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 incubi - decent even without grenades

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Brom
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Myrvn
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PostSubject: incubi - decent even without grenades   incubi - decent even without grenades I_icon_minitimeMon Oct 06 2014, 06:28

Incubi still seem valid. I played a game if seventh and kept my obligatory incubi unit: 8 bodies, one upgraded to squad leader, and a ham.

They did very well. I flew up with a raider and assaulted marines in a forest turn 2. They did fine. I didn't lose any to over watch and just one to closer combat. They were ready for another assault on turn 3. 3+ armor and FNP really help them accept incoming hits even if they don't swing first.


The changes to PfP are worse for them, but better overall. However, I think using them to munch small or non-combat units for a few turns will really pay off in the end. They may be a smaller squad by turn 4, but they will also be S5 on the charge. It also seems like enemy units are all over the board by mid game due to dark eldar shenanigans and Maelstrom.

And with the price drop they are still a decent unit.

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Thor665
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PostSubject: Re: incubi - decent even without grenades   incubi - decent even without grenades I_icon_minitimeMon Oct 06 2014, 06:44

Myrvn wrote:
Incubi still seem valid. I played a game if seventh and kept my obligatory incubi unit: 8 bodies, one upgraded to squad leader, and a ham.

I know you mean haem.
But the image of a Klaivex munching on a haunch of ham just won't leave my head now.
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Myrvn
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PostSubject: Re: incubi - decent even without grenades   incubi - decent even without grenades I_icon_minitimeMon Oct 06 2014, 06:46

Nom nom nom..
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PainReaver
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PostSubject: Re: incubi - decent even without grenades   incubi - decent even without grenades I_icon_minitimeMon Oct 06 2014, 13:30

Succubus w/ Incubi.

Charge into cover. Succubus kills a couple of first. They retaliate. A couple of wounds, Succubus takes a wound or save.

Now Incubi chop chop choppity chop. Roll 6 for rampage.
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@miral
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PostSubject: Re: incubi - decent even without grenades   incubi - decent even without grenades I_icon_minitimeMon Oct 06 2014, 14:35

Also, Klaivex is down to 10 pts now and has the special rule that grots also have...+ d3 attacks when outnumbered I think. I always used four guys naked, now I will use four incl. Klaivex. + 2-4 attacks in most cases. Great counter against marines and the kind!

Ham does not pass on the tokens any more, so you kind of have to use the supplement to give him fleet with one relic.
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Selvhan
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PostSubject: Re: incubi - decent even without grenades   incubi - decent even without grenades I_icon_minitimeMon Oct 06 2014, 14:36

Incubi have 6 ini, why would they strike last ?
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Count Adhemar
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PostSubject: Re: incubi - decent even without grenades   incubi - decent even without grenades I_icon_minitimeMon Oct 06 2014, 14:43

Selvhan wrote:
Incubi have 6 ini, why would they strike last ?

Charging into cover.
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PostSubject: Re: incubi - decent even without grenades   incubi - decent even without grenades I_icon_minitimeMon Oct 06 2014, 14:55

Count Adhemar wrote:
Selvhan wrote:
Incubi have 6 ini, why would they strike last ?

Charging into cover.

Which you can alleviate, if you can charge through an open spot in the cover.
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Count Adhemar
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PostSubject: Re: incubi - decent even without grenades   incubi - decent even without grenades I_icon_minitimeMon Oct 06 2014, 15:00

PainReaver wrote:
Count Adhemar wrote:
Selvhan wrote:
Incubi have 6 ini, why would they strike last ?

Charging into cover.

Which you can alleviate, if you can charge through an open spot in the cover.

Sorry but I've never seen any terrain that would allow me to do that.
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Lord Azrael
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PostSubject: Re: incubi - decent even without grenades   incubi - decent even without grenades I_icon_minitimeMon Oct 06 2014, 15:30

+2-4 attacks only in charge or standard?
He get 1 for charging and the d3 is all the time if he is outnumbered?
Is he still out numbered if he's in a challenge?
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Thor665
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PostSubject: Re: incubi - decent even without grenades   incubi - decent even without grenades I_icon_minitimeMon Oct 06 2014, 16:15

It is calculated at the start of the Fight sub-phase which is prior to challenges, and regardless, it considers the whole combat, so it would count the people in the challenge and also any who are not.
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@miral
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PostSubject: Re: incubi - decent even without grenades   incubi - decent even without grenades I_icon_minitimeMon Oct 06 2014, 16:17

Rampage is the one I think! The Klaivex got rampage and I am sure he did not have it in the old dex.
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Brom
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PostSubject: Re: incubi - decent even without grenades   incubi - decent even without grenades I_icon_minitimeMon Oct 06 2014, 18:55

I've been using incubi for upwards of 50 games now and while they occasionally fall short they usually kick ass. My worst experiences were when I over tooled them and added a pgl archon.

3-4 works pretty decent I've found but I settled on 5 awhile ago as my magic number, and now I'm adding a klaivex. They shred most anything, even units in cover that aren't dedicated assault units and you dont often see assault units in cover anyway.

tldr; Shooting is still their main bane not lack of grenades.
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aurynn
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PostSubject: Re: incubi - decent even without grenades   incubi - decent even without grenades I_icon_minitimeMon Oct 06 2014, 19:13

They dont need grenades with the vehicles we have... They just need a skilled hand, which admittedly isn't mine. :-D But I am learning. :-)
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Mr Believer
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PostSubject: Re: incubi - decent even without grenades   incubi - decent even without grenades I_icon_minitimeMon Oct 06 2014, 22:51

They're definitely still decent. It's just a case of picking the right target. Don't charge Space Wolves in cover. Very stupid idea Sad
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Myrvn
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PostSubject: Re: incubi - decent even without grenades   incubi - decent even without grenades I_icon_minitimeMon Oct 06 2014, 23:19

I'm with Brom. 8 plain Jane was my magic number. I'm currently thinking 7 with Klaivex and a raider with Night Shields.

Run two juicy targets up with night shields and have 2-3 cheaper bare bones raiders behind them.
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Bleaksoul Brethren
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PostSubject: Re: incubi - decent even without grenades   incubi - decent even without grenades I_icon_minitimeMon Oct 06 2014, 23:47

I like running the incubi in 4 man squads with a klaivex (so cheap now) in venoms. This gives 2 squads that the opponent has to worry about instead of just one.
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El_Jairo
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PostSubject: Re: incubi - decent even without grenades   incubi - decent even without grenades I_icon_minitimeTue Oct 07 2014, 00:49

Bleaksoul Brethren wrote:
I like running the incubi in 4 man squads with a klaivex (so cheap now) in venoms. This gives 2 squads that the opponent has to worry about instead of just one.
I might just borrow that Idea Twisted Evil
It looks like my new army could be msu based.

It's all in redundancy and giving the opponent bad choices.

:Edit:
Raiders might prove to be the better choice for 3+ jinks though...
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Bleaksoul Brethren
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PostSubject: Re: incubi - decent even without grenades   incubi - decent even without grenades I_icon_minitimeTue Oct 07 2014, 00:57

I like venoms just because they are a fire platform even after the incubi disembark and it makes the opponent decide if they want to shoot at it or deal with all those shots still coming at them. But either way 2 smaller squads also has the chance of not fully killing a squad allowing them to stay in combat till your next turn saving them from shooting Smile

I love playing msu armies because you overwhelm the opponent with the number of units on the board. I played one game with the old dex where I had 17 units on the board + 10 in the transports (which sucks for kill points) but he couldn't kill all my units. Just be sure to bring tokens for the shooting phase to keep track of who has shot.
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El_Jairo
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PostSubject: Re: incubi - decent even without grenades   incubi - decent even without grenades I_icon_minitimeTue Oct 07 2014, 11:29

Bleaksoul Brethren wrote:
Just be sure to bring tokens for the shooting phase to keep track of who has shot.

Good tip. I'm getting eager to put something in a list.
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