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Made in tr
Deadly Dark Eldar Warrior





First off I must say this is quite different from my current play style. I mostly like shooty mobile armies that can do some damage and then rush to objectives on turn 5. WIth that said, I like Duke Sliscus (even in shooty armies) and want to believe that an assault Dark Eldar army can be pulled off (a man can dream). So here's the list I'm very skeptic about myself. I just want some additional input on it.

Duke Sliscus - Warlord
3 Trueborn - Splinter pistols and CCW & Haywire
Dracon - Venom Blade, PGL, Ghostblade armour
Now this is the most controversial unit by far. I just want a way to maximise Duke Sliscus I suppose. They might obviously get slaughtered if they don't do good damage on the charge.

Haemonculus - Venom Blade, Shattershard, Liquifier Gun
8 Wyches - Hydra Gauntlets (or Razorflails) & Haywire
Hekatrix - Venom Blade
Raider

10 Warriors - Splinter Cannon
Raider - Splinter Racks, Nightshields

5 Reavers - 2 Blasters, Cluster Caltrops
Arena Champion - Venom Blade

Ravager - Nightshields

Razorwing Jetfighter - 2DL, Splinter Cannon, 4 Shatterfield Missiles & FF

I don't think I'd have problem with any AV personally. For blobs I got the Razorwing. I might choose to bring Disintegrators on both raiders if I know I will be facing some 2+. My only worry is basically not enough "cannon" out of "glass cannon". What are your thoughts?



DS:90S++G+M---B++I+Pw40k+ ID+++A+/mWD-R+T(T)DM+ 
   
Made in us
Executing Exarch





The Twilight Zone

You need all the AT you can muster since your going assault heavy. Keep lances everywhere you have them.

Interesting idea using the duke in a dedicated assault squad, although trueborn are still better at shooting than assaulting. +1 attack won't matter much once all is said and done, but extra shots will. Why not take shardcarbines across the unit? More dakka(on your shooting phase and overwatch) but you retain assault capability. Better use of the 3+ poison, and dakka from the venom(I hope they are in one and you forgot to list it) Haywire is OK, but the PGL is not needed when you can just buy plasma grenades. Anything worth its salt can charge and own you in assault, so the defensive grenades won't really matter. For the price of the dracon and his toys, you could get a hamey with a venom blade.

With drugs, wytches have a chance. Razor flails are stastically better than hydra gauntlets unless your drug is re rolling to wound. Shardnet is nice if you need to tarpit an MC or small elite squad(terminators). Consider aethersails for their raider, as you may only have 1 turn of raider movement. Probably going to flat out anyways for the save, might as well get nice and close. Something I have come around to is the torment grenade launcher if I have spare points. It costs next to nothing, but it can swing a game on a leadership test. Failing to charge a raider saves it for one more turn, or possibly negating a psychic test, etc. It is certainly only there if you have points...

Arena champs are OK if you want the leadership boost, but try to keep the bikes out of assault. The venom blade is cheap enough to be warrented in case you need to charge and finish something off. Cluster caltrops are expensive for what you get, and 6 bikes can usually do enough damage with stock bladevanes.

Ravagers are of course, amazing. I would toss the splinter cannon from the razorwing, however. You are going to shoot 2 missiles a turn, and probably both lances, meaning no cannon till turn 5 minimum. The cannon comes into play when your shooting at an MC or horde, but razorwings usually have to pull AT/AA duty. On the chance you are out of missiles or want the straight shots, just use the rifle and count your blessings.

2 troops at 1250 is a bit weak, considering one is an assault squad. It would be nice to see a small unit of wracks in a venom for scoring. Plus, venoms.


The most important rule of 40K-Page XVII of the 6th edition rulebook, the figure at the top right of the page. "Shake hands with your opponent and thank them for a good battle and fun experience." Then go out for a beer.
Shine bright like Iyanden  
   
Made in tr
Deadly Dark Eldar Warrior





Oh yeah I did forget to list the venom!

I've also considered shardcarbines. But opted to keep em cheap and have the +1 attack. But I will give it more thought. I will also consider a heamy since now you've made me realise that dracon costs as much as a haemy. I might even be able to squeeze another liquifier gun which would make that unit not bad tbh.

I might want to keep the hydra, I'm a natural 6 roller! But it really comes down to what I'm facing I think. For tougher targets I'll probably go razorflails. I also like TGL but wanted to keep the raider as cheap as possible. I will get them if I find the points for it. I'm not sure if I want to get so close that they can glance my raider with rapid fire, but I'll try the aethersails if I have the points for it.

I really want to maximise the combat drugs, so I was actually thinking on putting the reavers on assault but perhaps to finish something off. I do realise cluster caltrops are expensive but S6 sounds so nice tbh. But I might need the points for that liquifier gun after all!

I like to be flexible with my Razorwing. There isn't usually anything left for my lances so I shoot down some stuff. With that said I do usually have 1 more ravager or blasterborn for AT duty. I was thinking I might be ok with the haywires but I might want to put those points somewhere else I guess.

I am indeed considering a unit of wracks. I'm even actually getting a unit of 9 wracks instead of the wyches but I doubt I would be able to squeeze in another troop if I do that. I might just get 3 wracks to sit on an objective or something.

Do you think this list will have a shot overall with these changes?

As always, I appreciate the input Serling!



DS:90S++G+M---B++I+Pw40k+ ID+++A+/mWD-R+T(T)DM+ 
   
Made in us
Executing Exarch





The Twilight Zone

Of course the pistols and CCW are cheaper, but the shardcarbines are not that expensive. The duke wastes his 3+ poison on a few pistols, and the shardcarbines gain range. Some days, your squad might get shot to ribbons before assault, but some guns mean you can shoot back. A few extra attacks won't really matter, you will either butcher the squad or get cut down. Fnp from the hamey helps, but the dakka from the carbines deals more wounds before the assault, allowing for a 1-2 punch mechanic. Shoot em up, then assault and cut down the survivors. They also help in case somebody charges you. Combined with the liquifier and don't forget the duke's pistol, you get a decent amount of fire from a small, more assault oriented squad. With haywire grenades and the blast pistol, you can do AT in a pinch, and don't forget you can throw plasma grenades as well.

Hydras do outperform the flails if you roll a 5 or 6, particularly if you have 2 pain tokens(should the drugs take hold...) or hit re rolls to wound. +1 weapon skill also favors the hydra gauntlets, while +1 attack favors the flails. In the end neither are wrong, its personal preference swayed by whatever the duke has the girls snort/inject/smoke. Aethersails take priority over the TGL, and you can honestly live without both, I just find them to be really useful for the cost.

The reavers can and should assault to finish off an enemy, but only when you have the oppournity to strike. It is all about that pain token, which can also be obtained with bladevane hits, so turbo boost at the end of your shooting phase when enemy squads will be weakest. S6 and D6 hits make caltrops great, but since you also want assault and pinch AT duty, better spent on liquifiers etc.

It is not that the splinter cannon is all that bad, but it becomes an expensive investment in a tissue paper flier. It really shines against FMC's, where your missiles can't fire.

Wracks are also great assault shock troops. You could do 5 wytches in a venom with haywires, and then 9 wracks with a liquifier, or the 3 man team. Wytches benefit from drugs, but wracks take more of a punch off the bat, while generally doing more damage in assault. The lack of grenades and special weapons is compensated by the liquifier.

Your list should put up a decent fight. As always, glad to help

The most important rule of 40K-Page XVII of the 6th edition rulebook, the figure at the top right of the page. "Shake hands with your opponent and thank them for a good battle and fun experience." Then go out for a beer.
Shine bright like Iyanden  
   
Made in gb
Sinewy Scourge




Warrington, UK

You should take agonisers over venom blades.

Website: http://www.northernwarlords.co.uk

Facebook: https://www.facebook.com/northernwarlords

Dark Eldar 35,000pts
Craftworld Eldar 27,500pts
+ 10,000pts of Ynnari, Corsairs & Harlequins 
   
Made in tr
Deadly Dark Eldar Warrior





So I've done a revised list. Shingen, I expect some champions of chaos, I thought an agoniser would come in handy for challenge duty on my acothyst. Here's the revised list:

Duke Sliscus
Haemy #1 - Venom Blade, Liquifier Gun, Shattershard
3 Trueborn - Shardcarbine, Plasma & Haywire grenades
Venom - 2 SC, NS (NS might be useless here but wanted some sort of protection from the bullets this thing will attract)

5 Wyches - Hydra Gauntlets, Haywire Grenades
Venom - 2 SC

Haemy #2 - LG, Scissorhand
8 Wracks - LG
Acothyst - Agoniser
Raider - TGL, Aethersails

5 Reavers - 2 Blasters
Arena Champion - VB

Ravager - NS
Razorwing Jetfighter - FF, 2 Necrotoxin, 2 Shatterfield Missiles

I'm not fan of removing my warrior squad but I'll see how it goes. If this list succeeds and I will gain faith in assault based DE army.



DS:90S++G+M---B++I+Pw40k+ ID+++A+/mWD-R+T(T)DM+ 
   
 
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