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		<title><![CDATA[Latest posts for the thread "1850 DE Archon & Duke tag team"]]></title>
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				<title>1850 DE Archon &amp; Duke tag team</title>
				<description><![CDATA[ I've posted a couple lists before when I still relatively new to the game and have gotten some great advice.  I am here again for the same reasons, though now with more experience under my belt.<br /> <br /> I've had quite a bit of success with running Duke and Trueborns in Raiders with Shardcarbines, so I've attempted to build a list around going *almost* pure Kabal:<br /> <br /> The Kabal Tag Team: - 1850 on the money<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> Archon - Blaster, Shadow Field - 105<br /> Duke Sliscus - 150<br /> <br /> Elites:<br /> Trueborn x9 - Shardcarbine x9 - 153<br /> Raider - Flickerfield, Disintigrator - 70<br /> Trueborn x4 - Blaster x4 - 108<br /> Venom - Nightshield, Splinter Cannon - 75<br /> Trueborn x4 - Blaster x4 - 108<br /> Venom - Nightshield, Splinter Cannon - 75<br /> <br /> Troops:<br /> Kabalite Warriors x10 - 90pts<br /> Raider - Flickerfield, Disintigrator, Splinter Racks - 80<br /> Kabalite Warriors x5 - 45<br /> Venom - Nightshields, Splinter Cannon - 75<br /> Kabalite Warriors x10 - Splinter Cannon - 109<br /> <br /> Fast Attack:<br /> Reaver Jetbikes x6 - Grav Talon, Heat Lance x2 - 166<br /> <br /> Heavy Support:<br /> Ravager - Nightshields, Dark Lance x3 - 115<br /> Ravager - Nightshields, Dark Lance x3 - 115<br /> <br /> Allies:<br /> <br /> <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:<br /> Farseer - Jetbike, Mantle of the Laughing God, Singing Spear - 160<br /> <br /> Troops:<br /> Windrider Guardian Jetbikes x3 - 51<br /> <br /> The strategy is to put the Duke with the Shardborn and the Archon with one of the Blasterborn.  The Shardborn would Deep Strike with the Duke, as would the Warriors in the Raider and open up with 47 poison shots on turn 2 (hopefully...).  Warriors in the Venom will help provide a screen for the Warriors on foot, who are there to camp objectives and remain in cover, offering up many more poison shots.  Jetbikes are dual-purposed with a Grav-Talon in case there's no more armor to shoot at, at least they will be able to Bladevane attack and cause some pinning.<br /> <br /> Farseer will have Eldar Runes of Fate and will essentially just zip around with a 2+ re-rollable cover save blessing everything in sight.  Windriders are just a fine troop choice and will likely remain in reserves until turn 4 and capture late-game objectives.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Tue, 1 Oct 2013 17:19:18]]> GMT</pubDate>
				<author><![CDATA[ rabidelfman]]></author>
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				<title>1850 DE Archon &amp; Duke tag team</title>
				<description><![CDATA[ I see a distinct lack of drugs considering the duke is there.<br /> <br /> Plus if your Venoms get popped his squad is going to get obliterated in <span class="glossaryitem" onmouseover='gp(19);'>cc</span>.]]></description>
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				<pubDate><![CDATA[Tue, 1 Oct 2013 17:52:38]]> GMT</pubDate>
				<author><![CDATA[ Shingen]]></author>
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				<title>1850 DE Archon &amp; Duke tag team</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/555462/6105782.page"><b>Shingen wrote:</b></a><br/>I see a distinct lack of drugs considering the duke is there.<br /> <br /> Plus if your Venoms get popped his squad is going to get obliterated in <span class="glossaryitem" onmouseover='gp(19);'>cc</span>.</div></blockquote><br /> <br /> Duke is there for free Retrofire Jets and for the 9 Trueborn with Shardcarbines to take advantage of his 3+ Poison (instead of 4+), which makes up for not taking advantage of his drugs.<br /> <br /> The Archon is in a Venom, however, how is that any different than any other Trueborn squad in a Venom?]]></description>
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				<pubDate><![CDATA[Tue, 1 Oct 2013 18:02:01]]> GMT</pubDate>
				<author><![CDATA[ rabidelfman]]></author>
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				<title>1850 DE Archon &amp; Duke tag team</title>
				<description><![CDATA[ You may want to consider more drug using units, but even for the 2 units with drugs, the rolls will be nice. Your effectively doubling your chance for 2 units to get <span class="glossaryitem" onmouseover='gp(265);'>FNP</span> off the bat, which is good for the trueborn and bikes alike. You could consider getting drugs and a venom blade on your archon, to give you more drug force multiplier and some extra <span class="glossaryitem" onmouseover='gp(19);'>CC</span> threat. <br /> <br /> <blockquote><div><a href="/dakkaforum/posts/preList/555462/6105782.page"><b>Shingen wrote:</b></a><br/><br /> Plus if your Venoms get popped his squad is going to get obliterated in <span class="glossaryitem" onmouseover='gp(19);'>cc</span>.</div></blockquote><br /> <br /> This is true of any decent unit of both skill or size, but that is not really a concern as they are going to shoot until they have to fight. With a bunch of I5 hits and overwatch, you might actually do something.<br /> <br /> I would put dark lances on all of your raiders as poison should handle just about everything else, but lacking <span class="glossaryitem" onmouseover='gp(482);'>AT</span> sucks. If you want dissies, consider making a ravager triple dissies and using guide/prescience on it! Also, double good if you manage to get doom on your farseer.<br /> <br /> The 5 man kabbie squad is okay for the venom, although I would try to swing a blaster for them. Alternatively, you can go with haywire wytches. You 10 man foot squad is okay, but may die easily depending on your opponent with the prevelance of ignore cover in the game these days.<br /> <br /> The grav talon is okay on the reavers, but pinning is somewhat hard to pull off against mostly high leadership and fearless units. That said, if you turbo boost last and bladevane to finish a squad you can get a pain token and get into position to heat lance a tank. Always use the bladevanes before the lances, as once you go in for the lances your reavers are probably dead.<br /> <br /> Relying on reserves is a bit iffy. You talk about T2 heroic deep strikes and poison dakka, while your jetbikes just hide. The opposite could easily happen, so beware. ]]></description>
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				<pubDate><![CDATA[Tue, 1 Oct 2013 20:51:28]]> GMT</pubDate>
				<author><![CDATA[ Dr. Serling]]></author>
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				<title>1850 DE Archon &amp; Duke tag team</title>
				<description><![CDATA[ Hrm... you're right.  I finagled it by removing the Flickerfields from the Raiders and keeping them stock freeing up some points for Drugs and a Venom Blade for the Archon and swapped the Dissies for Dark Lances.<br /> <br /> While I was really trying to keep it in the Kabal, I do like the idea of having a Venom of Haywire Wyches to perform mop-up duties, and it'll give me something else for the Drugs.  I swapped out the Warrior Venom for a Wych Venom with an <span class="glossaryitem" onmouseover='gp(382);'>SC</span> and promoted one to Hekatrix with a Venom Blade, gave one Hydra Gauntlets and gave them all Haywire grenades.  This also means I removed the Grav-Talon.<br /> <br /> I agree that regardless of skill or size, once our transport crashes, we just need to fire everything we have until we're overrun, essentially.  If someone is dumb enough to charge 9 Shardborn, though, it'll be interesting to see what happens.  My 10-man foot squad is staying, simply because I've come to like having a static objective holder, AND ignore cover isn't that common in my meta.<br /> <br /> I've actually used something akin to this list before, Deep Striking a boatful of Warriors w/ Racks and Trueborn w/ Duke.  It went very, very well as I tend to get my reserve rolls when I want them.  Luck could always run out, though.  Windrider Jetbikes will be chilling in reserves, whereas my Reavers will be harassing vehicles with <span class="glossaryitem" onmouseover='gp(278);'>JSJ</span>, so there's that.]]></description>
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				<pubDate><![CDATA[Tue, 1 Oct 2013 22:19:54]]> GMT</pubDate>
				<author><![CDATA[ rabidelfman]]></author>
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