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 Kabal of the Forsaken Hope (1500 - DE/Coven)

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CarnalVirtue
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PostSubject: Kabal of the Forsaken Hope (1500 - DE/Coven)   Kabal of the Forsaken Hope (1500 - DE/Coven) I_icon_minitimeWed Dec 10 2014, 21:19

*EDIT*  Just realized formations are detachments themselves!  List corrected.

Real Space Raiders Detachment
HQ 100
Succubus w/ Archite Glaive, haywire grenades

TROOPS 240
Warriors x 5 w/ blaster
Venom w/ SC
Warriors x 5 w/ blaster
Venom w/ SC

FAST 414
Scourges x 5 w/ HW x 4
Scourges x 5 w/ HW x 4
Reavers x 6 w/ caltrops x 2
Reavers x 3 w/ caltrops



<GROTESQUERIE> - 485
Haemonculus w/ liquifier
Grotesques x 4
Raider w/ Aether sails
Grotesques x 4
Raider w/ Aether sails

<SCALPEL SQUADRON> 260
Wrack x 5 w/ ossefactor
Venom w/ SC
Wrack x 5 w/ ossefactor
Venom w/ SC

--------------------------------------

Hey all!  Been out of the game for a bit, though I've been keeping up on the 7th ed changes and the new DE codex.  I have a friend just getting back into it so I've been throwing together a few lists to run against him.  Thought I may as well through it up here and get some opinions!

General tactics : Scalpel Squads will come down T1, preferably on the weaker flank or somewhere I can draw my opponent's forces away.  They'll go for first blood if they can, an early D3 VP is nice!  Grotboats flatout towards the enemy, ideally same side as Scalpel.  Succubus will be with one unit, Haemonculous with the other.  I don't really care if the raiders survive, plan is to jink and have them survive as best they can, then the grots will advance the turn after.  As they're from the Coven supplement they'll be fearless T2, so need to worry about pinning.  With the succubus I'd consider a multi charge as well if there were 2+ armor in range, or possibly separate her on her own to charge alone.  Reavers move up as needed, aim for a T2 charge.  As the enemy will have 4 vehicles and 4 units in their face already, I'm not too worried about these guys getting taken out early.  Warriors move up, though stick to cover and start shooting down range.  Scourges come on T2 and target anything with a high armor value.  If the enemy isn't mech they'll switch to the carbines and do what damage they can.  Possibly screen for grots if needed.  The slowest anything can move (scourges excluded) is 30", if redeployment is needed T1/T2 that won't be an issue.

Issues : Mechanized enemies will be difficult, though not impossible.  Grots will wreck anything but a land raider if they get into melee with it.  Scourges can target any land raiders I might encounter.  I don't play against anyone using super heavies so I'm not worried about that.  Flyers may be an issue, though generally I'm able to out maneuver them.  I'd focus on eliminating any ground forces and then camp objectives.
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Septimus
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PostSubject: Re: Kabal of the Forsaken Hope (1500 - DE/Coven)   Kabal of the Forsaken Hope (1500 - DE/Coven) I_icon_minitimeThu Dec 11 2014, 10:35

Quote :
Scourges come on T2 and target anything with a high armor value. If the enemy isn't mech they'll switch to the carbines and do what damage they can.

You mean you hope they come in turn 2, could be 3 or even 4. Furthermore, you can't switch to carbines. They exchange their carbine for a haywire blaster when you buy that upgrade.

Since it's pretty important to get those grotesques in the enemies face, I would switch the 2 kabalite venoms to raiders, so the grotesques can steal them in case their own rides go down.
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CarnalVirtue
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PostSubject: Re: Kabal of the Forsaken Hope (1500 - DE/Coven)   Kabal of the Forsaken Hope (1500 - DE/Coven) I_icon_minitimeThu Dec 11 2014, 15:46

Pretty sure Scourges keep their carbines. "Up to four Scourges may take items from the Special Weapons and/or Heavy Weapons list." There is nothing saying they replace their carbine.

Of course you're right in that they may not come on until T4, that is another weakness that may cause me to lose some games.

Interesting thought on extra raiders! I hadn't considered that, though I would be losing 4 splinter cannons. I'll have to think it over a bit.

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The_Burning_Eye
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PostSubject: Re: Kabal of the Forsaken Hope (1500 - DE/Coven)   Kabal of the Forsaken Hope (1500 - DE/Coven) I_icon_minitimeThu Dec 11 2014, 16:03

CarnalVirtue wrote:
Pretty sure Scourges keep their carbines.  "Up to four Scourges may take items from the Special Weapons and/or Heavy Weapons list."  There is nothing saying they replace their carbine.

It'll be in the special/heavy weapons list - don't have my book on me but they're usually written to specify that a model replaces its ranged weapon with a weapon from that list.
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CarnalVirtue
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PostSubject: Re: Kabal of the Forsaken Hope (1500 - DE/Coven)   Kabal of the Forsaken Hope (1500 - DE/Coven) I_icon_minitimeThu Dec 11 2014, 17:02

I stand corrected! The list does indeed say that it is replaced under the heavy weapons entry, thanks for pointing that out!
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Septimus
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PostSubject: Re: Kabal of the Forsaken Hope (1500 - DE/Coven)   Kabal of the Forsaken Hope (1500 - DE/Coven) I_icon_minitimeThu Dec 11 2014, 21:22

Quote :
Interesting thought on extra raiders! I hadn't considered that, though I would be losing 4 splinter cannons. I'll have to think it over a bit.

On the other hand you get 2 dark lances and 2 extra hull points.

Though it's more a question of what your list needs.

Do you need AT? Yes.

Do you need anti-horde, even if we pretend you already switched the 2 kabalite venoms for raiders. Not really, you can handle a horde pretty well with the reavers, grotesques and wracks (and the 2 remaining venoms of course).

Scourges are nice AT, but "nice" is not a guarantee. I did the calculation of how many 4x hwb scourge units I would need to guarantee a Serpent kill (statistically).

5 units, so we're talking 20 haywire blasters just to consistently kill one jinking on a 3+ Serpent.

It is extremely important that your grotesques do not get stranded in your own DZ.

If I played vs. your list I would unload my entire army at those 2 raiders. Your reavers can't charge turn 1 anyway, so they won't be a danger before turn 2, where they won't accomplish much if they are the only units up close with the enemy.

In fact, I would buy blasters for your reavers too. Maybe ditch a grotesque from each unit to unlock the points. Or the sails, because when was the last time you really needed a 24" turbo-boost instead of 18"?

Those raiders sole job is to unload the cargo up close. You start 24" from your enemy, you move 12" in the movement phase, followed by either a 6" disembarkation move or you can turbo-boost 18" to be 1" from the enemy. Why do you need those sails?

If you still have the points, I'd rather buy chain-snares and tank shock at every opportunity, which is even more funny if you have an armor of misery in the vicinity...
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PostSubject: Re: Kabal of the Forsaken Hope (1500 - DE/Coven)   Kabal of the Forsaken Hope (1500 - DE/Coven) I_icon_minitimeThu Dec 11 2014, 22:11

Great rationale Septimus, I really appreciate the insight!

Generally I can hide raiders well enough in deployment, with the new board set up rules its extremely rare I can't. Though often I won't be able to place them at the furthest forward position of my deployment zone, hence the sails.

Also, if I truly have no where to hide them I can always reserve them to deep strike. As was already pointed out this is far from guaranteed, but if it is my best option I'm alright with it.

Just ran my own calculations and got 4 units to take one out. Yeesh! Though the ideal situation against a serpent would be to charge it with Grots or Reavers. Not always the easiest thing to do if playing against a good player.
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PostSubject: Re: Kabal of the Forsaken Hope (1500 - DE/Coven)   Kabal of the Forsaken Hope (1500 - DE/Coven) I_icon_minitime

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