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I have a question about the new Obsessions and RWJF
If I bring a Airwing of 3 Wych cult RWJF using the Test of Skill (+1 to wound against Monster/vehicles w/ 10+ wounds). Would it be a viable tactic? It would make the S5 Dizzy canons wound T3-4 on 2+, T5 on 4+ and T6-9 on a 5+.
Voidraven [9 PL, 165pts]: Two dark scythes, Voidraven Missiles
I was up against marines (double repulsor in a double battalion).
it was a slaughter, with the overcharged weapons on venoms, primaris got melted and overcharged raiders + flyers did short work of a repulsor.
Overcharged Hexrifles are amazing, so are haywire blasters on Talos.
I wasn't impressed by the new obsessions at first glance but when you start stacking all these buffs it really makes a difference. It might just be enough to have us keep up with the marine releases.
I need to check my skylight for eyes the next time I game because I ran a VERY similar list to yours monday night at 1500 as well
Hex rifles and ossefactors are what surprised me the most, they are actually effective. I wasn't playing primaris so my venoms overcharging were not as impressive as it sounds like your game went, but holy crap are overcharged dissies off raiders amazing. That flat 3 damage and +1 to wound is absurd lol.
I ran with specimen collectors though, so I could regen my coven units. I healed one venom one time and a grot another lol. It seems like it could be great occasionally, but it didn't come into play too much. That said, my wracks were shot with alot more dedicated firepower since my opponent new the unit could regen if they charged in. That said, I think I will give it another couple games, but I also want to try dark harvest a lot.
Oh and my 3 strong talos unit was amazing with haywire, but we knew this was gonna be a thing lol. I did also run a single talos with haywire and dual liquifiers but it didn't come into play enough to be worth the additional 22 points. It's a shame really, I will give liquifiers some more tries but that 11 points is just idiotic. I won't let it take the grin off my face about the hex rifle though, I will always put this on the unit leader and my haemis, so good for 5 points.
Good to hear from others. I hope more of you share your test games.
This message was edited 1 time. Last update was at 2019/10/24 12:59:15
Red Corsair wrote: I need to check my skylight for eyes the next time I game because I ran a VERY similar list to yours monday night at 1500 as well
Hex rifles and ossefactors are what surprised me the most, they are actually effective. I wasn't playing primaris so my venoms overcharging were not as impressive as it sounds like your game went, but holy crap are overcharged dissies off raiders amazing. That flat 3 damage and +1 to wound is absurd lol.
I ran with specimen collectors though, so I could regen my coven units. I healed one venom one time and a grot another lol. It seems like it could be great occasionally, but it didn't come into play too much. That said, my wracks were shot with alot more dedicated firepower since my opponent new the unit could regen if they charged in. That said, I think I will give it another couple games, but I also want to try dark harvest a lot.
Oh and my 3 strong talos unit was amazing with haywire, but we knew this was gonna be a thing lol. I did also run a single talos with haywire and dual liquifiers but it didn't come into play enough to be worth the additional 22 points. It's a shame really, I will give liquifiers some more tries but that 11 points is just idiotic. I won't let it take the grin off my face about the hex rifle though, I will always put this on the unit leader and my haemis, so good for 5 points.
Good to hear from others. I hope more of you share your test games.
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ossefactors doing a flat 2 is huge combined with its ease to wound. I thought about running Specimen Collectors but i feel like this wouldve lent itself to a more 'traditional" coven list (melee centered instead of shooty). if i had more wracks i'd like to try running 3x10 in raiders, or 6*5 in venoms (or a combination of both)
I was planing on using specimen collectors to heal my venoms after supercharging since that works as well. But I am not sure yet. I so think it has potential to keep talos alive though. Healing d3 per kill can really save a talos.
I think we can agree dark technomancer is the real winner though, and the others are all 6 of one half dozen of another as they say. Really depends on how you want to play.
Red Corsair wrote: I was planing on using specimen collectors to heal my venoms after supercharging since that works as well. But I am not sure yet. I so think it has potential to keep talos alive though. Healing d3 per kill can really save a talos.
I think we can agree dark technomancer is the real winner though, and the others are all 6 of one half dozen of another as they say. Really depends on how you want to play.
agreed, coven really got a big bone in that book. Losing the 4++ felt bad before i played but now that i've seen how much they can punch, i dont mind it as much, the roles have changed
Red Corsair wrote: I was planing on using specimen collectors to heal my venoms after supercharging since that works as well. But I am not sure yet. I so think it has potential to keep talos alive though. Healing d3 per kill can really save a talos.
I think we can agree dark technomancer is the real winner though, and the others are all 6 of one half dozen of another as they say. Really depends on how you want to play.
agreed, coven really got a big bone in that book. Losing the 4++ felt bad before i played but now that i've seen how much they can punch, i dont mind it as much, the roles have changed
Yea, the 4++ mattered more when the game wasn't as lethal as it has become too. Now I find an army is better off going for the throat ASAP rather then trying to be more durable, with the exception of things that can actually hide or stay off the table etc. So it is nice to actually field more rounded coven lists as well. I own 30 wracks just because I love the models, now they can actually do something fairly well beyond take punches lol. I am hoping liquifiers see a point decrease in CA, have to wait and see, man I remember in 5th when those things were crazy good for a hot minute.
Voidraven [9 PL, 165pts]: Two dark scythes, Voidraven Missiles
I was up against marines (double repulsor in a double battalion).
it was a slaughter, with the overcharged weapons on venoms, primaris got melted and overcharged raiders + flyers did short work of a repulsor.
Overcharged Hexrifles are amazing, so are haywire blasters on Talos.
I wasn't impressed by the new obsessions at first glance but when you start stacking all these buffs it really makes a difference. It might just be enough to have us keep up with the marine releases.
Out of curiosity, which Artefact and Warlord Trait did you go for?
I ask since using the new traits limits your options quite a bit.
blood reaper wrote: I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote: Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote: GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
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.
Red Corsair wrote: I was planing on using specimen collectors to heal my venoms after supercharging since that works as well. But I am not sure yet. I so think it has potential to keep talos alive though. Healing d3 per kill can really save a talos.
I think we can agree dark technomancer is the real winner though, and the others are all 6 of one half dozen of another as they say. Really depends on how you want to play.
agreed, coven really got a big bone in that book. Losing the 4++ felt bad before i played but now that i've seen how much they can punch, i dont mind it as much, the roles have changed
Yea, the 4++ mattered more when the game wasn't as lethal as it has become too. Now I find an army is better off going for the throat ASAP rather then trying to be more durable, with the exception of things that can actually hide or stay off the table etc. So it is nice to actually field more rounded coven lists as well. I own 30 wracks just because I love the models, now they can actually do something fairly well beyond take punches lol. I am hoping liquifiers see a point decrease in CA, have to wait and see, man I remember in 5th when those things were crazy good for a hot minute.
oh god, i just realised that liquifiers are 100% safe to fire with dark technomancers, totally gonna try a liquifier spam list (using enhanced aethersails + fire and fade on a raider filled with liquifier grotesques to get a turn one shooting phase with them would be funny)
vipoid wrote:
Out of curiosity, which Artefact and Warlord Trait did you go for?
I ask since using the new traits limits your options quite a bit.
I went for legendary fighter + nightmare doll. Totally not the optimal choices, after palying the game i probably wouldve gone for master nemesine + Helm of spite.
It does suck that the best warlord trait and relic are both prophets of flesh. Liek this coven didnt have enough bonuses already
oh god, i just realised that liquifiers are 100% safe to fire with dark technomancers, totally gonna try a liquifier spam list (using enhanced aethersails + fire and fade on a raider filled with liquifier grotesques to get a turn one shooting phase with them would be funny)
I'm not sure why you think they are immune to DT, I hope you're right, but I'm not sure what I missed.
This message was edited 1 time. Last update was at 2019/10/24 14:46:08
oh god, i just realised that liquifiers are 100% safe to fire with dark technomancers, totally gonna try a liquifier spam list (using enhanced aethersails + fire and fade on a raider filled with liquifier grotesques to get a turn one shooting phase with them would be funny)
I'm not sure why you think they are immune to DT, I hope you're right, but I'm not sure what I missed.
oh, i'm dumb, i missplayed in my game yesterday, i was applying the mortals on the hit roll, not the wound roll. i basically played it worse for me tho, so i dont feel as bad.
Speaking of knew obsessions, this is what i'm going to be trying for the next 5-6 games. IDK what WL/Trait /Relics i want but I'm leaning towards Drazhar as the WL for now, i think the Helm of Smite as well.
Before you scream SPAM, this list is for events.
Dark Eldar Mono Faction 2000pts
Starting cp18
~~Battalion~~ Coven-Custom; Dark Technimancers, Experimental Creations
Amishprn86 wrote: Speaking of knew obsessions, this is what i'm going to be trying for the next 5-6 games. IDK what WL/Trait /Relics i want but I'm leaning towards Drazhar as the WL for now, i think the Helm of Smite as well.
Before you scream SPAM, this list is for events.
Dark Eldar Mono Faction 2000pts
Starting cp18
~~Battalion~~ Coven-Custom; Dark Technimancers, Experimental Creations
seens super solid, i'd try and make the raiders part of your coven detachment, you get more damage output with technomancers since you can chose to get the bonus agaisnt any type of enemy unit (and disintegrators doing a flat 3 is amazeballs).
Man it sucks that our listbuilding has so many restrictions, i was about to suggest replacing drazhar with the visarch to save a few points for the missing hexrifles but nope. Ynnari doesnt like coven.
From my game yesterday, this should feel pretty solid, i only ran 3 venoms and they overperformed. wounding MEQs on 2's is super strong.
I have to say, while I found the Kabal traits to be both boring and crap and Wyches never interested me in the first place, the Coven ones have made me a lot more interested in playing more Coven units - especially Wracks.
I went for legendary fighter + nightmare doll. Totally not the optimal choices, after palying the game i probably wouldve gone for master nemesine + Helm of spite.
It does suck that the best warlord trait and relic are both prophets of flesh. Liek this coven didnt have enough bonuses already
Well, on the one hand it means I'm at least more likely to traits I'd have skipped before.
On the other hand, I wish my choices weren't so limited. Most other armies would have at least 6 Warlord Traits available that aren't contingent on using the right subfaction. We have 3.
And with Hexrifles actually being decent now there's very little choice to be had with artefacts either.
blood reaper wrote: I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote: Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote: GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
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.
Elfric wrote: I'm sure I must have missed something but with the custom obsessions you can combine two into one detachment?
Yes as long as it's the same sub faction (cult, coven or kabal and no mixing between them) and as long as there is no special restrictions to said obsessions but it lists them on each obsession.
I honestly think covens with dark technomancers and artists of flesh are the winning traits. I'd probably take a smaller detachment for artists of flesh and give it to grots mostly. Dark technomancers is good with a lot of things but probably poison covens with shooting seems to work. Technomancers certainly has some interesting potential. It's a shame we can't take dissies with covens except on raiders. They'd be great with technomancers.
This message was edited 1 time. Last update was at 2019/10/25 02:43:22
I honestly think covens with dark technomancers and artists of flesh are the winning traits.
You can't combine Artisans of Flesh with any other traits, so this combination isn't possible unfortunately.
blood reaper wrote: I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote: Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote: GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
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.
Dark technomancers + Experimental creations will probably be the only non-prophet combo played competetively.
In a more casual setting, going for Hungry for flesh + Mass Torturers/DarkHarvest/Obsessive collectors could be interesting with a grotesque bomb list (deepstrike 2 max squads and get a 8" rerollable charge?)
VladimirHerzog wrote: Dark technomancers + Experimental creations will probably be the only non-prophet combo played competetively.
I'm expecting Experimental Creations to be nerfed to only apply to melee weapons but we'll see.
blood reaper wrote: I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.
the_scotsman wrote: Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"
Argive wrote: GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.
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.
VladimirHerzog wrote: Dark technomancers + Experimental creations will probably be the only non-prophet combo played competetively.
I would rather have DT/Master of Mutagens for competition. It just works out better in most ways, especially against things like Demon Princes and Primarchs. The damage drop off compared to EC is tiny even against EC compliant targets and the reduction in wounds taken is significant.
So that's one more failed wound per shot against <T5. Against T6+ opponents the MoM coven will do more damage than EC obviously.
Maths to back up the reduction in mortals taken
MoM 1/2 * 1/6 = 1/12
EC 2/3 * 1/6 = 1/9
Probability of taking a wound is down ~10% per volley from a venom and probability of taking 2 wounds is down even more. If you need the prob calcs let me know.
This message was edited 2 times. Last update was at 2019/10/25 13:23:33