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Made in us
Sinewy Scourge





Commoragh (closer to the bottom)

I have been trying, but havent used them enough to decide if its worth keeping. So far I have only been able to shoot them via snapshot, so no luck atm:(

 Wyzilla wrote:
Saying the Eldar won the War in Heaven is like saying a child won a fight with a murderer simply because after breaking into his house, shooting his mother and father through the head, the thug took off in a car instead of finishing off the kid.


 
   
Made in au
Quick-fingered Warlord Moderatus






Lokas wrote:Man, Reavers have gotten beastly in sixth. A 5+ cover save for moving a tenth of an inch? Potential 48 inch movement? Heat Lances cause an explosion 50% of the time they pen? Cover saves are nerfed allowing Bladevanes to do more damage on GEQ. Skilled Rider auto-passes dangerous terrain tests. Our assault phase movement, while more random, will on average place us further away from the enemy than before. Hammer of Wrath effectively gives us 4 attacks per model on the charge. Turbo-boosting no longer restricts you to moving in a straight line, you may turbo boost through an enemy unit, then curve around into LoS blocking terrain if possible, or out of enemy range at the very least.

I'm beginning to think these bad boys are worth their price tag. They're better tankhunters than before, their bladevanes can really reach out and touch people. They can weather overwatch in place of more fragile units such as wyches.

My question to you fine folk is the ideal loadout for Reavers. I've been using a simple 6x Reavers, 2x Heat Lances. I'm debating adding a cluster Caltrop or two to the unit for the better bladevanes. My qualm with this is bringing the cost of a 6 wound, toughness 4 unit to nearly 200 points. It's certainly more killy, but I'm not sure if I can swallow that price tag.


At the moment I am looking at making a 6 man reaver unit with 2 heat lances and then throwing in a Jetbike Autarch with a Laser Lance and Fusion Gun, His S6 AP3 attacks on the charge with the Laser Lance should hopefully give the unit the punch when charging that it needs to really use the drugs and the arena champion to the full effect and make it a very versatile unit, but it costs to put the Autarch in there, and I wouldn't do it if I didn't also want the reserves bonus to protect my deep strike heavy Sliscus force from reserves penalties.

Xeriapt wrote:Has anyone tried out wracks/haemies with hexrifles? Seems they would be good being able to get precision shots and all.


Similarly to above with the Autarch in the jetbike unit, one good use I have seen for a hexrifle haemonculi is throwing him into a ranger/pathfinder unit allied into the force, it adds to their firepower a bit and grants them night vision, although it would mean being unable to use their infiltrate and scouts. My Haemonculi will be starting with my Jetbikes to give them a pain token and then leaving that unit to join up with the sniper team on turn 1,

This message was edited 1 time. Last update was at 2012/07/09 06:37:02


Interceptor Drones can disembark at any point during the Sun Shark's move (even though models cannot normally disembark from Zooming Flyers).


-Jeremy Vetock, only man at Games Workshop who understands Zooming Flyers 
   
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Ladies Love the Vibro-Cannon Operator






Hamburg

Xeriapt wrote:Has anyone tried out wracks/haemies with hexrifles? Seems they would be good being able to get precision shots and all.

Well, I used Haemies to accompany Wyches in Raiders. Since they cannot FoF they stayed onboard sniping with their hexrifles. This is an even more viable tactics in 6th due to precision shots.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Sinewy Scourge





Commoragh (closer to the bottom)

I know this is not a very competitive tactic, But I have been using a 8 man incubi squad with drazhar & haemy. Put them in a raider, get stuck in, rape entire armies.

So far I havent had any problems, but my luck has been greatly the past 5 games

 Wyzilla wrote:
Saying the Eldar won the War in Heaven is like saying a child won a fight with a murderer simply because after breaking into his house, shooting his mother and father through the head, the thug took off in a car instead of finishing off the kid.


 
   
Made in us
Insect-Infested Nurgle Chaos Lord





Oregon, USA

With mine it usually goes:

Jump out, and plow into unit..

Kill unit (assuming awesome luck) losing a few Incubi.

Get shot by Vindicator: all remaining In unit die (or other race similar ap3/ap2)

Killing whole armies is pretty difficult to achieve against most armies..


Sometimes it goes:

Get Raider shot down like a duck.

Pile out.

Get shot by Vindicator or other race similar AP3/AP2 (Ravagers with Disintegrator cannons are a good 'un for this too )

Lose half the squad.

Fail to get into charge range

Get shot by Vindicator or other race similar AP3/AP2 (Ravagers with Disintegrator cannons are a goog 'un for this too ) AGAIN

Die..

This message was edited 2 times. Last update was at 2012/07/09 13:52:36


The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
Made in us
Longtime Dakkanaut





Whorelando, FL

Archon 60pts
Blaster 15pts
Agoniser 20pts
Combat Drugs 10pts
PGL 25pts
Shadowfield 30pts
Haywire Grenades 5pts
Total: 165pts

Haemonculus 50pts
Hexrifle 15pts
Total: 65pts

5man Wyches 50pts
-haywire grenades 10pts
-mounted in dual cannon Venom 65pts
Total: 125pts

5man Wyches 50pts
-haywire grenades 10pts
-mounted in dual cannon Venom 65pts
Total: 125pts

5man Wyches 50pts
-haywire grenades 10pts
-mounted in dual cannon Venom 65pts
Total: 125pts

5man Wyches 50pts
-haywire grenades 10pts
-mounted in dual cannon Venom 65pts
Total: 125pts

4man Trueborn 48pts
X2 Dark lances 50pts
Total: 98pts

4man Trueborn 48pts
X2 Dark lances 50pts
Total: 98pts

8 man Harlequin squad 144pts
-death jester 10pts
-shadowseer 30pts
-7 kisses 28pts
Total: 212

8 man Harlequin squad 144pts
-death jester 10pts
-shadowseer 30pts
-7 kisses 28pts
Total: 212


Voidraven 145pts
-2 shatterfield missiles 20pts
- Flickerfield 10pts
Total: 175pts

Voidraven 145pts
-2 shatterfield missiles 20pts
- Flickerfield 10pts
Total: 175pts

Ravager with Dissies 105pts
- Flickerfield
Total: 115pts

Ravager with Dissies 105pts
- Flickerfield
Total: 115pts

Aegis Defense line with Comms Relay 70pts.

Total: 2000pts. Uses 2 FoCs to get the extra elites and heavies. Venoms hunt infantry, Wyches hunt vehicles, Harlequins sit in the aegis for a 2+ save with the characters and true born. Comms relay makes sure you have a great chance at getting the Voidravens on turn 2. Voidravens hunt AV13-14 stuff or other flyers if necessary. The ravagers hunt light vehicles and terminators...or basic infantry as needed. As the game progresses the harlequins can be on the move to clean up. This is 1 of 8 lists I plan on testing soon.

*List has been updated with revised points cost.

This message was edited 1 time. Last update was at 2012/07/09 21:04:22


   
Made in us
Twisted Trueborn with Blaster





Two things;

First, where does the haemonculus go? With the harlequins? You know they don't benefit from Power from Pain, yeah? Or do you just want him having a 2+ cover save and a hexrifle?

Second, Ravagers with Flickerfields are 115 points.
   
Made in us
Sinewy Scourge





Commoragh (closer to the bottom)

Yeah you went over about 20 points.. But I really like the list



Automatically Appended Next Post:
I would use incubi instead of harlies. But that only because I like them alot, And my luck with them has seem to be great.

This message was edited 1 time. Last update was at 2012/07/09 20:08:20


 Wyzilla wrote:
Saying the Eldar won the War in Heaven is like saying a child won a fight with a murderer simply because after breaking into his house, shooting his mother and father through the head, the thug took off in a car instead of finishing off the kid.


 
   
Made in gb
Ichor-Dripping Talos Monstrosity






The Harlies are better bang-per-a-point than the incubi, especially this edition, with the 3+ cover save, VoT effect and 5+ invun, aswell as rending, option for meltapistols, etc.

   
Made in us
Longtime Dakkanaut





Whorelando, FL

Lokas wrote:Two things;

First, where does the haemonculus go? With the harlequins? You know they don't benefit from Power from Pain, yeah? Or do you just want him having a 2+ cover save and a hexrifle?

Second, Ravagers with Flickerfields are 115 points.


Haemmy can go with harlies or trueborn. It really depends on where you want the token to go (several factors will determine this. What the Archon drug roll is, what Warlord Trait will be, and what the terrain will be like). Yes, I am fully aware that Harlies don't benefit from the token, but the Archon if he's in there does. Testing will determine where he'll be best placed.

Fixed my point totals above. Thanks for catching it.

   
Made in us
Fresh-Faced New User



Michigan

People who think Wyches got a huge nerf in this edition don't really understand the purpose of Wyches, imo. Wyches were never a CC powerhouse unit. They rarely ever inflicted any real damage on the charge even in 5th edition, unless it was against armies like Guard or Tau. Against MEQs they would take a few rounds to kill them and, while sustaining relatively low damage, really took to long to do their job to really be called a powerhouse unit. In my experience they are a perfect Tarpit unit still, and, with the inclusion of Overwatch, really should no longer be charging large units of basic infantry unless they sacrifice the Haemonculus they should be toting along. They still excel as tarpit units for enemy elites. Taking a power axe on the Hekatrix and keeping her in the second row insures she will stay alive long enough to do damage is a good idea. They now to greater damage to vehicles as well. So, they are still an excellent unit, but they need to be played with a bit more finesse.

The new transport rules and fleet rules hurt them though, no argument there. I personally plan on fielding 5 of them in a venom without a hekatrix and with haywire grenades. They can hunt vehicles and still provide a turn or so challenge to stall enemy elite units. Although, 10 in a raider with HG's can completely surround and nuke a transport, killing all inside. Either way they'll still work.

Remember, tarpit, and you won't be far off. If you wanna kill stuff take Incubi, or better yet, Beastmasters. The guy who said Khymarae are the BnB for them is dead wrong, Razorwings inflict the same number of wounds on the charge, but with a 50% chance for the inflicted wound to ignore armor. Screen with the Khymarae and move all the razorwings into base to base on your initiative step. Aim to kill any power fists and watch the squad melt. Beastmasters are even more boss now


Automatically Appended Next Post:
Ovion wrote:Personally, while it's now 5+, I think Feel No Pain is better overall, as my wracks / grotesques / talos get it where they often didn't before.

Also, you can move 12" and maintain full firepower.
Fast Vehicles can move 12" and fire 2 weapons at full BS, the Raider has Aerial Assault letting it move 12" and fire all weapons at full BS, and flyers can move 18-30" or something and fire 4 weapons...


You're correct, although I remember reading that troops inside a transport could only fire snap shots if the vehicle moved more than 6". For that reason, I'll still be taking FF's on any Raider gunboats I have. I see flyers as being really good now, though the Razorwing can only fire 2 missiles a turn now. I'll have to see how bad it hurts my alpha strike before I'm sold.

This message was edited 1 time. Last update was at 2012/07/09 21:30:20


 
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

Xeriapt wrote:Has anyone tried out wracks/haemies with hexrifles? Seems they would be good being able to get precision shots and all.


I use a haemi now with a hexrifle. I put him with some pathfinders to give them night vision. Other than that, the 1/6 chance to hit and then still allows armor is rather lackluster for a 65 point model

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in ca
Angered Reaver Arena Champion






Sorry ISovereign, but you are absolutely incorrect about wychs.

Saying that I don't understand wychs in 5th is laughable.

I have a couple best general trophies that disagree with you.

In 5th, I ran 2x 10 wychs (sans haemy to again go against the conventional wisdom) and a 9x bloodbride unit with a succubus. Of course the usual trueblasters/warriors in venoms and ravagers accompanied them. The wychs, while maybe taking 2-3 rounds of combat to completely wipe basic MEQs, still won consistently. You could even assault a TEQ unit with a not unreasonable chance of success, and the bloodbrides+succubus literally never lost a fight. Never. Nothing could stop Succubus/bloodbrides because they were always softened up just enough to go down. Any unit strong enough to fight them off was expensive enough that they could be softened up by the resulting superiority I would have in firepower. That's how wychs worked in 5th, and I have dozens of games/wins under my belt demonstrating this.

In 5th wychs were a one-dimensional assault unit. They could eventually grind down most units in assault, and anything they couldn't eventually grind down as is, they could just wait to soften up first with shooting from the rest of the army and then execute their 1-dimensional plan of winning the war of attrition.

This has changed significantly in 6th. Overwatch makes this narrow margin of victory non-existant. Losing a few models before the start of assault means you average slightly less dead opponents and slightly more dead wychs every round. The narrow margin for winning the war of attrition is no longer usable. It is not just overwatch that makes it unusable either, its the nerf to fleet and vehicle assault range as well. Changing the assault range means you need to start closer. This means your plane is going to go down to rapid fire bolters much more often before you even have a chance to set up your assault. Even if you do get the chance to set up your assault, overwatch removing from the front, and the higher chance that you won't make your assault given the variance of 2d6 assault ranges, makes wychs a bad bet.

Wychs are now a bad bet due to slight reductions in every area they were good: assault range, assault power (agonizers), durability of transports (as precarious as that was to start with!) and finally durability (FNP & overwatch).

When I say bad bet though, I'm talking about how they could be used in 5th.

Now to the present. With all these slight changes adding up to a poor gamble, wychs need another niche. As it so happens, haywire is incredible now. Since wychs are the most abundant source available, it only makes sense that wychs should be used as haywire grenade delivery systems.

So now we have wychs going from 5th cc/tarpit unit to a 6th vehicle buster.

The most obvious build for this purpose is the 125 point venom/5xhaywire unit. The only question is whether this is better than the 125 point blaster warrior/venom unit. That remains to be seen, as you are looking at the difference between range and strength of the vehicle busting. My impression is that the wychs will replace warriors as the go-to venom spam unit.

Sangfroid Marines 5000 pts
Wych Cult 2000
Tau 2000 
   
Made in us
Drone without a Controller





iSovereign wrote: Although, 10 in a raider with HG's can completely surround and nuke a transport, killing all inside


Okay, maybe I'm just not grasping how grenades work on transports, but I still don't see how assaulting a transport with wyches(unless you plan on doing something else to the passengers next turn) is a good idea.

Yes, you will completely annihilate the transport, but those inside will just turn around and beat the heck out of the wyches(either shooting or CC). It was the same in 5th, I never found wyches assaulting vehicles to be a good idea unless they were Dreads or Tanks.

Thanks,

Donavan

1000pts(in progress)
3000pts
2500pts 
   
Made in us
Twisted Trueborn with Blaster





One other thing that people seem to keep forgetting about Wyches.

They have pistols.

Shooting does wounds same as assault, and Splinter Pistols ain't half bad at putting one or two wounds on an enemy unit before you charge. Premeasuring helps prevent yourself getting shot out of an assault, because unless you can roughly judge whether or not you'll make it into assault even before you move your transport in the movement phase. If it's more than 19 inches off, you might want to consider a slower advance, sticking to cover and biding your time for a more assured charge next turn. I've rarely had the random charge distance screw me out of an assault, because I premeasure and ignore the risky long-reach assaults for more likely closer charges. If you're sitting 2-3" from the enemy, blowing a model or two away with your little pistols ain't going to force a failure.

Also, I'm going to express a radical idea.

I'm beginning to think Ravagers aren't worth it anymore. In a meta where it's easier to glance tanks to death, 5x wyches with haywires and a venom can more reliably remove vehicles from the board while putting out long range anti-infantry fire. Reaver Jetbikes are better and can kill tanks more effectively with their AP 1 lances, so can Scourges with Haywire blasters or Heat Lances. Our fliers, while more pricey, are either just as capable of tank-hunting, or almost just as capable while boasting greater durability and an anti-infantry option.

I think I may be retiring my Ravagers when GW makes a Voidraven kit.


Automatically Appended Next Post:
reaper501 wrote:
iSovereign wrote: Although, 10 in a raider with HG's can completely surround and nuke a transport, killing all inside


Okay, maybe I'm just not grasping how grenades work on transports, but I still don't see how assaulting a transport with wyches(unless you plan on doing something else to the passengers next turn) is a good idea.

Yes, you will completely annihilate the transport, but those inside will just turn around and beat the heck out of the wyches(either shooting or CC). It was the same in 5th, I never found wyches assaulting vehicles to be a good idea unless they were Dreads or Tanks.


Glancing to death creates a wreck, not an explosion. If the enemy cannot disembark from the vehicle's access points or is unable to emergency disembark (VERY easily accomplished with 10 wyches) it is automatically destroyed.

Assaulting transports with 10 wyches is a phenomenal idea in this edition. Spread them out, cover every inch of the hull to prevent emergency disembarks and watch the enemy forfeit the unit inside.

This message was edited 1 time. Last update was at 2012/07/09 22:11:51


 
   
Made in us
Fresh-Faced New User



Michigan

Draco, I agree with you that Wyches got a CC nerf, and that they're not as good at being a front line assault unit as they used to be. I guess I've always seen them as a tarpit unit though, best used for a counter assault to tie up enemy elites while I shoot the basic Troops to death. But that's just my style of play. I'm glad Bloodbrides worked so well for you, I never really took them because the meta was so vehicle heavy in 5th that I felt I had to take Blasterborn.

I was disappointed that Wyches can't assault everything and win anymore, and I'm thinking that they fit more into the niche you outlined at the end of your post. That's certainly how I'll be fielding them. I always knew they would win in 5th, I was just saying I wouldn't consider them a powerhouse unit because of how long it took them to do the job.

This message was edited 1 time. Last update was at 2012/07/09 23:31:48


 
   
Made in us
Drone without a Controller





Lokas wrote:

Glancing to death creates a wreck, not an explosion. If the enemy cannot disembark from the vehicle's access points or is unable to emergency disembark (VERY easily accomplished with 10 wyches) it is automatically destroyed.

Assaulting transports with 10 wyches is a phenomenal idea in this edition. Spread them out, cover every inch of the hull to prevent emergency disembarks and watch the enemy forfeit the unit inside.


Okay, I gotcha. If that's the case then heck yes, wyches are a great option for AT. I think I will be making them AT/Tarpit units as opposed to killy

Also, with your idea about Ravagers, with this new niche for wyches, our flyers, and the buff of our bikes, as well as the rise of the 2+ save and the near disappearance of Dark Eldar AP2 weapons, I think Ravagers will be used as Anti-Infantry platforms with Disintigrater Cannons as opposed to lances.


Thanks,

Donavan

1000pts(in progress)
3000pts
2500pts 
   
Made in us
Sinewy Scourge





Commoragh (closer to the bottom)

I must test this out. So far I have been having fun with incubi & warrior gunboats.

 Wyzilla wrote:
Saying the Eldar won the War in Heaven is like saying a child won a fight with a murderer simply because after breaking into his house, shooting his mother and father through the head, the thug took off in a car instead of finishing off the kid.


 
   
Made in us
Twisted Trueborn with Blaster





I'm beginning to think about a list that looks something like this for 1500 points.

Duke Sliscus - 150

Kabalite Trueborn - 216
Base (x8)
Shardcarbines (x6)
Splinter Cannons (x2)
Raider w/ Night Shields

Wyches - 125 (x4)
Base (x5)
Haywire Grenades
Venom w/ extra splinter cannon

Reaver Jetbikes - 156 (x2)
Base (x6)
Heat Lance (x2)

Voidraven Bomber - 195 (x2)
Base
Shatterfield Missiles (x4)
Night Shields

I'm aware that it's quite probably more than a few points over, and there's some stuff I can trim like cutting down the dakkaborn deathstar, but this is really striking me as a promising list. The Combat Drug rerolls beef up my minimalist Reaver and Wych squads so that they might actually kill things, there's plenty of splinter cannon fire for infantry, plenty of haywire and heat lances and void lances for tanks.

Plus, the Duke's squad of trueborn is incredibly shooty and initiative 5 with two attacks per base. Between Overwatch and them swinging first against most charging enemies, that unit can handle itself in assault while posing a significant shooting threat.
   
Made in us
Fresh-Faced New User



Michigan

Couple of suggestions for you. First, I personally don't think that the extra points you're having to pay for the SC's on the Trueborn is worth it for only one extra shot per guy. But otherwise looks promising.

You may want to reconsider swapping out Trueborn for Warriors with a SC and Splinter Racks. Maybe use your leftover points on another Wych Venom. At this point you only have 1 scoring unit that is likely to get wiped from Bolter fire.

Third, if you're shooting at rear armor (and you should with those Jetbikes) a Blaster is much more effective and versatile. It works from longer range, allowing you to play more with the 2d6" assault move to juke behind cover. And against rear armor has a better chance to penetrate, but a lower result on the damage table. Your call, but I prefer Blasters on my Jetbikes.

Also, you may just wanna take a Razorwing. For the amount extra you're spending to outfit the Voidravens with missiles, you could get another Ravager. The Void Lances aren't that much more worth it in lieu of taking another HS choice.

Just my 2 cents
   
Made in us
Longtime Dakkanaut






Los Angeles, CA

Got three games in this weekend. Lots of lightbulbs went off.

My first impression of the edition is that space marines and their ilk are really good, and then I realized why...

Non-space marine type models die very quickly when they break cover. For non-space marines, transports and terrain is incredibly important, and transports are very deadly to the T3 people.

Focus fire is actually very user friendly, as is just taking your shots from angles to chew away at exposed models.

I'm pretty sure I'm done with IG blobs, and going with an MSU platoon approach for my IG army, I played a game with MSU platoons behind my aegis defense line. It was solid.

Aegis defense lines right away sound like a very good choice for dark eldar. If half of your units were wracks that were built to score and liquify overwatch, and the other half were foot shooters like trueborn, reavers, and maybe even the monstrous creatues (still have never seen one in-game) and you had an aegis with a comms relay and a webway portal, I could see that owning a lot of the board, and requiring a lot of untraditional firepower to kill off.

I'm definitely going to build towards that list type, along with something very similar to Captain Karuthors' list.

By the way, don't worry about terminators this edition. We've got that covered. You just need to continually remember that we don't deal with them in close combat. Disintegrator ravagers were murdering assault terminators in droves. I faced 15 termies in a 1500 point game, and 15 termies in a 1750 game, and they weren't the issue, oddly enough, it was heavy support vehicles firing on me from the backfield (predators are pretty good now) and vendettas were a pretty big problem for me since I didn't run any dogfighters.

Please check out my current project blog

Feel free to PM me to talk about your list ideas....

The Sprue Posse Gaming Club 
   
Made in gb
Ichor-Dripping Talos Monstrosity






Also, a cheaper option that puts out more damage is the 20 man warrior blob with 2 cannon and Sliscus.

For 200pts(plus sliscus) it's 28-52 shots hitting and wounding on 3's, with an eeffective threat range of 30".

   
Made in us
Twisted Trueborn with Blaster





The reason I took the splinter cannons was for overwatch, actually. Normally it's 4 shots if you move, but Overwatch means that you're hitting on 6's anyways, so use all 6 of your shots. You're statistically going to score at least one hit that way. I am thinking about dropping them though.

I actually have 4 scoring units in that list, which is usually more than enough at 1500 points.

I also quite prefer the heat lances on my Jetbikes. While the Blaster does have a longer effective range, I'd much rather have the 50% chance to get a kill than the 33% chance, and the melta (or armorbane is it now) means that I'm statistically scoring more penetrating hits against every armor value. Plus, they're actually cheaper, which has always amused me.

I am considering swapping the voidravens for razorwings. I'm not sure just yet. I may very well have to, what with the lack of a proper Voidraven kit.
   
Made in us
Drone without a Controller





That looks like a pretty promising list. I see what you did with the layout, you actually have 4 5 man wych squads not just the one, I was confused at first as well.

However, I might also try a Warrior Gunboat instead of Trueborn as the Trueborn Deathstar unit will be an easy choice of target and will likely get gunned down relatively quickly.

A Warrior squad might make your opponent make a more difficult decision on what to target.


Still, really good list(and fun and different to boot).

Thanks,

Donavan

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Made in gb
Ultramarine Land Raider Pilot on Cruise Control






Yorkshire, UK

Musing over my list last night and I am now firmly of the opinion that the greatest threat to DE this edition is AV12 flyers in general and Vendettas in particular.

I'm really struggling to find the best way of dealing with air-cav

Taking a fortification will take care of one flyer if you're lucky before it gets taken down (and most IG players will nuke it on turn 1 if they have half a brain and not even give you a chance). Non of our ground units have skyfire and the ground units that can put out enough shots to (semi)-reliably hit on 6's are incapable of damaging them (Disintegrators are only S5 and Splinter Cannons can't damage vehicles).

That leaves our own flyers as the go-to choice, but we have a number of problems:

1. Each flyer takes up a heavy support slot, compared with IG getting up to 3 per fast attack slot, we can't win the numbers game.

2. Unless you can get behind them (and you can't guarantee that), Dissies are useless so Razorwings must take Dark Lances for dogfighting.
a) 2 Dark Lances vs Vendetta AV12 is 2/3 (to hit) x 1/2 (to damage) x 2 shots = 0.67 of a hull point per turn with 0.44 rolls on the damage table.
b) 3 Twin-linked Lascannon vs Razorwing AV10 is 3/4 (to hit) with automatic damage x 3 shots = 2.25 hull points per turn with 1.88 rolls on the damage table.
In standard trim (without even the obligatory flickerfield) a Razorwing runs at 125pts compared to the Vendetta's 130.

3. Our other option, the voidraven. How do Void Lances compare?
a) 2 Void Lances vs Vendetta AV12 is 2/3 (to hit) x 2/3 (to damage) x 2 shots = 0.89 of a hull point per turn with 0.67 rolls on the damage table.
b) 3 Twin-linked Lascannon vs Voidraven AV11 is 3/4 (to hit) x 5/6 (to damage) x 3 shots = 1.88 hull points per turn with 1.5 rolls on the damage table.
In standard trim (without even the obligatory flickerfield) a Voidraven runs at 145pts compared to the Vendetta's 130.

Now both the Razorwing and Voidraven can perform ground attack roles, but the Voidraven is limited to an anti-armour role without spending lots of points on missiles, and the Vendetta is a better tank hunter for the points.

The Razorwing comes equipped for ground attack and with Disintegrators, Splinter Cannon and Monoscythe Missiles runs at 145 with a Flickerfield and is a fantastic multi-role aircraft that is murder to infantry, light vehicles, monstrous creatures (and, significantly, flying monstrous creatures - don't take on Daemons or Tyranids without one of these babies ) but if you leave it in this setup is one less dogfighter from an already limited pool.


So what thoughts have people had on dealing with air-cav?

This message was edited 1 time. Last update was at 2012/07/10 06:53:49


While you sleep, they'll be waiting...

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Middle 'o America

My opinion is that we don't really have a good dogfighting fighter, which is disappointing. I agree, the razorwings and voidravens aren't reliably dealing with the vendettas. Maybe scourges with D.lances or haywire guns scattered about, but that seems unlikely. If it's a 2000 point game you could take two fortifications, but I think a better solution would be to use Eldar allies for that; the sonic cannon, I hear, is a pretty good solution to pinging vehicles although I don't know how it works against flyers, but a squad of reapers or summat might be able to mass enough anti-armor shots to hit that six. I don't have an eldar codex, but I do have my dark and thing's are looking slim there... Also, the void bomb is now a marker, not a template, so maybe a voidraven could take one down with a bomb, but that seems a little wasteful.
Thinking about it, maybe zooming fighters with Disintegrators into their rear arc might work, it'd be a little easier than it sounds, i think. maybe? I wonder if jets can ram each other. But that's me listening to my ork friends too much.


Automatically Appended Next Post:
Thinking about Warrior gunboats, I'm actually going to try taking a couple of large warrior blobs and sticking them behind a few groups of wracks. It would seem that wracks would make a pretty good anti-charge screen, really, able to advance, make a few liquifier shots, and let people charge into them with FNP and toughness 4, dealing another 2d3 template attacks per group on the overwatch attack. If they live, great, that's a unit you can charge freely with something beefier. If they die, then you've got about 52 splinter shots ready to finish the unit off. Add farseers for re-rolling hits & doom and that's a lot of scoring death to deal with.
I hate calling them blobs, though, because people keep comparing them to ork or IG blobs. And they're definitely not those.

This message was edited 1 time. Last update was at 2012/07/10 08:23:50


 
   
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Stone Bonkers Fabricator General





Beijing, China

Lokas wrote:I'm beginning to think about a list that looks something like this for 1500 points.

Duke Sliscus - 150

Kabalite Trueborn - 216
Base (x8)
Shardcarbines (x6)
Splinter Cannons (x2)
Raider w/ Night Shields


they shoot down the raider(pretty easy) if it explodes you take on average 6 wounds and make 2 saves. half your unit is dead. lord help you if a flamer walks up.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
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Twisted Trueborn with Blaster





Yeah, that was written before I realized that all exploding vehicles are strength 4 these days.

I may just go for a cheap warrior gunboat after all.
   
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Michigan

Haha I didn't see the (x4) next to the Wych squad. My mistake. The SC thing makes sense, in a way. Good looking list to me, shoulda read closer
   
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Stone Bonkers Fabricator General





Beijing, China

Lokas wrote:Yeah, that was written before I realized that all exploding vehicles are strength 4 these days.

I may just go for a cheap warrior gunboat after all.


any points you can free up for cluster caltrops would be great. You can position your reavers anywhere with a non linear turbo move and then wounds allocate from the reavers to the closest model. With the stupid number of wounds they put out you can snipe characters and special weapons.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
 
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