StarGate wrote:
HQ Duke Silcus ( Use him for his deep strike ablilies if facing Deep Striking army)
Honestrly deep striking with
DE is a really dangerous game. I would rather just come on from my board edge. That lets me get out and assault something or even shoot from within my raider. Personally I would drop duke unless running a pure wyche cult list in which his 2 rolls on the drug table comes in much nicer, then pick up a haemy with a liquifier gun.
StarGate wrote:
Elite true born 7 four blaster and two splinter cannons Raider with dissie . night shields /flicker
Ok I see what you were going for but if you are dead set on the duke drop the blasters and give everyone not carrying a
SC a carbine to maximize the 3+ poison. Keep the Dark Lance on the raider. Sadly dissies are nowhere near as good as they used to be. As for
NS, they really aren't worth it. They used to be the only protection we had but now they are obsolete. If you want to shoot your blaster at something, then you have to be in 18" right? Well the reduced range of things that can threaten your raider, like assault cannons and stationary/relentless plasma guns will be 18" thus in range. Now for the dark lance things like lascannons, autocannons, and
ML don't care as they are already in range. Moral of the story keep the
FF.
Now with that said the 4 trueborn w/ blasters is all you need. Putting them in a venom w/ 2
SC gives you the same anti-infantry firepower as your current squad but can always fire heavy 6 and fire at something other than the trueborn inside.
StarGate wrote:
Troops Warriors 10 blaster / splinter cannon raider w/ DL ,NS.FF SR(splinter racks)
Troops Warriors 10 blaster / splinter cannon raider w/ DL ,NS.FF SR(splinter racks)
Troops Warriors 10 blaster / splinter cannon raider w/ DL ,NS.FF SR(splinter racks)
Troops Warriors 10 blaster / splinter cannon raider w/ DL ,NS.FF SR(splinter racks)
Splinter racks are interesting but you have to be so close to use them effectively. If you move at all you have to be within 12" of the enemy thus charge range. By going with 5 guys and just the blaster and then venoms like above you have more anti-infantry but can stay farther away. The saved points will let you get a 5th warrior squad and someplace for the haemy to go. A singel wych squad 9 total including a hekatrix w/ agoniser in a raider w/
FF. Razorflails and haywires can be added if you have the points. But now you have wyches with
FNP and a decent tarpit unit or a counter charge unit to protect the warriors.
StarGate wrote:
Heavy Ravager 3 DL NS,FF
Heavy Ravager 3 Dissie Ns,FF
Again I would say no to the dissies and the
NS.
StarGate wrote:
Fast Attack Scourges 5 Two haywire blasters
Fast Attack Reavers 6 Two/ heat lances
Ok so look at the two squads prices. You have two units that take a
ld thest after the same number of casualties (2), pay the same price for special weapons (of same type) and both cannot rally past the same point (2 alive). So why take the bigger squad of reavers when scourges can do it for less. Yes you suffer one less toughness, but you get a better armor and a jink invul save, plus save enough for 2 wyches w/ grenades! Personally I would drop them to round out the troops (we need 6 at this level) and top off the ravagers or trueborn.
StarGate wrote:
Comes too 1750 on the money,
Yeah there no Hand to hand in the army except for the Duke and trueborne
Tge thing is trueborn aren't that great in
CC so I wouldn't trust them to live through it. Duke is ok in that he can ignore armor, but it is just a 1/3 chance. Wyches will go further and have a chance for survival.