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![[Post New]](/s/i/i.gif) 2011/06/25 21:43:17
Subject: incubi unit set up
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Regular Dakkanaut
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I have 10 incubi, is it wiser too make two four man units with each unit having an independent character attached, and venom, or one, nine man unit with an independant character attached inside a raider. Does it make a difference aside from being a couple extra kill points?
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![[Post New]](/s/i/i.gif) 2011/06/25 21:52:41
Subject: Re:incubi unit set up
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Angered Reaver Arena Champion
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I don't use incubi. However, on paper the 2 units sound better. You can threaten more locations and have less eggs riding the the raider basket.
Also, 9 incubi will cleave through most things in a single phase, leaving you vulnerable during the opponent's shooting phase. The smaller unit will more likely avoid shooting phase vulnerability due to it taking longer to wipe units out.
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Sangfroid Marines 5000 pts
Wych Cult 2000
Tau 2000 |
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![[Post New]](/s/i/i.gif) 2011/06/25 21:59:47
Subject: Re:incubi unit set up
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Regular Dakkanaut
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I have no experiense using dark eldar only playing against them so, allow me to pick your brain, why don't you use incubi, I think there pretty good in combat may be a little expensive in points.
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This message was edited 1 time. Last update was at 2011/06/25 22:01:14
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![[Post New]](/s/i/i.gif) 2011/06/25 22:10:50
Subject: Re:incubi unit set up
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Angered Reaver Arena Champion
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I use a succubus with a unit of 9 bloodbrides in a raider instead of archon w/incubi. This goes against some of the popular ideas, but works really well. The succubus is really cheap CC monster @ 85 points w/agonizer. Bloodbrides are almost half the price of incubi, and have invulnerable saves.
They are not as strong against MEQ/TEQ, but will still grind them down. That's not a bad thing either, since they don't pwn something in a single round of CC and get left hanging out in the open to die from enemy fire. My unit of bloodbrides with succubus has NEVER lost a CC (in around 30 games). Orks, TH/SS terminators, mephiston, eldar cc units etc nothing lasts as they all get ground down eventually.
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This message was edited 1 time. Last update was at 2011/06/25 22:11:31
Sangfroid Marines 5000 pts
Wych Cult 2000
Tau 2000 |
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![[Post New]](/s/i/i.gif) 2011/06/26 03:17:42
Subject: incubi unit set up
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Lethal Lhamean
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In my opinion the best defense DE have is target saturation - I'd take two solid units over one deathstar any day.
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Thor665's Dark Eldar Tactica - A comprehensive guide to all things DE (Totally finished...till I update bits and pieces!)
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Dashofpepper wrote:Thor665 is actually a Dark Eldar god, manifested into electronic bytes and presented here on dakkadakka to bring pain and destruction to all lesser races. Read his tactica, read his forums posts, and when he deigns to critique or advise you directly, bookmark it and pay attention. |
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![[Post New]](/s/i/i.gif) 2011/06/26 08:46:21
Subject: incubi unit set up
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Commoragh-bound Peer
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I have to ask, what is so scary that it needs 9 Incubi to kill? It's been my experience that 5 of them with a Klaviex will smash just about anything. I'll also echo what others have been saying in this thread - 9 Incubi will kill whatever they charge, then get shot to pieces in the opponent's turn.
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![[Post New]](/s/i/i.gif) 2011/06/26 09:56:39
Subject: incubi unit set up
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Ladies Love the Vibro-Cannon Operator
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Thor665 wrote:In my opinion the best defense DE have is target saturation - I'd take two solid units over one deathstar any day.
However, this is a bit balanced out in KP missions where MSU armies offer many kil points to the enemy.
The best defense is target saturation and speed.
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Former moderator 40kOnline
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Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2011/06/26 13:32:36
Subject: Re:incubi unit set up
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Charing Cold One Knight
Lafayette, IN
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9 incubi in the open after killing a squad is more survivable than you would think, 3+ armor and FNP? Yeah, you need dedicated anti tank weapons to really kill them, and that means they should be eating tons of fire that could go elsewhere. That being said, if your opponent wants them dead, they are probably going to die (though I have had turbo boosted jetbikes with FNP survive an entire first turn shooting phase from a tau army at 1750 with just 3 lost, but partially since that is cover saves rather than armor, and a bunch of luck on my part).
A general rule of thumb with DE, if something is worth taking, take it at least twice. Anything you have can be killed by nearly anything your opponent has, so expect losses going in and build in redundant units to cover this flaw. Also, don't go crazy with characters for each of you units, you don't actually need PGL on each squad of incubi, its nice to have, but heavily inflates their cost, I would go with 5 in a raider with archon/succibi with PGL, and 5 in another raider. Why a raider rather than venom? The contents are anti infanty, so the transport should be anti tank, to fulfill the duality that you really want in DE (each unit purchased should be able to handle both armor and infantry, so you don't concentrate too much of one in too few units). Also the raider can have improved sails, if you decide to go with them, while the venom cannot.
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