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![[Post New]](/s/i/i.gif) 2010/12/01 16:36:23
Subject: 1500 Gunboat Dark Eldar
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Norn Queen
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Picked up the DE codex recently and thought I'd have a bash at an army.
Haemonculus Ancient 100
agonizer
7 x Kabalite Trueborn 153
shardcarbines, 2x splintercannon, haywire grendaes
1 x dracon 22
venom blade
w/
Raider 70
flickerfield, disintegrator cannon
7 x Kabalite Trueborn 153
shardcarbines, 2x splintercannon, haywire grendaes
1 x dracon 27
power weapon
w/
Raider 70
flickerfield, disintegrator cannon
7 x Kabalite Trueborn 153
shardcarbines, 2x splintercannon, haywire grendaes
1 x dracon 27
power weapon
w/
Raider 70
flickerfield, disintegrator cannon
8 x Kabalite Warriors 97
dark lance
w/
raider 60
dark lance
8 x Kabalite Warriors 72
w/
raider 60
disintegrator cannon
8 x Kabalite Warriors 72
w/
raider 60
disintegrator cannon
Ravager 115
flickerfield
Ravager 115
flickerfield
Total: 1496
The idea is that the Trueborn and Warriors stay in the boats as long as possible (well duh). This army is not designed to go hth or fight a stand up fight, I intend to try and stay 18 inches away from the opponent at all times (max shardcarbine range). This should allow (bar some unlucky fleet) rolls to stay out of hth range of most units The TBs should be putting out 23 4+ shots a turn x 3 along with another 15 st5 from the raiders. Add to that the firepower of the kabas and it should hurt a lot of units.
The first kaba squad is designed to be a tank hunter unit since I know Im lacking somewhat in anti tank with only 2 ravagers hence the DL in the squad and on the raider.
I havent given the kabas flickerfields for three reasons, one being points (if you can help me find some great!), the boards I play on are usually nicely covered and I figure they are cheap and cheerful enough not to need them. If one or two of the units get dismounted, they can always fleet, find cover and start rapid firing.
I've included dracons with some limited hth ability should I need to charge a unit at some stage, the TBs themselves can shoot and assault same turn, have 3 attacks on the charge and one of those units will be backed up by the Haemonculus. Haywire grenades are included for flexibility.
I think the army has decent redundancy, 3 TBs, 3 kabas and 2 ravagers, I admit holding 5 objectives will be tough, the idea would be to really target the opponetns scoring units hard and hope the 3 kaba squads survive. Its got a bit of flexibility too, the TBs can shoot very well, fight somewhat in hth with the dracons Pws/Hamonculus backup and can switch to limited vehicle killing if needed, the first kaba squad can tank hunt or shoot normally if needs be. I like the theme too, bascially all Kabalites in transports, firing wildly, avoiding hth if possible preferring the joy of fast, medium range killing over anything else (perhaps a twisted sub cult of some sort who have become addicted to the sound/feel of the carbines).
C&C welcome.
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Dman137 wrote:
goobs is all you guys will ever be
By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.
"Feelin' goods, good enough". |
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![[Post New]](/s/i/i.gif) 2010/12/01 23:09:13
Subject: 1500 Gunboat Dark Eldar
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Lord of the Fleet
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Meh I would swap disintegrators for more dark lances. If you wanted anti infantry you should have mounted your trueborn on twin splinter canon venoms. No real point to the dracons imo. If you're bent on keeping them I would just give them a venom blade. Your dark lance warriors need 2 extra guys but being on a raider I think a blaster would be more useful even with the range reduction. Your HQ is geared for CC but really has nowhere to go. I think a cheap haemonculus with a liquefier or maybe even a blaster archon can be a bit more useful
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![[Post New]](/s/i/i.gif) 2010/12/02 09:06:06
Subject: 1500 Gunboat Dark Eldar
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Norn Queen
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I had looked at the twin splinter venoms but they can only transport 5 troops iirc?
Hence I'd be losing 9 foot troops overall which dosent sit well.
Why do the DL warriors need two more guys, are 10 required to take the DL?
Im considering dropping the flickerfields and losing one or two more kabas and picking up a few more TBs.
Most likely going to keep the dracons as I've said they add some flexibility if I have to go hth or do end up needing to charge at some point. I dont fancy 8 TBs without any form of PW/character in them.
Might potentially drop the ancient to a naked regular haemon and see if I can root up a few more points for a third ravager.
Ta for the feedback.
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This message was edited 1 time. Last update was at 2010/12/02 09:06:59
Dman137 wrote:
goobs is all you guys will ever be
By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.
"Feelin' goods, good enough". |
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![[Post New]](/s/i/i.gif) 2010/12/02 10:03:45
Subject: 1500 Gunboat Dark Eldar
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Ultramarine Chaplain with Hate to Spare
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To be honest it looks a mess.
Haemonculus is geared for CC with no CC unit to join.
Trueborn are geared for shooting then have a CC Dracon in them.
You have just 7 Dark lances that will ever fire which is miles away from where you need to be especially in a shooty list.
You've got shardcarbine trueborn but no Duke Sliscus which just seems bizarre, again especially for a shooty list.
You've got disintegrators on your Raiders which is not helping at all.
With your vague idea I'd do this:
Duke Sliscus 150
9x Kabalite Trueborn 158
shardcarbines, 1x splintercannon,
w/
Raider 70
flickerfield, DL
4 x Kabalite Trueborn 108
4 x Blaster
Venom 55
4 x Kabalite Trueborn 108
4 x Blaster
Venom 55
10 x Kabalite Warriors 90
w/
raider 60
dark lance
10 x Kabalite Warriors 90
w/
raider 60
dark lance
10 x Kabalite Warriors 90
w/
raider 60
dark lance
Ravager 115
flickerfield
Ravager 115
flickerfield
Ravager 115
flickerfield
1499
That way you have 15 Darklances plus 9 blast weapons, which should decimate your foes mech at this point level. Robbing him of mobility. If you need to kill TEQs well you have 24 AP2 shots, heck at this point level that would even worry MEQ lists. You've still got shardcarbine totting Trueborn but now they wound on a 3+ too, whilst the entire army can deploy by deepstrike if need be.
So you've still got potentially 106 poision shots a turn (30 of which wound on 3+).
This way you've got far far far more AT fire power (about 4 times as much) which can all mover and shoot, more anti-infantry fire power and more bodies!
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![[Post New]](/s/i/i.gif) 2010/12/02 10:06:41
Subject: 1500 Gunboat Dark Eldar
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Ladies Love the Vibro-Cannon Operator
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Yeah, FlingitNow is right, it looks a bit messy.
FlingitNow's list looks more straightforward.
The role of the Duke is a bit questionable, he could also boost the drug roll.
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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 |
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![[Post New]](/s/i/i.gif) 2010/12/02 10:16:08
Subject: 1500 Gunboat Dark Eldar
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Ultramarine Chaplain with Hate to Spare
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The role of the Duke is a bit questionable, he could also boost the drug roll.
He's a blaster Archon that boosts the Trueborn and allows the blaster Trueborn to DS in if necessary. Yes the combat drugs roll is not being used at larger point games I'd probably add some Reavers (I know you're not a fan, but you can read that as Hellions if it makes you happier).
But it is a shooty army that is actually pretty brutal at shooting.
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![[Post New]](/s/i/i.gif) 2010/12/02 12:42:40
Subject: Re:1500 Gunboat Dark Eldar
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Norn Queen
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Haemonculus is geared for CC with no CC unit to join.
Yeah Im going to drop him to a basic Haemon and save some points as stated above.
Trueborn are geared for shooting then have a CC Dracon in them.
I've included dracons with some limited hth ability should I need to charge a unit at some stage, the TBs themselves can shoot and assault same turn, have 3 attacks on the charge
Its all about flexibility, I dont think I'll survive a whole game without having/needing to go hth (even in a limited capacity), hence the dracon gives a relatively average hth squad a bit more bite.
You've got shardcarbine trueborn but no Duke Sliscus which just seems bizarre, again especially for a shooty list.
For 150 points he upgrades 4+ wound to 3+. Mathhammer isnt my strong point but Im unsure that its worth the investment. I concede he adds the deepstrike option but with this army the last thing you want is things arriving piecemeal with bad reserve rolls, its designed to be fast, use cover and stay at range as much as possible.
You've got disintegrators on your Raiders which is not helping at all.
The problem with swapping these out into DLs is that the unit/raider are supposed to work together so when I target a squad with the TBs/Kabas they are supposed to mow it down, having a single DL shot add to this dosent really help, the disintegrators do however. If I target a vehicle with the DL raider the TBs/kabas shots are wasted. Its trying to synch the units abilities to each other.
So you've still got potentially 106 poision shots a turn (30 of which wound on 3+).
and more bodies!
Currently it has 93 4+ poisoned which is only 10 less then the amendment and numbers wise its 49-48 troops
Should probably mention mech meta isnt very heavy where I play.
Thanks for the C&C though
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Dman137 wrote:
goobs is all you guys will ever be
By 1-irt: Still as long as Hissy keeps showing up this is one of the most entertaining threads ever.
"Feelin' goods, good enough". |
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![[Post New]](/s/i/i.gif) 2010/12/02 12:51:49
Subject: 1500 Gunboat Dark Eldar
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Ultramarine Chaplain with Hate to Spare
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Its all about flexibility, I dont think I'll survive a whole game without having/needing to go hth (even in a limited capacity), hence the dracon gives a relatively average hth squad a bit more bite. With my list you'll have enough shooting to get the job done. For 150 points he upgrades 4+ wound to 3+. Mathhammer isnt my strong point but Im unsure that its worth the investment. I concede he adds the deepstrike option but with this army the last thing you want is things arriving piecemeal with bad reserve rolls, its designed to be fast, use cover and stay at range as much as possible.
If you go 2nd and deploy your army you are going to lose to any half decent list. In a game with deepstriking melta, turn 1 assaults and TLoS you simply can't hide out for that first turn. The problem with swapping these out into DLs is that the unit/raider are supposed to work together so when I target a squad with the TBs/Kabas they are supposed to mow it down, having a single DL shot add to this dosent really help, the disintegrators do however. If I target a vehicle with the DL raider the TBs/kabas shots are wasted. Its trying to synch the units abilities to each other.
Pop the vehicle and the squad can fire at the troops inside. Or just target a vehcile with the DL with a 36" range that shouldn't be a problem even with positioning so the warriors can fire at infantry. Currently it has 93 4+ poisoned which is only 10 less then the amendment and numbers wise its 49-48 troops Should probably mention mech meta isnt very heavy where I play. Well 13 less but not a HUGE difference, but a difference. You are also gaining 24 Dark light shots. Even against MEQ at this point level they will probably only have about 30 bodies, you could wipe that out in a couple of turns with the DL shots alone! If mech isn't heavy in your area then you're not going against good lists. This doesn't mean your list is good and isn't a reason to take a poor list just because everyone else is.
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This message was edited 1 time. Last update was at 2010/12/02 12:52:06
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![[Post New]](/s/i/i.gif) 2010/12/02 12:59:13
Subject: 1500 Gunboat Dark Eldar
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Ladies Love the Vibro-Cannon Operator
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FlingitNow wrote:The role of the Duke is a bit questionable, he could also boost the drug roll.
He's a blaster Archon that boosts the Trueborn and allows the blaster Trueborn to DS in if necessary. Yes the combat drugs roll is not being used at larger point games I'd probably add some Reavers (I know you're not a fan, but you can read that as Hellions if it makes you happier).
But it is a shooty army that is actually pretty brutal at shooting.
Yeah, I'd add some Hellions at a larger pt scale.
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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 |
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