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Made in ca
Stalwart Tribune






I have always liked the look of Incubi and I feel like I need something to fight in assaults, either to tear a 30 man guard squad to bits or to counter a space marine assault squad (or termies...maybe) If anyone has any experience with them please tell me, I would like to know if they live up to their point cost. + are the klaives ap3 or ap2?


 
   
Made in us
Regular Dakkanaut





Well, first of all, as of the current DE faq, their klaives are AP2.

Second, people like to shoot at incubi. A lot. If you can manage to get them into a target, they will very likely tear it to shreds. (barring a few specific units of course. Assault terminators come to mind).

A small squad sitting near your shooty units ready for a counter assault is usually quite useful. 5 man squad, 110 points or so.

This message was edited 1 time. Last update was at 2012/12/17 03:21:45


 
   
Made in br
Savage Khorne Berserker Biker







Klaives are all AP2 now.

I love Incubi, but they are not really good outside of friendly games.

-They have no grenades. That means they'll be hitting last against anything in cover unless you get an expensive Archon with them.

-Overwatch. They have decent armor but at T3, you will be losing a guy for every 20 boltegrade shots you take when charging. On such a small unit, this hurts.

-No shooting. You can't engage enemies outside of charging them other than a weak, expensive template. That also means no overwatch to punish those who charge you.

-No anti-vehicle capacity. Other than hitting rear armor if it's AV10 and hoping for 6's, you won't do anything to mech. Any dread will stomp you but good.

In Boxing matches, you actually get paid to take a dive and make the other guy look good.

In Warhammer 40K, you're expected to pay cash out of your pocket for the privilege of having Marines and IG trample all over your Xenos/Chaos. 
   
Made in us
Dakka Veteran





They very much live up to their point cost against TEQ but only if they have nades, not so much against MEQ unless its a 20 man squad. Really Depends on your personal preference but once they get FC they become near unstoppable
   
Made in ca
Stalwart Tribune






Thanks for all the feed back, I pretty much only play friendly games against imperial guard, grey knights and space marines so I think I'll end up getting some. I would assume that to be effective I should put them in a venom?


 
   
Made in us
Dakka Veteran





Probably, unless you have severe target saturation and offer juicier things to shoot at
   
Made in ca
Stalwart Tribune






I have a 1500pt list posted already if you want to take a look and tell me if it would be good to add to it for a 1750pt list or something.


 
   
Made in us
Veteran Wolf Guard Squad Leader




San Diego, CA

Every time I've used them they've torn through the enemy in close combat if I can get them up there. I like targeting my SW buddies long fangs because he cant snapfire the plasma cannons he loves so much and once a unit is wiped out by them they get the pain token and feel no pain is amazing for T3. I like them, but rarely buy them for a game because they are so expensive and the entire squad never makes it into close combat

 
   
Made in ca
Stalwart Tribune






Well it seems like their effectiveness is situational but I will get some just because the models are cool regardless of if I actually field them and I've always had a colour scheme of bone coloured armour in mind for them which I'd love to try out!


 
   
Made in us
Flashy Flashgitz




USA

Raulengrin wrote:
Well, first of all, as of the current DE faq, their klaives are AP2.

Second, people like to shoot at incubi. A lot. If you can manage to get them into a target, they will very likely tear it to shreds. (barring a few specific units of course. Assault terminators come to mind).

A small squad sitting near your shooty units ready for a counter assault is usually quite useful. 5 man squad, 110 points or so.


Assault Termies are exactly what Incubi should charge, especially if they have an Archon with them for grenades (preferably with PGL). High I, AP2, loads of attacks-there's no way a squad of termies can survive that. Just beware of force halberds. Freakin' GK.

Incubi kill anything, but they're hard to use. Not only in getting into combat, but they also tend to get shot up after destroying an enemy unit. The biggest mistake people make while using Incubi is assuming them to be survivable just because they have a 3+ armor save. They aren't. You need to carefully adjust the unit size to offer the best compromise in killiness vs. survivability. Avoid single-turn victories against most enemies, since the enemy will shoot you next turn and taking some CC hits is better than being shot (as long as they aren't assault termies, of course). If you destroy the enemy unit in the opponent's turn, that won't be a problem.

Needless to say, they need a transport as well.



"Get'em boyz! Dakka dakka dakka! WAAAGH! DA ORKS! WAAAGH!" -Rotgob

Is Kharn a Commissar that kills enemies or are Commissars Kharn wannabe's who don't have the balls to kill enemies? 
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

Incubi do a few things really well, but other than that they really dont shine.

Using them against guardsmen is a mistake. Their power weapons are what makes them expensive and using them against crappy shooty units is paying way to much when something half the price could do it better. Wracks for instance will shred guard, can score, cost less than half, and are almost as resistant to shooting.

Now against Meq, you really hope they find a large squad. If they find a large squad they can charge, kill all but 1-2 and then next turn finish them off only taking 1 casualty from overwatch. What you really dont want to do is to charge, kill everything and then get shot up in return.

Against Teq they really shine, they will shred regular terminators and regular terminators cost enough that if you are left in the open who cares.
Assault terminators are a little different with the 3++. Incubi can still do a pretty good job, but not great. Too many shots will bounce back.

They are pretty good against marine characters. Usually striking simo and leaving them with a 4++

They also cant reliably take GK because of the halbards.
They have trouble with things in cover becasue of the lack of grenades

Adding an archon can solve the grenade problem, but adding 150 points to an expensive killy squad makes them more expensive and more killy, reducing the chance they will get into combat and increasing the chance that after they do get into combat they will kill everything and get shot to pieces.



These days I sometimes run incubi, but not with an archon. I run the archon with wracks or wyches and bring both units up together to assault. Often the archon leaves and then joins the incubi squad in disembark and then charges with them.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in us
Terminator with Assault Cannon





Hedkrakka wrote:
Assault Termies are exactly what Incubi should charge, especially if they have an Archon with them for grenades (preferably with PGL). High I, AP2, loads of attacks-there's no way a squad of termies can survive that.


In their normal configuration, Assault Terminators have 2+ armor saves and 3+ invulnerable saves and are hence a very dangerous target-- relying on armor-piercing weapons to kill them is often an unreasonable expectation.
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

 Kingsley wrote:
Hedkrakka wrote:
Assault Termies are exactly what Incubi should charge, especially if they have an Archon with them for grenades (preferably with PGL). High I, AP2, loads of attacks-there's no way a squad of termies can survive that.


In their normal configuration, Assault Terminators have 2+ armor saves and 3+ invulnerable saves and are hence a very dangerous target-- relying on armor-piercing weapons to kill them is often an unreasonable expectation.


generally yes, they are better taken out by random lance fire and splinter cannons but if you have incubi and the assault termites are out of cover(as they usually are, with a 3++ why hug cover) you can charge them 5 will get 15 attacks, 10 hits 5 wounds and 2 assault terminators will fail there save. In response a unit of 5(now 3) will plaster 2-3 incubi. That sounds bad, but 5 incubi cost half as much as 5 assault terminators. As you start running into less and less assault terminators or as you have more things to assault with it turns in the DE favor.
My favorite tactic is to assault first with wyches(whose pile in comes before incubi) to fix most of the TH/SS. They might kill 1, then the incubi pile onto one termintor, piling all their wounds onto him. Any terminators left are already in BTB and thus cant move at their init. Their attacks have to go against wyches because they are the closest models(also they have a 4++) So basically 10 wyches, and 5 incubi can charge a large squad of TH/SS terminators, with a character even and win.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in us
Locked in the Tower of Amareo




Incubi are very dangerous to everything in the marine world short of TH/SS terminators. Or, as my last opponent discovered, BA ASM with 4++ from libby and FNP. That didn't end well for them either.
   
Made in us
5th God of Chaos! (Ho-hum)





Curb stomping in the Eye of Terror!

I deliver them with Vect's ride + Haemy.

They get shot at... A LOT!

Which is sorta okay with me since my Venoms, Ravagers, Razorwings stays on the table a bit longer.

Live Ork, Be Ork. or D'Ork!


 
   
Made in us
Smokin' Skorcha Driver






I usually run 4 of them in a venom with drazhar. Its just the right amount of guys to not attract a lot of fire and not quite finish off the enemy in one turn so you dont get shot to bits. Also good with drazhar cause he gives them murderous assault and onslaught or you can split him off and murder another unit while the incubi are murdering theirs.

Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

flaming tadpole wrote:
I usually run 4 of them in a venom with drazhar. Its just the right amount of guys to not attract a lot of fire and not quite finish off the enemy in one turn so you dont get shot to bits. Also good with drazhar cause he gives them murderous assault and onslaught or you can split him off and murder another unit while the incubi are murdering theirs.


Drazhar is 240 points and probably your warlord, add another hundred for the incubi and another 50 for the venom and you have nearly 400 points. I would shot that thing down fast and then land some low AP or blast shots onto it.

Also Drazhar doesnt have grenades, so all it takes is a little cover and you are not strking first anymore.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in us
Smokin' Skorcha Driver






 Exergy wrote:
flaming tadpole wrote:
I usually run 4 of them in a venom with drazhar. Its just the right amount of guys to not attract a lot of fire and not quite finish off the enemy in one turn so you dont get shot to bits. Also good with drazhar cause he gives them murderous assault and onslaught or you can split him off and murder another unit while the incubi are murdering theirs.


Drazhar is 240 points and probably your warlord, add another hundred for the incubi and another 50 for the venom and you have nearly 400 points. I would shot that thing down fast and then land some low AP or blast shots onto it.

Also Drazhar doesnt have grenades, so all it takes is a little cover and you are not strking first anymore.
You couldnt be more wrong, drazhar is 230pts!

anyways when I ran them I had 2 squads of beasts charging in front of them so they werent really the priority target


Friendship is like peeing on yourself: everyone can see it, but only you get the warm feeling that it brings. 
   
 
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