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Made in us
Fixture of Dakka





Los Angeles

My reason for submitting this for dakka's scrutiny is:
a. Is this all legal by ITC's rules?
b. Anything I could tighten up and make nastier?

Yes, I know a Doom Seer makes Haywire blasters wonderful, as that's what I'm currently running. But I'm wondering if a pure drukhari list, with 20 CPs is worthwhile.


Brigade - Kabal de Corazone Negre

Archon - huskblade - 76, Warlord, Labrythine Cunning
Archon - huskblade - 76
Archon - huskblade & blast pistol - 86

x5 Trueborn - blasters x4 - 123
x5 Trueborn - blaster - 72
x5 Trueborn - blaster - 72

x5 Kabalites - blaster - 47
x5 Kabalites - blaster - 47
x5 Kabalites - blaster - 47
x5 Kabalites
x5 Kabalites
x5 Kabalites

Ravager - x3 DLs, Shock Prow - 141
Ravager - x3 DLs, Shock Prow - 141
Ravager - x3 DLs, Shock Prow - 141

x5 Scourges - Haywire blaster x4 - 92
x5 Scourges - Haywire blaster x4 - 92
x5 Scourges - Haywire blaster x4 - 92

x3 Raiders - Disintigrator Cannon** & Shockprows 81
x1 venom - naked - 65

Battalion - cult of cursed blade
Succubus - agonizer & archite glaive - 54
Succubus - agonizer & archite glaive - 54
x5 wyches - Shardnet & Impaler, Agonzier - 49
x5 wyches - Shardnet & Impaler, Agonzier - 49
x5 wyches - Shardnet & Impaler, Agonzier - 49

1998

Anybody poopin' their drawers?

** edited

This message was edited 2 times. Last update was at 2018/11/04 00:43:39


"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

Quitting Daemon Princes, Bob and Fred - a 40k webcomic 
   
Made in us
Regular Dakkanaut




put the 3 shock prows on the raiders instead of the ravagers. keep the ravagers away from melee
   
Made in ca
Krazed Killa Kan




Claremont, ON

Since you have 2 pts left just add 2 prows to the raiders and take one off the ravager to give it to last raider.

2500 4000 4000 5000 5000
DE 2500 TS: 2500 2500  
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Trueborn are just in the index, not in the codex.
Are you allowed to play this according to ITC?

This message was edited 1 time. Last update was at 2018/11/02 14:19:06


Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Regular Dakkanaut




Kabalites arent hard to kil and really need to be able to get to the fight, ie venoms. This list looks tier 5 dark eldar build at best
   
Made in de
Ladies Love the Vibro-Cannon Operator






Hamburg

Straight_Memer wrote:
Kabalites arent hard to kil and really need to be able to get to the fight, ie venoms. This list looks tier 5 dark eldar build at best

Footslogging is a slow way to die.
Indeed, Warriors and Wyches die too easily.

Former moderator 40kOnline

Lanchester's square law - please obey in list building!

Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
   
Made in us
Sword-Bearing Inquisitorial Crusader





Cleveland, Ohio

It's just sort of, ok.

Main glaring weakness is the lack of transports.

More subtle issues are:
- The Cult Battalion doesn't really contribute anything to the list other than some CPs.
- You have plenty of CPs, more than enough. Other than AoV what are you going to be using them on?
- Going off the previous point, you don't really have many good targets for Strategems. Good lists have a game plan that combines Strategems with units available to get the most out of your CPs. Your CP plan seems to only be to react to your opponent, I think being proactive is better than being reactive.
- You are sacrificing a lot in order to get those 5 extra CPs... a lot. And really all you are getting is an extra AoV.
- why take Trueborn if you aren't going to fill out their weapon slots?

My recommendations would be.
1: drop the Cult. I love Wych Cults, they are usually my primary detatchment, but they aren't good if you don't commit to them.

2: use the points you save and properly equip your Brigade. Either add 2 more Raiders plus filling out some Blasters, or add 3 Venoms plus blasters.

3: I personally think that Brigades just don't really work in the Drukhari Codex. There aren't enough options for each faction so if you make one you're pretty much forced into very few choices. I generally prefer 2 Battalions rather than a Brigade.

4: IIRC Index units that did not get an entry in their Codex are legal. (Trueborn don't pop up too often in tourneys because they aren't a spectacular choice). I'd check with each tournament you go to when you register, so you don't show up on the day of and run into issues.

Sometimes, you just gotta take something cause the model is freakin cool... 
   
Made in us
Fixture of Dakka





Los Angeles

 wuestenfux wrote:
Trueborn are just in the index, not in the codex.
Are you allowed to play this according to ITC?
Yes, indeed. With d6 blasters, straight from the head ITC guy's mouth. In person. At the BAO and SoCal GTs, and many local RTTs in between.




Automatically Appended Next Post:
@all:
There are shock prows on the raiders, I forgot to type that. Sorry.


 wuestenfux wrote:
Straight_Memer wrote:
Kabalites arent hard to kil and really need to be able to get to the fight, ie venoms. This list looks tier 5 dark eldar build at best

Footslogging is a slow way to die.
Indeed, Warriors and Wyches die too easily.
I agree. The current incarnation of the list has every one in a transport to start, except the Skyrunners Farseer & Warlock, and their Rangers for a patrol detachment.

@wuestenfux:
By pulling the eldar out, I was wondering about the above list, with loads more CPs for Agents of Vect. Since the BIG FAQ, I've had to be more selective about its use.

As far as wyches, I could put 2 units of kabs on the ground and 2 units of girls in a raider, depending on opponent's army, deployment, terrain etc.

And there are a lot of kabs on the ground, yielding an easy 4 points of Butcher's Bill (an ITC secondary goal). If I were to drop girls altogether, I'm looking to buy 30 or so more warriors (use models are a reasonable option) to create a battalion to go with a brigade.


Automatically Appended Next Post:
 Creeping Dementia wrote:
It's just sort of, ok.

Main glaring weakness is the lack of transports.

More subtle issues are:
- The Cult Battalion doesn't really contribute anything to the list other than some CPs.
Yes, that is pretty much its job. Generate CPs, but, girls are incredibly useful with No Escape ... leading to ...
 Creeping Dementia wrote:
- You have plenty of CPs, more than enough. Other than AoV what are you going to be using them on?
... Cruel Deception. It is good with wyches or when Trublasters get tied up.


 Creeping Dementia wrote:
- Going off the previous point, you don't really have many good targets for Strategems. Good lists have a game plan that combines Strategems with units available to get the most out of your CPs. Your CP plan seems to only be to react to your opponent, I think being proactive is better than being reactive.
- You are sacrificing a lot in order to get those 5 extra CPs... a lot. And really all you are getting is an extra AoV.
And I would assert that since AoV is reactive only, there's mostly this game plan:
Shoot his stuff dead and AoV anything he tries that helps him. Of course, I have proactive plans, too. See below.

 Creeping Dementia wrote:
- why take Trueborn if you aren't going to fill out their weapon slots?
Not enough points. A battalion of succubi/wyches is just 40 odd points less than archons/kabs. Mandrakes are pricier than Truborn, so I was filling in blasters here and there. This is definitely an area in need of tightening up.

 Creeping Dementia wrote:
3: I personally think that Brigades just don't really work in the Drukhari Codex. There aren't enough options for each faction so if you make one you're pretty much forced into very few choices. I generally prefer 2 Battalions rather than a Brigade.

4: IIRC Index units that did not get an entry in their Codex are legal. (Trueborn don't pop up too often in tourneys because they aren't a spectacular choice). I'd check with each tournament you go to when you register, so you don't show up on the day of and run into issues.
I have noted above that they're legal for ITC and they can use d6 blasters.
I disagree about them not being a spectacular choice. Trublasters in a venom is a great tool. Its small foot print allows great placement. Even deploying it turn 1 (most of the time) I use it to hop over screens, get 1.1 inch away from characters and happily snipe away. If I am sure my opponent can kill it turn 1, I use Screaming Jets to assure a venom's survival and pop it in later, that small foot print making it hard to screen out.

I don't know if I will sideline my DoomSeer and his JinxLock buddy, but having 5 AoVs puts a lot more control in my hands than just have 3 with the 2 battalion list I have been running. I think I will go and see just how many kabs I own and can put on the table.

Thanks to all for input.

This message was edited 2 times. Last update was at 2018/11/04 00:02:37


"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

Quitting Daemon Princes, Bob and Fred - a 40k webcomic 
   
Made in us
Fixture of Dakka





Feasting on the souls of unworthy opponents

Wyches that can pop out of a webway, advance, then assault are mean. You planning on any of that? You could combine some wyches.

   
Made in us
Fixture of Dakka





Los Angeles

 Dashofpepper wrote:
Wyches that can pop out of a webway, advance, then assault are mean. You planning on any of that? You could combine some wyches.
Almost. Popping out of the WebwayP precludes Advancing, because you'd still need to be 9" away from the enemy. Getting around that, at the beginning of 8e, warlocks would cast Quicken on Shining Spears; Maggy or other CSM would cast Warptime. With those combos, you could WWP or Deep Strike, shove Chaos Termies or gods-knew-what into an enemy with a really short charge.

Speed Bumps became absolute necessities. I have 10 extra rangers I bought late in the development and now they're superlative because those GW adjustments decreased the need for screens/speed bumps via last spring's big FAQ. Now, Dash, Deep Strikers only get to plop down, Psy-cast, shoot guns and charge, no Advancing, no Quicken, no Warptime.

Unless I missed a game mechanic somewhere. I am 95% sure that I'm right on this.
- - - - - - - -
Still talking about girls though, I think Cursed Blade giving +1 str is better than Red Grief advance+charge. IMHO.

Also, 2 units of girls will cost 3 CPs of WebWayP. Better to use Architects of Pain, and give 1 unit of girls reroll charge Turn 1, per an up-level of Power from Pain.

"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

Quitting Daemon Princes, Bob and Fred - a 40k webcomic 
   
 
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