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![[Post New]](/s/i/i.gif) 2014/01/03 18:03:19
Subject: Dark Eldar Kill Team
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Humorless Arbite
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Kabalite Warriors x10 (One Fleshbane Specialist, One Leader)
Splinter Cannon (Split Fire Specialist)
Blaster (Feel No Pain Specialist)
115pts
Raider Dedicated Transport
FlickerField
Splinter Racks
Shock Prow
85pts
Basically the idea is for the Raider to kite around with all the Warriors firing out.
The Splinter Cannon with Split fire could take out two enemies are a turn(2 shots each, hopefully they kill).
The Blaster + Dark Lance would primary enemy Armour/ tough targets.
Fleshbane specialist would primary infantry.
In extreme cases or for fun, the Raider could tank shock individuals.
I thought it would be rather fluffy to have a singular Raider sent out to take captives/ cause mayhem on the outskirts.
A couple questions -
1. Is the FlickerField Invuln Legal for KT? I can't see anything saying no in the KT rules.
2. What do you think of this KT, good, bad, etc.?
3. Any other suggestions/ideas/criticisms?
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![[Post New]](/s/i/i.gif) 2014/01/03 18:17:42
Subject: Dark Eldar Kill Team
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Angered Reaver Arena Champion
Connah's Quay, North Wales
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Not sure if this is a battle report, but as for the list it looks alright. A few things to keep in mind though is that I thought EVERYONE in kill team had spit-fire where they could choose how many shots go into however many targets. If this is true, drop split fire and give the cannon relentless or fleshbane. FnP is pointless on the blaster warrior, the idea being if that raider dies then you have practically lost anyhow. Swap for preferred enemy, hitting on 3's and wounding on 2's re-rolling ones is dam reliable. Swap Flickerfields for nightshields, very few things will ignore your 5+ cover save in 200pts but I know I'd rather not get shot at all then be shot with a 5+ invul. Shock prow = Bad, Chain Snares = bad but quite funny <--- take these.
This is good list that I have taken a few times in local KT tournaments. It is good because the massive mobility and fire power of the squad added to the great defence of AV 10 (Never thought I'd say that!) and more importantly nightshields that REALLY help vs the likes of bolters and shootas. Getting first turn is important but if you don't get it and can't hide out of range due to nightshields because they have a missile launcher or something, the entire game will rest on that single shot. Oh, and the only I met which thoroughly trounced this list was grey knight interceptors who's strength 5 fire blew up on the raider and he had an incinerator waiting to flame my guys. didn't even make it past the first turn, which to be fair, is exactly what I did to a horde ork player when I knocked off 15 orks in one turn and he failed moral.
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![[Post New]](/s/i/i.gif) 2014/01/03 18:48:53
Subject: Re:Dark Eldar Kill Team
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[DCM]
Et In Arcadia Ego
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Better suited for army lists.. so......
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The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all
We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
"the play's the thing wherein I'll catch the conscience of the king, |
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![[Post New]](/s/i/i.gif) 2014/01/03 18:58:01
Subject: Dark Eldar Kill Team
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Humorless Arbite
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ALEXisAWESOME wrote:Not sure if this is a battle report, but as for the list it looks alright. A few things to keep in mind though is that I thought EVERYONE in kill team had spit-fire where they could choose how many shots go into however many targets. If this is true, drop split fire and give the cannon relentless or fleshbane. FnP is pointless on the blaster warrior, the idea being if that raider dies then you have practically lost anyhow. Swap for preferred enemy, hitting on 3's and wounding on 2's re-rolling ones is dam reliable. Swap Flickerfields for nightshields, very few things will ignore your 5+ cover save in 200pts but I know I'd rather not get shot at all then be shot with a 5+ invul. Shock prow = Bad, Chain Snares = bad but quite funny <--- take these.
This is good list that I have taken a few times in local KT tournaments. It is good because the massive mobility and fire power of the squad added to the great defence of AV 10 (Never thought I'd say that!) and more importantly nightshields that REALLY help vs the likes of bolters and shootas. Getting first turn is important but if you don't get it and can't hide out of range due to nightshields because they have a missile launcher or something, the entire game will rest on that single shot. Oh, and the only I met which thoroughly trounced this list was grey knight interceptors who's strength 5 fire blew up on the raider and he had an incinerator waiting to flame my guys. didn't even make it past the first turn, which to be fair, is exactly what I did to a horde ork player when I knocked off 15 orks in one turn and he failed moral.
I derped badly putting this in Bat-reps lol, don't know what was in my head.
Thanks for the response. I didn't know everyone had split-fire in KT... if so, bloody hell, fleshbane Splinter Cannon is ridiculous. Ok, I'll switch out Shock Prow for Chain Snares, flickerfield for nightshield and Preferred enemy for the Blaster.
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![[Post New]](/s/i/i.gif) 2014/01/03 18:58:54
Subject: Dark Eldar Kill Team
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Regular Dakkanaut
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ALEXisAWESOME wrote:A few things to keep in mind though is that I thought EVERYONE in kill team had spit-fire where they could choose how many shots go into however many targets.
You were right...but the rules have changed in the new Kill Team ruleset (the ones you have to buy off iTunes or the Black Library).
The new rules omit the option to split attacks in the Every Man For Himself rule, and deliberately add Split Fire as a new Specialist option.
(This new omission threw me off for a second, but yeah, it does affect certain tactics we used to have for Specialists before.)
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To OP, just make sure you and your opponent are agreeing on the same set of rules, the old free Kill Team ruleset for Warhammer World (where every unit can split its shots) vs. the new paid ones (where you don't split fire unless you deliberately take the Specialist USR.)
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This message was edited 1 time. Last update was at 2014/01/03 19:00:40
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![[Post New]](/s/i/i.gif) 2014/01/03 22:25:50
Subject: Dark Eldar Kill Team
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Humorless Arbite
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Hmmmm, I've been toying around with a different KT, still based around the Raider.
Wracks x10 (One Leader, One Rage)
Liquifier Gun x2 (Fleshbane, Preferred Enemy)
120pts
Raider Dedicated Transport
FlickerField
Chain-Snares
Enhanced Aethersails
80pts
Raider flies over as many enemies as it can to cause damage. Then the Wracks can get to work with their Liquifiers and charging around.
Would this Kill Team Work as well, or is it not as effective?
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![[Post New]](/s/i/i.gif) 2014/01/10 03:49:11
Subject: Dark Eldar Kill Team
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Death-Dealing Ultramarine Devastator
Bay Point CA
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Otto Weston wrote:Hmmmm, I've been toying around with a different KT, still based around the Raider.
Wracks x10 (One Leader, One Rage)
Liquifier Gun x2 (Fleshbane, Preferred Enemy)
120pts
Raider Dedicated Transport
FlickerField
Chain-Snares
Enhanced Aethersails
80pts
Raider flies over as many enemies as it can to cause damage. Then the Wracks can get to work with their Liquifiers and charging around.
Would this Kill Team Work as well, or is it not as effective?
Interesting list. I do like the idea of the Raider flying around and snaring enemies to death it is very fluffy but a Raider is very fragile and to put all your Wracks in one "basket" so to speak can be very risky. A high model count is always good but I think the idea behind kill team is to make a super elite "killy" group. Your going to have to get close to use those liquifier guns and since all models act independently your not gonna be making the most of template weapons which are made to take out large groups of enemies and not single models who will rapid fire your wracks as they try and close into the twelve inch template range. I would stick with your first list with the warriors.
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1850 Points NovaMarines
200 Point Kill Team
200 Point Possessed Kill Team |
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