Thanks for your advice.
Akroma06 wrote:
So if you are wanting to run wyches at all the pick up an archon. This would require one squad of Incubi to be dropped or you can drop wyches and the haemys for 2 squads of incubi and all warriors. Normally this would be bad advice but it isn't a super competative list so I won't critique that. Now I'm not a big fan of Sathy since he requires another unit that I normally don't take until higher point games at which point I'll take Vect instead. Now for an haemy don't give him a venom blade since he should avoid CC like the plague. With that said, an Archon w/ Agoniser, Shadowfield, Drugs, and a phantasm is great for the Incubi.
That would be my preferred Archon equipment. But since 5th edition/new codex i do not use the archon, because of the lost retinue rule. Sathonyx is cheaper and stronger as sort of "lone wolf". Starting in the wreck unit he can take a pian token and relocate it up to 12". With that in mind he can provide
FnP to a troop choice in the midfield, e.g. a kabilte warriors that disembarked in turn one after movement of about 10-12" (at best in cover). Ok these warriors now benefit from
FnP and better cover saves. Meanwhile the inccubi get into a good position to attack next turn. The next turn, Sathonyx can leave the kabalite warriors for
a) destroying a lone vehicle
b) if possible, joining the - now disembarked - inccubi, providing
FnP and +1 S/+1 I in attack (dont know the english term...) to them. In addition, the pahantasm grenade launcher supports their attack through cover, so taht Sathonyx is in the role of a supporting archon.
c) waiting, while increasing the survivability of the kabalite warriors
I do not like the fact, that with an Archon/Vect/Drazhar I am really dependent on a raider, which can be shot with ease, as we all know.
Akroma06 wrote:
Now the shattershard is interesting it is fun but a liquifier is more competative.
Disagree. The Shattershard is the most effective part of wargear for
DE. Its cheap, and normally as
DE i do not use my flamer more than once. Keep in mind, that he starts with inccubi so i will be near the first unit, that wants to be killed by the inccubi. The possibility to snipe enemy
HQ's out of a squad is great. A
TH/
SS termi is as easy to kill as an ordinary marine.
Akroma06 wrote:
[2x]
10 kabalite warriors (...)
I would make them just like the warriors below. In fact I would run all your troops (all 6 slots) like that. [5 warriors with blaster in a venom, with dual splinter cannons]
I can use a maximum of three venoms. But I agree, that is the most effective way to generate mobile firepower against all enemies and would fit better into a "take all comers"-concept.
Akroma06 wrote:
Spax wrote:
5 Hagashîn
I'm not trying to joke but I don't know what these are. Wyches?
Exactly. I tried to translate all terms, this one i forgot.
New List. One Raider more, using "multiple small units" concept. 15 points left for e.g. aether sails (both inccubi squads) or inccubi champion (in engl. = klaivex?). Wyches cut down and substituted by another 5 warriors. Both Inccubi units now with raider as dedicated transport. Any other suggestions what to do with the 15 points?
---------------
Sathonyx
105
haemonculus, 1x shattershard
65
to the large inccubi squad
----------------
7 inccubi
+ raider, flickerfield
224
5 inccubi
+ raider, flickerfield
180
3 Trueborn, 3 x Blasters
+ venom, extra splinter cannon
146
----------------
[3x]
5 kabalite warriors, 1x blaster
+ raider, flickerfield
each 130 = [390]
[2x]
5 kabalite warriors, 1x blaster
+ venom, extra splinter cannon
each 125 = [250]
3 Wrecks
30
----------------
[3x]
Ravager, 3 x dark lance, flickerfield
each 115 = [345]
----------------
=1735
Greetings and thanks in advance.
Spax