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 Kabal of the Burning Eye 1500 TAC version 3

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The_Burning_Eye
Trueborn
The_Burning_Eye


Posts : 2501
Join date : 2012-01-16
Location : Rutland - UK

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PostSubject: Kabal of the Burning Eye 1500 TAC version 3   Kabal of the Burning Eye 1500 TAC version 3 I_icon_minitimeFri Nov 07 2014, 11:35

So after my first list, and its defeat on Wednesday night, I decided (in spite of my initial thoughts) to tweak the list for a game against Chaos Marines on Thursday.

The report will come, but here is the revised list, with the deletions noted.

HQ
Succubus with webway portal, Armour of Misery, Archite Glaive

Elites
4 Grotesques including aberration in Raider with Dark Lance - Succubus rides with this unit

Troops
10 Warriors in Raider with Dark Lance, Splinter Racks and Night Shields and torment grenade launchers
10 Warriors in Raider with Dark Lance, Splinter Racks and Night Shields and torment grenade launchers


Fast Attack
Razorwing with 4 necrotoxin missiles, 2 Dark Lances and twin Splinter Rifle
6 Reavers with 2 Heat Lances and 2 Cluster Caltrops5 Scourges with 4 Haywire Blasters

Heavy Support
Ravager with Triple Dark Lances
Ravager with triple Dark Lances
2 Talos with twin Haywire Blasters and Ichor Injectors

So any thoughts? C&C?

I'll post up the battle report hopefully over the weekend as I didn't get round to doing all the maps during the game.


Last edited by The_Burning_Eye on Mon Nov 10 2014, 15:36; edited 1 time in total (Reason for editing : updated version number)
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doriii
Sybarite
doriii


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Join date : 2013-04-19
Location : durr

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PostSubject: Re: Kabal of the Burning Eye 1500 TAC version 3   Kabal of the Burning Eye 1500 TAC version 3 I_icon_minitimeSat Nov 08 2014, 04:46

why bother with necro missiles AP- when you can have S6 AP5 that wound most things on 2+ and can hurt AV10-12 too

otherwise i like the list, pretty similar to what i play

(but) that list is only 1480pts


i'd take out ichor injectors and/or haywire blasters on the taloi and always run them towards something instead of shooting

those raiders are a tad too expensive for my taste as well with 3x15pt upgrades. The raiders are just too fragile. My warrior setup is almost always in a dual cannon venom with 5 warriors plus a blaster if i can afford it

consider running 2 grots+ab or only 3 grots too

if you skip these things you are running @ 1245 without blaster warriors, or 1275 with, so 225-255pts to play with Wink
there you can fit in 2x warrior units in venoms for that extra long range poison shooting

just my cents I love you
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The_Burning_Eye
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The_Burning_Eye


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PostSubject: Re: Kabal of the Burning Eye 1500 TAC version 3   Kabal of the Burning Eye 1500 TAC version 3 I_icon_minitimeMon Nov 10 2014, 15:34

@doriii - thanks for replying!

First off, I like the necro missiles because there's a lot of T5+ stuff around in my meta (nurgle marines, Adeptus mechanicus to name a couple) and I'd never shoot any of the razorwing missiles at tanks. I guess I prefer the guaranteed wounds on a 2+ to AP5 (at the moment).

I like both the upgrades on the Talos for redundancy - sure they're not quick, but I take them mainly for a rock solid board presence on turn 1, and some fire to supplement my anti tank efforts in the same situation (nothing more annoying than leaving a tank on one hull point - especially if it's something like a punisher).

I completely get what you're saying about the raider upgrades though - the torment launchers were something I wanted to try but I didn't even get to use them as the lances were more concerned with shooting tanks, and by the time those were dealt with there weren't really any targets left.

I'm definitely chopping the grots down to 3 (for now, since the crypt horrors I'm going to use for conversions come in a box of 3...) and seeing what extra I can fit into the list (revision to follow)

I'm surprised you think venoms are less fragile than raiders though - I'd have said the 5++ is compensated for by the extra hull point.

So here's the revised list...

HQ
Succubus with Armour of Misery, Archite Glaive, Haywire grenades (spare points)

Elites
3 Grotesques in Raider with Dark Lance - Succubus rides with this unit

Troops
10 Warriors in Raider with Dark Lance, Splinter Racks
10 Warriors in Raider with Dark Lance, Splinter Racks

Fast Attack
Razorwing with 4 necrotoxin missiles, 2 Dark Lances and twin Splinter Rifle
5 Scourges with 4 Haywire Blasters
5 Scourges with 4 Heat Lances

Heavy Support
Ravager with Triple Dark Lances
Ravager with triple Dark Lances
2 Talos with twin Haywire Blasters and Ichor Injectors

So in terms of fire, that's:
AT
6-9 Dark Lances on the board turn 1
2-6 Haywire Blasters on the board turn 1
4 Heat Lances deep striking
2 Dark Lances reserved

AI
4 Heat Lances (TEQ!) deep striking
20-40 twin linked poison shots either deep striking or on board turn 1
4 necrotoxin missiles reserved

AA
Razorwing twin dark lances

Combat

Talos
Grotesques & Succubus


So tactics are to hit armour in the first two turns with the haywire blasters and lances, focusing fire where necessary to ensure vehicles can't fire back.

Depending on mission and deployment, I may start the raiders on the board or I may reserve them. Heat lances will almost certainly start in reserve, HWB scourges will again be opponent and deployment dependant.

The razorwing will come in turn 2 more often than not (statistically speaking of course) and will either use lances or missiles depending on target priority, primary purpose is nullifying other flyers if they're on the board.
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PostSubject: Re: Kabal of the Burning Eye 1500 TAC version 3   Kabal of the Burning Eye 1500 TAC version 3 I_icon_minitime

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