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Hey all, I've been toying around with this list for a little while. It sort of seems like there is some randomness in there but everything has a purpose.
Scourges [5 PL, 92pts] . Scourge with Special / Heavy weapon: Haywire blaster
. Scourge with Special / Heavy weapon: Haywire blaster
. Scourge with Special / Heavy weapon: Haywire blaster
. Scourge with Special / Heavy weapon: Haywire blaster
. Solarite: Shardcarbine
1) Psychic power choices. Craftworlds is the faction I'm least practiced with. Should I take something besides executioner? Fortune or Guide? Also with my reliance on Haywire, would Quicken for the Shining Spears be a better choice than Jinx?
2) Trait for the Harlequins. I almost always take Soaring Spite, but I almost always have Troupes to benefit from it too. I'm actually thinking about switching to Silent Shroud in this list, for it's unique strategem. Being able to lock down an entire gunlines turn 1 with that big Skyweavers unit, without worrying about overwatch, would be nice. Also could tie stuff up so the Spears and Reavers don't get overwatched when they charge in turn one too.
Thoughts?
Sometimes, you just gotta take something cause the model is freakin cool...
Creeping Dementia wrote: Hey all, I've been toying around with this list for a little while. It sort of seems like there is some randomness in there but everything has a purpose.
Scourges [5 PL, 92pts] . Scourge with Special / Heavy weapon: Haywire blaster
. Scourge with Special / Heavy weapon: Haywire blaster
. Scourge with Special / Heavy weapon: Haywire blaster
. Scourge with Special / Heavy weapon: Haywire blaster
. Solarite: Shardcarbine
1) Psychic power choices. Craftworlds is the faction I'm least practiced with. Should I take something besides executioner? Fortune or Guide? Also with my reliance on Haywire, would Quicken for the Shining Spears be a better choice than Jinx?
2) Trait for the Harlequins. I almost always take Soaring Spite, but I almost always have Troupes to benefit from it too. I'm actually thinking about switching to Silent Shroud in this list, for it's unique strategem. Being able to lock down an entire gunlines turn 1 with that big Skyweavers unit, without worrying about overwatch, would be nice. Also could tie stuff up so the Spears and Reavers don't get overwatched when they charge in turn one too.
Thoughts?
I have no idea how good this list will be but I love it. For models on the table alone it wil look very cool
I liked the idea of the Blood Glaive, too, but it is far better to simply have all the girls have +1 S and get the easy Morale penalty for Cult of the Cursed Blade. My advice: lose the Relic and switch cults.
Combat Drugs:
+2 inch move on one succubus is good.
+1Str on one succubus is a waste.
Spintermind +2 ld is the worst of all your choices, especially on your smallest unit, where it will do the least good.
I suggest:
Succubi get +1 T and +2" move. Use the fast girl to declare assaults from behind LOS blocking terrain, and she can shut down Overwatch if the raider fails
Do I read it right, you have 2 units of 5 and 1 unit of 10? If yes, give the +1S and +1WS to the smaller groups, and the extra attack to the big group. Further, find a raider, combine a set of girls into a unit of 10, and get more girls.
You ought not need to write down the psy-power on your list. You can chose and change throughout games. That said, Doom & Fortune help your Shining Spears, and then ...
1) Psychic power choices. Craftworlds is the faction I'm least practiced with. Should I take something besides executioner? Fortune or Guide? Also with my reliance on Haywire, would Quicken for the Shining Spears be a better choice than Jinx?
Doom and Scourges with Haywire, and all those Harlie Haywire Canons surely guarantees any dead vehicle, even an Imperial Knight.
See, even if you roll a '4', Doom allows you to chose to reroll, which you chose not to, because you've dealt a mortal wound. Overall, go with Doom and Fortune. And the Protect/Jinx, because softening an enemy's Invuln Save really hurts them. Plus, when applicable, wyches with 3++ is a good thing.
And you feel good about it, too.
"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.
"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013
Thanks Ideasweasel, I'm not sure how well it will do yet either.
Good input Brothererekose, a couple things that are worth having a discussion about.
Yeah the Haywire Assault v Heavy thing is just from Battlescribe format, they are most definitely Assault weapons.
As far as drug selections, I agree that Splintermind is the least effective drug choice I have in there, but it has to go somewhere because I have 6 units with drugs (can't double up until each is chosen once). It would be most effective on the bigger unit... But the other drugs are even more effective. So I basically just put Splintermind on a small Wych unit just because I have to put it somewhere.
For the Blood Glaive, I'm not that attached to it, it's not the reason I usually go Red Grief. I usually go Red Grief for the speed and bonuses it gives Reavers. Cursed blade is good for Wyches, but also does nothing for Reavers as increased strength doesn't affect Bladevanes. The question is who is more important to boost, wyches or Reavers. Or I could just go Strife for more attacks, and take Lilith.
I usually put Painbringer on the Reavers, T5 bikes helps a ton with their survivability.
Doom is a given. Just the Haywire and Doom can reliably take down a Castellan in a turn, without even needing to use the Shining Spears, of course the Spears would be there for backup though.
I'm pretty sure Protect only works on Asuryani, so wouldn't work on Wyches? Quicken might occasionally be a good choice depending on the opponent, if I need to get the Spears into something on turn one.
I think you're right that I can change up the drugs a little to maximize efficiencies.
So it's mainly down to:
1) do I switch Cults.
2) do I switch Masques.
Sometimes, you just gotta take something cause the model is freakin cool...
I like the list. I think I read somewhere that succubus with hydra gloves was really good. might depend on drugs though.
I haven't played harlequins so I don't know about that part but the craftworlds stuff is pretty standard and proven to be effective. Have you fielded this yet? Seems a bit lackluster for long ranger firepower without ravagers but you have so much mobility. Does the nerf to rangers mess with how they play much?
StrikerTommy wrote: I like the list. I think I read somewhere that succubus with hydra gloves was really good. might depend on drugs though.
I haven't played harlequins so I don't know about that part but the craftworlds stuff is pretty standard and proven to be effective. Have you fielded this yet? Seems a bit lackluster for long ranger firepower without ravagers but you have so much mobility. Does the nerf to rangers mess with how they play much?
A lot of my lists never have much long range firepower, it's just so boring. Probably stems from my hatred of playing against dwarves in old school WFB. I don't even own any Ravagers.
I haven't fielded the list yet, still missing a couple parts, mainly some Craftworld portions, hence my lack of experience with Craftworld detatchments. Love my DE and Quins though. Rangers have been tough to get a hold of, probably going to have to order them direct.
What nerf to Rangers are you talking about?
Sometimes, you just gotta take something cause the model is freakin cool...
Creeping Dementia wrote: As far as drug selections, I agree that Splintermind is the least effective drug choice I have in there, but it has to go somewhere because I have 6 units with drugs (can't double up until each is chosen once). It would be most effective on the bigger unit... But the other drugs are even more effective. So I basically just put Splintermind on a small Wych unit just because I have to put it somewhere.
Ah, I missed the Reavers needing Combat Drugs. I think your distribution is workable, then.
Creeping Dementia wrote: I'm pretty sure Protect only works on Asuryani, so wouldn't work on Wyches? Quicken might occasionally be a good choice depending on the opponent, if I need to get the Spears into something on turn one.
You're right. I had a brain fart.
Creeping Dementia wrote: I think you're right that I can change up the drugs a little to maximize efficiencies.
Subtle changes on paper, but big on the field with succubi maneuvering their charges out of LOS/Oerwatch.
"You can bring any cheesy unit you want. If you lose. Casey taught me that." -Tim S.
"I'm gonna follow Casey; he knows where the beer's at!" -Blackmoor, BAO 2013
Scourges [8 PL, 104pts] . Scourge
. Scourge with Special / Heavy weapon: Haywire blaster
. Scourge with Special / Heavy weapon: Haywire blaster
. Scourge with Special / Heavy weapon: Haywire blaster
. Scourge with Special / Heavy weapon: Haywire blaster
. Solarite: Shardcarbine
Basically, dropped a Shining spear, mainly for $$$ reasons, added a Hawk and a Scourge. Added a blast pistol to a Succubus, and switched my Masque over to Silent Shroud.
Sometimes, you just gotta take something cause the model is freakin cool...