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Obviously, Wyches deep strike, Alliance of Agony, etc etc. Any thoughts? Also, any ideas on how to fill the remaining points?
I would switch weapons between the Acothyst and Haemi. Why give the -1 to hit most turns heavy weapon to the guy with a 3+ BS, while giving the autohit gun to the guy with a 2+, y'know?
"But If the Earth isn't flat, then how did Jabba chakka wookiee no Solo ho ho ho hoooooooo?"
My feeling is troops win games. The idea here is the wyches use the Raiders from the black heart, so the Raiders all have 6+++ on them with 9 wyches and a succubus in each one. Then I deep strike in through the webway 2 squads of 20 warriors. The 3rd squad and one archon move up to get with the other two, the wyches move up in the Raiders, and the talos / homonculus advance as fast as they can to get to their target as well. The ravagers and the archon with the reroll to wound sit back at 36" and have fun. If anything gets shot off the board there are plenty of "fill in" units that can deal with it. Protection vs alpha strike should be simple enough, I have enough pure models to cover myself easy enough. And enough cchq's to really be a threat with cc.
Only thing I am wondering about is Urine, by taking him I don't get the homonculus bonus from the Alliance of glory, but if I take a normal homonculus I get d3 more command points but the talos become str 6 instead of being str 7 near him. Question is does that matter that much? If I run across a Deamon Prince or some other large t6/t7 enemy I think it will.
Fafnir wrote: How do we feel about Mandrakes? They already look like a significant improvement over Scorpions, but I'm not sure if it's enough.
They seem pretty good as general-purpose units. They're probably one of our better anti-infantry options, but their Mortal Wounds allow them to engage heavier stuff as well. Also, 3 S4 AP-1 melee attacks per model isn't bad either.
The only sad thing is that they seem designed to deploy into cover . . . but it doesn't help them at all.
One thing I'd like to try is having some Mandrakes on board a Raider as an escort for an Archon (this'll most likely be in a Battalion, where the second Archon is off with a Court in a different transport). Their weapons have the same range as his Blaster or Soul Seeker, and they can both do either shooting or melee. Granted, he can't buff them, but he can't buff anything on a transport anyway, and nothing else
that he can buff would want to join him in combat.
I will admit though that this tactic is at least partially inspired by my using an albino Mandrake model as my Archon.
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.
Obviously, Wyches deep strike, Alliance of Agony, etc etc. Any thoughts? Also, any ideas on how to fill the remaining points?
You have just enough for a Sslyth, and a spare transport slot to fit him in with the haemie, lhamean and grots. Seems like what I'd run here. Otherwise, maybe just an extra Reaver and some gear like an Injector for the haemonculus.
Automatically Appended Next Post: Also, if we're doing lists, here's my first pass at a Freakshow:
Spoiler:
Patrol Detachment, Coven of the Dark Creed
HQ: Haemonculus, Electrocorrosive Whip and Hexrifle, Fear Incarnate WL trait, Nightmare Doll for 1CP
Transport: Raider with Dark Lance and Shock Prow
Transport: Raider with Dark Lance and Shock Prow
Transport: Venom with TL splinter rifle and splinter cannon
Elites: 5x Grotesques
Battalion Detachment, Craftworld Alaitoc (-1 to hit outside of 12")
HQ: Farseer Skyrunner, Doom and Mind War
HQ: Spiritseer, Jinx
Patrol Detachment, Kabal of the Black Heart (+1 to the PFP table, 6+++ FNP save to all models who don't have PFP)
HQ: Archon, Huskblade, Phantasm Grenades and Blast Pistol, Helm of Spite, Ancient Evil WL trait
Troop: 10x Kabalite Warriors, Phantasm Grenade, Dark lance and 2x Blaster
Elite: Lhamean
Heavy Support: Ravager, 3x Dark Lances
Patrol Detachment, Cult of the Red Grief
Succubus, Shardnet and Impaler, Quicksilver Dodge WL trait
5x Wyches, Phantasm Launcher and Shardnet
10x Reaver Jetbikes, 3x Grav-Talons
Raider, Dark Lance
List Strategy: Archon, Lhamean, 5 wyches, Haemonculus, Succubus pile into the speedy Red Grief raider, which Aethersails in alongside the Reavers to help tie up more things. Grotesques usually Webway in to come on turn 2. Jinx and Doom are primarily used to help the list bring down hard targets, while the Farseer's primary job is to look for Mind War crits against LD-stacked characters.
A couple suboptimal choices probably with WL traits (I know I probably won't need Ancient Evil in the long run and Labyrinthine will be better) but I want to try the full doubled-down LD shenanigan army before I move away from it. 12 drops is pretty decent for a 2k list so hopefully I'll be getting turn 1 a decent amount of the time.
This message was edited 1 time. Last update was at 2018/04/11 11:47:27
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
So some potentially interesting thoughts over-night as I continue to develop this infantry-focused core out. People have been slating splinter fire a bit so I figured I would do some maths
Shuriken Catapult Shot vs T3 = 0.444 Wounds
Shuriken Catapult Shot vs T4 = 0.333 Wounds
So it's pretty easy to make your splinter fire 36% stronger than default without too much hassle and it actually pushes you a touch above unbuffed Shuriken fire against hordes, becoming better the higher the toughness goes. Sure the armour rend is a thing but you have a solid range advantage to utilise.
From there I started thinking about the solid splinter fire of Venoms and how they are maneuverable enough to hop between Archon bubbles, bringing their extra firepower wherever is required and things start fitting into place for how I want my Wych's. If i'm going to be having my Venoms gun-boating at 18" range with splinter cannons then sticking Kabalites in them doesn't make a lot of sense as I'd want to get 12" or closer; Wych squads however could be fast enough to cross that 18" gap, regardless of if the Venom survives the turn or not.
I'd want any charge to be at least 80%+ reliable with reroll so i'm looking at 6-7" charges distances. 8" move distances from Wyches, then 3" deployment bubble from the Venom. In theory that's achievable but if people pull casualties from the front ranks in shooting could prove problematic. Red Grief however should be able to achieve a 20" charge range from the venom so become crazy reliable here, while also giving a foot Succubus with the +2M drug a similar threat range.
I'm sure this is probably stuff already known by many but it's new thinking for me and helps solidify my 3 patrol skeleton to the following:
It's really seducing to just throw that much saves at an opponent. I feel it with my AdMech, when I'm shooting with the Neutron Laser I'm like "haha save this rebel scum" and then he rolls his 5++ and my super 18 damage are gone because of 3 saves. Meanwhile I had 10 Reivers with knifes cutting my Onager (T7, 3+, 11W) to death over two turns.
If I'm going to run Kabalites, they'll be in a Raider with splinter racks and a splinter cannon, rerolling their 1s to Hit. Venoms ? Full splinter cannons.
So any consensus as of yet regarding venoms vs raiders?
Seems to me that raiders are cheaper for the cost of transporting 10 warriors ,rather than having to buy 2 venoms. I don't know if the raiders anti infantry shooting is good enough to justify the price difference.
Was thinking perhaps better to run raiders, and use the points you have saved to get some shredder scourges (which shoot better than splinter cannons anyhow), for the best of 2 worlds.
The math isn't the whole story for Venoms vs Raiders. Venoms don't degrade, and the -1 to hit can't be ignored. Plus they're faster and easier to hide. I prefer Venoms for shooting (Kabs w/ Blaster) and Raiders for combat units (because units of 5 assault units ain't gonna do gak).
I dunno about Shredder Scourge honestly. The math says they hit hard, but you have to invest either Fire and Fade or other units to charge whatever you're shooting in order to keep them alive. I'd rather stick to my Flayed Skull venom spam and Dissies for anti-infantry.
Chippen wrote: The math isn't the whole story for Venoms vs Raiders. Venoms don't degrade, and the -1 to hit can't be ignored. Plus they're faster and easier to hide. I prefer Venoms for shooting (Kabs w/ Blaster) and Raiders for combat units (because units of 5 assault units ain't gonna do gak).
I dunno about Shredder Scourge honestly. The math says they hit hard, but you have to invest either Fire and Fade or other units to charge whatever you're shooting in order to keep them alive. I'd rather stick to my Flayed Skull venom spam and Dissies for anti-infantry.
I use raiders for wyches, I think they work well. And the stratagem that let's them consolidate back into a waiting raider even if they got out of said raider this turn had potential to be a serious pain for an enemy. You jump out, kill something, then get back in before your opponent can shoot back.
But venoms I see working well for smaller stuff. A 5 man mandrake squad (yeah I know, why are they in a venom when they deep strike) gets 12 cannon shots and 10 of their cool gun at 18" and can put out some serious firepower while staying resilient vs shooting thanks to -1. Or using venoms for an hq and some court of the archon guys can work as well.
A few bits of Mathhammer:
-Raiders and Venoms are /very/ close to each other defensively. Venoms are the slightest bit flimsier, but also a bit cheaper, so it's pretty much a wash.
-Splinter Cannons aren't actually a damage upgrade. If you had equal points of Cannon and Twin Rifle Venoms at 6" range, they'd do almost the same damage. Those extra 10 points do buy you flexability - a 2xCannon Venom is OK at 36" and better at 18", while the regular one has four different range bands, which makes them harder to use.
-Disintegration Raiders and Venoms are about equal at killing Marines. Venoms slightly better killing weaker targets, and Raiders at tougher targets. But neither is particularly great - they're all about their cargo.
One non-math-related edge Raiders have is that they're a little harder to encircle.
Raiders are definitely the go-to for assault transport, particularly for Wyches. The red grief "See Ya Nerds" stratagem is great, as is the 10 capacity.
There's also the pure utility of the Raider for helping assault units tie things up and control who gets to fight who. Stab the pointy end into a unit and get as many bases as you can 0" away from the hull, and you can immobilize and dictate the pile-in moves of huge chunks of an enemy unit.
Those things are like line blocks in tetris for players who like their micromanagement. make a big linear column of them to prevent units from assaulting and surrounding it after deep strike, sidle them up to a transport to block off a whole side, smush an artillery piece up into the corner of the board, there's just so many shenanigans available with a vehicle that long and skinny.
"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"
"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"
"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"
"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"
karandrasss wrote: Maybe Kabalites are as bad as tourney champs like Nanavati say they are?
I love how "Kabals are the ones that have received the least overhaul with this new Codex but they are still plenty of usefull and have their tactical place" is deconstructed into "Kabalites SUCK ASS BOI!"
Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.
ERJAK wrote: Forcing a 40k player to keep playing 7th is basically a hate crime.
I think Raiders are good for either shooting and assaulting. Raiders have splinter racks for Warriors, and options for assisting CC units with the shock prow (for 1 pt it's a must-have) and chain-snares (which may be overkill if it's a Wych Raider with a nearby Succubus or same with Archon). Grisly trophies + Phantasm grenade launcher are really interesting too, with all the Ld debuffs we can stack in CC it's that much models fleeing. The Raider can close the distance much faster too with Aethersails, it's effectively a movement of 22", which can charge afterwards if you opt for a Red Grief Raider. I like the Dark Lance on the Raider too, it's an easy way to fit in an anti-tank weapon.
Venom are in the same case, they're a bit faster (without counting Red Grief), and amazing with Flayed Skull as they are now moving 19", rerolling 1s to Hit with all their weapons (I'll always go double splinter cannons with those). It can receive grisly trophies and chain-snares too, but have one less attack than the Raider. If going with shooty passengers, Index Trueborns are nice with blasters, but regular Warriors are cheaper, although they can only equip one blaster and one blast pistol. It can be fun loading him up with Medusaes if you want to accompany an Archon or Succubus, it's Assault 4 9" S4 AP-2 per Medusae. They can be used as fodder if the Venom crashes too, to spare your HQ. Speaking of this, the -1 to Hit prevents plasma spam somewhat but it's still only one lucky Lascannon shot away from being destroyed.
So in my eyes, both have use in shooting and charging, with the Venom favouring elite units inside for shooting or assaulting, and the Raider better for Warriors or a Succu-bus with a pack of Wyches.
karandrasss wrote: So Nick Nanavati thinks Kabals are the worst, Scourges are underwhelming, and Wyches shutting down the enemy army is the way to go. Thoughts?
He's not a DE player, and while I think he is a good tournament player, that doesn't mean he is an authority on every army in the game. So take it with a grain of salt. I think calling Kabs the worst is daft. Saying wyches can shut down the enemy is nothing new either lol, I mean everyone has been saying this since the leaks. BTW there is a battle report on youtube where Nick loses to a "casual" store player nobodies heard of while he is fielding his Chaos soup list VS the guys Primaris only army. Excuses of luck ensue but in reality they played a randomly generated open war mission and without prep and practice to game the format, like most comp players, the playing field becomes more level. It's the reason why taking a net list doesn't make a player. Those lists are gamed for a specific meta and tournament packet.
EDIT: I'll add again, I am not bashing Nick, he's clearly an amazing player, but just remember he is more then likely planning on an eldar soup list that absolutely craps on the fluff, which is fine if thats your sort of thing, but for example scourge are by no means bad unless your planning on spamming ravagers which point for point do scourges task better in almost every way. I personally don't want to run 6-9 ravagers though lol.
Automatically Appended Next Post:
Fafnir wrote: How do we feel about Mandrakes? They already look like a significant improvement over Scorpions, but I'm not sure if it's enough.
Mandrakes are gods. Seriously, I have 20 and I sometimes wish I had more.
This message was edited 2 times. Last update was at 2018/04/11 19:54:54
karandrasss wrote: So Nick Nanavati thinks Kabals are the worst, Scourges are underwhelming, and Wyches shutting down the enemy army is the way to go. Thoughts?
He's not a DE player, and while I think he is a good tournament player, that doesn't mean he is an authority on every army in the game. So take it with a grain of salt. I think calling Kabs the worst is daft. Saying wyches can shut down the enemy is nothing new either lol, I mean everyone has been saying this since the leaks. BTW there is a battle report on youtube where Nick loses to a "casual" store player nobodies heard of while he is fielding his Chaos soup list VS the guys Primaris only army. Excuses of luck ensue but in reality they played a randomly generated open war mission and without prep and practice to game the format, like most comp players, the playing field becomes more level. It's the reason why taking a net list doesn't make a player. Those lists are gamed for a specific meta and tournament packet.
EDIT: I'll add again, I am not bashing Nick, he's clearly an amazing player, but just remember he is more then likely planning on an eldar soup list that absolutely craps on the fluff, which is fine if thats your sort of thing, but for example scourge are by no means bad unless your planning on spamming ravagers which point for point do scourges task better in almost every way. I personally don't want to run 6-9 ravagers though lol.
Automatically Appended Next Post:
Fafnir wrote: How do we feel about Mandrakes? They already look like a significant improvement over Scorpions, but I'm not sure if it's enough.
Mandrakes are gods. Seriously, I have 20 and I sometimes wish I had more.
Kabals are great, and tournaments players like you said play for tournaments meta/scenarios (something i say all the time).
I argue that Wracks are better than wyches at this point (4++ always and better toughness, sure its less attacks, but wracks can at least sit on an objective)
This message was edited 1 time. Last update was at 2018/04/11 19:59:20
Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.
ERJAK wrote: Forcing a 40k player to keep playing 7th is basically a hate crime.
Red Corsair wrote: He's not a DE player, and while I think he is a good tournament player, that doesn't mean he is an authority on every army in the game. So take it with a grain of salt. I think calling Kabs the worst is daft. Saying wyches can shut down the enemy is nothing new either lol, I mean everyone has been saying this since the leaks. BTW there is a battle report on youtube where Nick loses to a "casual" store player nobodies heard of while he is fielding his Chaos soup list VS the guys Primaris only army. Excuses of luck ensue but in reality they played a randomly generated open war mission and without prep and practice to game the format, like most comp players, the playing field becomes more level. It's the reason why taking a net list doesn't make a player. Those lists are gamed for a specific meta and tournament packet.
Not watched the game - but Open War can result in very skewed situations (although, as you say, it really just creates another meta).
I agree though its hard to see how kabalites are bad. Its possible it will never take on over a broader Eldar soup - or wych bombs & reavers - but for a pure DE list making a mini-RG build around a reroll 1s to hit and wound Archon just seems obvious.
I don't have the models and have no intention of getting them - but who doesn't want to see what 8 ravagers do to a Primaris army? Get some flyers in there too if possible.
So i'm pondering if I'm actually being too passive in my Poison Tongue Sslyth/Venom usage and that I could actually squeeze a bit more out of this. As a recap, i've currently been looking at a Sslyth "nest" on foot with Archon babysitter and two gunship venoms hogging his aura to put out solid spinter fire, with Wych's in the venoms ready to strike.
I'm now wondering just how much damage 3 Venoms, 2 with Kabalites, the other with Archon and Sslyth can do if I just ram them down my opponents throat turn 1. Assuming I can get the formation in 12" which shouldn't be too difficult that would be:
30 Splinter shots from Venoms
16 Splinter shots from Kabalites
12 Splinter shots from Sslyth
2 Shredders / Blasters as preferred
Unfortunately not benefitting from the Archon reroll, so only around 22.5 actual splinter wounds.
Then turn 2 you get all your Auras from the Archon as you dismount and move up. Assuming all your infantry survive any exploding venoms, that makes a further 13.5 splinter wounds plus whatever output from the remaining Venoms (extra 4.5 wounds each).
Now bear with me on this one as it's a little counter-intuitive. The accompanying Archon then uses an Animus Vitae relic to deal 1CP worth of mortal wounds and activate Flensing Fury in all the Kabalites. You then charge in, Venoms/Sslyth first to soak Overwatch. To back this aggressive rush up, you could Webway in supporting forces nearby on turn 1 so that you have some weight of numbers behind the Animus Vitae use, especially when it is not restricted to Kabal/Coven/Cult and will work on all allies.
So.... crazy idea?
This message was edited 1 time. Last update was at 2018/04/11 20:55:28
We are dark eldar. It would be crazy not to try that at least once.
I think whatever we do the end result is we have to be aggressive and hit as hard and as fast as possible. Everything else after that should be mop up.
So I think there is going to be a decent amount of strength now in using enemies bodies to protect our transport.
Let's use a red grief tantalus as an example. It disembarks its 15 which squad which can, pretty realistically, get into melee (insert any unit here it won't kill turn 1). The tantalus then moves into charge range, shoots, kills something, shoots again with the wych stratagem. Now it charges. The opponents can't flee the fight, wyches can be made to hit soft enough to avoid destroying target and the opponent can now do nothing to shoot your tantalus in the middle of their army. Meanwhile, your tantalus can disengage freely, leap frog however it likes and re-engage on a whim.
The same thing applies to basically any other vehicle to a lesser extent.
Okay, here's a redo of my list, meant to take advantage of the Raiding Force rule. As before, Alliance of Agony is in effect. Succubus will be getting Quicksilver Dodge, Haemonculous will be a Diabolic Soothsayer.
Archon [4 PL, 93pts]: Blaster, Labyrinthine Cunning, Huskblade, Writ of the Living Muse, Warlord (Archon)
+ Troops +
Kabalite Warriors [4 PL, 104pts] . 6x Kabalite Warrior
. Kabalite warrior with Heavy Weapon: Splinter Cannon
. Kabalite Warrior with special weapon: Blaster
. Kabalite Warrior with special weapon: Blaster
. Sybarite: Splinter Rifle
Kabalite Warriors [2 PL, 47pts] . 3x Kabalite Warrior
. Kabalite Warrior with special weapon: Blaster
. Sybarite: Splinter Rifle
+ Elites +
Mandrakes [8 PL, 128pts]: 7x Mandrake, Nightfiend
Sslyth [2 PL, 27pts]
+ Fast Attack +
Scourges [5 PL, 128pts] . Scourge with Special / Heavy weapon: Blaster
. Scourge with Special / Heavy weapon: Blaster
. Scourge with Special / Heavy weapon: Blaster
. Scourge with Special / Heavy weapon: Blaster
. Solarite: Shardcarbine
+ Heavy Support +
Ravager [7 PL, 140pts]: Dark Lance, Dark Lance, Dark Lance
Ravager [7 PL, 140pts]: Dark Lance, Dark Lance, Dark Lance
Succubus [4 PL, 55pts]: Archite Glaive, Impaler, The Blood Glaive
+ Troops +
Wyches [6 PL, 174pts] . Hekatrix: Agoniser, Splinter pistol
. 17x Wych
. Wych with Wych Weapon: Shardnet and impaler
. Wych with Wych Weapon: Shardnet and impaler
+ Fast Attack +
Reavers [6 PL, 154pts]: 2x Grav-Talon
. Arena Champion
. 3x Reaver
. Reaver with special weapon (up to 1 for 3 models): Blaster
. Reaver with special weapon (up to 1 for 3 models): Blaster
Reavers [6 PL, 154pts]: 2x Grav-Talon
. Arena Champion
. 3x Reaver
. Reaver with special weapon (up to 1 for 3 models): Blaster
. Reaver with special weapon (up to 1 for 3 models): Blaster
Note that I'm toying with the idea of replacing the Venom + small Kabalite squad with a Razorwing. I'm also toying with the idea of trading Black Heart for Flayed Skull and their massed rerolling 1's, not to mention better fighty combos for an Archon (though it's a hard choice, given how good the Writ, Labyrinthine Cunning and Agent of Vect are). Also, given that I'll be getting rerolls to charges on turn 2 anyway, would it be worth it to go for Cult of Strife or Cursed Blade instead of Red Grief and keep my Webway Wych Bomb in reserve until turn 2?
Also, rules question that may have been asked before: does the Archon's reroll 1s aura work if he's embarked in an open topped transport? And would the same apply to Writ of the Living Muse? I imagine the answer to both questions is no.
Another question: what do people prefer/think would be a more effective combo for a Succubus: Strife Succubus w. glaive, Phial Boquet and Blade Dancer for maximum attacks, or Red Grief Succubus w. Blood Glaive and Quicksilver Dodge? I'll admit that the latter seems more reliable, but the former seems like it has more fun potential given the number of attacks she could unleash.
Now bear with me on this one as it's a little counter-intuitive. The accompanying Archon then uses an Animus Vitae relic to deal 1CP worth of mortal wounds and activate Flensing Fury in all the Kabalites. You then charge in, Venoms/Sslyth first to soak Overwatch. To back this aggressive rush up, you could Webway in supporting forces nearby on turn 1 so that you have some weight of numbers behind the Animus Vitae use, especially when it is not restricted to Kabal/Coven/Cult and will work on all allies.
So.... crazy idea?
An interesting idea. Are you talking about mass-charging all of your Kabalites in, without any dedicated CC units backing them up? On the one hand, it would be a good use of their rerolling 1's thanks to Poisoned Tongue, but on the other, I think it all really depends on what your target is and how weakened they are.
This message was edited 6 times. Last update was at 2018/04/12 00:21:39
Hmm, 20 wyches vs 2x5 scourges with shredders for infantry duty...
Scourges do alpha strike better, but wyches can screen.
And how do you people plan to get the best value out of your haemonculus?
Was thinking of running 1 armed with ichor injector & flesh gauntlet with master nemesine trait to try to farm for thoose mortal wounds, or perhaps the reroll 1's on invulnerable saves or extra cp is just plain better
This message was edited 1 time. Last update was at 2018/04/12 01:49:21
I only play Haemonculus now with full coven, and they are right up there with my army with Electro Whip (its model that way). I really like the combo of Reavers (3x3) with my 2 kabals detachments, i like coven a lot, but i generally only like Talos as solo units or Grots and i dont want a Haemi for 1-2 units.
This message was edited 1 time. Last update was at 2018/04/12 02:30:24
And how do you people plan to get the best value out of your haemonculus?
Was thinking of running 1 armed with ichor injector & flesh gauntlet with master nemesine trait to try to farm for thoose mortal wounds, or perhaps the reroll 1's on invulnerable saves or extra cp is just plain better
I'm thinking just one with just stinger pistol, scissorhand and Master Artisan to boost Grotesques/Taloi. Beyond that, Diabolical Soothsayer is just too damn good.
Should I run the Kabalite Warriors as two groups with a Blaster each in Venoms, or as one big group in the Raider. I am thinking of getting a Haemonculus and some Wracks too.
I am thinking I might take the female Kabalite that is hanging off the Raider and turn her into another Archon.
This message was edited 1 time. Last update was at 2018/04/12 05:29:59
casvalremdeikun wrote: So far I am trying to figure out what to do with the models I have so far. I am leaning MSU with Venoms. What I have so far is the following;
Should I run the Kabalite Warriors as two groups with a Blaster each in Venoms, or as one big group in the Raider. I am thinking of getting a Haemonculus and some Wracks too.
I am thinking I might take the female Kabalite that is hanging off the Raider and turn her into another Archon.
I would take the Kabalites in the venoms and the wyches in the raider. Really I see very little value in running small groups of wyches. There really isn't much you can do with the units you have right now other than just take them.
Looking at what you have you are lacking some dedicated anti-tank. A ravager would be nice for that or some scourge. Play a few small games and figure out what you like.
for example scourge are by no means bad unless your planning on spamming ravagers which point for point do scourges task better in almost every way. I personally don't want to run 6-9 ravagers though lol.
That doesn't sound right. If that's true, then Scourges do suck, because Ravagers get the added durability.
This message was edited 1 time. Last update was at 2018/04/12 06:12:22