them disappoint me.
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Post by: DirtyDeeds
1. +1 toughness/ fnp
2. +1 str
3. Rage
4. Fleet
5. Shred
I believe that it is more important for grotesques to survive than to hit harder. Grotesques benefit from the +1 T or fnp in every phase once they hit the board. Everything else only affects the combat phases.
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Post by: Homeskillet
sweetbacon wrote:I was wondering if anybody has any suggestions for the optimum Grotesquerie unit size? I am a big fan of Mushkilla's Grot bomb tactics, but if one isn't going to go full Grot bomb, what is the best squad size for the formation? Two squads of four? Asymmetrical squad sizes, one small squad and one larger squad WWP'd in? Just wanted to hear any recommendations based on experience.
I like to use both units of 3 Grots. This ensures you will essentially always be outnumbered when you charge, so you can get your Rampage on. I've found 3 is enough to do a lot of damage without sinking tons of points into the unit in case they get spanked by some S10 or D shots before they get to do their damage.
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Post by: sweetbacon
DirtyDeeds wrote:1. +1 toughness/ fnp
2. +1 str
3. Rage
4. Fleet
5. Shred
I believe that it is more important for grotesques to survive than to hit harder. Grotesques benefit from the +1 T or fnp in every phase once they hit the board. Everything else only affects the combat phases.
This is a very good point, I think Grots are underrated in their role as a deadly tarpit unit that will tie up and grind down other tough units over several turns. There pretty much the only DE unit other than Talos that I don't mind going toe to toe with Necron Wraiths.
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Post by: HawaiiMatt
Dependings on drugs, wyches have a good shot at stalling them. If you can get the +1 T drug, wyches are going to give them headaches. 4++ and FnP is not something the wraiths like.
Beast Packs can force the issue of targeting as well.
~48 S4 attacks on the charge can put a good dent into most necron units, doing it for 120 points with the speed of being a beast is pretty huge.
-Matt
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Post by: sweetbacon
HawaiiMatt wrote:Dependings on drugs, wyches have a good shot at stalling them. If you can get the +1 T drug, wyches are going to give them headaches. 4++ and FnP is not something the wraiths like.
Beast Packs can force the issue of targeting as well.
~48 S4 attacks on the charge can put a good dent into most necron units, doing it for 120 points with the speed of being a beast is pretty huge.
-Matt
Both are interesting approaches and could be fun to try. I do worry about Leadership with the Wyches though. Unless you stick a Coven Haemie in with them to make them Fearless. As for the Beast Pack, I know that's a lot of attacks, but I've seen Decurion Necron Warriors shrug off an insane amount of damage with only a few casualties. And you'd have the same Leadership issue as Khymera have terrible Leadership. You could put a Beast Master in with them to boost it, but it's still not that great. Plus 5 ++ just isn't that survivable. Sigh. The nerf to Beast Packs really makes it hard to justify taking them over Scourges, RWJ, Reavers, or just more Venoms.
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Post by: Red Corsair
I still love 12 clawed fiends with baharoth leading them lol. It has a weakness to s10 but as long as baharoth is out front you can soak a bit. The thing is usually in combat turn 2 anyway and it hits like a brick. I know it has too many hard counters to be competitive but it is so much fun to run.
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Post by: Jimsolo
Hmm. What's B-Roth bring to the party? Not super familiar.
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Post by: Rypher
I ran an 8 fiend pack with a beastmaster, Jain zar, and baharroth (occasionally in the pack) this past Saturday at a tournament. Jain Z makes the pack amazing with her banshee mask, fear, -2 leadership, and 6" aura of -5 WS/I debuff. It's like having psychic powers without the need to test for them.
Baharroth adds in another 2+ eternal warrior tank, a 12" move to keep up, and hit & run to the unit. I find special B a good character to add, but not always necessary. There are only a few units that I would absolutely need hit & run for, and those I can usually shoot down or kite with the pack.
Both phoenix lords are also fearless and come with the warlord trait of +3" to run. Rolling that 6 and seeing the fiends move 20" in a turn is quite frightening to some opponents...
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Post by: The Shadow
I see (or hear of) a lot of people using beastpacks, Rhyper, but I've never really seen the appeal. Obviously Fiends dish out a great amount of decent strength attacks, but with no AP. I find that, with the high volume of poisoned (yet high-AP) fire that Dark Eldar can dish out, lightly armoured units (i.e. the kind that fiends would excel against) aren't a problem. I would have thought that points (especially allied Eldar points, if you're getting Baharroth and/or Jain Zar) would be better spent on things that can deal with MEQ/TEQ.
Also, even with Baharroth taking with his 2+, I can't see the beast pack being that durable now they don't have easy access to Shrouded and without a Farseer to Fortune them. And surely Jain Zar slows the unit down?
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Post by: lessthanjeff
You probably haven't faced many super courts in a decurion, then. I once inflicted 80+ wounds in a single shooting phase on such a unit and only removed 2 models. Close combat is definitely the way to go against them for hope of sweeping them in combat and I'd be more tempted by the beastpacks myself if coven units didn't do such a bang-up job of it.
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Post by: Rypher
Jain Z doesn't slow the unit down. She only moves 6", but with an additional +3" to their run, she actually makes the pack faster. Combat is great with her as (except against WS 8+), the fiends are hitting on 3's and wounding fairly easily with strength 5. Tying up a unit in CC is more advantageous than shooting too, as typically the units I assault want to shoot, so removing that option from them for a turn is a win in my book. Fiends also have 6 attacks each on the charge, 4 if multicharging or otherwise. Drowning an opponent in saves is a viable tactic with them especially.
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Post by: sweetbacon
The Fiends + Jain Zair idea looks like it could be pretty fun. Personally, though, I'd much rather pair her up with a Grotesquerie as I prefer Grots to Fiends, due to their bonuses from Latest Experiment and the Covens PfP table.
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Post by: mercury14
Fun fact of the day:
Cegorach's Revenge + Grotesquerie = 1850 points.
And it's great fun using Harlies as the rapier and Grotesques as the big bashy hammer. Grot units are a great place to put your Shadowseers and the 3++ Solitiare that rerolls 1s on saves fears nothing.
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Post by: Red Corsair
Rypher wrote:Jain Z doesn't slow the unit down. She only moves 6", but with an additional +3" to their run, she actually makes the pack faster. Combat is great with her as (except against WS 8+), the fiends are hitting on 3's and wounding fairly easily with strength 5. Tying up a unit in CC is more advantageous than shooting too, as typically the units I assault want to shoot, so removing that option from them for a turn is a win in my book.
Fiends also have 6 attacks each on the charge, 4 if multicharging or otherwise. Drowning an opponent in saves is a viable tactic with them especially.
Wow, great call on Jain. I was used to sticking with Birdman from the last book and because hit and run is so good. I may need to try her next time.
To also address the why bring the pack question; it's a great tool since it has a large footprint and can multi many units that are a pain or it can focus on super durable units and sweep them. It's a similar principle to why people brought massive packs with the last book, only now fiends are better sine the pack caps out at a smaller number and since every member can be a fiend. 12 brings 36 T5 wounds and 72 S5 attacks on the charge...pretty brutal.
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Post by: mercury14
Tonight's matchup @1500 pts.... I'm going against a player who will bring some combination of Blood Angels, Imperial Fists, Knights (owns 2 with lancer), or Tyrannids.
Corpsethief Claw (every model is uniquely equipped)
Masque with 2 Shadowseers and a Jester with the Troupes in Weavers, Voidweaver. Each Troupe Master has a caress and two models in each unit have kisses.
I shall pwn or be pwned. I'll let people know how it goes...
UPDATE: Tabled him in turn four outside of a couple drop pods. I only lost a Starweaver and four Harlies.
Play of the Game: A Troupe Master killed his Librarian Dreadnight Warlord in a single turn of combat.
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Post by: lustigjh
mercury14 wrote:Play of the Game: A Troupe Master killed his Librarian Dreadnight Warlord in a single turn of combat.
Oh geez. I'm not familiar with harlies - How'd you do it?
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Post by: DirtyDeeds
lustigjh wrote:mercury14 wrote:Play of the Game: A Troupe Master killed his Librarian Dreadnight Warlord in a single turn of combat.
Oh geez. I'm not familiar with harlies - How'd you do it?
If I remember right, the troop master can take a weapon that auto pebs or glances on a six to hit
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Post by: HawaiiMatt
DirtyDeeds wrote:lustigjh wrote:mercury14 wrote:Play of the Game: A Troupe Master killed his Librarian Dreadnight Warlord in a single turn of combat.
Oh geez. I'm not familiar with harlies - How'd you do it?
If I remember right, the troop master can take a weapon that auto pebs or glances on a six to hit
Harlequin's Caress; 6 to hit is an auto wound at AP2, vs vehicles, a 6 to hit is an auto glance.
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Post by: Solosam47
Mmmmm those harlies do make for some fun speedy assaults haha
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Post by: Incognito15
So guys I am asking for advice. Want to run a Dark Eldar/Harlequin force, I dont care the mix up except that I cant run 5 talos as i dont have the models. Otherwise everything is fair game.
1850 tournament, predominent Eldar/Necron, the last 2 tournaments I have been to I am 0-2 vs Eldar and 0-1 vs Necrons.
What are some of the lists that have been successful for you lately with Dark Eldar or are we all resorting to allying Eldar in.
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Post by: Jimsolo
I've been allying either Harlies or Eldar in, a la the Freakshow tactics.
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Post by: Incognito15
Havent ran the freakshow but I think I am going to try this:
Haemonculus - Something (have 30 pts)
5x Warriors - Venom SC
5x Warriors - Venom SC
4x Grotesque - Raider
6x Reavers - 2x CC
6x Reavers - 2x CC
3x Ravagers - 3x DL
5x Fire Dragons - Wave Serpent SC
10x Dire Avengers - PW/SS - Wave Serpent SC
10x Warp Spiders -
(this is Aspect Host all have Exarch)
Thoughts?
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Post by: mercury14
Here's my list for tonight @2,500 points, unknown opponent:
CORPSETHIEF CLAW
GROTESQUERIE, 5x Grotesques/3x Grotesques, Abberation with agonizer, Haemi warlord
Covenite Coterie
- Haemis w/scissorhands, vexator masks
- 7x Wracks, Acothyst w/scissorhands
- Raider with NS
- Haemis w/scissorhands, vexator masks
- 7x Wracks, Acothyst w/scissorhands
- Raider with NS
- 5x Wracks, Osse
- Venom
2x Cronos, probes
DARK ELDAR ALLIED DETACHMENT
- Archon, WWP, blaster
- Beast Pack, 11x Khymera, 1x Beastmaster
- 10x Kabalite Warriors, dark lance
- Voidraven Bomber, flickerfield, 4x Shatterfield Missiles
2500
I think I'm going to wreck face with this list. And the 13-model beastpack coming out of his backfield should be terrifying.
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Post by: Solar Shock
Hey Merc,
List looks like a great list. How are you running the beast pack? as a DS with the archon? As I can't see any other way for them to come from the backfield?
Also, are you footslogging your grotesquerie? Hows that panned out for ya? suppose alongside the CTC they provide some tough support.
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Post by: HawaiiMatt
mercury14 wrote:
CORPSETHIEF CLAW
GROTESQUERIE
Covenite Coterie
DARK ELDAR ALLIED DETACHMENT
Not legal. The restriction in the allied detachment,
"All units chosen must have a different faction to any of the units in your primary detachment (or no faction)."
And on pave 118, under Factions
In the case of codex supplements, the Faction of all the nits described in that publication is the same as the codex it is a supplement of.
That makes Haemonculus Covens the Dark Eldar Faction, and the Allied detachments prevents you from running Dark Eldar as your primary, and taking Dark Eldar in an allied detachment.
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Post by: SarisKhan
Yeah, you may take Realspace Raiders or good ol' CAD, but not an Allied Detachment.
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Post by: mercury14
HawaiiMatt wrote:mercury14 wrote:
CORPSETHIEF CLAW
GROTESQUERIE
Covenite Coterie
DARK ELDAR ALLIED DETACHMENT
Not legal. The restriction in the allied detachment,
"All units chosen must have a different faction to any of the units in your primary detachment (or no faction)."
And on pave 118, under Factions
In the case of codex supplements, the Faction of all the nits described in that publication is the same as the codex it is a supplement of.
That makes Haemonculus Covens the Dark Eldar Faction, and the Allied detachments prevents you from running Dark Eldar as your primary, and taking Dark Eldar in an allied detachment.
Ah, good call. Swapped it out for a CAD using 2x5 Kabalites.
Also I forgot to mention a Voidraven Bomber in the list with Shatterfield missiles and FF.
Solar Shock wrote:Hey Merc,
List looks like a great list. How are you running the beast pack? as a DS with the archon? As I can't see any other way for them to come from the backfield?
Also, are you footslogging your grotesquerie? Hows that panned out for ya? suppose alongside the CTC they provide some tough support.
Yeah, footslogging the Grotesquerie. Footslogging Grotesques works out great for me because what are people going to do, shoot em? In a list with two Cronoses? Maybe in cover? Assault them? And they'll keep the Talos from getting swarmed...
And yeah, The Archon is bringing a full beastpack through a WWP. Turn three should be terrifying as I dont see many Talos/Cronos/Grots getting gunned down on the way in, plus the Khymera and bomber should be there. And I'll probably just rush the Wracks to draw fire if need be.
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Post by: DirtyDeeds
Depends on your meta. If your meta likes to play with str d, you could run into some issues.
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Post by: mercury14
DirtyDeeds wrote:Depends on your meta. If your meta likes to play with str d, you could run into some issues.
It has some strength D. This is a new opponent that I've never met before who's new to the area so I don't know what to expect.
But honestly 12" Wraithcannons and scythes might need until turn two to fire and by then they'll be overwhelmed. And I can always direct my Wracks their way since they're riding in the vehicles. If I can make them deal with Wracks their D won't be difficult to deal with.
UPDATE: He showed up with pure Eldar, two Aspect Hosts and a CAD with 2 Farseers, 3 Falcons, Serpents, lots of Dire Avengers. I rolled him, turn four was a massacre seeing me win five assaults. My losses for the game: one Wrack unit, half my grotesques, one Raider, a Venom, The Khymera, and one Haemi (removed by a DA Exarch's Diresword ability). All my Talos and Cronos survived even though he had an 8-man Dark Reaper unit on the board pounding away...
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Post by: number9dream
I posted this in the army lists forum initially, but didn't get any replies and realized this might be a better place for it, since it's more basic DE stuff.
Havent played at all since 5th, and I wasn't an experienced player even then and never played DE in my life.
Thinking of starting up the hobby again, with DE. How does this sound as a start?
745 pts - DE
- Think I might be taking a bit too many blasters/lances for the point level, and the splinter racks are probably wasted with so few warriors? Maybe remove some blasters, add warriors (or some archon tools) would be better. Could drop like 4 blasters and the splinter racks and bump the warrior squads up to full size.
To bump it up to 1k, turn the Trueborns back into Warriors, and add an aspect host
992 - Eldar/ DE
Now, reading this thread recently I came across Red Corsairs suggestion of using Dark Reapers in a raider instead of the ravager, and it really made me question whether the Ravager has any purpose at all, does it have any real advantage over raider mounted min squad of aspect host dark reapers?
So that made me think of something like this instead:
Archon
WWP
9x Warriors
blaster
10x Warriors
blaster
Raider w DL,SR
Raider w DL,SR
Raider w DL,night shields
6x Wspider
exarch
5x Firedragons
exarch
DT: Wave Serpent
- scannon
- scat laser
- holofields
3x Dark Reapers
exarch
3x starshot
= 990
Archon deepstrikes with the firedragons.
I feel like I'm a bit low on actual units this way tho, even though it's just one less vehicle than with the two venoms.
Maybe it's just an overall impact of trying to fit in an aspect host at this points level and just having DE native solutions would be more efficient until higher points?
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Post by: mercury14
So SM get like ten free tanks just for playing space marines. And they all come with free TL heavy bolters. Riiiight.
Next codex please.
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Post by: Jimsolo
Huh?
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Post by: mercury14
That is the appropriate reaction to have, yes.
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Post by: Jimsolo
I get the feeling you're trying to make some kind of witty commentary, but I'm just not picking up what you're putting down. What do Space Marine tanks have to do with the list that was posted?
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Post by: DirtyDeeds
Jimsolo wrote:
I get the feeling you're trying to make some kind of witty commentary, but I'm just not picking up what you're putting down. What do Space Marine tanks have to do with the list that was posted?
It was off topic, but if you take two Demi Companies ( SM Decurion) from the new Space Marine Codex, then you can take Rhinos, Razorbacks, and Drop Pods for free.
Back on topic, those lists could work, but I do think that cramming an Aspect Host at such a low point level is PROBABLY hampering you. However, BS 5 shooty bits are never easy to pass up. Just remember that the Fire Dragons cannot Run and Shoot if the Archon is still in the squad. Maybe put them in a Raider instead? It's cheaper and it allows the squad to remain safely embarked in a vehicle AND shoot. It also allows you to bypass an Imperial Knight's shield if you place the vehicle at one of the cross sections to it's shield.
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Post by: Manchu
Please stay on topic. Thanks.
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Post by: number9dream
DirtyDeeds wrote: Jimsolo wrote: I get the feeling you're trying to make some kind of witty commentary, but I'm just not picking up what you're putting down. What do Space Marine tanks have to do with the list that was posted? It was off topic, but if you take two Demi Companies ( SM Decurion) from the new Space Marine Codex, then you can take Rhinos, Razorbacks, and Drop Pods for free. Back on topic, those lists could work, but I do think that cramming an Aspect Host at such a low point level is PROBABLY hampering you. However, BS 5 shooty bits are never easy to pass up. Just remember that the Fire Dragons cannot Run and Shoot if the Archon is still in the squad. Maybe put them in a Raider instead? It's cheaper and it allows the squad to remain safely embarked in a vehicle AND shoot. It also allows you to bypass an Imperial Knight's shield if you place the vehicle at one of the cross sections to it's shield. Thanks. I'd planned on keeping the archon in the wave serpent and just disembark the firedragons, since I assume I'd use him as my warlord, so wave serpent would be better at keeping him safe than a raider? Didn't know about the possible void shield bypass when shooting from the transport tho :O
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Post by: Solar Shock
Hmm Seems to me you have two choices; 1)Archon with WWP and dragons in a serpent, DSing in, disembark and then shooting at whatever it is you want dead. 2)Archon with dragons in raider DSing in and killing whatever it is you want dead. Benefits being the raider is OT so you can shoot from any point on the vehicle, compared with the serpent which is now more than likely facing backwards? As you disembark from the rear. As for your Warlord issue; Yeh he is safer inside a serpent than a raider. But you aren't in a serpent. You disembarked to shoot remember  Highly likely the turn the dragons arrive, in your opponents turn he's going to wipe them off the table. If you do the job in a raider you don't have to disembark, so he's actually got another layer of protection compared with the serpent. Secondly, personally, (don't know what everyone else would do) but if I did disembark from the serpent or have the raider get wrecked, with a shadowfield you could actually have the archon tank for the dragons; yeh he might die, but I would be willing to suggest that the wounds saved from the dragons would mean that they could either hop back into the serpent (or the raider if you disembarked) and do some more damage next turn. Not sure Archon > Firedragons in terms of use post the initial WWP DS and melta. Any more experienced players willing to chime in on this; Go in a raider, Archon WWP DS, disembark, melta your chosen unit, have archon tank the incoming fire next turn, Re-embark, move up and shoot another unit? (by disembarking you give yourself the chance of having the raider survive his return fire, as he'd focus the dragons I would assume) - On a side note, if the raider did get blown up, have the archon leave the unit, then on the following turn your dragons can Battle focus, giving them quite a large threat range anyway.
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Post by: Jimsolo
I go the Raider route. It's fairly effective at wiping 1-2 units, although it also draws a LOT of enemy fire. If you use that to your advantage it's a great pick.
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Post by: HawaiiMatt
Solar Shock wrote:Hmm Seems to me you have two choices;
1)Archon with WWP and dragons in a serpent, DSing in, disembark and then shooting at whatever it is you want dead.
2)Archon with dragons in raider DSing in and killing whatever it is you want dead. Benefits being the raider is OT so you can shoot from any point on the vehicle, compared with the serpent which is now more than likely facing backwards? As you disembark from the rear.
The rear issue is easily solved by buying vectored engines. That lets you line up your idea drop and then turning after shooting.
If you're only running 5 fire dragons, you might also have a 3rd option, which is a falcon. It's got better firepower, but would require with a guardian warhost, ally detachment or CAD. With my DE, I'm running 1 or 2 aspect shrines, so the falcon is a no go.
Here's how I'd look at it.
The raider will absorb a bit more fire before everyone on board is tossed out and promptly shot dead.
The serpent/falcon is harder to kill, and the opponent my opt for just killing the fire dragons.
The short range of the firedragons means that an opponent might be able to assault and take it out in combat. I've lost many to guardsmen with krak grenades.
I've shifted from the above 3 options to the truly disposable option.
My Fire Dragons are in a venom and just hoping for the best with the deep strike. It's got a tiny footprint, and between disembark and battle fortune, it's been working well enough.
That's freed up my Archon to do what he does best; escort my grotesques into battle tanking S10, Strength D and force weapon hits with his 2+ invul.
I'm also running a unit of dark reapers, and a raider.
At time of deployment, I can shift Reapers into the venom and webway it with the archon, or leave the Reapers in support and deep strike the dragons via venom. And I still have the option to deep strike the Grotesques and Archon should I want to. That flexibility has served me really well, but more often than not, it's been firedragons in the venom.
-Matt
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Post by: Frozocrone
I can't stress enough how important the WWP is.
I played a game last Saturday, using Scalpel Squadron, RSR and Harlequins Cast of Players for a Freakshow bonanza. Had an Archon with the Raider but didn't bother with a WWP.
Oh my days, I scatter onto the enemy and mishap, rolling a 1 for the table. Warlord, FB, Psychic Defence, gone in one roll.
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Post by: HawaiiMatt
Frozocrone wrote:I can't stress enough how important the WWP is.
I played a game last Saturday, using Scalpel Squadron, RSR and Harlequins Cast of Players for a Freakshow bonanza. Had an Archon with the Raider but didn't bother with a WWP.
Oh my days, I scatter onto the enemy and mishap, rolling a 1 for the table. Warlord, FB, Psychic Defence, gone in one roll.
Yeah, if you put all your eggs in one big basket, better have a WWP. If you go with the much smaller venom, you can get away without the WWP, just don't load it up with expensive dudes, 120 points of infantry is plenty (5 fire dragons w/exarch).
-Matt
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Post by: Incognito15
Looking to run beastpack for the first time this weekend. Any tips or watchouts? Going to make sure my beastmasters are far away from each other in unit so both cant be picked off by one barrage but other than that anything to watch out for?
What usually makes up your beastpack?
Thanks!
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Post by: Rypher
6+ fiends, maybe a beastmaster, and a combat character from Eldar / Harlequins with fearless. Either psychic power them up, or run them as distraction unit meant to sweep smaller units. I'm a huge fan of the fiend pack.
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Post by: Incognito15
You dont find that the characters slow them down? You like the fiend pack over grotesques?
Are khymerae runnable?
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Post by: whembly
If it's a big enough unit, you could conga line quite easily. However, it's easier to add a Farseer/Autach with a jetbike to keep up.
A great force multiplier is adding baharroth too.
You like the fiend pack over grotesques?
They do two radical different things in an army. Large beast packs are basically used as distraction units and ablative wound pools for attached characters.
Grotesques are meant to get into CC to bring the pain as fast as possible.
In a Coven list, Grots are really nice.
But, I'm a big fan of the Beast unit as well.
Are khymerae runnable?
Absolutely. Because their sooo cheap and effective.
Another idea I've seen is that since the Beast squad can be really cheap, you could take that Real Space Raider list (6 FA slots), and have 6 cheapo beast units for distraction and objective grabbers.
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Post by: Incognito15
You dont feel like one has an advantage over the other with these loadouts:
5x Khymerae, 1x Beastmaster, 4x Fiend
or
4x Grotesque - in Raider
I like the beastpack as I dont have to worry so much about my fragile transport being blown up then my effectiveness shot.
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Post by: Nivoglibina
If you are that close, I'd try to get a majority thoughness of 5 by increasing the # of Fiends to 5.
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Post by: Sinful Hero
So are mono-deldar dead? Is it just too tempting to ally in Eldar, or can deldar compete at top tables on their own? Does anyone know for sure?
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Post by: Incognito15
Depends on your classification of dead. You can go 2-1 in a tourney but your going to face that eldar or tau list that hard counters you. The problem with allying eldar is every unit in the de codex has a unit in the dar codex thats better. So where do you stop?
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Post by: Frozocrone
I mean for 1500 I did have Scourge and Razorwings but eventually it turned into
Lhamaeans
10x Kabalite Warriors w/ Raider, NS, SR
10x Kabalite Warriors w/ Raider, NS, SR
10x Kabalite Warriors w/ Raider, NS, SR
Venom w/ 2x Splinter Cannon
Venom w/ 2x Splinter Cannon
Venom w/ 2x Splinter Cannon
Aspect Host (+1 BS)
5x Fire Dragons
5x Fire Dragons
5x Fire Dragons
Crimson Death
Crimson Hunter
Crimson Hunter
Crimson Hunter Exarch
But like, it was tough finding a game
On a DE note, has anyone had success with any of the Wrack formations, aside Scalpel Squadrom (that just never works out for me).
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Post by: Jimsolo
Scarlet Epicureans don't suck.
I think mono Dark Eldar can still function, but it's harder. Ask me again when this escalation league coming up is finished. (It's restricted to the point where I can only run mono-DE.)
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Post by: lustigjh
Jimsolo wrote:Scarlet Epicureans don't suck.
I think mono Dark Eldar can still function, but it's harder. Ask me again when this escalation league coming up is finished. (It's restricted to the point where I can only run mono- DE.)
Have you used the Epicureans? I want to run them for "kill my Warlord" shenanigans but am not sure what to do with them besides maybe attack squads with special weapons Automatically Appended Next Post: mercury14 wrote:So SM get like ten free tanks just for playing space marines. And they all come with free TL heavy bolters. Riiiight.
Next codex please.
I'm not happy about this garbage, either. It's really exciting knowing DE only missed the Decurion "free things for your army because sales!" bus by about 2 months so we get to suck up being part of a crappy codex cycle for almost a full cycle.
How do we deal efficiently with the inevitable objsec ghost pod spam armies? Give in to bringing Eldar allies? Field armies of Scourges? Find a new hobby?
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Post by: Frozocrone
Those free transports come with a monumental tax though, chock full of TAC which aren't that great.
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Post by: mercury14
Frozocrone wrote:Those free transports come with a monumental tax though, chock full of TAC which aren't that great.
This doesn't make sense though. For one, they can take min-sized tac squads. Two, in no way is ten free tanks too expensive. Even if you insist on calling the use of tac squads a tax (and they were going to use a couple anyway most likely), they get up to +550 points in their list. In an 1850 match, it's 2400 points of space marines versus 1850 of Dark Eldar. And everything in their formation plus those ten free tanks is objective secured. We have no real way to deal with that.
When there's a drop pod, a Razorback, and a SM infantry unit all obsec on three or four objectives, what can we do? Even if we use coven and assault, by the time we get there, there aren't enough turns life in the game to clear everything.
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Post by: blaktoof
mercury14 wrote: Frozocrone wrote:Those free transports come with a monumental tax though, chock full of TAC which aren't that great.
This doesn't make sense though. For one, they can take min-sized tac squads. Two, in no way is ten free tanks too expensive. Even if you insist on calling the use of tac squads a tax (and they were going to use a couple anyway most likely), they get up to +550 points in their list. In an 1850 match, it's 2400 points of space marines versus 1850 of Dark Eldar. And everything in their formation plus those ten free tanks is objective secured. We have no real way to deal with that.
When there's a drop pod, a Razorback, and a SM infantry unit all obsec on three or four objectives, what can we do? Even if we use coven and assault, by the time we get there, there aren't enough turns life in the game to clear everything.
to get free transports they have to take:
2 chaplains or captains(can be one of each)
6 tactical squads
2 Assault squad, Bike squad, Attack bike squad, Land speeder squad or Assault Cents (2 total)
2 Devastator squad or Dev Cent squad. (2 total, can be one of each)
the min cost without upgrades for min sized squads would be ~ 1000pts for the cheapest min sized squad with 0 points in any upgrades or gear. which are 2 captains(no upgrades), 6 squads of 5 tacticals (no upgrades), 2 5 man assault squads(no upgrades), 2 5 man dev squads (no upgrades)
and then they can get free vehicles. So the tacticals could have 6 free razorbacks with no upgrades, the assault squads Maybe 2 free razorbacks, and the 2 5 man dev squads 2 razorbacks, so yeah they get 10 free vehicles but look at the army list. Consider when you are buying upgrades for the squads they are often going to be more than double the base cost for marine stuff. You just hit 2k points, so you can have the units above with trimmed back upgrades and no upgrade to the free tanks, and pretty much have no additional special rules for formations are are locked in to those units. Going to other more interesting units(grav cents) drastically costs more, and grav cents don't come with vehicle options that can be free.
so yes they can get +550 points at 1850 but they will not be able to upgrade the vehicles and they will not be able to upgrade multiple squads due to points limits.
and these are MIN size squads, so those 6 tac squads is a total of 30 models. The two min sized assault squads, 10 more models, 2 dev squads, 10 more models. 2 captains 10 vehicles, this army is under 70 models most of which are 1 wound, low AV, and no 2+ saves, no ++ saves outside of characters. I would rather fight this army than scatbike spam/pentyrant/gravbikes+invis centstar many times over.
What are you going to do when a drop pod and AV11 3hp razorback is on on objective with 5 tac marines? I hope you have a solution for killing that as dark eldar, I would say raider with splinter racks averages 3-4 dead marines a turn, the darklance from raider and 1 unit of scourges with haywire should be able to clear all of that in 2 turns.
I would be more than happy to face the above army list with free vehicles. Its not drop podding, and if they take free drop pods thats just a bonus in my book because what are they going to drop pod at those points? tac marines? not as scary as the normal grav biker spam drop pod sternguard lists I see in tournaments.
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Post by: Frozocrone
Not to mention that even without the upgrades, you still need to take an Auxillary choice.
I'd be happy facing off against it more than ScatterSpam
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Post by: Jimsolo
lustigjh wrote: Jimsolo wrote:Scarlet Epicureans don't suck.
I think mono Dark Eldar can still function, but it's harder. Ask me again when this escalation league coming up is finished. (It's restricted to the point where I can only run mono- DE.)
Have you used the Epicureans? I want to run them for "kill my Warlord" shenanigans but am not sure what to do with them besides maybe attack squads with special weapons
I do. Usually just as two squads of five in venoms, with the haemmy riding in a Raider with the Grotesquerie formation I almost always take.
It allows me to throw some Venom spam on the field, and gives me some fairly durable troops should I need them for mop-up assault work or for securing objectives. If my opponent runs a beatstick HQ, then the Epicurean becomes my Warlord, so I can get VP from dying at his hands, while my Grotesques kill the enemy warlord with overflow wounds. It's usually pretty effective.
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Post by: Frozocrone
What do you do with the Cronos? Just move it up the field?
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Post by: Gamerely
Played a game yesterday with some stuff I've never used before. Brought some helions and mandrakes. The helions basically won the game. I had just one left and he sweeping advanced my friends crisis team, it was beautiful.
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Post by: HawaiiMatt
Gamerely wrote:Played a game yesterday with some stuff I've never used before. Brought some helions and mandrakes. The helions basically won the game. I had just one left and he sweeping advanced my friends crisis team, it was beautiful.
When you said hellions won you the game, I pictured your opponent choking to death from laughter as you deployed the hellions.
The only issue with hellions is the price, they really are not worth 13 points.
But, like all things dark eldar, if you ignore them long enough, and roll well on the drugs, the combination of power from pain and combat drugs might make them suck less by the end of the game.
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Post by: Jimsolo
Varies. Try to keep him in range of the units that need him. He can follow a CTC for true silliness, but usually staying centrally located and getting in range of my thickest knot of guys works best. They've also got Smah, so they can usually hold their own in assault, which means. One occasionally work as backstop anti-vehicle units.
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Post by: mercury14
Usually my Cronos just sorta watch people go "OMG AHHHHHGH!" when they're getting hammered by Talos and Grotesques... And they wander into whatever CC they feel like. Sometimes they'll use their little spray gun on stuff but mostly they just sorta go where they please. Or they don't. There's not much to 'em. Often times they're on drop pod smashing duty and do second-line chores like that.
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Post by: Jimsolo
mercury14 wrote:
Usually my Cronos just sorta watch people go "OMG AHHHHHGH!" when they're getting hammered by Talos and Grotesques... And they wander into whatever CC they feel like. Sometimes they'll use their little spray gun on stuff but mostly they just sorta go where they please. Or they don't. There's not much to 'em. Often times they're on drop pod smashing duty and do second-line chores like that.
This should be the official Cronos tactica guide.
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Post by: sweetbacon
Jimsolo wrote:mercury14 wrote:
Usually my Cronos just sorta watch people go "OMG AHHHHHGH!" when they're getting hammered by Talos and Grotesques... And they wander into whatever CC they feel like. Sometimes they'll use their little spray gun on stuff but mostly they just sorta go where they please. Or they don't. There's not much to 'em. Often times they're on drop pod smashing duty and do second-line chores like that.
This should be the official Cronos tactica guide.
Agreed. My Cronos is just along for the ride in my Dark Artisan. He's a Spirit Probe tax, who can melt a few MEQ with his flamer and stomp on a couple of MEQ/ TEQ in CC, if his big brother, the Talos, leaves anything for him stomp. But I keep my expectations for the Cronos' offensive efforts low. With that said, I still find him worth every point due to the 4+ FNP he hands out. If run alongside a Corpsethief Claw, you have five MCs with good shooting and scary CC abilities that now have Necron Decurion-level resiliency.
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Post by: DirtyDeeds
sweetbacon wrote: Jimsolo wrote:mercury14 wrote:
Usually my Cronos just sorta watch people go "OMG AHHHHHGH!" when they're getting hammered by Talos and Grotesques... And they wander into whatever CC they feel like. Sometimes they'll use their little spray gun on stuff but mostly they just sorta go where they please. Or they don't. There's not much to 'em. Often times they're on drop pod smashing duty and do second-line chores like that.
This should be the official Cronos tactica guide.
Agreed. My Cronos is just along for the ride in my Dark Artisan. He's a Spirit Probe tax, who can melt a few MEQ with his flamer and stomp on a couple of MEQ/ TEQ in CC, if his big brother, the Talos, leaves anything for him stomp. But I keep my expectations for the Cronos' offensive efforts low. With that said, I still find him worth every point due to the 4+ FNP he hands out. If run alongside a Corpsethief Claw, you have five MCs with good shooting and scary CC abilities that now have Necron Decurion-level resiliency.
Make that Haemie your warlord and now they're even better.
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Post by: sweetbacon
I always do!
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Post by: CKO
What is the best loadout for a ten man wyche squad?
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Post by: Trystis
CKO wrote:What is the best loadout for a ten man wyche squad?
Its most point efficient to add nothing to them. None of the options are particularly good.
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Post by: Inevitable_Faith
the wych weapons are cheap but you get what you pay for. If you have 5 points to spare and don't know where to spend it then why not zoidbe... hydra gauntlet? Overall though their use is most exemplified by their rules. They are a cheap unit you can throw at a scary unit with low number of attacks and high ap/strength and let their dodge 4++ frustrate the enemy.
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Post by: vipoid
Honestly, I'd argue that even 5pts is too much for the pitiful bonuses they grant.
Jimsolo wrote:
I do. Usually just as two squads of five in venoms, with the haemmy riding in a Raider with the Grotesquerie formation I almost always take.
It allows me to throw some Venom spam on the field, and gives me some fairly durable troops should I need them for mop-up assault work or for securing objectives. If my opponent runs a beatstick HQ, then the Epicurean becomes my Warlord, so I can get VP from dying at his hands, while my Grotesques kill the enemy warlord with overflow wounds. It's usually pretty effective.
Could you post one of your lists?
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Post by: Jimsolo
Wyches pretty much blow.
Academically, however, I think the hydra gauntlets are just slightly better on average than the other two.
I've seen the mathhammer done before, and it varies depending on the drugs you have and the opponent you're up against, but I seem to recall gauntlets having a small margin of advantage in the average situation.
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Post by: CKO
Thanks everyone for your thoughts.
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Post by: ALEXisAWESOME
If i was to use Wyches, I'd say a Hekatrix with an Agoniser is a must. She is overly expensive and not particularly good at what she wants to do, but the unit has no teeth against MEQ without her killing 1 MEQ a turn. Without her you'll find they will rarely manage a single wound, with her you might find you do 2!
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Post by: Frozocrone
If I wanted to use Corpsethief Claw, who would be the best allies to compliment it? Craftworlds for Farseer and Bikes/Hawks and co, Harlequins for Freakshow or DE (Covens for Dark Artisan) and maybe some Scourge and Venoms?
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Post by: Jimsolo
I'd go with Harlequins if you only have one ally. They have the psychic powers plus the attacks/powers that most benefit from the CTC's Freakish Spectacle.
Craftworld Eldar make a string showing, too. A grotesquerie and/or a scalpel squadron complement the army nicely, giving you more Freakish Spectacle bubbles to stack up. Farseer Windrunners can keep pace with the army, and provide some psychic support, including Psychic Shriek, Dominate, and Terrify (so much better with multiple Ld negs in play). Invisible CTCs are the stuff of nightmares.
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Post by: Frozocrone
I've got any ally available, quantity and CtA (only requirement has to be a bound army).
Was thinking CWE, but that requires having to buy a lot of Eldar to compliment it and eh...
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Post by: Jimsolo
Four models is all you need for an Allied detachment (Farseer Skyrunner and Windriders). Two or three of those can really crush an enemy (and his soul). The psychic boons really go well with the Dark Eldar. There's a nice synergy there.
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Post by: blaktoof
Frozocrone wrote:If I wanted to use Corpsethief Claw, who would be the best allies to compliment it? Craftworlds for Farseer and Bikes/Hawks and co, Harlequins for Freakshow or DE (Covens for Dark Artisan) and maybe some Scourge and Venoms?
I would take multiple canoptek harvest formations as allies. They are fast, and fairly tough, and overall good for their points. They can engage and tie up multiple units quickly while the CTC closes to engage.
If I wanted to stick with "eldar race" I think an allied eldar detachment with farseer skyrunner, and wind riders. Would add in a craftworld aspect warhost formation or whatever and take a bunch of hawks/spiders.
Another fun idea would be wraithhost + CTC. Automatically Appended Next Post: Jimsolo wrote:Wyches pretty much blow.
Academically, however, I think the hydra gauntlets are just slightly better on average than the other two.
I've seen the mathhammer done before, and it varies depending on the drugs you have and the opponent you're up against, but I seem to recall gauntlets having a small margin of advantage in the average situation.
Yeah IIRC against WS4 T4 hydragauntlets are the best. Shardnet and impaler are very close 2nd and actually equal if the unit does not have +1S or does not have FC.
The Hek upgrade +haywire is often the most cost effecient upgrade, you can throw a grenade and get 1 attack in assault for a decent chance of 2 HPS off a vehicle at least Really the average comes out to be about 1.2HPs between a thrown grenade and assaulting a vehicle if it has WS, and I think 1.5 if the vehicle has no WS stat.
Harlequins work as great allies for wyches, because you can get Hit and Run in the units from the harlequin elite characters. If you take starweavers as FA or whatever, you can put the ICs with a 5 model wyche squad since they have a 6 model transport capacity. HnR is a big deal for wyches because a lot of the PfP results that give combat bonuses are reliant on the models with PfP charging to get the bonus ( FC, Rage) This gives you the oppurtunity to disengage an unit on your enemies turn and reassault it. Of course this gives your enemy another chance to overwatch you...
Beastpacks with almost all khymera and some flocks work great with wyches too, they are fast so they can get in and assault first to eat overwatch- are more likely to survive overwatch, and are relatively cheap.
The main problem is once the wyches charge in, even not being overwatched now- they just don't hit that hard until late in the game when they might have FC+Rage+combat drugs- and even thent he Hek needs to be kitted out.
Other than shooting being favored over assault for many editions, wyches are bad at assault. they were bad at assault last DE codex- and they were made worse by removal of Haywire, reduction in power of wyche weapons (yeah they are 5pts less, but they are crap now..) considering many codexes after DE saw weapons go down in cost, and models go down in cost that neither of these happened left wyches in a spot where they are actually worse now than they have ever been.
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Post by: mercury14
Wyches are good in assault in some circumstances though:
1) Against MCs, Dreads, TH/SS Termis with low volume of attacks, your opponent doesn't want to get them tangled up with Wyches.
2) If they get the right combat drug.
3) Later in the game when PfP is kickin'. 4++ FnP + furious charge + combat drugs = excellent CC unit for 10 points
The problem is you often need to assault them turn 2 before PfP is in full gear...
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Post by: sweetbacon
Frozocrone wrote:If I wanted to use Corpsethief Claw, who would be the best allies to compliment it? Craftworlds for Farseer and Bikes/Hawks and co, Harlequins for Freakshow or DE (Covens for Dark Artisan) and maybe some Scourge and Venoms?
I've run the CtC + Dark Artisan with Spirit Probe (with the Haemie's WL trait that let's the Talos re-roll 1's on FNP) and those two units working together are almost unkillable unless you're facing D-weapon spam or Grav spam. Other than that, everything else will bounce off of it. And then they start killing stuff.
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Post by: vipoid
Anyone else concerned about DAs having 3+ and 2+ rerollable jink on their bikes?
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Post by: DirtyDeeds
vipoid wrote:Anyone else concerned about DAs having 3+ and 2+ rerollable jink on their bikes?
My two large grotesques squads won't care.
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Post by: lustigjh
DirtyDeeds wrote: vipoid wrote:Anyone else concerned about DAs having 3+ and 2+ rerollable jink on their bikes?
My two large grotesques squads won't care.
They'll care when overwatch hits them at full BS.
Now Medusae, they really won't care, especially with a WWP caddy and a raider. Hello bikes, have some AP3 templates.
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Post by: vipoid
Though that assumes your opponent only has one bike squad that needs killing.
I certainly don't see that squad surviving to get a second chance.
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Post by: Solar Shock
vipoid wrote:Though that assumes your opponent only has one bike squad that needs killing.
I certainly don't see that squad surviving to get a second chance.
But surely its cheap enough that your medusae and WWP will be cheaper than the bike unit you just erased. Personally, with all the new SM love and dex's I think its fair to say AP3 ignores cover is going to potent in the coming meta. Couple that with some dark reapers, then those land speeders are also in trouble
As for full BS overwatch, stuff like banshee mask? oh no overwatch? dang!
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Post by: vipoid
Solar Shock wrote:But surely its cheap enough that your medusae and WWP will be cheaper than the bike unit you just erased.
I'm not so sure.
You're talking minimum 95pts for an Archon with WWP. Then at least 3 Medusae (unless you only want to kill 1/3 of the bike squad). So, you're already up to 170. Then you'll likely want a Raider (both to protect and move the squad, and to allow you to properly aim their templates), which brings them up to 225, as an absolute minimum.
At the very least, I don't see you coming out ahead.
Solar Shock wrote:Couple that with some dark reapers, then those land speeders are also in trouble
As for full BS overwatch, stuff like banshee mask? oh no overwatch? dang!
I see we're back to Eldar allies. Yey...
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Post by: Solar Shock
vipoid wrote:
I'm not so sure.
You're talking minimum 95pts for an Archon with WWP. Then at least 3 Medusae (unless you only want to kill 1/3 of the bike squad). So, you're already up to 170. Then you'll likely want a Raider (both to protect and move the squad, and to allow you to properly aim their templates), which brings them up to 225, as an absolute minimum.
At the very least, I don't see you coming out ahead.
I see we're back to Eldar allies. Yey...
But you just said that you wouldn't expect them to survive the following turn, so why are you spending all those extra points on a transport etc. Yeh it would be useful, if they did survive, but there are various ways to run a suicide squad. Personally, i'd probably consider dropping the WWP caddy and simply stick them in a venom, then you can simply either run them on the board as a distraction/focus unit, or DS them. Yeh you still have the chance to scatter etc, but for the cost (venom and 3 medusae = 130 points minimum) you have a throw away unit that you can use to clear out quite a potent unit. I mean if I came against some DA list where he had a powerful HQ in a bike squad, having a throw away unit that can remove the HQs retinue allowing you to then lay volumes of poison into whatever remains sounds good to me.
I'd probably run two for redundancy, but AP3 ignores cover I feel is going to be a very useful with the rise of SM units.
As for allies, I highly expect to be seeing players running various formations from across the SM factions, so competitively I dont think you can afford to be against allies simply because it sucks  (although it certainly does suck! and I completely agree  But tactically wise thats how i'd deal with DA)
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Post by: vipoid
Solar Shock wrote:
But you just said that you wouldn't expect them to survive the following turn, so why are you spending all those extra points on a transport etc.
Because a transport at least forces your opponent to deal with them. If they don't have a transport then they're a lot easier to just ignore (since they're going to be spending the rest of the game moving 12", and trying to catch units that move 12+").
Solar Shock wrote:Personally, i'd probably consider dropping the WWP caddy and simply stick them in a venom, then you can simply either run them on the board as a distraction/focus unit, or DS them.
Fair enough, but wasn't it you who suggested the WWP in the first place?
Solar Shock wrote:
I'd probably run two for redundancy, but AP3 ignores cover I feel is going to be a very useful with the rise of SM units.
If you did that, what would you use for your warlord?
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Post by: HawaiiMatt
The farseer ally?
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Post by: Solar Shock
BAHAHAH! +1^^^ Yeh i agree, a venom would seriously help amplify their threat potential, just hope you get some lucky jinks? Indeed, pinpoint WWP is so powerful with templates  but you were right on the money with a 100 point tax being a little pricey for a one trick poney. I think going venoms is far superior in terms of efficiency, not only can you jink, you can shoot and hopefully if you survive, next turn melt more face. Compared to a WWP caddy the 55 points goes much further. Warlord wise i'd probably have a haemy in the grotesquerie, but only because ive been converting my grotesquerie for so long to not use it would be ridiculous
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Post by: Red Corsair
Shrine dark reapers in a raider are still my top answer to any bike in the game.
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Post by: number9dream
Red Corsair wrote:Shrine dark reapers in a raider are still my top answer to any bike in the game.
Speaking of which, having some jet-lag induced insomnia and came up with this while trying (and failing) to fall asleep. Not sure it's actually legal tho, but I think so? Had been reading the skyhammer formation thread and all the complaining about scatterbikes and the new DA bikes... RSR Archon WWP 9x Warriors w blaster 10x Warriors w blaster 10x Warriors w blaster Raider w DL&SR Raider w DL&SR Raider w DL&SR Raider w DL& NS Raider w DL& NS Raider w DL& NS Venom w scannon Venom w scannon Venom w scannon Eldar AD Autarch 5x Rangers Aspect host 5x Fire Dragons /w Exarch 5x Fire Dragons /w Exarch 5x Fire Dragons /w Exarch Aspect host 3x Dark Reapers /w Exarch&Starshot 3x Dark Reapers /w Exarch&Starshot 3x Dark Reapers /w Exarch&Starshot = 1849 pts Fire dragons go in the venoms Reapers in the Night shield raiders (Could alternatively ditch the night shields and kit out the autarch with power lance, banshee mask, fusion guns and wings, and have him jump around all willy nilly, and if we did so, presumably let one of the Dark Reaper exarchs be our Warlord) Autarch is there for reserve rolls in case we face skyhammer or have to go 2nd vs something shooty, rangers so we can deploy something T1. Everything can deep strike if we want/need to. Got 9 skimmers, 21 long-mid range s8 shots (6 lances, 3 blasters, 12 starshot) spread across 12 units, 15 melta shots, 6 splinter cannons, and 29-58 twinlinked splinter rifle shots depending on range. This isn't something I'll be fielding anytime soon, just my no-sleep brain couldn't let the idea go and it looks really solid to me. Anti-infantry, check. Anti-mech, double check. No true ignores cover but it ignores the most important form (jink). Maybe a bit questionable on the anti-air front.
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Post by: Relapse
Trystis wrote: CKO wrote:What is the best loadout for a ten man wyche squad?
Its most point efficient to add nothing to them. None of the options are particularly good.
I think getting an agonizer in there is a good option. At least it's always worked out well for me.
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Post by: HawaiiMatt
number9dream wrote: Red Corsair wrote:Shrine dark reapers in a raider are still my top answer to any bike in the game.
Speaking of which, having some jet-lag induced insomnia and came up with this while trying (and failing) to fall asleep.
Not sure it's actually legal tho, but I think so? Had been reading the skyhammer formation thread and all the complaining about scatterbikes and the new DA bikes...
RSR
Archon
WWP
Venom w scannon
9x Warriors w blaster
10x Warriors w blaster
10x Warriors w blaster
Raider w DL&SR
Raider w DL&SR
Raider w DL&SR
Raider w DL& NS
Raider w DL& NS
Raider w DL& NS
Venom w scannon
Venom w scannon
Eldar AD
Autarch
5x Rangers
Aspect host
5x Fire Dragons /w Exarch
5x Fire Dragons /w Exarch
5x Fire Dragons /w Exarch
Aspect host
3x Dark Reapers /w Exarch&Starshot
3x Dark Reapers /w Exarch&Starshot
3x Dark Reapers /w Exarch&Starshot
= 1849 pts
Fire dragons go in the venoms
Reapers in the Night shield raiders
(Could alternatively ditch the night shields and kit out the autarch with power lance, banshee mask, fusion guns and wings, and have him jump around all willy nilly, and if we did so, presumably let one of the Dark Reaper exarchs be our Warlord)
Autarch is there for reserve rolls in case we face skyhammer or have to go 2nd vs something shooty, rangers so we can deploy something T1.
Everything can deep strike if we want/need to. Got 9 skimmers, 21 long-mid range s8 shots (6 lances, 3 blasters, 12 starshot) spread across 12 units, 15 melta shots, 6 splinter cannons, and 29-58 twinlinked splinter rifle shots depending on range.
This isn't something I'll be fielding anytime soon, just my no-sleep brain couldn't let the idea go and it looks really solid to me. Anti-infantry, check. Anti-mech, double check. No true ignores cover but it ignores the most important form (jink). Maybe a bit questionable on the anti-air front.
Solid list. Shift the Archons venom to fast attack. He won't fit with the fire dragons, and they cannot start in it, as it's his dedicated transport. I'd ditch a squad of warriors, and bring something more useful, like 5 grotesques (joined by webway archon and autarch)
-Matt
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Post by: number9dream
Briefly forgot I had 6 fast attack slots  Thx. Also blanked on the fact that starweavers have a 6 man transport capacity while venoms dont...
Grotesques are a good idea as well, might make the archon and autarch not completely dead weight.
Feel like there's a good chance there'll be a new edition out before/if I ever build this tho
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Post by: blaktoof
vipoid wrote:Anyone else concerned about DAs having 3+ and 2+ rerollable jink on their bikes?
Yes also concerned with the BS2 and BS3 overwatch options they can get....Have yet to play against any DA players in the past 2 editions however so not terribly worried. Most marines I see are ultras, RG, SW.
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Post by: Jimsolo
So, side tangent: have people considered Aberrations as their Warlord? 3 wounds, T5, weapon options for Rending, automatic FNP? All seem pretty good to me...
I've been mulling it over, but haven't committed yet.
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Post by: vipoid
Jimsolo wrote:So, side tangent: have people considered Aberrations as their Warlord? 3 wounds, T5, weapon options for Rending, automatic FNP? All seem pretty good to me...
I've been mulling it over, but haven't committed yet.
I dislike the idea simply because it seems unfluffy.
Sadly though, an Aberration (especially a Coven one) probably would make a markedly better warlord than any of our HQs.
My only concerns other than fluff would be that he only has 4+ LoS and that if his squad is depleted he can't join a different one. Not sure how important either of those are though.
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Post by: Frozocrone
Make a Talos a character, I would be up for that
In regards to DA, I am slightly concerned but I think Grotesqueries and Talos should be durable enough to get into combat, Reavers might be able to tank with a 3+ Jink and 6+ FnP but eh.
Kinda want a new DE codex with all these goodies, so that everything is viable.
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Post by: vipoid
Frozocrone wrote:
In regards to DA, I am slightly concerned but I think Grotesqueries and Talos should be durable enough to get into combat,
How would the Talos catch Ravenwing though?
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Post by: Frozocrone
Not by themselves, you,d have to use other aspects on Covens (such as Grotesque s in Raiders) to force the opponent into the Talos range or to hold them up imo
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Post by: DirtyDeeds
Bear in mind thay they only get the 3+ rerollable when they jink, which severely drops their damage potential in the followong shooting phase (as long as they didmt go first and turbo boosted up the field). Mass poison should do jist as well against this army as it has in thr past. Either the opponent jinks to save his guys wgile dropping his damage output, or he tries for his armor saves and gets eaten alive.
But then we encounter a problem if they go first, they can turbo boost, get the rerollable jink save, but can fire at full ballistic next shooting phase. It might be a good idea to null deploy a squad of talos or grotesques and deep strike venoms all over the board.
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Post by: vipoid
DirtyDeeds wrote:Bear in mind thay they only get the 3+ rerollable when they jink, which severely drops their damage potential in the followong shooting phase (as long as they didmt go first and turbo boosted up the field).
Jinking severely drops the potential of our Venoms, Ravagers, Reavers etc. too. None of those get rerollable 3+ Jink saves for their troubles.
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Post by: DirtyDeeds
vipoid wrote:DirtyDeeds wrote:Bear in mind thay they only get the 3+ rerollable when they jink, which severely drops their damage potential in the followong shooting phase (as long as they didmt go first and turbo boosted up the field).
Jinking severely drops the potential of our Venoms, Ravagers, Reavers etc. too. None of those get rerollable 3+ Jink saves for their troubles.
That's why we need to cause them to jink first, either by going first or deep striking
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Post by: Dalymiddleboro
Why not run the dark artisan with a wwp? Blast them with twin linked ap3 liquifiers and the cronos has ap3.
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Post by: Trystis
Dalymiddleboro wrote:Why not run the dark artisan with a wwp? Blast them with twin linked ap3 liquifiers and the cronos has ap3.
Because they are only S3 and its not worth spending 250+ to get the template from the cronos, and to get you have to trade the gear that improves FNP
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Post by: vipoid
Trystis wrote:
Because they are only S3 and its not worth spending 250+ to get the template from the cronos, and to get you have to trade the gear that improves FNP
The Cronos starts with the AP3 flamer - you don't need to trade anything else for it.
That being said, I still don't think it's remotely worth it. Maybe if they hadn't nerfed both the cronos flamer *and* the liquifier gun to hell. But, as it stands, S3 on both just makes them worthless.
If you want pinpoint flamers, put a WWP Archon or Haemonculus with a unit of Medusae. They have the only flamer weapon in our army that's even remotely good.
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Post by: Dalymiddleboro
The liquifiers is twin linked.
You're sure to roll a few 6's to wound with twins linked on the tear drop.
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Post by: FraustTheSnowman
You'll average less than two wounds per six bikers covered...then factor in potential invuln save and feel no pain and no it's not remotely worth while. Medusae or allied wraithscythes are the only viable templates we have.
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Post by: vipoid
Dalymiddleboro wrote:The liquifiers is twin linked.
You're sure to roll a few 6's to wound with twins linked on the tear drop.
You mean use the Talos for its liquifier gun? Trading both an attack and the ability to take Chain Flails or Ichor Injector?
I'm really not seeing the appeal. Especially since 50% of the time you won't even be ignoring their armour save.
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Post by: Frozocrone
Experience with Wracks using Liquifiers...garbage waste of points. S3 Ap random is only consistently useful against T1-3 with a garbage save...so just us then.
Everyone else either has a good save or is T4 and above.
Need to find my Ossefactors and clip/hacksaw off the Liquifiers on my Wracks.
Cannot even fathom why you would want a Liquifier on a Talos when the Ichor Injector (for Gargantuans and ID) and Chain Flails are far superior choices for cheaper.
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Post by: vipoid
I've found a new game for our codex.
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Post by: Frozocrone
I should really have included Tyranids as well but most lists comp lists forgo Gaunts and use Rippers and Mucolids. Mucolids have three wounds so you're not killing it and Rippers don't really care because they like to DS in so chances are your Liquifier won't even touch the Rippers.
Then everything else is T4 so again leads me to my previous point.
I would love to play that game, yet hate playing it
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Post by: blaktoof
I have an upcoming team match I am going to play in, 925pts pet player (total team side = 1850) considering running the following:
+++ New Roster (921pts) +++
Realspace Raiders Detachment
+ HQ +
Court of the Archon [2x Medusae, 2x Sslyth]
Venom [Splinter Cannon]
+ Elites +
Mandrakes [5x Mandrake]
+ Troops +
Kabalite Warriors [3x Kabalite Warrior]
Kabalite Warrior with special weapon [Blaster]
Sybarite [Close Combat Weapon, Haywire Grenades, Splinter Rifle]
Venom [Splinter Cannon]
Kabalite Warriors [3x Kabalite Warrior]
Kabalite Warrior with special weapon [Blaster]
Sybarite [Close Combat Weapon, Haywire Grenades, Splinter Rifle]
Venom [Splinter Cannon]
+ Fast Attack +
Beastmasters [2x Clawed Fiend]
Beastmaster x2
Beastmasters [2x Clawed Fiend]
Beastmaster x2
Reavers x3, x1 Cluster Caltrop, x1 Blaster
Reavers x3, x1 Cluster Caltrop, x1 Blaster
Scourges x5, x1 shardcarbine, x4 Haywire blaster
I get paired with a random other player who has ~925pts of whatever. Ally rules are involved, so could end up being CTA allies or BB with whoever.
I am trying out a play on the majority toughness rule for the sslyth/medusa and the beastmasters/clawed fiends, making these units Toughness 5 for initial shooting/assaults whatever, will post results after with thoughts on trying to use majority toughness to get T5 DE units in RSR. Also want to try out a shooty HQ that is not expensive. I have high hopes for double S4 Ap3 templates, and the shardcarbines on the sslyth in a venom- should put out a lot of fire power.
For AT there are the kabalite warriors, 1 blaster and a thrown haywire grenade in two 5 man units. There's a blaster in each reaver squad, and the scourges with the haywire blasters. The clawed fiends each put out 6 str 5 attacks on the charge, and should be able to trash most light vehicles fairly quickly. 80 pts is 12 Str 5 attacks from the fiends, should average 3 HP on the turn they charge against AV 10.
Will post match results/thoughts after game later next week.
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Post by: vipoid
With regard to the majority-toughness aspect, is it really worth it?
I mean, with the Sslyth you're doubling the cost of the squad but getting very little extra offence out of it. I don't think the extra toughness will be nearly as useful as you think. Similarly, is there even a point to having 2 beastmasters? Beyond giving Ld8 (which you only need one for), they're really awful units.
I'd also suggest dropping the Sybarites. Haywire grenades aren't worth 15pts.
My recommendation would be to drop most of the above, along with some or all of the mandrakes, and get either a second unit of scourges or a triple Dark Lance Ravager for extra anti-tank.
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Post by: blaktoof
vipoid wrote:With regard to the majority-toughness aspect, is it really worth it?
I mean, with the Sslyth you're doubling the cost of the squad but getting very little extra offence out of it. I don't think the extra toughness will be nearly as useful as you think. Similarly, is there even a point to having 2 beastmasters? Beyond giving Ld8 (which you only need one for), they're really awful units.
I'd also suggest dropping the Sybarites. Haywire grenades aren't worth 15pts.
My recommendation would be to drop most of the above, along with some or all of the mandrakes, and get either a second unit of scourges or a triple Dark Lance Ravager for extra anti-tank.
I appreciate the feedback.
TBH I do not think venom+warriors with blaster is as points effective as raider with splinter racks + bare bones warriors+1 splinter cannon. for the cost of 2 such raider squads you get 3 venom squads with blaster warriors. The difference is the raiders are effectively 48" range lance shots(12" move and shoot 36"), while the venoms+blasters are 36" range (12" move, disembark 6", shoot 18") or 24" range if you don't disembark and don't want to snapshot. Disembarking is often more likely to end in the squad dying than staying in a vehicle even at AV 10 due to the vehicle getting saves etc, and then explosions will wound 2/3rds of the models, but then you get saves and FnP which usually results in few models dying. The warriors in the raiders put out 5-6 wounds after re-rolls at 24"(+6" for vehicle movement) or 10 wounds at 12" (+6" for vehicle), the venom puts out 4-5 wounds at 36" + 1-2 at 24" from the passengers, and 3-4 at 12" from the passengers-including the blaster shot as anti infantry.
So we are left with 3 AT shots if we take venoms+warriors, versus 2 AT shots from raiders but greater threat range from raiders ( I prefer not to disembark unless necessary, so usually Raiders 48" versus 24" blasters means I am shooting first turn with raiders, and maybe not with blasters in venoms) and then the raiders total anti infantry shots are: 5-6 at 12-24"(+6" for vehicle) or 10 at 12"(+6" for vehicle) versus venoms 4-5 + 1-2, or + 3-4. With this in mind, and from what I usually see playing (especially if you go first as Dark Eldar, are that raiders+warriors outperform venoms+warriors in both AT and anti infantry. Of course tables are different, opponents, so maybe you hide your venoms turn 1, then shoot turn 2- where the raiders may shoot turn 1 and then get shot.
anyways- I purposely am looking at the cost of the haywire grenades+sybarite (15pts) versus a blaster (15pts) as a way to get a second anti tank shot into the 5 man units in the venoms, plus the upgraded LD to see how it works out. I plan to run some warrior squads like this for 10 or so games eventually. Yeah they are short ranged (8") but gives me also the option of assaulting for an additional possible HP removal on a vehicle from the haywire grenades in a turn, and often getting my warriors in blaster range results in getting close to 8" from enemies eventually.
as for the majority toughness, is it worth it? I don't know.
I have revised my list, and decided to just go for raw power instead of testing stuff out.
+++ New Roster (922pts) +++
++ Dark Eldar: Codex (2014) (Realspace Raiders Detachment) ++
+ (No Category) +
Realspace Raiders Detachment
+ HQ +
Court of the Archon [Medusae]
Venom [Splinter Cannon]
+ Troops +
Kabalite Warriors [4x Kabalite Warrior]
Kabalite Warrior with special weapon [Blaster]
Venom [Splinter Cannon]
Kabalite Warriors [4x Kabalite Warrior]
Kabalite Warrior with special weapon [Blaster]
Venom [Splinter Cannon]
+ Fast Attack +
[Clawed Fiend]
[Clawed Fiend]
Reavers x6
[2x Cluster caltrops, 4x Reaver]
Reaver jetbike [Blaster] x2
Reavers x6
[2x Cluster caltrops, 4x Reaver]
Reaver jetbike [Blaster] x2
Scourges x5
[Scourge] x1
Scourge with Special / Heavy weapon [Heat lance] x4
Scourges x5
[Scourge] x1
Scourge with Special / Heavy weapon [Heat lance] x4
will probably keep scourges off table to start and DS them in, depending on table/opponents army.
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Post by: vipoid
That list looks a lot more solid.
The only thing I'd suggest is maybe swapping one of the Scourge squads to have haywire guns
Probably more down to personal taste though.
Which model is your warlord?
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Post by: Ignatius
Hello all, hopefully you can bear with me derailing this thread with some pretty simple questions. I am looking to make Dark Eldar my main tournament army. I play with Khorne and Imperial Guard and neither are built very well for competitive play. I have a good amount of Dark Eldar already, but I am moving to Fort Benning Georgia for 6 months of training and am not bringing my collections with me due to logistics.
I can bring a few models/ boxes to build and paint, and since I've got tournaments coming up when I return I'd like to have this army sorted out by then.
Onto the questions:
1) Is there ever a reason to bring 10 man Scourge Squads? Or is the Min/maxing of the weapons the best way to bring them?
2) Arena Champion, Agonizer Reaver a good idea? Or should I keep them character free?
3) How many Reaver squads are too many? How many should each squad have?
4) Special Weapons on the Reavers yay or nay?
5) I enjoy Ravagers and have a few of them. Are they viable when taken in numbers? Or is more than one too many? Should they all take 3 Dark Lances or keep one with Disintegration Cannons?
6) Razorwings are a competitive choice correct?
7) Clawed Fiends, Razorwing Flocks, or a mix of both?
8) Are Grots or Talos worth taking outside of the Coven Supplement? Are they ever worth just bringing one of them?
9) Anyone have experience with taking Dark Eldar to a Highlander formatted tournament?
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Post by: vipoid
Ignatius wrote:Onto the questions:
1) Is there ever a reason to bring 10 man Scourge Squads? Or is the Min/maxing of the weapons the best way to bring them?
2) Arena Champion, Agonizer Reaver a good idea? Or should I keep them character free?
3) How many Reaver squads are too many? How many should each squad have?
4) Special Weapons on the Reavers yay or nay?
5) I enjoy Ravagers and have a few of them. Are they viable when taken in numbers? Or is more than one too many? Should they all take 3 Dark Lances or keep one with Disintegration Cannons?
6) Razorwings are a competitive choice correct?
7) Clawed Fiends, Razorwing Flocks, or a mix of both?
8) Are Grots or Talos worth taking outside of the Coven Supplement? Are they ever worth just bringing one of them?
9) Anyone have experience with taking Dark Eldar to a Highlander formatted tournament?
1) No reason whatsoever. Larger squads can't take any more special weapons, and that's the only reason you're taking scourges.
2) I'd keep them character-free. Also, Agonisers are overcosted on our HQs, let alone squad sergeants (and, in this case, they don't really fit the role of Reavers).
However, there is one case where you could consider an Arena Champion - when you want one as your warlord.
3) 3- or 6-man units are probably best. They're a good unit so you can certainly get away with multiple squads. For me, it would probably depend on how many FA slots I had available.
4) I'd always take maximum Cluster Caltrops, if you count those. I also like taking Heat Lances or Blasters on them - it gives them a bit more bite when they're not jinking. Your mileage may vary on this one, but I'd suggest trying them with guns.
5) Given the crappiness of Dark Lances and their inherent fragility, Ravagers are probably best when taken in numbers. Makes there shooting more reliable and gives you some redundancy.
6) I believe so.
7) I never take beast packs of any combination, so I'll let someone else field this one.
8) Somewhat. Talos don't lose anything per se, but they also don't really bring much without their fancy formations. Grots are useable, but I think you'll really miss their Coven PfP - Fearless, Fear (bleh), IWND, Zealot and EW are a lot better than what the DE PfP gets them - nothing, more nothing, meh, Fearless and meh again.
9) I'm afraid I certainly don't.
Hope the rest helps.
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Post by: Jimsolo
Ignatius wrote:
1) Is there ever a reason to bring 10 man Scourge Squads? Or is the Min/maxing of the weapons the best way to bring them?
Min/max. The only reason to take ten might be to fill the Hellion/Scourge Apoc formation.
2) Arena Champion, Agonizer Reaver a good idea? Or should I keep them character free?
I think the Arena Champ is too expensive and too weak.
3) How many Reaver squads are too many? How many should each squad have?
Depending on support and local meta, 1-3 will work fine. I think you might even be able to get away spamming more if you wanted to do a Realspace Raiders detachment. 6 is my magic number, although some folks swear by 3 or 9.
4) Special Weapons on the Reavers yay or nay?
Caltrops are mandatory. Heat Lances optional. I don't recommend futzing with anything else.
5) I enjoy Ravagers and have a few of them. Are they viable when taken in numbers? Or is more than one too many? Should they all take 3 Dark Lances or keep one with Disintegration Cannons?
Opinions vary. Some folks recommend maxing out on them. They are viable, although not as great as once they were. I go Dark Lances unless I know I'll be facing an army the dissies will be more advantageous against.
6) Razorwings are a competitive choice correct?
In my opinion, not so much. Unless your meta is horde heavy.
7) Clawed Fiends, Razorwing Flocks, or a mix of both?
None. Beast packs are not so hot. Reavers would be a better fit for the slot.
8) Are Grots or Talos worth taking outside of the Coven Supplement? Are they ever worth just bringing one of them?
Grits, god yes! Best HQ bodyguard we have. So long as you have a high Ld character to babysit them, they rock on toast. Taloi are less thrilling outside of their formations, but they can still be fun. They make a good unit to push forward, since they draw enemy fire while everything else rushes across the board.
9) Anyone have experience with taking Dark Eldar to a Highlander formatted tournament?
I do not. If you head over to the Dark City website, their Dark Eldar podcast has an episode entirely about JUST this, however. It's a great listen (and a wonderful DE community, to boot!) and probably worth checking out.
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Post by: Ignatius
Absolutely does help. I have very little experience playing with or against Dark Eldar despite playing for more than a decade. One of the reasons I like the faction so much. So I'm essentially starting from scratch with these guys and I'm excited to get some games in.
I only asked about the Arena Champion with the Agonizer because to use the Cluster Caltrops you've got to actually charge a unit instead of going over them like before. So my logic was I might as well use the high initiative to my benefit to hopefully get some more wounds on whatever I charged.
I am planning on running Realspace Raiders to get a lot of Scourges and Reavers in the army. My HQ I'm thinking an Archon with WWP to drop something in. I haven't quite figured out what that is going to be though. If not, it'll just be a Lhamaean.
Edit: Jim you ninja'd me. So I'm seeing a consensus regarding a few things which is very helpful in building a list I'll be able to bring to a competitive tournament circuit. Considering the intent of the army I suppose I very much should check out the dedicated Dark Eldar forum. I've browsed, but never delved too deep. I have no idea what the meta will be- essentially competitive.
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Post by: vipoid
Ignatius wrote:
I only asked about the Arena Champion with the Agonizer because to use the Cluster Caltrops you've got to actually charge a unit instead of going over them like before. So my logic was I might as well use the high initiative to my benefit to hopefully get some more wounds on whatever I charged.
I get what you mean. So, allow me to elaborate a bit more:
1) Arena Champions with Agonisers are expensive. A 3-man Reaver squad with Cluster Caltrops and a Heat-Lance (or Blaster) is 73pts. If you add an Arena Champion with Agoniser, you're adding 35pts - almost 50% - to the cost of the squad. I'd rather have 3 units of champion-less reavers than 2 units with champions.
2) The extra point investment makes them less expendable, which I dislike. Don't get me wrong - I love my Reaver squads. But, I also love being able to throw them away on suicide missions without flinching.
3) Whilst they usually need to charge to do damage, I don't take mine to charge infantry. Their real targets are vehicles - which they shoot with heat lances and then charge with cluster caltrops. For obvious reasons, Agonisers don't help here.
4) Even against the optimal target (marines), the Agoniser isn't much use. On the charge, the Arena Champion has 4 attacks at WS4. So, 2 hits. Then, the agoniser wounds on a 4+, so 1 successful wound. Is that really worth 35pts? I mean, that's what you'd expect to pay for a sergeant with a power fist. Instead, we've got a weapon that isn't AP2, needs 4s to wound even infantry (compared to 2s for the PF), and can't even scratch vehicles.
Ignatius wrote:
I am planning on running Realspace Raiders to get a lot of Scourges and Reavers in the army. My HQ I'm thinking an Archon with WWP to drop something in. I haven't quite figured out what that is going to be though. If not, it'll just be a Lhamaean.
Sounds good.
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Post by: Vitali Advenil
Sorry for butting in suddenly, but I recently got some DE models and had a question about the Venom. It has a transport capacity of 5, but do the models riding on top count as that, or are they just decoration? I couldn't find anything about it, and I'm assuming that they're only there for decoration.
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Post by: Frozocrone
Just decoration
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Post by: Ignatius
vipoid wrote: Ignatius wrote:
I only asked about the Arena Champion with the Agonizer because to use the Cluster Caltrops you've got to actually charge a unit instead of going over them like before. So my logic was I might as well use the high initiative to my benefit to hopefully get some more wounds on whatever I charged.
I get what you mean. So, allow me to elaborate a bit more:
1) Arena Champions with Agonisers are expensive. A 3-man Reaver squad with Cluster Caltrops and a Heat-Lance (or Blaster) is 73pts. If you add an Arena Champion with Agoniser, you're adding 35pts - almost 50% - to the cost of the squad. I'd rather have 3 units of champion-less reavers than 2 units with champions.
2) The extra point investment makes them less expendable, which I dislike. Don't get me wrong - I love my Reaver squads. But, I also love being able to throw them away on suicide missions without flinching.
3) Whilst they usually need to charge to do damage, I don't take mine to charge infantry. Their real targets are vehicles - which they shoot with heat lances and then charge with cluster caltrops. For obvious reasons, Agonisers don't help here.
4) Even against the optimal target (marines), the Agoniser isn't much use. On the charge, the Arena Champion has 4 attacks at WS4. So, 2 hits. Then, the agoniser wounds on a 4+, so 1 successful wound. Is that really worth 35pts? I mean, that's what you'd expect to pay for a sergeant with a power fist. Instead, we've got a weapon that isn't AP2, needs 4s to wound even infantry (compared to 2s for the PF), and can't even scratch vehicles.
That sounds like a pretty fair assessment. I suppose I just counted on the Reavers lasting for a while in the game, where that 1 wound per phase would hopefully turn into 3,4, or 5 as the game wears on. I just finished a practice game, and have found firsthand that Reavers in fact do not last as long as I had anticipated. And therefore see the wisdom of Boys over toys in this instance.
Are there any units that you all have found useful with a WWP Archon? I know of the Medusae with their flamer templates, the Grotesques with their Liquifiers, and Blasterborn. Is there any others? (Besides D-Scythe Wraithguard of course).
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Post by: Jimsolo
I avoid liquifier grots like the plague.
Good via WWP:
Grotesques in a Raider. Fire Dragons in a Raider (especially against tanks and Knights!). Dark Artisan formations. Armor of Misery HQ plus Coven Formation plus Far/Shadowseer with Shriek. Ten man grotesque squad.
Less amazing but still occasionally fun: twenty warriors with maxed out weapons.
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Post by: DirtyDeeds
The liquifier gun is another disappointment in the book, don't ever use it. Grotesques are a lot of fun out of the grotesquerie formation and I always recommend it to new players. You can build convincing count-as grotesques out of AoS night/cryptfiends, ogres, rat fiends, etc and talos/cronos bits.
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Post by: vipoid
Ignatius wrote:
Are there any units that you all have found useful with a WWP Archon?
Me personally? No.
Unfortunately, the accuracy of my units is inversely proportional to the accuracy of their deep-strike result. So, if they don't scatter (either through luck or with a WWP), then they will immediately miss with about 4/5 of their weapons.
But, this is more my units hating me than universal advice.
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Post by: blaktoof
Played an unusual format recently. 3vs3, each player makes 616pts of an army, sides are then randomized from the 6 players present, then roll for warlord. All players on your team regardless of their faction are counted as AoC, even if they would normally be higher.
I ended up getting paired with a "purge" FW army, that had some zombies, a pretty weak HQ, and a lot of artillery. 3 earth shaker carriages, 4 griffons, and 4 quad guns. The other player on my team was a generic CSM player with a Slaaneshi DP, and two squads of 5 CSM with aspiring champion that had a powerfist. the squads each had a meltagun.
I took:
RSR detachment
HQ: Succubus, Haywire, agonizer, archangel of pain, WWP
Elites: 3 Grotesques, 1 had was upgraded to aberration with a scissorhand, and 1 had a liquifier
Troops: 10 wyches, 3 had hydra gauntlets, raider with Dark lance and night shields
Troops: 5 Kabalite warriors, 1 had blaster.
Fast: Venom, splinter cannon upgrade {warriors went here]
Opponents were:
a- Genestealer cult(used Inq models+knight) had a weak inquisitor with a bunch of grenades and some deathcult assassins(genestealer models) had the FW knight with the deflegrate sword and many shots gun.
b- Daemons, khorne, had 16 hounds with herald on jugger and hound herald. 2 units of bloodletters
c- Tzeentch daemons, three large pink horror units with heralds and a soulgrinder.
played Maelstorm, discarding objectives that could not be completed due to lack of model required for objective. terrrain was fairly dense city ruins. Our warlord was the purge leader, who had some negligble trait we forgot. Enemy warlord was the knight, had conqueror of cities.
I'll focus mostly on what the DE did, since this is a DE tactics article.
Yes wyches are bad, I could have replaced them with anything else and had more use.
Enemy turn 1
saw DE untouched, warpstorm caused 2 hits on the wyche raider which failed to glance/pen. One of our CSM squads was gunned down to just the aspiring champion by the advancing knight which was still on our far right flank behind the khorne dogs. Blood letters and horrors moved up full distance towards us on the flank across from my dark eldar. Enemy players scored 2 points from holding objectives.
Our Turn 1
I moved up mostly the left flank near ruins, opposite were two units of bloodletters, and two units of horrors with heralds. I was covering the CSM+ DP in the ruins who were guarding the quad guns, our other flank had the rest of the artillery (3 earthshaker carriages, 4 griffons, the purge warlord and his command unit, and a large unit of plague zombies bubble wrapping it all in a corner)
Venom did what venoms do, and killed 4 blood letters. Warriors inside gunned down another 2. Wyches sat in their raider, Which took a darklance shot at the knight from across the table- to no effect. Succubus and grot bodyguard were in reserves.
our right flank unleashed a lot of pain on their left flank, which was the knight and khorne houds+ jugger herald. Some completely amazing saves resulted in only 2 hounds returning to the warp. With their scout move they would be in assault on turn two with the zombie bubble wrap....we score 1 point from holding an objective in our deployment zone.
Enemy turn 2
Knight gunned down some zombies infront of the griffons to make a hole for the hounds+herald to charge through and multi assault most of our right flank. the CSM player and I decided it would be best to move up our left flank and try and score objectives we have cards for, and kill the weaker flanks, mainly because our chance to kill the knight is close to zero. Horrors fire some bolt power killing some zombies and wounding a quad gun, hounds pass their assault charge, losing 1 model to over-watch, and multi assault the plague zombies, griffons, and our warlord+command squad. Hounds choke hard, and we win assault somehow by 1 pt. They lose 3 wounds to Demonic instability. They DS in the smaller horror unit +herald very close to the CSM and DE and then fire some flicking fire at the Warriors venom, they manage to score no glances/pens. The other horrors move up with the blood letters and knight, knight fires at our HQ and command squad, but only cause 1 wound after cover with some lucky rolling on our purge players part. Warpstorm blows up the wyches raider. Soul grinder gunned down 2 wyches from across the table with its harvester. The raider dying to the warpstorm gives up Firstblood to our enemy.
Our turn 2
Our right flank looks bad, purge player is talking about bombing himself, special rule purge has, to get rid of the hounds. We point out the knight is right behind them. He fires the quad guns at a far back horrors unit, completely wiping it out in one go...Griffons fire indirect at the knight hoping to hit rear armor, they score a few hits but no glances/pens. Earthshakers fired at another horror unit in some ruins to no real effect. CSM moved up and threw frags at the horrors killing 4 total due to them being packed tight from DSing. Venom+warriors open up on horrors killing 2 more(unit was 16 strong at start of turn) Wyches moved up to support the DP charging the bloodletters, after some discussion with opponents the black mace was ruled to cause T tests on the wyches should they be in range due to AoC. Wyches ran, as they were now not going to assault, and began to cross the ground prepping to have to rush the knight in a turn or two to try and tie it up for a turn in the future. CSM charged the horrors, and wiped them out, DP charged the bloodletters and wiped out one of the units. We score one VP from killing a psyker unit(horrors)
Enemy turn 3
Knight moves up, guns down a griffon not blocked by the assault. Horrors move towards an objective, and fire off some more powers to no real effect at the quad guns. Remaining bloodletter squad of 2 models moves up to try and stop the CSMs, soul grinder continues to slowly advance below the knight. Knight charges into the griffons. Hounds+knight wipe out the griffons, earthshakers, our warlord, and command HQ. Enemy scores another objective. Their inq+deathcult comes in some ruins at the back of their table edge.
Our turn 3-
Due to time we were told at the top of turn 3 it would be the last turn. We are pretty behind on points, but have 2 objectives we can score, and supremacy. Wyches move+ run to hold an objective, Succubus comes in with grots on objective near their Inq, venom+warriors move then flat out onto another objective. DE give our team line breaker, score one of the two objectives we have cards for, and secure 3 objectives total, need 1 more for supremacy. Quad guns down some horrors with OS around the last objective we need, which the DP has moved near, DP then runs to objective scoring it. We score supremacy and roll a d3. on a 1,2 we tie, 3+ we win.
roll a 4.
Thoughts- Wyches did not do much. If the game had not been called at turn 3, they would have probably tried to tie up the hounds/knight. We had no answer for the knight really once the big guns were gone. The DP could have maybe put a few HP on it, and the succubus maybe 1 or 2 from haywire. Wyches never saw combat so can't say much about them, they did score an objective but any unit that could run with fleet at that point could have filled that roll. Warriors killed 2 bloodletters, and 2 horrors. Venom killed 4 bloodletters and 2 horrors. Succubus and grotesques we did not roll for any shooting when they came in due to the game being called. They did DS in to grab a point for the team, and help score supremacy, and were in range for Archangel of pain on the inq+Deathcult, and the grot could have liquified them as well. I am fairly confident they would have mopped up the inq+friends in assault the following turn. At which point it would just be cat and mouse with us hiding from the knight+soulgrinder and try to score maelstorm points until the game ends, which we could probably have pulled off for at least 2 turns.
Would have been nice to get the wyches into assault to see how they would have done, but had to hold back the chance they had due to the Black Mace ruling and not wanting half of them to blow up just to try and see how they would do.
for this game-
Warriors+ venom= A
Wyches+Raider= D They held an objective in our deployment at the end of the game, they didn't get wiped out but just never did anything- most of this was due to playing for objectives and avoiding conflict for reasons listed.
Succubus+grots=B-, really it was just the WWP but being able to take the objective deep in their deployment for our maelstorm+supremacy was pretty key towards our score at the end.
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Post by: Inevitable_Faith
Interesting match, sounds pretty fun. It's a shame about the game getting called early though, would have been interesting to see how the wyches fared against the knight. To be honest if they hold they can more than make their points back by deflecting a big scary thing from doing big scary stuff. I would much less rely on them to have damage ouput in this fight but the utility of having them lock down the right enemy can't be overstated.
Succ, grots, warriors and venom are tried and true. Overall seems you put them to good use and did as expected. Sadly due to game end on turn three they never got a chance to put any hurt down on the enemy.
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Post by: awbbie
Yeah personally I've found that wyches don't really do anything. With the succubus personally I've found giving her with a archite glove and putting here with 3 Incubi and a Kalviex can get things done.
53939
Post by: vipoid
Do you guys get good results out of Incubi generally?
I've used mine in several games, and each time it's like they're trying to disappoint me.
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Post by: awbbie
vipoid wrote:Do you guys get good results out of Incubi generally?
I've used mine in several games, and each time it's like they're trying to disappoint me.
Personally I've found the Incubi to be good at what they do. I have the babysit my HQ choice and go after any shooty units. I have found that I will be disappointed if I send them after dedicated close combat units, but I've found that with all my Dark Eldar that it's best to match my strengths to their weaknesses.
53939
Post by: vipoid
awbbie wrote:
Personally I've found the Incubi to be good at what they do. I have the babysit my HQ choice and go after any shooty units. I have found that I will be disappointed if I send them after dedicated close combat units, but I've found that with all my Dark Eldar that it's best to match my strengths to their weaknesses.
Mine do abysmally even against shooty units.
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Post by: ALEXisAWESOME
Mine do fantastically, 2+Klaivex in a Venom isn't very expensive at 135pts. If you haven't guessed, i take them solely for the Klaivex. I either deepstrike them or use the Venoms long range to keep them safe until turn 3/4 then turbo boost them into a position to either threaten a back board unit (Long Fangs, Loota's, Pathfinders, you know the sort). Usually by then massed splinterfire has picked of several models from most units, and even this small Squad can ravage them. Sure they have a turn to blow the unit out of the water, but a 4+ jink can be obnoxious and 3+ Sv FnP can weather a surprising amount of firepower from depleted squads.
With Furious Charge and Rampage the Klaivex throws out 5-7 attacks at Strength 5 Ws 6 for 30pts and it's a bargin. I've had him personally dispatch HQ choices such as Captains, Sorcerers and Once an Ork Warboss (rolling +3 attacks on rampage is very powerful). The two Incubi body guards eat overwatch and if they fail the charge they are dead, but they are scary.
If 5 Incubi would do the job then 3 Incubi with Klaivex can do it as well for cheaper, just never send them against anything that is low model count high durability, they need Rampage to do their damage.
Give them a go, since i usually take 1/2 free venoms anyway to fill up fast attack why not give a venom a 70pt upgrade for 2 Incubi + Klaivex.
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Post by: War Kitten
Just wanted to bring some attention back to this thread because I have a few questions. I intend on having a DE allied detachment to my growing Eldar army (DE will eventually become their own army but that's another tale). Could I make a passable ally using the Perfection of Agony set? (1 succubus, 10 wyches, 6 reavers, venom, raider). I'm aware that Wyches aren't that great atm, but I' was going for a Wych Cult theme to go alongside my Craftworld Iybraesil theme for my Eldar. Thoughts?
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Post by: Jimsolo
Wyches are utterly atrocious in this codex. The Perfection of Agony is not a competitive addition to an army.
Warriors are the only troops choice worth anything for DE.
(That being said: excuse my negativity, and welcome to the True Kin!)
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Post by: War Kitten
Not really looking for competitiveness. Just wanted to know if I could make a passable ally with a Wych Cult theme. I'm painfully aware that Wyches are suboptimal (borrowed a buddy's models for a test game), but what can I do to make them work?
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Post by: DirtyDeeds
War Kitten wrote:Not really looking for competitiveness. Just wanted to know if I could make a passable ally with a Wych Cult theme. I'm painfully aware that Wyches are suboptimal (borrowed a buddy's models for a test game), but what can I do to make them work?
Throw them in an assault transport and hope it doesn't blow up.
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Post by: Jimsolo
To make them work? Nothing. I don't mean they are sub-competitive, when I say they're awful I mean in the running for worst unit in the game. Bottom 10 list? Without question. Right along with Hellions.
Any points you spend on wyches are wasted points. To my knowledge, the perfection of agony doesn't save you money anyway.
If you want an allied force, a five man warrior team in a venom is your bread and butter. A succubus is the best HQ. Stick her in either a venom or a raider, along with a competent assault unit (grotesques are best, but pricey, Incubi are a cheaper alternative).
I'm not trying to poop on someone's parade, but I wouldn't feel right candy-coating it for someone either: wyches aren't 'not good,' they cannot even be made to be passable. I would hate to see someone try to start a Dark Eldar army from an allied force, but get discouraged because they were encouraged to select not only the worst selections from the codex, but possibly some of the worst selections in all of 40k.
Some possible alternatives for a beginning allied force, to put some constructive thoughts out there instead of pure negativity:
1) Five warriors with a blaster in a venom. Succubus for your HQ (Succubus can take a Webway Portal and go with your CWE if you like.)
2) Dark Artisan formation from the Covens supplement. (Talos, Cronos, HQ.) A small formation that packs a big punch, plus the haemonculus can be a mandatory HQ for when you expand your army.
3) Archon with a blaster, trueborn with four blasters, all in a raider. Troop tax is made up with a five man warrior squad in a venom. If you can scavenge extra bits for blasters, you can make the trueborn and the warrior squads from a single $25 box.
4) Grotesquerie formation. The most expensive, but also the most competitive (and slots in nicely with any other build type, including CWE). Two squads of grotesques in raiders, with a haemonculus accompanying one. (You can find cheaper alternatives to standard grots to save the burden to your wallet.) The grotesquerie is a good formation that not only makes a great startup force, but will be useful no matter how large your army gets.
5) If you wanted a fluffy force, two squads of warriors in venoms (or raiders if you wanted to go full squads), plus an HQ (either Archon or Succubus) either in a raider with some grotesques or a third venom with some incubi is another great way to go. If you want to scrimp on the money, you can convert your own Court of the Archon and just throw them in with your Archon instead of a dedicated assault unit.
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Post by: War Kitten
I appreciate the honesty. I truly do. I may build towards a Kabalite force instead, as suggestion 5 mentions. I'm just disappointed that Wyches are even worse than I thought. I don't have the new book (yet), but I was hoping I could salvage a semi-capable Wych Cult force (as I enjoy the fluff). Looks like that plan will need to change. Are Reavers any good still?
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Post by: vorrax-ghul
Reavers are a cool unit for killing a unit in cover before they even have a chance to strike. I love the idea of them and the models. They do well for harassment and can take fire from all but Tau quite well, rending is nice for MC and tanks in a pinch
But when the day arrives they never seem to make it on my list...Not sure why though.
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Post by: Jimsolo
Reavers are awesome! They are a versatile unit with speed out the wazoo and decent hitting power.
If you have opponents who know how to deal with them, they may be frustrating, because it won't seem like they're doing much. Like all DE units, they can take a little time to fully figure out.
As far as units go, here's what I think of the Dark Eldar codex as it stands:
Optimal Choices (If I leave these units out of a list, I feel like I'm missing out on something.)
HQ- None
Troops- Warriors in Venoms
Elites- Grotesques
Fast Attack- Reavers, Venoms, Scourges
Heavy Support- None
Formations- Scalpel Squadron, Grotesquerie
Reasonable Choices (Useful. I'm not going to cry if I can't take them, but I might still take them.)
HQ- All
Troops- Warriors in Raiders
Elites- Trueborn, Mandrakes, Incubi
Fast Attack- Raiders, Razorwing
Heavy Support- Talos Engines, Ravagers
Formations- Raiding Party, Scarlet Epicureans, Corpsethief Claw, Dark Artisan
Sub-par choices (If I have to take these, I'm handicapping myself.)
HQ- None.
Troops- Wyches
Elites- Bloodbrides, Wracks
Fast Attack- Beast packs, Hellions
Heavy Support- Voidraven Bombers, Cronos Engines
Formations- Covenite Fleshcorps
I strongly prefer fielding units of five warriors with a blaster, riding in a venom, as my troop tax. Four to five of those is very cheap, and hard for opponents to handle with their quantity.
The Hellions and Wyches are useless. (Wyches will serve you better converted to harlies.)
However, if you aren't averse to allies and really want to throw competitive players a curveball, I recommend the Freakshow lists. You can find links to a series of tactical articles on how to do it here. Of course, if you're looking for a purely Dark Eldar style of play, Mushkilla's articles (higher on the same page) have a wealth of tactical information for a new player. (And for the experienced veteran, if I'm honest.)
Hope that helps!
(Also, if you're pursuing Dark Eldar, I highly recommend visiting the Dark City website. It's an extremely close community, which is amazingly supportive of its members.)
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Post by: DirtyDeeds
You could also look into forgeworld's Corsairs. They are a mix of eldar and dark eldar with a private theme. They were just recently updated too!
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Post by: War Kitten
That's actually very helpful Jimsolo, thank you. So Warriors in a Raider are an ok choice then? After I learned that Wyches suck, I had started looking into a primarily Kabalite force, with Wych Cult elements mixed in (I have an idea for a custom kabal/wych cult). If I took Warriors in Raiders for my troops, what would be the best choices to support them? I figured a Razorwing for anti-flyer duties (and to annoy the foe if no flyers are present). A Ravager or two for AT (although I've heard some say that Ravagers aren't that great anymore). A squad or two of Scourges (either for AT or infantry killing). Might also have a squad or Reavers darting around. And then finally some incubi to act as a retinue for my Warlord (either a Succubus or an Archon, since I'm getting the Wych Cult Shardstorm as an Xmas gift).
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Post by: Imateria
For an allied force start with Scourges with Haywaire Blasters for your anti-tank, not as durable as Ravagers but not as pricey either (~120pts for the Scourges against 140 for a triple Dark Lance Ravager with Nightshields for the 3+ jink). 6 Reavers are very good with two Cluster Caltrops on board for 2D6 S6, Rending HoW attacks.
The flyers look cool and can be fun but struggle to make back their points so are better to use in bigger games with more targets and time to get to at least turn 5. Save the Ravagers and Covenant formations for when you build the army out to a full indipendant force.
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Post by: ryuken87
Depends how set you are on using DE because you like DE, as CWE have better alternatives in most departments.
Razorwings aren't especially good at anti-air, they're ok. But why not take a Crimson Hunter?
Why Wyches when you could take Banshees?
etc.
Some DE units offer something a bit different such as Reavers. If you want to take some units because you like them then go for it (but Wyches ARE terrible).
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Post by: War Kitten
I already have a small but growing CWE army, I was looking to eventually start up a DE army as well. I'm quite aware that CWE are better in nearly every way.
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Post by: DirtyDeeds
I have had the most fun utilizing Grotesques from the Coven supplement codex, with particular usage of the Grotesquerie. It gets expensive really quick, but give each unit a Haemonculus for quicker Power from Pain benefits and Webway Portal accessibility. They will wreck anything with a toughness (Except GMCs) or things with Force (HISSSSSSSSSSSSSSSSSSSSSS)
Seriously though, these monsters could potentially have 8 attacks on the charge at Str 5 with Poison (6's to Wound are Instant Death) if they are outnumbered. Give them Farseers for Psychic support and you have a very stubborn unit to remove.
Or, take a unit of Reavers and attach two Farseers to them in an attempt to get Invisibility. Now these annoying suicidal jetbikes can actually ram into the these they need too! And they have Hit and Run so you can get out of unfavorable combats if necessary.
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Post by: War Kitten
So what is everyone's preferred loadout for Warriors? I was planning on running a few squads in Raiders as part of the DE allied detachment. I was thinking a Splinter Cannon to add to the amount of poisoned Dakka that the unit can put out
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Post by: DirtyDeeds
War Kitten wrote:So what is everyone's preferred loadout for Warriors? I was planning on running a few squads in Raiders as part of the DE allied detachment. I was thinking a Splinter Cannon to add to the amount of poisoned Dakka that the unit can put out
It could work, but because the weapon is salvo, you halve the range and fire less shots if the vehicle moved... so it's better just to keep your warriors cheap. Or you can give then a blaster. But if you take warriors in a raider, make sure you get splinter racks so they become twin linked.
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Post by: Jimsolo
I think Blasters and Splinter Cannons are both good, as are Splinter Racks for your warriors. I wouldn't buy any other upgrades for the Warriors, though. (Other raider upgrades, maybe. I like Night Shields.)
All these have their supporters and detractors. I think it's a matter of taste between them.
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Post by: Imateria
I'll second the 10 man squad with a splinter cannon in a Raider with Splinter Racks and Nightshields, once you're in rapid fire range hey put out a lot of re-rollable fire power. I find Blasters to be very hit and miss when running just the one, I've rolled too many 1's to hit for me to bother with them these days unless I'm running Trueborn and have 4 of them.
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Post by: Inevitable_Faith
Imateria wrote:I'll second the 10 man squad with a splinter cannon in a Raider with Splinter Racks and Nightshields, once you're in rapid fire range hey put out a lot of re-rollable fire power. I find Blasters to be very hit and miss when running just the one, I've rolled too many 1's to hit for me to bother with them these days unless I'm running Trueborn and have 4 of them.
I feel the same way about lances nowadays too. I ran only two lance weapons this weekend in a 500 point match and they only managed to take out 1 hull point. To be honest my rolling was atrocious, well below mathematical averages but it made the fight difficult none-the-less. I'm so used to my 2000 point list with 9+ lances.
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Post by: ALEXisAWESOME
I will third the use of 10 man units with cannon inside a Raider with Nightshields and Splinter racks. It's expensive, running close to 190pts with Dark Lance, but it is so satisfying to roll so many dice. 22 shots with re-rolls to hit usually results in something close to 18-20 hits, that forces a lot of saves on dam near anything. It's kind of fragile, but deceptively so. A 3+ jink save is obnoxious against high power single shot weaponry such as Meltas and Missiles and low AP weaponry such as Autocannons aren't actually that likely to blow it to pieces.
The only problem stems from Ignore Cover. Ignore Cover frikkin' sucks.
My store regularly plays 600pt games, and I usually take 2 10 man Squads, Scourges with Heat Lances and a Lhamaen in a Venom. It's been doing very well for me so far.
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