Smitty0305 wrote:Dont bring allies for the sake of bringing allies, bring allies because they give your list synergy and missing component.
Adding the farseer and 10 rangers is a huge point sink, and doesnt add anything to your army.
IMO play a standard DE list, as yours really isnt good, its too sporadic, has no close combat, and limited shooting.
Bwolf999 wrote:I hate to say it buuut I agree with Smitty on the composition of your list
Sorry, but I disagree, Rangers add 2+c objective sitters that can infiltrate and pick out enemy weapons that I want dead, they are also no slouches shooting terminators especially with Prescience.
I know I have no
CC, this is a purely shooting army. It now has more shooting than it did when you commented, though, so maybe that makes a difference.
GiantSlingshot wrote:I agree that Allies should be taken to fill a certain hole that the main 'dex has trouble doing. However, DE with a far seer makes PERFECT sense to me. The hole is Psychic Defense. Far Seers have the best Psychic Denial in the game right now. However, you also need to take a troop, which I think a single min size squad of Rangers would usually be fine. The Pathfinder upgrade would be nice for the double stealth, but it's not worth 5 points per model in my opinion. These guys are good for holding an objective in the back field, and taking pot shots at special weapon non-characters. (36 inch range will keep them relevant even from the backfield)
I agree, I simply think the pathfinder upgrade is worth as it doubles the number of AP1 shots, as well as giving them 2+c usually. And, yeah the farseer is great psychic denial.
Also, I really like the Div powers, so, having 1 or 2 of those is just icing on the anti-psyker cake.
GiantSlingshot wrote:With that said, I'd probably rework the DE part of the list. I've seen people have pretty good success with 1 unit of 3 wracks, held in reserve. I don't think more than that would hold up.
Additionally, the Razorwing seems really nice in this rule set, however, they don't start on the field, and a fair bit of DE strategy revolves around alpha striking some armor from the get go. I have seen a fair bit of 2 ravager and 1 Razorwing lists do pretty well.
I've added an extra venom and switched the haemonculus' role (I had stupidly used the price of 2 units of wracks as the price of one... derp.
DE don't have to alpha strike to do well and indeed this list isn't meant to.
My tourney lists in 4th and 5th were not alpha strikey either, they were shoot and counter assault, so I'm happy with no alpha striking.
GiantSlingshot wrote:I like the scourges for support, but they need some other infantry to back up. Wytches with Haywire grenades are stellar right now. They bog down combat units for multiple turns, and assaulting with Haywire Grenades kills moving vehicles twice over. Kabalite Warriors on a raider with splinter racks can also be nasty. Twin linked snapfires are still about 30% to hit, so, 18 rapid fire shots and a snap-shooting splinter cannon can deal some decent damage after a transport moves 12 inches.
Those options are OK. I prefer scourges for anti vehicles as they can comfortably do so from range, this is why I have 2 units. 4 haywire shots is nasty, adding in the 6 Trueborn blasters if they try to close with me tends to shut down vehicles rushing the list. This part is very similar to my 5th edition list so I'm happy that it's fine as it's components have got stronger with 6th.
The bit I used to have that I have dropped for the rangers and farser was two 7 strong units of wracks with liquifiers and acothysts with agonisers in raiders. Each accompanied by a haemie. So basically the counter assault portion.
GiantSlingshot wrote:I hope any of this helps.
Thanks it does, that and the previous commenters made me realise the need for just one more venom.
jcress410 wrote:Take a venom for each unit of wracks. Pay for it by dropping a unit of scourges.
Took one, for the points I had accidentally not spent. Thanks.
thunderpanda wrote:3 Wracks cost 30 points not 60 points
Good catch, thanks, that was stupid of me.
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Dark Haemonculus wrote:3 Wracks wont be camping for long...
and B why take prescience over Guide
I've had a lot of success with 3 wracks camping, they tend to get ignored, especially if they are not the only scoring choice (pathfinders are scoring too). They can also take a fair number of shots with a 3+c from going to ground and 5+
FnP.
Prescience has 12" range and can be cast on my trueborn/razorwings/scourges as well as pathfinders. So it's better.