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Made in us
Fixture of Dakka






Yes, i used a Brigade, 2k, PoF, its very fun.

Haemi - Helm of Spite
Haemi - Vex Mask
Urien
6x5 Wracks
3x3 Grots
3x5 Scourge x4 HWB
1x3 Talos, Chain/Macro/HWB
2x Reapers
3x Raider DC
1x Venom x2 SC

I also somethings change it to a Brigade and Spearhead with 0 Transports, 3 Reapers and Haemi that are instead Dark Creed for Sniper

   
Made in us
Calculating Commissar




pontiac, michigan; usa

I'm having a bit of a losing streak (probably 5 games now at least). My current gaming area has a lot of soup lists and i'm going 2nd in all but one of the games. I also admit i have been doing kill points in a few of these games so those would be auto-loss unless i probably tabled the enemy because we have so much MSU and are very fragile.

My last game would've been much closer but he got first blood and was first to 10 objective points so he got an extra 3 points which was a real shame. I feel like i could've won it though if i knew more and also card draws from maelstrom were a bit weird.

Just so you guys know my opponents one is a power gamer that had 4 knights plus guardsmen for CP spam, another had a custodes hero with guardsmen (to boost them to an eventual 3+ inv. save and yes it's possible on one unit) and a super heavy tank, another had mono nids but maxed genestealers (kill points i think) and the last had custodes and got some rules wrong (and possibly points wrong too and that was kill points).

Also the terrain for these maps wasn't the best so i'm thinking either mostly venoms, no vehicles or spammed vehicles is my only option. Vehicles just die too fast. It's become such a problem i'm thinking of eliminating all my ravagers because we can only have 3 tops and enemies prioritize them. Long ranged anti-tank isn't that hard to come by but long ranged anti infantry is considerably harder to find. That's why i've been taking big squads of dark lance scourge. At the very least it took multiple turns to eliminate them last game and they do damage even though my opponent was all infantry.

This message was edited 3 times. Last update was at 2018/07/15 17:53:41


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Made in ca
Wicked Wych With a Whip




What is your list? Sounds like you have a very competitive area.

What size are you playing?

Is your list working? I mean is it doing what you want it too? Pretty much, most of the time?

If you list is working and you are always losing focus on scoring points.

If your list isn't working we need more info.
   
Made in ca
Regular Dakkanaut



Canada

Lord of Nonsensical Crap wrote:
So, I'm going to be facing 2k of Death Guard at my LGS this Sunday. I have only faced them once before with my Sisters of Battle, and got murdered by Mortarion, Blight Drones and Poxwalkers. I have yet to face them with my Drukhari. I have no idea what my opponent will be bringing, save that it will be an "experimental" list.

I intend on bringing, roughly:

FLAYED SKULL BATTALION:
Archon- blaster, Djinn Blade, Hatred Eternal- 93
Archon- blaster, huskblade- 93
5 Kabalite Warriors- blaster- 47
5 Kabalite Warriors- blaster- 47
5 Kabalite Warriors- blaster- 47
Sslyth- 27
8 Mandrakes- 128
Razorwing Jetfighter- splinter cannon, disintegrators- 145
Venom- dual splinter cannons- 75
Venom- dual splinter cannons- 75
Venom- dual splinter cannons- 75
Ravager- 3 dark lances- 148
Ravager- 3 dark lances- 148
Razorwing Jetfighter- disintegrator cannons- 145

CURSED BLADE BATTALION:
Succubus- archite glaive, blast pistol, Stimm Addict, Adrenalight, Serpentin- 60
Succubus- shardnet and impaler, Traitor's Embrace, Hypex- 55
5 Wyches- shardnet and impaler, Hekatrix w. power sword, Grave Lotus- 64
5 Wyches- shardnet and impaler, Hekatrix w. power sword, Splintermind- 64
20 Wyches- 2 shardnets and impalers, Hekatrix w. power sword, Adrenalight- 166
6 Reaver Jetbikes- 2 blasters, 2 grav talons, Painbringer- 154
Raider- disintegrator- 80
Raider- disintegrator- 80

PROPHETS OF FLESH PATROL:
Haemonculus- stinger pistol,, electrocorrosive whip, Diabolic Soothsayer- 81
5 Wracks- 45

Total: 1945

Total CP: 13 (-1 for Alliance of Agony, -1 for extra relics, +d3 for Diabolic Soothsayer)

My idea is, chars join the Wych Raiders, Wych blob comes in by deep strike, everything else shoots up big nasty thigns while Wyches either tie up Daemon Princes, etc, or try to kill off hordes. My main questions are:

1. What's generally better vs Death Guard, disintegrators or lances?
2. Should I go with Red Grief on the Wyches instead, given that I included Jetbikes?
And...
3. Be brutally honest: how terrible is this list vs Death Guard? What does it need? Aside from a Black Heart Ravager detachment, as I am in dire need of a third Ravager if I want to be uber competitive.


So here's how it went:

My opponent ran the following (from memory):

DEATH GUARD SPEARHEAD:
Daemon Prince- wings, 2 malefic talons, Suppurating Plate, Miasma of Pestilence, Rotten Constitution
3 Deathshroud Terminators
3 Myphilitic Blight Haulers
Plagueburst Crawler- 2 plaguespitters
Plagueburst Crawler- 2 plaguespitters
Plagueburst Crawler- 2 plaguespitters

NURGLE DAEMONS BATTALION (I think...he had just 1 HQ, though, so I don't think that's right):
Herald of Nurgle- Curse of the Leper
4 Nurgling Swarms
4 Nurgling Swarms
4 Nurgling Swarms
4 Nurgling Swarms

DEATH GUARD SUPERHEAVY AUXILIARY DETACHMENT:
Mortarion- Plague Wind, Pestilential Vitality

We played one of the ITC missions, on a diagonal deployment on a table with sparse cover. I chose...I think it's Monster Hunter and Recon? He chose character-hunting and also Recon. I'll be honest, my memory is hazy, and I was essentially a casual player up against someone prepping for the ITC. I'm not going to write a proper batrep on this, partially because the details are hazy, and partly because, honestly, I'm kinda ashamed of how much of a dunce I played like. I'll just go over the most salient points:

-After some minor losses on turn 1, I pulled a refused flank and managed to pop one of his Plagueburst Crawlers with concentrated fire
-Thereafter, his return fire was mostly ineffectual, but he did manage to charge and kill my Razorwing with his Prince. In response, most of my stuff circled his Prince and rapid fired/zapped him down to one wound, before my lesser Archon charged and finished him off. This was actually a big mistake on my part: in having so much of my stuff circle around the Prince, I pretty much bunched everything up instead of using my natural mobility to spread out. This left me open, in the next turn, for Mortarion to swoop in, hit me with his AOE effect before multi-charging a lot of my units. From there things pretty much went downhill.
-I have no idea what the final score was, but he was ahead. I had killed 1 unit of Nurglings, 1 Plagueburst Crawler, his Herald, his Daemon Prince, and had taken Mortarion down to half wounds. In exchange, I had lost all my characters bar my lesser Archon and primary Succubus, 1 unit of Wyches, and all of my vehicles bar 1 Venom, 1 Raider and 1 Ravager.
-As a sour note, I had a choice of charging my warlord Archon into either a Plagueburst Crawler or the Deathshroud. I was going to be taking a crapton of flamer hits either way, so I charged the Deathshroud...and lost the shadow field to overwatch. I resolved that she was at least going to take a Terminator or two down with her Djinn Blade before she died...but instead, Cataphractii armour and DS saved everything, and then my poor Archon got scythed in return. New model syndrome strikes again, sadly. Here's that fateful moment (only picture I took of the game):



OBSERVATIONS:
-I brought my list expecting to deal with Poxwalker hordes (hence the Wych blob). In retrospect, I shoulder really have brought more Kabalites/firepower.
-I was surprised at how aggressive he was in moving forward with his Plagueburst Crawlers. I was expecting him to go for lascannon equivalents, not plaguespitters. Again, I really should have used my mobility to keep my distance.
-Nurglings are freaking tough! My Wyches just couldn't kill the buggers off when it mattered.
-The Wych horde came down on turn 2....and failed their charge on the Nurglings guarding an objective, as did the Mandrakes. When they did make it into a unit of Nurglings on turn 3, they had taken some losses, and only killed 2 bases and nearly killed a 3rd. Not nearly good enough. I think the whole deepstriking Wych blob experiment has failed.
-My Traitor's Embrace Succubus was terrible. She charged Mortarion, died horribly...and then rolled a 1 for her explosion damage. I used a command point reroll, got a 2...and then Mortarion saved one of the wounds anyway on Disgustingly Resilient. I had spent two whole command points and a character just to do 1 wound to Mortarion.
-As mentioned above, I was an unpracticed, casual player against a guy practicing for ITC. The outcome felt like it was inevitable based ont that factor alone.

MISTAKES:
-I had my Reavers and Raider with Wyches, warlord Archon, Sslyth and sacrificial Succubus too far on the left flank, hoping for a first turn blitz. Instead I lost the roll off, lost all but 2 of the Reavers turn 1, lost the Raider (and the Wyches shortly thereafter), and spent almost the whole game trying to keep my Archon and Succubus out of harm's way. It was pathetic.
-As mentioned above, I was an idiot and didn't take full advantage of my mobility
-I initially forgot about the Flayed Skull ability to reroll 1s with my splinter rifles/cannons. This was pivotal, as I kept having my vehicles hug my Archon's reroll bubble instead.

WHAT WENT WELL, AT LEAST:
-My firepower was reliable and effective throughout the entire game, with my multiple blasters punching holes in his tanks and my massed splinter fire putting serious hurt on his Daemon Prince and Morty
-My number 2 Archon did better than my Djinn Blade-wielding warlord, killing off the Daemon Prince and even managing to tank wounds for a round from Mortarion
-My Mandrakes, even though they failed their charge when they arrived, were excellent at clearing away my opponent's backfield, killing off one unit of Nurglings with baleblasts and stabbing down the Nurgle Herald

RULES LESSONS:
-Up until now, i had always thought that overwatch worked like 7th ed, where you can have a unit charge in, eat up overwatch, and free another unit to charge in without penalty. Instead, as I learned, an enemy unit can overwatch as many times as it likes as long as it's not locked in combat. This became apparent when I charged the last two Reavers into one of his Plagueburst Crawlers, hoping to eat overwatch so some nearby Wyches could lock it in combat and deny its shooting for a bit. Nope, the Reavers died, and the Wyches soon followed suit.

RULES QUESTIONS
-Does the Helm of Spite have to be outside of a vehicle to work, or can it function from inside a transport?
-When rerolling charges, do you have to reroll all dice or can it just be one of them?

This message was edited 4 times. Last update was at 2018/07/16 03:46:23


My battle report thread:
Ars Scripta Batreps 
   
Made in us
Furious Fire Dragon




USA

Lord of Nonsensical Crap wrote:
RULES QUESTIONS
-Does the Helm of Spite have to be outside of a vehicle to work, or can it function from inside a transport?
-When rerolling charges, do you have to reroll all dice or can it just be one of them?

1) Models in transports are not considered to be on the table for gaming purposes, but Open topped is an exception to the rule for shooting. You cannot provide aura's or cast/deny powers out of a transport unless there is a special rule allowing you to do such an action.
2) If you have a rule that allows for the reroll of a chage, both dice must be rerolled. If you spend a command point to reroll, you may only reroll one die.

We mortals are but shadows and dust...
6k
:harlequin: 2k
2k
2k 
   
Made in us
Longtime Dakkanaut




So what kind of things would you guys take vs a knight heavy list with guard support from basilisks or ad mech support? I have a tournament comeing up and our meta in the region is heavy knights at the moment. No forge world though. :(
   
Made in ca
Wicked Wych With a Whip




Warriors and bikes. Load them all up with as many blasters as you can take. Shoot the blasters at the big guys and the splinters at the little guys.


Then set your fire support up in overwatch positions, and get out in the center and mix it up. Grap the initiative with something fast and choppy and keep his attention there. And calmly remove a couple of his models every time ypur fire base shoots. Then do something dynamic in the center with your choppy guys.
   
Made in us
Fixture of Dakka






Haywire Blasters and Dissie cannons lol, ally in Skyweavers even, you can spend 1 CP to DS them if you think you willg o 2nd, for 1 CP to turn 1 advance them for 3++ if you think you will go 1st.

Ally in Doom/Jinx Farseer/Warlocks as well.

This message was edited 1 time. Last update was at 2018/07/20 21:29:28


   
Made in us
Longtime Dakkanaut




I dont have the option to ally in anything, only have dark eldar in this instance, but the warriors w/ blasters, dissie cannons, and haywire i can do same with bikes. Sounds good.
   
Made in us
Calculating Commissar




pontiac, michigan; usa

Honestly i'm not feeling it with reavers anymore. Am i alone in this? They take hits but the only point i see of them anymore is to grab objectives. That's pretty much it. They don't last very long and their melee is pretty crap. I realize their melee isn't too hot but every time i take them it feels like a waste of points. I was thinking DS'ing in grotesque through one way or another. Shredders are ok but i need something to hold up the enemy for a decent amount of time and reavers just don't do it at least by themselves.


Join skavenblight today!

http://the-under-empire.proboards.com/ (my skaven forum) 
   
Made in us
Fixture of Dakka






IMO Reavers are to weak to do anything.

   
Made in ca
Wicked Wych With a Whip




I am never disappointed in Reavers. How many are you taking?

Sure they die but they eat fire power like nothing else we have.

I get usually 3 rounds of shooting with the blasters and 3, 4 or sometimes 5 turns of cc from them (counting enemy turns as well). They tie stuff up. They grab momentum and they distract from softer targets.

And nothing else assures a T1 charge.
   
Made in gb
Irked Necron Immortal





 flamingkillamajig wrote:
Honestly i'm not feeling it with reavers anymore. Am i alone in this? They take hits but the only point i see of them anymore is to grab objectives. That's pretty much it. They don't last very long and their melee is pretty crap. I realize their melee isn't too hot but every time i take them it feels like a waste of points. I was thinking DS'ing in grotesque through one way or another. Shredders are ok but i need something to hold up the enemy for a decent amount of time and reavers just don't do it at least by themselves.


I've used 3 units of 3, each with a Blaster and Grav Talon.

They would occasionally do work, but were very unreliable and died to a stiff breeze.

The fact that they have no meaningful save, even at range, makes them very fragile. Quite honestly, I don't think they have enough cannon to make up for their glass.

Also, a more minor point, but I still hate the drug mechanic. I wish we could just pick/roll for a drug and have it apply to every Cult unit. Having to keep track of different drugs on every single Wych unit is just irritating.
   
Made in ca
Wicked Wych With a Whip




I run just one big unit of reavers. 9 bikes has a lot more staying power than 3. I also don't have any trouble remembering which drug they have, the reavers always have painbringer for +1toughness.
   
Made in us
Longtime Dakkanaut




I ran a full squad of 12 vs imperial guard yesterday, got first turn and got into cc first turn with them. They didnt to a crazy amount of work, but they soaked up over half of his shooting and thanks to the -1 to hit strat i still had 5, 4 with blasters left beginning t2. Their job as a distraction worked great.

How do we protect out ravagers? At only t5 they seem like easy prey for heavy bolters. I only lost 8 wounds on one yesterday but thats because he got unlucky rolling his battle cannons vs them, 9 shots, 3 hits type stuff. Or is it too much to hope they can survive a round of being shot at?

This message was edited 1 time. Last update was at 2018/07/22 14:00:53


 
   
Made in fi
Battlewagon Driver with Charged Engine






Finland

Get 9 Talos and Urien Rakhart, walk over your opponent.

   
Made in us
Fresh-Faced New User




I have also moved away from reavers, I think they are still solid but I have been gearing my army towards going second and in that scenario reavers are pretty close to worthless. Reavers main value is to give you a t1 charge to prevent something shooting you to death, which if you go second has already happened. In the games I played where I took reavers and went second they more often than not died before they even got to move because people knew what they did. Now I run 30 wyches on foot and a unit of 15 hellions in cult of the cursed blade instead.

Caveat, I think if you run like 15+ reavers they are still worth it, but running just 9 probably isnt enough at this point.

Ravagers you can deep strike with the stratagem so they get at least one turn of shooting, but also ravagers are t6, unlike raiders which are t5
   
Made in gb
Aspirant Tech-Adept






Hey folks. I was considering collecting some Drukhari. I like the look of the wych cult models. I also quite like the Harlequin range. Would these two arms mesh reasonably well together?

Has anyone tried such a thing?

Cheers
   
Made in us
Calculating Commissar




pontiac, michigan; usa

 Amishprn86 wrote:
Yes, i used a Brigade, 2k, PoF, its very fun.

Haemi - Helm of Spite
Haemi - Vex Mask
Urien
6x5 Wracks
3x3 Grots
3x5 Scourge x4 HWB
1x3 Talos, Chain/Macro/HWB
2x Reapers
3x Raider DC
1x Venom x2 SC

I also somethings change it to a Brigade and Spearhead with 0 Transports, 3 Reapers and Haemi that are instead Dark Creed for Sniper


That sounds effective. Some of us can't buy forgeworld though. Not sure how talos last in this and i enjoy kabal to an extent but covens seem like a better thing to have than wych cults. A constant 4+ inv. save and higher toughness would always be preferred to only have those boosts in melee and with certain combat drug boosts.

This message was edited 1 time. Last update was at 2018/07/22 19:59:00


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Made in us
Sword-Bearing Inquisitorial Crusader





Cleveland, Ohio

 Ideasweasel wrote:
Hey folks. I was considering collecting some Drukhari. I like the look of the wych cult models. I also quite like the Harlequin range. Would these two arms mesh reasonably well together?

Has anyone tried such a thing?

Cheers


Yeah, Harlequins and Cults mesh reasonably well together, it's what I run usually mainly because I like it. It's not the strongest combo, but it can work and catches people off guard.

There is a couple ways that work for me, 1) Cults with a Harlequin Patrol, or 2) Harlequins with a Cult Battalion. In both cases Harlequins are doing the heavy lifting when it comes to anti-tank (Cults biggest weakness).

For #1, the Harlequin Patrol is usually Soaring Spite with a single Troupe packing fusion in a Starweaver, a 6 bike unit of Skyweavers, and maybe a Solitaire. HQ depends on points, Troupe Master is decent with the Starmist raiment and the Soaring Spite Warlord trait, Shadowseers give you more speed with Twilight Pathways, an ability to deny psychic powers, and puts out mortal Wounds. Either way it's a good supplement detatchment.

For #2 the Cult Battalion is usually 2 units of 5 Wyches in Venoms and one of 9 in a Raider. All with 1 shardnet/impaler. HQ is 2 succubus, one on foot with hypex, the other rides with the 9 Wyches. Then add in some Reavers if you have the points. It's a cheap way to add 5 cp to a Harlequin list and has good effectiveness in tying stuff up till your Harlequins can chew them up.

Just keep in mind that it's not the strongest pairing, the easier pairing for Harlequins is Kabal, with Ravagers and cheap Warrior blaster squads in Venoms. At least until Chapter Approved comes out and stuff gets adjusted. If a faction is very competitive and there is a unit that is maxed out and included in almost every list, like Ravagers, then it's a solid bet that they'll take a hit.

This message was edited 2 times. Last update was at 2018/07/22 20:56:05


Sometimes, you just gotta take something cause the model is freakin cool... 
   
Made in us
Fixture of Dakka






 flamingkillamajig wrote:
 Amishprn86 wrote:
Yes, i used a Brigade, 2k, PoF, its very fun.

Haemi - Helm of Spite
Haemi - Vex Mask
Urien
6x5 Wracks
3x3 Grots
3x5 Scourge x4 HWB
1x3 Talos, Chain/Macro/HWB
2x Reapers
3x Raider DC
1x Venom x2 SC

I also somethings change it to a Brigade and Spearhead with 0 Transports, 3 Reapers and Haemi that are instead Dark Creed for Sniper


That sounds effective. Some of us can't buy forgeworld though. Not sure how talos last in this and i enjoy kabal to an extent but covens seem like a better thing to have than wych cults. A constant 4+ inv. save and higher toughness would always be preferred to only have those boosts in melee and with certain combat drug boosts.



I just used Raider Kit with some old bits


Spoiler:

This message was edited 2 times. Last update was at 2018/07/22 22:19:47


   
Made in gb
Irked Necron Immortal





Random question - how useful do you find the Helm of Spite to be?

Azuza001 wrote:
How do we protect out ravagers? At only t5 they seem like easy prey for heavy bolters. I only lost 8 wounds on one yesterday but thats because he got unlucky rolling his battle cannons vs them, 9 shots, 3 hits type stuff. Or is it too much to hope they can survive a round of being shot at?


Ravagers are actually T6, so Heavy Bolters should be wounding it on 5s.

That aside, I only use one, so when I need to protect it I'll generally just spend a CP to deep strike the thing. Means I'll always get at least one full turn of shooting with it.

Thing is, though, I'm not even sure it's worth the effort. My Ravager is usually decent, but it's never been particularly vital. In fact, the last time I used a CP to protect it, it just ended up feeling like a complete waste, as the thing barely did anything at all.
   
Made in us
Fixture of Dakka






 TheFleshIsWeak wrote:
Random question - how useful do you find the Helm of Spite to be?

Azuza001 wrote:
How do we protect out ravagers? At only t5 they seem like easy prey for heavy bolters. I only lost 8 wounds on one yesterday but thats because he got unlucky rolling his battle cannons vs them, 9 shots, 3 hits type stuff. Or is it too much to hope they can survive a round of being shot at?


Ravagers are actually T6, so Heavy Bolters should be wounding it on 5s.

That aside, I only use one, so when I need to protect it I'll generally just spend a CP to deep strike the thing. Means I'll always get at least one full turn of shooting with it.

Thing is, though, I'm not even sure it's worth the effort. My Ravager is usually decent, but it's never been particularly vital. In fact, the last time I used a CP to protect it, it just ended up feeling like a complete waste, as the thing barely did anything at all.


I thought he was saying take a unit of +1T Reavers to protect them

   
Made in us
Longtime Dakkanaut




My bad, raiders are t5, ravagers are t6. I have been playing them wrong (not that it mattered, my opponents normally use heavy bolters on reavers and bigger stuff on the ravagers, and i am still winning, but the more i play the more they learn how to face me lol).

I like the deep strike idea, but that does seem like it could be a waste of points. Then again any stratagem can be a waste if it goes wrong.
   
Made in gb
Daring Dark Eldar Raider Rider





 TheFleshIsWeak wrote:
Azuza001 wrote:
How do we protect out ravagers? At only t5 they seem like easy prey for heavy bolters. I only lost 8 wounds on one yesterday but thats because he got unlucky rolling his battle cannons vs them, 9 shots, 3 hits type stuff. Or is it too much to hope they can survive a round of being shot at?


Ravagers are actually T6, so Heavy Bolters should be wounding it on 5s.

That aside, I only use one, so when I need to protect it I'll generally just spend a CP to deep strike the thing. Means I'll always get at least one full turn of shooting with it.

Thing is, though, I'm not even sure it's worth the effort. My Ravager is usually decent, but it's never been particularly vital. In fact, the last time I used a CP to protect it, it just ended up feeling like a complete waste, as the thing barely did anything at all.


You're not taking enough of them to notice how great they are. Ravagers are hands down one of our best units, especially the Disintegrator-equipped version; 27 shots will shred most things in the game when paired up with a Living Muse Archon or Doomseer.
   
Made in gb
Irked Necron Immortal





 Burnage wrote:

You're not taking enough of them to notice how great they are.


If they were that great, I shouldn't need to take multiples of them for it to be evident. QED.

 Burnage wrote:
Ravagers are hands down one of our best units, especially the Disintegrator-equipped version; 27 shots will shred most things in the game when paired up with a Living Muse Archon or Doomseer.


So they're great . . . so long as you take three of them and then also pair them with an HQ from a specific Kabal and with a specific artefact, or else with a specific HQ from a different faction and with a specific psychic power.

Each to their own, but to my mind a "great" unit shouldn't need that level of investment to actually be good.
   
Made in gb
Daring Dark Eldar Raider Rider





Dissie Ravagers are consistent and reliable, but they're rarely going to spike high in terms of damage. Thanks to how human psychology works it's very frequently going to feel like they're doing nothing (even though they're not!). When you run more of them, this steady stream of damage becomes clearer to see.

Additionally, synergising well with other units is absolutely something that can make a unit strong. It's not like an Archon is an added extra - you need one to run Ravagers anyway. Living Muse or Doom just make their damage even reliable.

All I'm saying is that there's a reason three Ravagers are a near-universal component of competitive Dark Eldar lists currently. It's not because they're our only heavy weapons platforms, it's because they're our best heavy weapons platforms.
   
Made in gb
Aspirant Tech-Adept






 Creeping Dementia wrote:
 Ideasweasel wrote:
Hey folks. I was considering collecting some Drukhari. I like the look of the wych cult models. I also quite like the Harlequin range. Would these two arms mesh reasonably well together?

Has anyone tried such a thing?

Cheers


Yeah, Harlequins and Cults mesh reasonably well together, it's what I run usually mainly because I like it. It's not the strongest combo, but it can work and catches people off guard.

There is a couple ways that work for me, 1) Cults with a Harlequin Patrol, or 2) Harlequins with a Cult Battalion. In both cases Harlequins are doing the heavy lifting when it comes to anti-tank (Cults biggest weakness).

For #1, the Harlequin Patrol is usually Soaring Spite with a single Troupe packing fusion in a Starweaver, a 6 bike unit of Skyweavers, and maybe a Solitaire. HQ depends on points, Troupe Master is decent with the Starmist raiment and the Soaring Spite Warlord trait, Shadowseers give you more speed with Twilight Pathways, an ability to deny psychic powers, and puts out mortal Wounds. Either way it's a good supplement detatchment.

For #2 the Cult Battalion is usually 2 units of 5 Wyches in Venoms and one of 9 in a Raider. All with 1 shardnet/impaler. HQ is 2 succubus, one on foot with hypex, the other rides with the 9 Wyches. Then add in some Reavers if you have the points. It's a cheap way to add 5 cp to a Harlequin list and has good effectiveness in tying stuff up till your Harlequins can chew them up.

Just keep in mind that it's not the strongest pairing, the easier pairing for Harlequins is Kabal, with Ravagers and cheap Warrior blaster squads in Venoms. At least until Chapter Approved comes out and stuff gets adjusted. If a faction is very competitive and there is a unit that is maxed out and included in almost every list, like Ravagers, then it's a solid bet that they'll take a hit.


Cheers, yeah I’m keen to dip my toes into both factions and this seems like a good compromise. You’ve given me things to think about now
   
Made in us
Calculating Commissar




pontiac, michigan; usa

I must really be indecisive but i may want to have reavers again. Of course if i take them it'll only be in small units and not for fighting but for grabbing objectives in maelstrom missions. A 26" move (after advance) can get you a lot of places really quickly.

I was thinking no more than two units of 6 each. Of course i may be better off using those points for grotesques so we'll see. I'm waiting until the grotesques get back in stock though. I only have 4 right now but 8 sounds like a much better number.

The last thing i want to ask is can i charge a unit out of a raider that uses screaming jets? I heard somebody say no and it does seem to be no but it would be nice if someone would clarify. It might be worth it to take them with screaming jets anyway just due to target saturation forcing the opponent to shoot at everything in their face at once.

This message was edited 2 times. Last update was at 2018/07/26 23:08:25


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Made in ca
Wicked Wych With a Whip




Sceaming jets is the wrong strategem for close combat. You dismount at the beginning of the movement phase and screaming jets come in at the end. So you have to wait a whole nother turn.

Web way deep strike if you you want attack.
   
 
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