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| Painting pretty pictures with pain. | |
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BetrayTheWorld Trueborn
Posts : 2665 Join date : 2013-04-04
| Subject: Re: Painting pretty pictures with pain. Tue Apr 05 2016, 04:15 | |
| Oh, I didn't notice the blasters on the reavers. My bad. I would have recommended against that, since reavers primary defense is to jink for a 3+ cover save from skilled rider.
As for the haywire grenades I was talking about: last edition, every single wych in a squad could get haywire grenades for like 2 points each.
Anyhow, 6 blasters on reaver jetbikes and 2 haywire grenades per wych squad isn't normally viewed as "having anti-tank" in your list. It will be turn 2-3 before you can use any of that. At that point, enemy mech have already done their damage, and I doubt you have much of that "anti-tank" left.
You CAN charge the wyches transports across the table so that you can use them on turn 2, but only 2 haywires per squad is a scary prospect when the average tank has 3 hullpoints, and none of your models have an armour save outside of close combat.
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| | | Korazell Sybarite
Posts : 392 Join date : 2013-03-08
| Subject: Re: Painting pretty pictures with pain. Tue Apr 05 2016, 05:07 | |
| I did love that about 6th...
Hmm...Alright, good points. I was thinking that the reavers were going to hit and run whatever got tied up in combat anyway...so the blasters are useless.
Hmm, I'd have to mess with it...I'll just stick with the one list with the coven for now.
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| | | BetrayTheWorld Trueborn
Posts : 2665 Join date : 2013-04-04
| Subject: Re: Painting pretty pictures with pain. Tue Apr 05 2016, 15:46 | |
| If you dropped the wyches down to two squads of 5, and one squad of 6, and dropped the blasters, you could swap out 2 units of reavers for 2 units of 5 scourges with haywire blasters. That would pretty reliably take out 1-2 tanks a turn as long as you could keep them alive. Alternatively, you could go for 2 ravagers instead, but that would require all the wych squads to be 5 man squads. Let us know what you decide! | |
| | | Korazell Sybarite
Posts : 392 Join date : 2013-03-08
| Subject: Re: Painting pretty pictures with pain. Tue Apr 05 2016, 22:06 | |
| Pretty sure what I'm going to go with is...
+++ Painting Pretty Pictures With Pain (1846pts) +++
++ Dark Eldar: Codex (2014) (Combined Arms Detachment) ++
+ HQ +
Court of the Archon [Lhameans] ····Venom [Splinter Cannon]
+ Troops +
Kabalite Warriors [5x Kabalite Warrior] ····Venom [Splinter Cannon]
Kabalite Warriors [5x Kabalite Warrior] ····Venom [Splinter Cannon]
Kabalite Warriors [5x Kabalite Warrior] ····Venom [Splinter Cannon]
Kabalite Warriors [5x Kabalite Warrior] ····Venom [Splinter Cannon]
+ Fast Attack +
Razorwing Jetfighter [2 Dark Lances, 4x Monoscythe Missile, Twin-linked Splinter Rifle]
Reavers [Cluster caltrops, 3x Reaver]
Reavers [Cluster caltrops, 3x Reaver]
+ Heavy Support +
Ravager [Dark Lance, Dark Lance, Dark Lance]
Ravager [Dark Lance, Dark Lance, Dark Lance]
++ Dark Eldar: Supplement - Haemonculus Covens (Formation Detachment) ++
+ Formation +
Formation: Dark Artisan ····Cronos [Spirit Probe] ····Haemonculus [Close combat weapon, Scissorhand, Sindriq's Sump, Stinger pistol, Webway portal] ····Talos [Ichor Injector, Twin-Linked Haywire Blaster]
Formation: Grotesquerie ····Grotesques ········Grotesque [Close combat weapon] ········Grotesque [Close combat weapon] ········Grotesque [Close combat weapon] ········Grotesque [Close combat weapon] ········Raider [Disintegrator] ····Grotesques ········Grotesque [Close combat weapon] ········Grotesque [Close combat weapon] ········Grotesque [Close combat weapon] ········Raider [Disintegrator] ····Haemonculus [Close combat weapon, Scissorhand, Stinger pistol]
However, just for funsies I'm trying to make a cult list...
Not sure on a way to prioritize effective combat versus anti tank...I WANT HAYWIRE BACK, AUGGHHHH.
On that note, would a realspace detachment of just scourges with haywires work? XD | |
| | | Korazell Sybarite
Posts : 392 Join date : 2013-03-08
| Subject: Re: Painting pretty pictures with pain. Tue Apr 05 2016, 23:02 | |
| I think if I wanted to do DE and have a strong melee unit at this point I'd need to do something like this...
+++ Archon (1848pts) +++
++ Dark Eldar: Codex (2014) (Combined Arms Detachment) ++
+ HQ +
Archon [Blast Pistol, Haywire Grenades, Huskblade, Kabalite Armour, Shadow field, The Animus Vitae] ····Venom [Twin Linked Splinter Rifles]
+ Elites +
Incubi [4x Incubi]
Incubi [4x Incubi] ····Klaivex [Klaive] ····Venom [Splinter Cannon]
Incubi [4x Incubi] ····Klaivex [Klaive] ····Venom [Splinter Cannon]
+ Troops +
Kabalite Warriors [5x Kabalite Warrior] ····Venom [Splinter Cannon]
Kabalite Warriors [5x Kabalite Warrior] ····Venom [Splinter Cannon]
Kabalite Warriors [5x Kabalite Warrior] ····Venom [Splinter Cannon]
Kabalite Warriors [9x Kabalite Warrior] ····Kabalite Warrior with heavy weapon (up to 1 for 10 models) [Splinter cannon] ····Raider [Disintegrator cannon, Splinter Racks]
+ Fast Attack +
Razorwing Jetfighter [2 Disintergrator Cannons, 4x Monoscythe Missile, Splinter Cannon]
Razorwing Jetfighter [2 Disintergrator Cannons, 4x Monoscythe Missile, Splinter Cannon]
Reavers [Cluster caltrops, 3x Reaver]
+ Heavy Support +
Ravager [Dark Lance, Dark Lance, Dark Lance]
Ravager [Dark Lance, Dark Lance, Dark Lance]
Ravager [Dark Lance, Dark Lance, Dark Lance]
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| | | BetrayTheWorld Trueborn
Posts : 2665 Join date : 2013-04-04
| Subject: Re: Painting pretty pictures with pain. Wed Apr 06 2016, 02:33 | |
| The 9 Kabalites can't buy a splinter cannon, because you only get to buy 1 PER 10 models in the unit, meaning the ability to start buying heavy weapons starts at 10 models. Also, switch the huskblade for an agonizer. Huskblade lost almost all it's interest when it became AP3, since an archon can't hurt T7 or higher with a huskblade, and wounds almost everything else on a 5+. The 4+ wounding of the agonizer wins out in almost every scenario, the sole exception being against T3 multi-wound characters. If you're trying to stick with a kabal, cult, or coven theme, then I like this last list. If you don't mind deviating a bit, I'd probably swap at least 1 unit of incubi for some grotesques, and throw your archon in with the grots for added durability at T5. The list just prior to this last one, however, I approve of in entirety. Except of the webway portal on the Dark Artisan detachment, for all of the reasons I'm sure you've heard me say by now. | |
| | | Korazell Sybarite
Posts : 392 Join date : 2013-03-08
| Subject: Re: Painting pretty pictures with pain. Wed Apr 06 2016, 02:36 | |
| Heh, I'm just messing around with the above list...I actually had a Wych cult list that had 5 units of scourges with haywire that I was going to try, but, I don't think that would fix my problem as that would be pricey...
However, having literally 20 anti armor shots would be better than the 3 ravagers and harder to eliminate.
As for the Incubi, I didn't think swapping with Grots, that's a fantastic idea! T5 is wayyyyy better.
I was on the fence with the webway...I like the idea of deepstriking in a talos, but, at the same time, I wonder how effective it will be. My main fear is having them foot slog.
Any suggestion? | |
| | | Korazell Sybarite
Posts : 392 Join date : 2013-03-08
| Subject: Re: Painting pretty pictures with pain. Wed Apr 06 2016, 03:13 | |
| I'm messing around with what's more effective at taking vehicles down....
I'm thinking haywire is, honestly, but not sure...lances are pretty cool. | |
| | | BetrayTheWorld Trueborn
Posts : 2665 Join date : 2013-04-04
| Subject: Re: Painting pretty pictures with pain. Thu Apr 07 2016, 05:48 | |
| No question, haywire is more reliable at taking out vehicles. The tradeoff is, S8 AP2 lance shots have non-vehicle applications, whereas haywire blasters aren't really good at anything but killing buildings/vehicles.
As for the dark artisan, I think footslogging it is the way to go because it gives you middle table presence while moving where you want it to go. It basically gives you table control while you're moving it, and between moving and running, you can basically get it to the same effective charge areas in the same amount of time as if you deep strike in(since deep striking prevents you from charging till turn 3). It also affords the opportunity to charge on turns 1 and 2 if your opponent strays too close. | |
| | | Korazell Sybarite
Posts : 392 Join date : 2013-03-08
| Subject: Re: Painting pretty pictures with pain. Sat Apr 09 2016, 21:16 | |
| So, I'm sort of at a weird position.
After asking around and testing, I'm kind of thinking raiders are a better method of AT than ravagers, as only having ravagers with lances seems like in my testing a player who knows the de army just kill my ravagers and most of my AT is gone.
Also, my raiders can secure adjectives...
I'm not sure how to implement that into my list to try, just to test... | |
| | | WhysoSully Kabalite Warrior
Posts : 188 Join date : 2016-01-27
| Subject: Re: Painting pretty pictures with pain. Sat Apr 09 2016, 21:40 | |
| Raiders need to worry about the people inside, usually have to move, and only get one shot (one shot, on miss)
Ravager can be placed in cover at the beginning of the game and left there.
Its not a secret that ravagers are one of our only anti tank, the advantage comes from placement. Make your opponent work for it. at only 125 points with DL's its not expensive. If it takes fire from multiple units its already done its job.
That being said, raiders with DL's can still kill vehicles, it just all rides on you rolling a 4+ than a 6 because 1 hull point isnt killing anyone.
Worth thinking about your local games rules, how many detachments you allow etc.... Using raiders as AT either means you are sacrificing your venoms or fast attack slots. Both are vital parts of DE strategy.
Scourges with haywire blasters also do a great job at AT for us. (If you need to convert the haywire blasters the parts from a talos kit are really easy to convert.) | |
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