Well I thank GCMandrake for actualy manadge to merge the 2 subjects in one thread, while trying to awser my question. In the new Codex
DA can no longer take a 10 man unit and give them 2 lances. You need 20 warriors for that. This is partly what mackes laser spam harder in the new codex then the old one. Hence my question on weather the non-scoring elite unit is any good at 110 points to get more Dark Lance on the table.
DL is the one weapon witch has a chanche of hitting the oponents counter batteries on turn 1.
Your diagram is also quite good. I would like one that also represents stunning. I am personaly a fan of the Haywire blaster for it's abilaty to get glansing hits with a good range meaning you can stunn/lock down bad stuff while your lances deal with more imminent dangers. Witch brings me to dracos point. I would eather have my fast attack choise to be scourges with
DL than heat lances. However scourges with Haywire blasters seems quite potent as a support weapon.
I realy like the idea if the reavers as well. The thing is that if you long distance attacks, nerfing all of his mech and hopefully taking out all his long range (longs fangs/obliterator squads in particular) you will end up witha massive slogging list. Then the reavers can turbo boost over them causing loads of fly by damadge, preferable on multiple units. They will probably end up getting shoot at back since they have to fly in a straight line but then you have turbo boosted and get the coversave. If a list manages to take out all your oponents mech/transports in the early turns of the game any late game squads of reavers would be insanly good turbo boosting with caltrops.
Any deepstriking razorwing jetfighters or voidraven bombers would be devestating coming down from deep strike (remember they can shoot all weapons when at cruizing speed) and unload big large blast templates on the poor footsloggers. It cost's but at that point it would be less squads to care about.
Automatically Appended Next Post: CurrentlyUnknown wrote:The issue with Dark Lances is that they cannot fire out a moving vehicle, being as they're heavy weapons. If you're hoping for a mobile gunboat, either take Ravagers, or equip your models with Blasters.
You're not really all that mobile with Blaster "gun boats". You're moving 6".
being in melta range means if you destroy a transport vehicle (and the AP1 makes this much more likely than any other result) you're going to get charged next turn.
Are there that many units in a transport that have an assault threat range of 14-15"? Eldar/
DE are all that come to mind. I suppose if the vehicle were wrecked, that would do the job. But w/ melta, you do have a 1/3 chance of explode. The other issue is if you don't destroy the vehicle (let's say you immobilize it), then again you'd be in threat range (2+1+6+6).
Not that I'm really advocating the use of
HLs against transports. If you do, you hopefully have some available firepower going into the now exposed unit, or an assault threat in range.
You would not need a so long charge range. He would just need to walk 6 and rapid fire.