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Made in us
Dakka Veteran






I've gotten a few games in now. I'm liking my Dark Eldar but there are a couple things I'm not sold on.

I'm not too keen on heat lances because they cost so much and have a hard time wounding the targets you want to shoot them at. Why are they so expensive when a multi-melta has a longer range and higher strength?

I also don't feel like blasters are right compared to a melta gun. You get a little more range, but lose the melta rule to roll two dice and pick the highest, and most importantly you're only d3 damage instead of d6 for basically the same cost.
   
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Shas'la with Pulse Carbine



San Diego, CA

 Wyrlock wrote:
Splinter Cannons on Scourges are good if you want to load them onto a Venom and keep them as a gunboat. They effectively double its transport capacity and Scourges aren't affected by any aura anyway so you don't loose out on that.

They're an alternative to Blaster-born in Venoms or Raiders, only filling a different role.

Actually for only a few points extra, granting them double movement speed, <Fly>, Deepstrike, +1 Armor, 6+ Invul while losing -1A per model and the possible Archon aura giving them +1Ld, is there really any reason to take them over Trueborn unless strapped for points?


It's better to utilize the Scourges ability to Deepstrike than to set them up in a Venom. You could use your first couple of deployments to place them in Deepstrike Reserve and watch your opponent place some units on the table.

It's a great way to counter deploy without exposing your strategy.

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Sinewy Scourge




Birmingham

 lessthanjeff wrote:
I've gotten a few games in now. I'm liking my Dark Eldar but there are a couple things I'm not sold on.

I'm not too keen on heat lances because they cost so much and have a hard time wounding the targets you want to shoot them at. Why are they so expensive when a multi-melta has a longer range and higher strength?

I also don't feel like blasters are right compared to a melta gun. You get a little more range, but lose the melta rule to roll two dice and pick the highest, and most importantly you're only d3 damage instead of d6 for basically the same cost.

The change in how Melta works really hurt the Heat Lance, since you no longer get a bonus to wounding anymore S6 just doesnt cut it. I mean compared to standard Melta's and Fusion guns it's always traded strength for range and Lance and thats generally worked for it but thats now over.

Not sure why you're comparing the Blaster to the Heat Lance in that way since Dark Light weapons aren't supposed to be melta's, it's a cut down Dark Lance so having less range and and damage seems right, the fact it keeps S8 and AP-4 makes them pretty good, especially being Assault and 10pts cheaper than the Heat Lance.
   
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Dakka Veteran






 Imateria wrote:
 lessthanjeff wrote:
I've gotten a few games in now. I'm liking my Dark Eldar but there are a couple things I'm not sold on.

I'm not too keen on heat lances because they cost so much and have a hard time wounding the targets you want to shoot them at. Why are they so expensive when a multi-melta has a longer range and higher strength?

I also don't feel like blasters are right compared to a melta gun. You get a little more range, but lose the melta rule to roll two dice and pick the highest, and most importantly you're only d3 damage instead of d6 for basically the same cost.

The change in how Melta works really hurt the Heat Lance, since you no longer get a bonus to wounding anymore S6 just doesnt cut it. I mean compared to standard Melta's and Fusion guns it's always traded strength for range and Lance and thats generally worked for it but thats now over.

Not sure why you're comparing the Blaster to the Heat Lance in that way since Dark Light weapons aren't supposed to be melta's, it's a cut down Dark Lance so having less range and and damage seems right, the fact it keeps S8 and AP-4 makes them pretty good, especially being Assault and 10pts cheaper than the Heat Lance.


I didn't compare the blaster to the heat lance. I compared it to a melta gun, as in the imperial version. Look at the stats of those two and tell me which you would rather have for nearly the same cost. Their multi-melta going down to the melta gun doesn't cut their damage in half but our dark lance going down to the blaster does.
   
Made in us
Honored Helliarch on Hypex






Raleigh

Thoughts on the soon to be released FW Drukhari vehicle rules?

From another thread

...The most detailed look I got was at the Dark Eldar stuff. Tantalus is 350 points w/ all gear. It's T7, has 18 wounds and 2 6-shot disintegrators. It's also S8 AP-2 in melee with 6 attacks. It can transport 16 models, and if your warlord is on board all Drukhari in LOS get to use his leadership as long as they aren't in cover. The reaper is 150 points all in. It has one gun that can fire either d6 darklance shots or 2d6 S6 AP0 shots - either way, if you hit the target can't advance. Also has a shock-prow equivalent by a different name for free.


"drinking liqueur from endangered rain forest flowers cold-distilled over multicolored diamonds while playing croquet on robot elephants using asian swim suit models as living wickets... well, some hobbies are simply more appealing than others." -Sourclams

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Made in us
Lax Imperial Governor




Inside Yvraine

Sounds interesting but highly situational for both.

Leadership only really comes into play for foot-sloggers; due to the nature of our transports MSU is our main thing.

As for stopping units from advancing, well, at the very least it sounds like a decent speedbump for fast movers like genestealers.

I suppose the biggest value is the concentration of firepower. 12 disintegrators ain't nothin to feth with.

"They said to forget the power of technology and science, for so much has been forgotten, never to be re-learned? They said to forget the promise of progress and understanding, for in the grim dark future there is only war? Hold my drink." - Roboute Guilliman, 999.M41 
   
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Sslimey Sslyth




The dark behind the eyes.

Any thoughts on using Ynnari DE with Yvraine?

Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.
 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"



 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
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Swift Swooping Hawk





What do you all think of loading up on a really Beast-heavy army? It seems to me that Razorwings, Khymerae and Clawed Fiends are all really efficient for their points.
   
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Pile of Necron Spare Parts





I can understand Clawed Fiends and Razorwing Flocks but I don't see the appeal of Khymera.

1 wound with a measly 5++ looks really fragile to me. Especially since you can no longer play wound-allocation games with them.

And even if you get it into combat, all you get are 3 S4 attacks with no AP and 1 Damage.

Am I missing something?
   
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Swift Swooping Hawk





They're still pretty cheap for what they offer. 3 S4 attacks hitting on a 3+ isn't bad for a unit that moves 10" and only costs 10 points. I think on their own they'd be a good option, it's only when looked at in comparison to the admittedly much better Razorwings that they look bad.
   
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Mounted Kroot Tracker







I don't use transports, so for me Khymerae are better than Wyches for around the same cost.

 Robin5t wrote:
What do you all think of loading up on a really Beast-heavy army? It seems to me that Razorwings, Khymerae and Clawed Fiends are all really efficient for their points.


I'm having a grand ole' time fielding lots of beasts with the Yncarne. Fixes their morale problem, more wounds means more 6s to ignore them, and lots of Aeldari wounds to tank up the Yncarne when it takes damage. Smaller beast units also trigger a lot of Soulbursts.

Now that everything can wound everything, talk of flooding the board with 120+ razorwing flocks, while ridiculous, is actually pretty deadly.

This message was edited 1 time. Last update was at 2017/06/25 23:48:35


   
Made in no
Powerful Ushbati





Bergen

DirtyDeeds wrote:
You should never take the splinter cannon upgrade on venoms. You're paying the same price for the weapon with only a minor upgrade to damage output. Save the points and spend it on something else.


Is this true?

I am a dyslectic, so bear with me.

Dyslectics in a text based environment? Dakka is aware of you and sympathises with any troubles you have: http://www.dakkadakka.com/dakkaforum/posts/list/505863.page

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Liberated Grot Land Raida




 Niiai wrote:
DirtyDeeds wrote:
You should never take the splinter cannon upgrade on venoms. You're paying the same price for the weapon with only a minor upgrade to damage output. Save the points and spend it on something else.


Is this true?


Yeah. You pay the same price to trade 1 Splinter Rifle (on a kabalite for instance) for a Splinter Cannon, thus tripling their firepower and adding 12" range, as you to do exchange 2 splinter rifles for a splinter cannon on the Venom, only adding 1/3 to the firepower and adding 12" range.

This makes it generally an inefficient buy.
   
Made in gb
Sslimey Sslyth




The dark behind the eyes.

the_scotsman wrote:
 Niiai wrote:
DirtyDeeds wrote:
You should never take the splinter cannon upgrade on venoms. You're paying the same price for the weapon with only a minor upgrade to damage output. Save the points and spend it on something else.


Is this true?


Yeah. You pay the same price to trade 1 Splinter Rifle (on a kabalite for instance) for a Splinter Cannon, thus tripling their firepower and adding 12" range, as you to do exchange 2 splinter rifles for a splinter cannon on the Venom, only adding 1/3 to the firepower and adding 12" range.

This makes it generally an inefficient buy.


Actually, I think it's still a good buy on the venom. Sure, it's not as good as it was last edition. However, there are still 2 things to consider:
- Venoms are far more durable than Warriors. And I'd much rather have my heavy weapons on tougher platforms.
- In addition, unlike Warriors, Venoms can never be locked down by combat. They're also much faster than Warriors (granted, the Warriors can take a Raider, but for that price you could have had 2 Venoms with dual Splinter Cannons).
- It means both of the Venom's weapons have the same optimum range (18") and the same maximum range (36"). Their optimum range is already short enough without reducing it still further to a measly 12".

I think it's still a solid option and you're probably still going to get more value from those 15pts than you would if you spent them elsewhere in your army.

Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.
 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"



 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Lurking Gaunt




North Carolina

I've 3 games into 8, all with my DE, and I've got to say, I've been very pleasantly surprised with the Covens. My thoughts:

Haemonculi are a great HQ unit. That T boost is really worthwhile, and even if the Haemonculus was otherwise a pure tax, they may be worth it for that bubble. However, they're fighty little freaks! I've been really impressed with how they've held their own with Electrocorrosive Whips.

Wracks are super cheap for what they do. The Haemy toughness boost makes them a major pain to remove.

Grots are one of the units that surprised me. I thought they were a little bit overrated in 7th, even in the Grotesquerie (maybe that's because I have terrible luck). In 8th, with what looked like minimal changes, I was unimpressed. However, the following things are big:
a. 5++ invuln (obviously, that applies to all the Covens stuff). With a 5++ and the 6+++ FNP equivalent, you're saving about 45% of your wounds; close to a 4+. That's not too bad, and it makes them more resilient than they were in 7th in most cases.
b. A flat number of attacks means you can blob the Grotesques and not have to worry about losing Rampage like you did in 7th.
c. In most cases, with S5, you don't need to use Flesh Gauntlets; run the Monstrous Cleavers. That -1 AP is frequently useful.
d. PfP boosting to-hit rolls is awesome.
e. 7'' move is great.
I'm soooo thankful that my initial assessments of Grotesques was wrong. They've been a workhorse in my lists.

Speaking of workhorses, the Talos has been more effective and flexible than I would have guessed looking at the statline. I think you have to stick to a fairly restricted loadout, though; 2 Macro Scalpels and the twin Splinter Cannon. The Heat Lance on the Talos seems AWFUL to me -- that many points to statistically hit with only one of the shots, and need a 5+ to wound a vehicle? This weapon is broken in the bad way in 8th. Maybe it works on Reavers, but I don't see how it's going to do much for the Pain Engine. With Macro Scalpels, you keep the model relatively cheap, able to put out a lot of dakka, and a lot of attacks; it's a TAC MC with 8'' of movement at a relatively low price point.

What I don't know -- I'm kind of skeptical about Urien Rakarth. Casket of Flensing is meh, and he's less flexible than your usual Haemonculus. I also think the Cronos looks pretty bad; it doesn't do much of anything, and its healing boon requires it to kill something in combat, which, without the built in AP2, seems less likely. Has anyone had success with the Cronos? I'd love to know what you're doing.
   
Made in gb
Sinewy Scourge




Birmingham

I don't know about Grots, whilst not a bad unit they are strictly worse than they were in 8th as they're 5pts more expensive, will have less attacks in small groups (and at 40pts each you're probably not running large groups), lost re-rolls to wound against T4 or less, and unlike most units of a similar size did not gain a wound so are more vulnerable to multi damage weapons. The invuln and WS3+ are a definite buff though. For me the problem is that Clawed Fiends with a Beast Master look like they might be better for less.

Talos looks great actually, The T6 isn't such a huge problem with the change to the wound chart and whilst the Ichor Injector is worse than useless now but the D2 and extra attacks from Macro Scalpels is great, and -1AP seems to get underestimated a lot.

I'm liking the Cronos, his biggest selling point is the re-roll 1's to wound for friendly Drukhari units (not just Coven), given how many attacks our CC units put out it's not to be underestimated at all, the regaining wounds is a nice bonus on top. Whilst it's shooting isn't great, the fact that it gets to use both of it's guns again and that SPlit Fire is now a thing is a definite boost as well, it's just a shame that the Spirit Probes regen ability doesn't trigger off of the shooting as well, but at 115pts that might have made it a bit too cheap.
   
Made in us
Regular Dakkanaut



Portland, OR

Got my second game in today against my regular gaming buddy, once again vs. Space Marines. I mixed it up a bit and brought two squads of Warriors on foot with Lance and Blaster, four Grotesques and a Haemonculus in Raider, Cronos and Talos, Archon, a unit of ten Mandrakes, ten Hellions, Ravager, two kabalite squads in Raiders (splinter cannon and Blaster), ten Wracks in Raider and Heat Lance Scourges. I left Reavers, Bloodbrides and Razorwing Jetfighter at home for a change and to check out other units. Conclusions:

Mandrakes are nasty as hell. The amount of shots plus mortal wounds in shooting, and a respectable number of Str 4 attacks, makes them actually really solid. I never even managed a cover save situation but the invuls were going well and they were surprisingly tough. They killed off a full Devastator Squad (combat squadded no less), mostly in shooting, and drew a lot of fire/combat before being dragged down. Wracks hit a Dreadnaught, not the best for them, but once again made good Invuls and were a great tar pit. Grotesques are still deadly, maybe better for the -1 armour and five attacks all day. Missed the reroll to wound of last edition but I think they killed about the same number of Marines they ever did. Scourges killed a Storm Talon which was awesome. Hellions finished off a wounded Rhino and ate tons of fire before dying to a man- Str +1 as the way to go, they are actually pretty good transport killers with a little help. I was unimpressed with Talos and Cronos, my saves were garbage however. In total my opponent had four Razorbacks, two Storm Talons, two Dreadnaughts (one a Chaplain) and a Predator with Autocannon and Heavy Bolters. The sheer output of shots was pretty overwhelming and my dice for vehicle saves were ice cold, I was out almost all my skiffs turn two. In the end I really struggled against his armour, which I think may be a bit of a theme when we get in firefights with high rate of fire armour- our Dark Lances can be awesome but single shots hurt- save those Command Points.
   
Made in us
Shas'ui with Bonding Knife






vipoid wrote:Any thoughts on using Ynnari DE with Yvraine?


I have run Ynnari with Ravagers and Incubi in Raiders. Yvraine is good on her own, +1 to cast and deny is very optimal. And she isn't bad in combat either. Incubi are awesome. I have yet to regret bringing some in all my lists.


---------------------------------------------------------------

^ saw the comments above on the Tantalus. I think it looks super solid for the cost. It would be super cool to have a Flagship Tantalus for Yvraine in my lists. Cool factor wins games right? :p

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Made in us
Commoragh-bound Peer





The tantalus does not have 2 6shot disintegrators. It has pulse disintegrators which have 3 more strength. Mathmatically I think it may be our best anti tank weapon actually.

Also the leadership buff does NOT specify drukhari.

Also it "smites" every enemy unit within an inch when it charges. D3 mortal wounds on a 4+.

It costs about 100 points more than the 3 bare bone venoms I was running and carries everything i had in them so I think I may keep using mine for the foreseeable future.
   
Made in us
Mounted Kroot Tracker







 LordSomnium wrote:


Also the leadership buff does NOT specify drukhari.



Yes it's all friendly units. You can take an under strength unit of one Hekatrix with +2 Ld drugs, make her your warlord, and give your whole army Ld 10 without worrying about disembarking. Great for beasts and footsloggers, amazing for a teammate with a low leadership army.

   
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Drifting Cronos Hungry for Souls




Italy

Talos and grotesques are still among my favorite units. Mostly beacuse I've always played DE with assault oriented lists and I don't want to with pure pure shooting now. But since reavers got nerfed in close combat the only decent melee units we have are talos, grots and incubi, which are quite vulnerable though. Wyches can't really cause a lot of damage, I like them but I would play them only in a wych cult themed army. Hellions are garbage in close combat, only S4, no AP, few attacks. And they're extremely squishy.

Talos are good in big units of three with an haemonculus behind them. Grots are good in units of 4 plus the haemy in a raider.

I'm currently running some sort of grotesquerie with 2 units of 4 grots in raiders, one with an haemonculus and one with a succubus. 3 talos followed by the second haemonculus, then ravagers and kabalite in venoms.

The coven units seems the best ones in my experience, but ravagers are great anti tank tools and kabalites in venoms still quite useful. The haemy with elec. whip is decent in close combat, better than the archon and maybe even the succubus.

The razorwing blob plus beastmaster should be great, if only I had the models I could give them a try.

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Shas'la with Pulse Carbine



San Diego, CA

Look into the Zombicide Murder of Crowz box. It comes with 15 models for around $20-25.

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Honored Helliarch on Hypex






Raleigh

 Oaka wrote:
 LordSomnium wrote:


Also the leadership buff does NOT specify drukhari.



Yes it's all friendly units. You can take an under strength unit of one Hekatrix with +2 Ld drugs, make her your warlord, and give your whole army Ld 10 without worrying about disembarking. Great for beasts and footsloggers, amazing for a teammate with a low leadership army.


Wouldn't you have to pay the cost of a min sized wych squad for that hekatrix?

This message was edited 1 time. Last update was at 2017/07/16 17:03:52


"drinking liqueur from endangered rain forest flowers cold-distilled over multicolored diamonds while playing croquet on robot elephants using asian swim suit models as living wickets... well, some hobbies are simply more appealing than others." -Sourclams

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Kabal of the Twisting Abyss--Blog Laenea, A Tendril of Hive Fleet Hydra--Blog

Always looking for games in/near Raleigh! 
   
Made in be
Fully-charged Electropriest





Belgium

Hi guys, after a short time of hesitation with Tau for my second army I've settled with the Drukhari who I've loved since 7th edition for their aesthetics, tactics and fluff. However I settled with AdMech and now with 8th edition Drukhari looks more balanced then before and so I bought my first Start Collecting Drukhari a few days ago. However I have a few questions, as I am writing a 1500 pts draft list to know which boxes to buy next.

My favourite themes in the army are Raiders filled with Warriors, and the models from the Haemonculi covens, so I'd like to build an army around these. I'm planning on buying a second Start Collecting box as my next Drukhari purchase to have 2x 10 Kabalites and their Raiders. I didn't complete my list yet (I'll post it here once it's done) because obviously I don't know the army as much as you guys do so I'll ask for your wisdom I don't intend on playing tournaments or other really competitive events, only matched play in my store, but I'd like a solid list built around my favourite units and with a thematic I like, that can still win in a TAC situation (there's always opponents who don't do TAC lists sadly). So, questions:

- 2x Raiders with 10 Kabalite Warriors, each squad with a Blaster and a Splinter Cannon, one Raider with Dark Lance and the other with Disintegrator, good idea or not ? Looks like a nice antipersonnel firepower, with the Blasters and Dark Lance to harass vehicles/monsters, and the Disintegrator to kill some TEQ, but it's only theory;
- As an assault force, I'm thinking on one or two min squads of Wracks with Liquifier guns or Ossefactors supported by a Haemonculus. As they wield Assault weapons they could advance rather quickly to their targets and having T5 seems decent enough to survive a few shots in their general direction. One squad of 5 looks rather feeble however, should I go with two squads ? Or one big squad ?;
- HQs: Archon with Blast pistol and Agoniser, with two Sslyth bodyguards. The idea being sending him in CC, should I buy him a Venom to get close faster or would it be a waste ? Second HQ would be the Haemonculus with Stinger pistol and Flesh Gauntlet to fill the same role but footslogging with his Wrack friends;
- Reavers, I'll have 6 of them with the Start Collecting boxes but I don't know if I should include 3 or 6 in my army given their point cost, I'm thinking they may be nice character killers with their speed and equipped with Heat Lances, what do you think ?
- Hellions look really nice as CC units, especially with their disengage & charge ability. Not that I expect them to last a round against a skilled unit, but still. What's the general consensus about them and their role ?
- I seem to lack in the anti-vehicle department, but I don't know which platform should I use. A Ravager with Dark Lances looks like a solid choice, but I'm thinking about the Scourges and wonder if they could fill that role with their special weapons options. The Dark Lances, Haywire Blasters or just Blasters. I love the models so I'll get myself a box but I've yet to come with a good idea for their loadout.
- Could you tell me what's the use of the Talos and Cronos ? Their weapons options look so spread among possibilities that I have no idea what they're about. Are Grotesques good too ?

I think I'm done with the questions for now. I'd like to include Incubi too, I guess they should be in a Venom. Mandrakes look interesting but I don't know how to use them yet. Are Trueborns must-take units ? They look like they could resolve my anti-vehicle problem.

Thanks in advance for taking the time to read all this

40K Mechanicus, Dark Angels, and starting a Drukhari army

My Mechanicus army, the Noctholm Forge-World
 Rolsheen wrote:
Ah yes the mythical world of Cyraxus
Where GW hold an annual bonfire festival to burn the hopes and dreams of all Ad Mech players
 
   
Made in it
Drifting Cronos Hungry for Souls




Italy

Assault force: wracks are still meh, if you look for assault go with grotesques joined by an haemonculus.

Reavers: they've been quite nerfed in this edition, I think their best loadout is a unit of 6 dudes with 2 blasters, 2 grav talons and an agoniser. Maybe heat lances instead of blasters, but I always preferred the latter.

Hellions: IMHO they're still terrible, especially in close combat. Yes they can cause 2D but they're only S4 with no AP which means they can only inflict some wounds against troops. Multiwound models are usually T5+ and armor 4+ which invalidates pretty much all the hellions attacks.

Talos/cronos: I field a unit of three backed up by an haemonculus, and I like them. Not as deadly as they were in 7th but the compete with ravagers and raiders to take the anti tank which is positive and they're still decent in close combat. Cronos is overcosted for what it does, it's not useless but even in 7th I played it only in the specific formation.

Trueborns: I don't like them. A unit in a venom costs too many points and it's quite easy to kill it. If you need a distraction/bullet magnet they can be an option but ravagers are way better. I typically include a blaster in each unit of kabalite in venoms, having more bodies and special weapons spread across the bord is helpful.

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Fully-charged Electropriest





Belgium

 Blackie wrote:
Assault force: wracks are still meh, if you look for assault go with grotesques joined by an haemonculus.

Reavers: they've been quite nerfed in this edition, I think their best loadout is a unit of 6 dudes with 2 blasters, 2 grav talons and an agoniser. Maybe heat lances instead of blasters, but I always preferred the latter.

Hellions: IMHO they're still terrible, especially in close combat. Yes they can cause 2D but they're only S4 with no AP which means they can only inflict some wounds against troops. Multiwound models are usually T5+ and armor 4+ which invalidates pretty much all the hellions attacks.

Talos/cronos: I field a unit of three backed up by an haemonculus, and I like them. Not as deadly as they were in 7th but the compete with ravagers and raiders to take the anti tank which is positive and they're still decent in close combat. Cronos is overcosted for what it does, it's not useless but even in 7th I played it only in the specific formation.

Trueborns: I don't like them. A unit in a venom costs too many points and it's quite easy to kill it. If you need a distraction/bullet magnet they can be an option but ravagers are way better. I typically include a blaster in each unit of kabalite in venoms, having more bodies and special weapons spread across the bord is helpful.

Thanks for the advice. I think I'll skip Hellions for now, Reavers still look nice to me, I'll equip a squad of three with a Heat Lance and Grav-talon for character hunting, and another squad with a Blaster and Grav-talon to hunt units on objectives.Using the combat drugs for them looks like a good idea, don't which is best between the +1 attack (nice with the Agoniser), or the +1 WS. Maybe the +1 WS for the character hunter because I have bad rolls in CC haha

As for the Grotesques/Wracks comparison I don't know, 3 Grotesques with Liquifier Guns and Flesh Gauntlets cost 150 pts and two 5-man squads of Wracks with Liquifier Guns is 126 pts. I have more attacks with the Wracks that still wounds on 4+ (albeit without the chance for a mortal wound), and they're T5 compared to T6 of the Grotesques. I have 10 W in total with the Wracks against the 9 of the Grotesques. Overall it seems they balance each other, I can have 4 Liquifier Guns with the Wracks if I buy them with the Acothysts. By the way, is that correct ? It says "the Acothyst may take an item from the Weapons of Torture/Tools of Torment list", but the lists states that you may replace a melee/ranged weapon with weapons of the lists, so that implies I have to buy him a ranged weapon before replacing it. What's the answer ?

I'll skip Trueborns then, they look to be overcosted for just the ability to take more special weapons. As you said, spreading them in the army looks like a better plan, and the army is really mobile either way so no problem switching targets.

About the Scourges, I skipped over the Haywire Blasters as an option for their loadout because it seemed weak but now that I'm reading it again it looks nice with 4 of them in a squad. It basically deals mortal wounds to vehicles and with a little luck you could get a few D3 of them, it's nice against vehicles with invulnerable saves. However it seems better for finishing off vehicles rather than reliably wreck them like you could do with Dark Lances. Maybe a blend of both weapons ?


40K Mechanicus, Dark Angels, and starting a Drukhari army

My Mechanicus army, the Noctholm Forge-World
 Rolsheen wrote:
Ah yes the mythical world of Cyraxus
Where GW hold an annual bonfire festival to burn the hopes and dreams of all Ad Mech players
 
   
Made in us
Dakka Veteran






I'm still a fan of trueborn myself. Ran 4 units of them against the Guilliman Razorback and Devastator spam list and still managed a win thanks in large part to them. I like both the 5 man unit with just 2 dark lances for sitting back and I like the 5 man unit with 4 blasters and a phantasm grenade launcher. They're a versatile unit able to do decent damage to vehicles or clear out tough infantry models with ease. They cost less than the elite units of most other armies too.
   
Made in be
Fully-charged Electropriest





Belgium

Finished my 1500 pts draft list, take a look if you want and if you have any comment on it don't hesitate, I'm totally new to the Drukhari !

Battalion Detachment:
QG:
- Archon, Blast Pistol & Agoniser
- 2 Sslyths
- Haemonculus, Stinger Pistol & Flesh Gauntlet

Troops:
- 10 Kabalite Warriors, 1 Splinter cannon, 1 Blaster, Phantasm grenade launcher
- 10 Kabalite Warriors, 1 Splinter cannon, 1 Blaster, Phantasm grenade launcher
- 1 Raider, Dark lance & Shock Prow
- 1 Raider, Disintegrator cannon & Shock Prow
- 10 Wracks, Stinger Pistol & Electrocorrosive whip, Liquifier Gun & Ossefactor

Fast Attack:
- 5 Scourges, 1 Blaster & 2 Dark Lances
- 3 Reavers, Agoniser, Heat Lance & Grav-talon
- 3 Reavers, Blaster & Grav-talon

Heavy Support:
- 1 Ravager, 3 Dark Lances & Shock Prow
- 1 Talos, Macro-scalpel, Ichor injector & 2 Heat Lances
TOTAL: 1495 pts

So the idea is to have these Warriors harassing the enemy from afar to distract the enemy and weaken their gunline while staying close to an objective in case of the destruction of their Raider, while the Haemonculus and his fleshy friends make their way up by foot to go full CC after softening up their targets with the Liquifiers and such. My Scourges would take a part in destroying heavy targets and could use their mobility to grab on objective or such. I'll have them deep strike depending on my opponent's list and the terrain's setting. The Ravager would take the biggest part in destroying enemy heavy armour. The Reavers with the Heat Lance have character/leader assassination duty, while the other squad can do whatever they want, harass or grab objectives at the last minute. The Archon would seek CC with his Sslyth bodyguards, but sadly I didn't find the points to have them in a Venom.

40K Mechanicus, Dark Angels, and starting a Drukhari army

My Mechanicus army, the Noctholm Forge-World
 Rolsheen wrote:
Ah yes the mythical world of Cyraxus
Where GW hold an annual bonfire festival to burn the hopes and dreams of all Ad Mech players
 
   
Made in au
Fresh-Faced New User




What are your thoughts on 2 squads of trueborn with dark lances in a raider? 5 dark lance shots is attractive but 305 points is not
   
Made in gb
Sslimey Sslyth




The dark behind the eyes.

trogger87 wrote:
What are your thoughts on 2 squads of trueborn with dark lances in a raider? 5 dark lance shots is attractive but 305 points is not


I'd rather do that with Warriors and give Trueborn separate transports. Otherwise it's too many eggs in one basket for my tastes.

Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.
 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"



 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
 
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