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Made in gb
Tower of Power






Cannock

Took my Dark Eldar last night to Powerfist gaming club in Stafford. I'm using a modified Venom list now with triple Scourges each unit has double dark lances, reason is I need more ranged fire power. The Beastmasters are cool but sometimes they come in too late and the extra fire power before the blasters get into range is always handy.

I'm playing against Andy, he's got Grey Knights. He's been playing since second edition and Grey Knights since they come out, I think he's had limited games of 5th edition as he doesn't like it. I think he played 4th edition more, but I could be wrong.

Dark Eldar "Coven of a 1000 corpses" - 2,000 points


HQ

Haemonculus

Elite

3 x Kabalite Trueborn w/ Venom - 3 x blasters - Venom w/ splinter cannon
3 x Kabalite Trueborn w/ Venom - 3 x blasters - Venom w/ splinter cannon
3 x Kabalite Trueborn w/ Venom - 3 x blasters - Venom w/ splinter cannon

Troops

5 x Kabalite Warriors w/ Venom - blaster - Venom w/ splinter cannon
5 x Kabalite Warriors w/ Venom - blaster - Venom w/ splinter cannon
5 x Kabalite Warriors w/ Venom - blaster - Venom w/ splinter cannon
5 x Kabalite Warriors w/ Venom - blaster - Venom w/ splinter cannon
5 x Kabalite Warriors w/ Venom - blaster - Venom w/ splinter cannon
5 x Kabalite Warriors w/ Venom - blaster - Venom w/ splinter cannon

Fast Attack

5 x Scourges - 2 x dark lances
5 x Scourges - 2 x dark lances
5 x Scourges - 2 x dark lances

Heavy Support

Ravager - flickerfield
Ravager - flickerfield
Ravager - flickerfield

Total: 2,003


Grey Knights - 2,000 points

HQ

Inquisitor Coteaz
Librarian - shrouding & unknown wargear

Elite

Vindicare

Troops

5 x Strike Knights - psycannon & nemesis daemon hammer
7 x Psykers w/ Rhino
7 x Psykers w/ Rhino
5 x Terminators - psycannon
5 x Terminators - psycannon

Fast Attack

7 x Interceptors - incinerator & nemesis daemon hammer
8 x Interceptors - incinerator & nemesis daemon hammer

Heavy Support

Dreadnought - assault cannon & psybolt ammo
Dreadnought - assault cannon & psybolt ammo

* Might be some wargear missing.

Game: Annhilation + Pitched Battle

Deployment

Andy won the roll off and deployed first. On my right flank he put the two Interceptor units in the ruin of a building, everything else apart from a unit of Terminators, which are in reserve, was placed on the left flank bunched together and using the Rhinos as pillbox cover.

I know Grey Knights fire power is short range and my Dark Eldar can out gun them. As my transports are flying cardboard I'm going to deploy on the right flank and pretty much refuse the the left flank, I'll deploy Scourges only in a bastion and another unit in a ruin just because I don't want them out in the open.







* Tactical Notes

Ok so I've deployed all my transports on the right flank, the only threat there is the two Interceptor units with incinerators. If they bounced out of cover I'll gun them down. If they stay static I'll gun them down, either way they're going to get gunned down lol. Andy has used his Rhinos nicely to get cover for the Dreadnoughts and block LOS to the Terminators, the Terminators aren't a threat but the Dreadnoughts and Psykers themselves will be annoying. I will use the mass dark lances from the Ravagers and Scourges to torrent the Rhinos until they've blown up and then tackle the Dreadnoughts.

Plan recap; move down the right flank and torrent the Interceptors with 108 poison shots! I'm hoping to destroy both units here. Torrent the Rhino sort of mid field with dark lances as that's the closest to my Venom fleet, torrent the other Rhino with dark lances only if the other one gets opened up. Then tackle Dreadnoughts after, Terminators I'll deal with later.


Turn 1

I attempt to seize the initiative but fail :(

Andy's first turn. I don't think he moves anything TBH. Moving on..

Shooting Psykers pass psychic test and blast the Scourges on the bastion, one dies after failing cover. Now we had discussed about using the proper bastion rules before we started and agreed we'd use them, but I left that Scourge in the dead pile and just said next time got to destroy the bastion as it's a enclosed building, which Andy was cool with. Andy then fires the Vindicare at the bastion and some how a uber cool sniper rifle blows up the bastion, luckily I lose a single Scourge from the other unit. Other Psyker unit tries psychic power but fails the psychic test. Everything else is out of range.

My turn I move the Venoms up along the right flank 12" while two Ravagers move away to get LOS while using ruins to get cover, the other Ravager moves down with the Venom fleet. Scourges remain in position.

Shooty shooty then, I blast the unit of Scourges mid table at a Psyker Rhino and it explodes; I think the entire squad is killed in the explosion. I fire Ravagers at the Dreadnought behind the Rhino and score weapon destroyed taking the assault cannon. The other two Scourges blast the other Rhino, I don't think they do any damage, oh broke the deadly storm bolter off actually! I then torrent the Venoms at the Interceptors and wipe them both out.

Kill points - Dark Eldar: 4 Grey Knights: 0








* Tactical Notes

That wasn't a too bad first turn and I've took a nice lead, but with Dark Eldar been weak Andy can easily catch up once he gets his guns into range. So I've cleared the right flank after torrenting those Interceptors to death, I've got nothing to worry about on that flank except for any possible deep striking Terminators. Dark lances have took a weapon of a Dreadnought so that's practically out the game and with some awesome shooting exploded a Psyker Rhino and the squad was either killed or run off, I can't remember which but they're definately not there. Pity my Scourges are taking fire, but to be fair my Venoms aren't and it's working nicely.

My plan next turn is to sweep around the right flank and 'Venomise' (that's my new term for torrent via Venom) the Vindicare because he's plainly annoying and the Strike Squad. Dark lances will blast remaining armour, but I'll start with the remaining Rhino and operational Dreadnought as they are more of a threat.


Turn 2

Andy rolls for reserves but nothing shows up.

Movement the weapon destroyed Dreadnought falls back and hides behind a ruin where originally deployed. The other Dreadnought moves up while everything else remains in position.

Shooting Psykers pass psychic test and drop a blast template on the Scourges, one unit passes all cover saves though the other takes wounds, the same unit then gets blasted by the Dreadnought's assault cannon and the squad is brown bread. Vindicare takes a shot at a Ravager, I get cover, but fail, and the Ravager explodes. That's it!

My turn I move the Venom fleet down the right flank keeping my distance from the Grey Knights. Ravager with the fleet plays peek-a-boo through a hole in a ruin.

Shooting I blast the Vindicare first because he's really annoying, after a couple of Venoms shooting the Vindicare is a dead man. Dark lances fire and the remaining Rhino is wrecked, Psykers fail pinning test. Remaining Scourges fire at the Dreadnought, one unit gives it cover saves, which it passes and the other unit fails to score any damage.

Kill points - Dark Eldar: 6 Grey Knights: 2





* Tactical Notes

Another decent turn I think. I'm glad the Vindicare went down as I could easily see the little biatch popping more of my skimmers and that I don't want to happen.. Psykers are out until next turn which is handy, I'll try and capitalise on that next turn if I can.

My plan next turn is to move the fleet forwards towards the Grey Knights. I will go for the Strike Squad after because if I move up the flank more the psycannons then would be in range, at least with the Terminators they are further round and will have to walk to come towards me and may still be out of range and any remaining shots onto the Psyker Squad. Dark lances will go for the Dreadnought until it's dead.


Turn 3

Andy calls for the Terminators in reserve but they fail to show up.

Movement Dreadnought moves towards the Scourges while the other Dreadnought falls back and hides near the ruin still. Terminators creep around by the Rhino wreckage hoping to shoot my Venom fleet.

Shooting psycannon from the Strike Squad stuns a Venom, Terminators are out of range. Dreadnought blasts the Scourges and I fail all cover saves, the mutant Dark Eldar birdy things are all dead. That's it!

My turn I move my fleet of Venoms towards the Grey Knights, one Venom lands in terrain and fails terrain test - good job I didn't go flat out! Ravagers remain in the position and so does the last remaining Scourge unit.

Shooting I venomise the Strike Squad and they are all dead, remaining Venom shots get pumped into the Psyker Squad, they get cover as I was firing through the Terminators, but only two left who pass morale. Dark lances blast the Dreadnought and it goes down in revenge for the Scourges.

Kill points - Dark Eldar: 8 Grey Knights: 3





* Tactical Notes

Ok that was a quick turn. The Dreadnought has eaten dark lances and is dusted so I don't have to worry about that and the Strike Squad has been poisoned to death, so the only anti tank left is the Terminators on and off the board.

My plan is to venomise the remaining Psyker Squad and finish them off while I torrent Venoms and blasters at the Terminators.


Turn 4

Andy calls for reserves and the Terminators mishap, I roll on the mishap table and they are delayed.

Movement Andy sends his Terminators towards me while the Psykers cow behind the Rhino wreck as they know what awaits them in the depths of Commoragh.

Shooting psycannon blasts a Venom, I don't think it rolls and and I make my flickerfield saves. That's it!

My turn I move the Venoms up with Ravager support while the other Ravager does a lone ranger act and moves over where the Scourges was based in the bastion.

Shooting I torrent the Terminators with Venoms and blasters, they all die, Venoms also fire into the Psyker Squad and finish them off. Ravager with the Venom fleet fires at the weapon destroyed Dreadnought hiding at the back but does nothing, other Ravager is out of range.

Kill points - Dark Eldar: 12 Grey Knights: 3





* Tactical Notes

I got a easy kill point from the two remaining Psykers this turn, a single Venom just blown them to pieces as they wasn't in cover. Terminators then got torrented by blasters and died, I even had Venoms left to fire at them too!

All I've got to do now is wait for the other Terminator unit to arrive, be interesting and see if they scatter. I'll blast them to pieces and if there's any dark lance shots left from the Ravagers they will blast the weapon destroyed Dreadnought.


Turn 5

Terminators auto arrive from reserve and scatter 7" towards Andy's table edge but they are fine. Shooting they blast the Hameonculus' Venom and it explodes, Trueborn are fine but Haemonculus takes a wound.

My turn I move the Ravager up from the Scourges previous position to make sure it's in range of the Dreadnought while the other Ravager moves to get LOS.

Shooting I torrent the Terminators with Venoms, blasters and splinter rifle fire, one unit gains a pain token after killing the Terminators. Ravagers immobilise and shake the Dreadnought.

Andy conceeds at this point as he has a immobilised Dreadnought left with just a dccw so little point carrying on. I think in the picture below he's bending over for my Dark Eldar as they have taken him for a ride! lol. Dark Eldar win with 13 kill points to 4.





Summary

A excellent win for the Dark Eldar. The D.E are a tricky army, but if they stick together and attack a smaller portion of the opponents force with all their might they can seriously do some damage.

Scourges, I thought they worked well. They added some nice anti tank into my army giving me a extra three dark lances which is much needed in the opening turns. First turn all units caused some form of damage (exploding Rhino, weapon destroyed Dreadnought and weapon destroyed Rhino) after that two units started getting beat up and the other unit just kept giving cover saves away like they was sweets, but that was my fault and also terrain placement. Over all I like the Scourges and I think I might keep them, but I need more test games with them - the dark lances are still dark lances

Mistake wise I forgot to fire the Scourges at least once, doh! I think everything else was fine.

Andy was a sound fella and enjoyable to play. I think his problem in this game was his deployment and staying static. He split his force with all the fire power on a single flank which was easy to avoid. Then he hardly moved out to get his psycannons into range, the only shooting in the early turns was the Psykers, Vindicare and single Dreadnought. He would have been better moving his Rhinos the full 12" and popping smoke on them first turn, then run everything behind to get into range.

This message was edited 1 time. Last update was at 2011/09/09 14:00:27


warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

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Made in ca
Regular Dakkanaut




Great report!

That was a seriously poorly made grey knights list vs nearly optomised DE. Walking dreads with out Twin AC/Psi? Walking strike squads?
   
Made in us
Tail-spinning Tomb Blade Pilot





All over

Good detail on the report but an almost un even match up. That is the standard de spam list. Super annoying to go against. They gk player would almost always have a hard tine with that list.

   
Made in gb
Tower of Power






Cannock

Thanks man.

I totally agree, the Grey Knight list was poor. Yup no twin autocannons, guy I played said it makes him feel dirty :| but I said people take them because they are good. He did say after he wish he had took some. Only a single Strike Squad on foot, but yes was walking. And the Interceptors never moved any where.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

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Made in gb
[SWAP SHOP MOD]
Killer Klaivex







I took one look at both the lists, and predicted a crushing victory for the DE. The GK player really didn't stand a chance.

Nice to see the Scourges used for once.


 
   
Made in gb
Tower of Power






Cannock

cgage00 wrote:Good detail on the report but an almost un even match up. That is the standard de spam list. Super annoying to go against. They gk player would almost always have a hard tine with that list.


I wouldn't say D.E Venom spam is super annoying. Sure they can knock out a lot of fire power, but if you get first turn and got a decent army you can knock them to pieces. I will agree it is a pretty much standard Venom list though.

Ketara wrote:I took one look at both the lists, and predicted a crushing victory for the DE. The GK player really didn't stand a chance.

Nice to see the Scourges used for once.


Not really, he lacked long range fire power and his deployment caused him some issues. He could have done more damage if he had deployed correctly and moved out his forces.

I enjoyed the Scourges TBH, I don't exactly use them jumping around but they work nice for cheap lances. I'm going to try them some more.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

Want list feedback and advice? e-mail imperiusdominatus@live.co.uk

Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
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Made in us
Death-Dealing Ultramarine Devastator




Bay Point CA

Whoa what a hodge podge GK list. No wonder the DE won. Great read though.

1850 Points NovaMarines
200 Point Kill Team
200 Point Possessed Kill Team 
   
Made in gb
Tower of Power






Cannock

Thanks about the report dude. Very true about the G.K list, the more I read it the worse it looks :(

I think would have been better deep striking both Terminator units and perhaps forgetting about Coteaz or use pure Henchmen for troops. Then change the Dreadnoughts to the autocannons and perhaps take a single Interceptor squad to get the dual specials and then combat squad them. Add in servo skulls for the deep strikers as well . Though more I think about it I probably would have taken Strike Knights in Rhinos or Purifiers for psycannon goodness.

warhammer 40,000 tactica and hobby blog - www.imperiusdominatus.com

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Blood Angels - 2000 Iron Warriors - 2000 Orks -2000 Imperial Guard - 2000
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Made in us
Xenohunter with First Contact





Rockford, IL

Im sorry but who ever made that GK list.....just wow....did not like that list one bit and as a GK player, I knew right off the bat that GK did not stand a chance and what do you know, i was right. He needs to heavly rethink his list. That DE list was pretty insane, i would love to fight that list with my GK and take revenge

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Made in us
Painlord Titan Princeps of Slaanesh





Syracuse, NY

This one was lost in deployment. I think the GK player really needed to be centrally deployed so that you could not so readily roll up his flank. To do that he ought to have taken the side of the board you were on, which has the centrally located terrain piece for cover.

Otherwise, well player Mercer. I agree the GK list was not 'optimal' but I think more than anything he got outplayed.

Also, I am so tired of people saying 'standard spam et cetera' This is the style of lists you like to play, which is fine and no different than someone playing green tide, draigowing or any other unique play/build style.

Daemons Blog - The Mandulian Chapel 
   
Made in us
Devestating Grey Knight Dreadknight






Tokyo, Japan

I'm pretty much in agreement with everyone else's verdict on the GK list. Now for a fun theorycrafting scenario, we all say what could have worked better but I didn't seen any good ways for him to have won. Only maybe taken a few more units with him. Anyone think up a strat that guy can win wthe GK list?

+ Thought of the day + Not even in death does duty end.


 
   
Made in us
Pete Haines





Good job in that game!
Though I have to agree ,that gk army was not very good!
No psyflemen dreads?
Foot slogging guys? Ouch!
   
Made in gb
Tower of Power






Cannock

Dannygee wrote:Im sorry but who ever made that GK list.....just wow....did not like that list one bit and as a GK player, I knew right off the bat that GK did not stand a chance and what do you know, i was right. He needs to heavly rethink his list. That DE list was pretty insane, i would love to fight that list with my GK and take revenge


If you fancy a trip over to the UK then I'll happily give you a game

calypso2ts wrote:This one was lost in deployment. I think the GK player really needed to be centrally deployed so that you could not so readily roll up his flank. To do that he ought to have taken the side of the board you were on, which has the centrally located terrain piece for cover.

Otherwise, well player Mercer. I agree the GK list was not 'optimal' but I think more than anything he got outplayed.

Also, I am so tired of people saying 'standard spam et cetera' This is the style of lists you like to play, which is fine and no different than someone playing green tide, draigowing or any other unique play/build style.


I will say that the G.K list needed some work. But I will also blow my own trumpet and say the G.K player got out played. Sure his list wasn't that good, but his deployment wasn't good and I used that to my advantage. I agree that he should have deployed in the centre.

sudojoe wrote:I'm pretty much in agreement with everyone else's verdict on the GK list. Now for a fun theorycrafting scenario, we all say what could have worked better but I didn't seen any good ways for him to have won. Only maybe taken a few more units with him. Anyone think up a strat that guy can win wthe GK list?


What I would have took in that list would have been:

Librarian

5 x Purifiers w/ Rhino - 2 x psycannons
5 x Purifiers w/ Rhino - 2 x psycannons
Vindicare

5 x Terminators - psycannon & brotherhood banner
5 x Terminators - psycannon & brotherhood banner
5 x Strike Squad w/ Rhino - psycannon
5 x Strike Squad w/ Rhino - psycannon
5 x Strike Squad w/ Rhino - psycannon
5 x Strike Squad w/ Rhino - psycannon

10 x Interceptors - 2 x psycannons & 2 x nemesis daemon hammers

Dreadnought - 2 x twin-linked autocannons w/ psybolt ammo
Dreadnought - 2 x twin-linked autocannons w/ psybolt ammo
Dreadnought - 2 x twin-linked autocannons w/ psybolt ammo

I think that's about 2k. Deployment should be in the centre with Dreadnoughts at the front giving cover to the Rhinos and then the Terminators behind. First turn Grey Knights move forward and the Rhinos pop smoke, Librarian then casts shrouding for 3+ cover save. Then in my D.E list blast the Ravagers with Dreadnoughts and psycannons are the Scourges, that would deplete the amount of dark lances in the list quickly. Then later turns use Dreadnoughts to open uo Trueborn Venoms and torrent the Trueborn with psycannons until dead, move onto next unit.

Remulus wrote: Good job in that game!
Though I have to agree ,that gk army was not very good!
No psyflemen dreads?
Foot slogging guys? Ouch!


Thanks man.

The assault cannon Dreadnoughts wasn't a good choice and stuff on foot wasn't awesome, never got into range!

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Hardened Veteran Guardsman



Florida

Great Battle report finely detailed. GK list was a little under par in my opinion.

 
   
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Deranged Necron Destroyer






tbh a dread with assault cannon/psyammo and fist-heavyflamer/psyflame is good... but it needs to jump out of raven, getting close and nuking hard for a turn and charging, but flootslogging to the other side is not the best play

Mercer, you didn't miss your beastpacks, not really convinced those 3 units of Scourges are needed...

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We taught the galaxy these things

And we shall do so again.

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Milwaukee, Wisconsin

The GK don't have the long range firepower to knock out those vehicles

 
   
Made in gb
Tower of Power






Cannock

Zalmout wrote:Great Battle report finely detailed. GK list was a little under par in my opinion.


Thanks man.

Valek wrote:tbh a dread with assault cannon/psyammo and fist-heavyflamer/psyflame is good... but it needs to jump out of raven, getting close and nuking hard for a turn and charging, but flootslogging to the other side is not the best play

Mercer, you didn't miss your beastpacks, not really convinced those 3 units of Scourges are needed...


Nope, didn't miss the beasts. If I don't take Scourges where else can I get long range anti tank from?

Lord Magnus wrote:The GK don't have the long range firepower to knock out those vehicles


Grey Knights would have been better moving up the field using the ruins for cover and blasting the Scourges to pieces with everything they've got. I was already coming towards them, but when I got closer they could have unleashed psycannon power causing damage, but because they stayed static I managed to just stay out of range and then next turn move up and unleash the pain.

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Hurr! Ogryn Bone 'Ead!




GK list and deployment just sucked i cnnot think of any outcome in which that list could of beaten the venom spam

he could of done better with deployment but hell that list was ugly

@mercer have you thought of running wyches instead of warriors? i love the fiesty little buggers

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Deranged Necron Destroyer






tbh i must step in with croggy here, two units of 7 to 8 whyches with haywires, champ, agoniser in a raider with lance, would take this list to the next lvl...

You have ruled this galaxy for ten thousand years
Yet have little of account to show for your efforts
Order. Unity. Obedience.
We taught the galaxy these things

And we shall do so again.

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Made in gb
Tower of Power






Cannock

croggy wrote:GK list and deployment just sucked i cnnot think of any outcome in which that list could of beaten the venom spam

he could of done better with deployment but hell that list was ugly

@mercer have you thought of running wyches instead of warriors? i love the fiesty little buggers


Valek wrote:tbh i must step in with croggy here, two units of 7 to 8 whyches with haywires, champ, agoniser in a raider with lance, would take this list to the next lvl...


Not really a fan of Wyches tbh dudes. I tried them once before with a Haemonculus (Haemy just gives pain token) and they was meh in combat, only S3. They then consolidated and got shot to pieces next turn. If I would/could take Wyches it would be 2 x 9 Wyches w/ Raider - shardnet & implaler, haywire grenades - Hekatrix w/ agoniser & phantasm grenade launcher - Raider w/ flickerfield. I think all that is about 250 points.

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no need for the phantasm as idea is to charge not be charged

also 9 is too many for my liking as you tend to win first turn and get shot if you take 9

the idea is to find the magic number so you win in he's turn (sometimes do this by deliberately conga lining them before the assault)

so you win in he's turn and charge again in yours and as you win the first fight (usually 4 wyches down ) you gain FNP making you hold out for longer (so each combat your losses are less and the wyches get harder )

I admit they are not as easy to play as your current set up but 1 raiders have lances and 2 they will really make your list so much better once you learn to use them in a way that suits you

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Cannock

Ah yeah! I forgot they had plasma grenades, that's why I put phantasm on. That can definately be dropped.

Besides the dark lance (which Scourges have more of btw) how exactly are Raiders going to make my list better? The Raider itself is adding a dark lance, which my Scourges have. The Wyches are giving me close combat which I have moved away from (Beastmasters) and really have enough shots to kill units without needing assault.

I think for the time been I'm going to stick with the Scourges and play test them some more.

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