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 DE Kill Team (Trueborn and Reavers)

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flakmonkey
Sybarite
flakmonkey


Posts : 333
Join date : 2013-03-05

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PostSubject: DE Kill Team (Trueborn and Reavers)   DE Kill Team (Trueborn and Reavers) I_icon_minitimeTue Oct 11 2016, 19:47

There is a Kill-Team event at GW Sdney coming up that I'll be going to (5th Nov)
I'm not expecting to do particularly well, but at least Kill-Team should make my short attention span less of a hazard than it normally is.

I was hoping to get some advice and/or tips for this style of play. I have a list I'm thinking of taking, but any help is much appreciated.

TL;DR Goin to a killteam thing, need some help


List

So I've started making/painting this list-

Incubi (Leader)
Incubi - Basic (Specialist-Killer Instinct)
Incubi - Basic

Reaver - Blaster (Specialist-Infiltrate)
Reaver - Blaster (Specialist-Eagle Eye)
Reaver - Cluster Caltrops
Reaver - Basic
Reaver - Basic
Reaver - Basic

I think it covers some of the issues I found, and Reavers seem to be a solid choice for KT in general.
BEtter CC if Incubi make it into combat, lots of flexibility with reavers.
Hope it does better. Or I hope I do better


Cheers


Last edited by flakmonkey on Thu Oct 27 2016, 19:51; edited 1 time in total
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Ixonoxlast
Slave
Ixonoxlast


Posts : 21
Join date : 2016-08-07

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PostSubject: Re: DE Kill Team (Trueborn and Reavers)   DE Kill Team (Trueborn and Reavers) I_icon_minitimeWed Oct 12 2016, 03:05

Played a bunch of games of KT on sunday, had the most success with this list:

190 pts

5 kabalite warriors w/ splinter rifles
1 raider w/ disintegrator

5 kabalite warriors w/ splinter rifles
1 raider w/ disintegrator

Sometimes I swap the second raider for a venom with splinter cannons for an even 200 pts

Poison is an absolute murder in KT, and the 36" range and AP 2 of the disintegrators means its killing almost anything it shoots at.

Also thats 12 units on the field, 6 before you have to roll off Ld or have them removed. Not bad.

Kite with your raiders and only unload your kabalites on objectives if you have too.

Unfortunately I had not any luck with my reavers, they bounced of almost everything I threw them at, although my cluster caltrops did pop a rhino... But the raider can do that too from further away.
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flakmonkey
Sybarite
flakmonkey


Posts : 333
Join date : 2013-03-05

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PostSubject: Re: DE Kill Team (Trueborn and Reavers)   DE Kill Team (Trueborn and Reavers) I_icon_minitimeWed Oct 12 2016, 04:10

Ixonoxlast wrote:
Played a bunch of games of KT on sunday, had the most success with this list:

190 pts

5 kabalite warriors w/ splinter rifles
1 raider w/ disintegrator

5 kabalite warriors w/ splinter rifles
1 raider w/ disintegrator

I guess this is pretty similar to the base of most of our CADs, so it makes sense it'd work in kill team too.
I can see a Raider bein more survivable than a Trueborn running around with a blaster too.
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Ixonoxlast
Slave
Ixonoxlast


Posts : 21
Join date : 2016-08-07

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PostSubject: Re: DE Kill Team (Trueborn and Reavers)   DE Kill Team (Trueborn and Reavers) I_icon_minitimeWed Oct 12 2016, 04:29

I sorta wish it didnt work so well, because its kind of boring.

I suggest running whatever you want though because KT goes fast

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flakmonkey
Sybarite
flakmonkey


Posts : 333
Join date : 2013-03-05

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PostSubject: Re: DE Kill Team (Trueborn and Reavers)   DE Kill Team (Trueborn and Reavers) I_icon_minitimeWed Oct 12 2016, 05:51

Ixonoxlast wrote:
I sorta wish it didnt work so well, because its kind of boring.  

I suggest running whatever you want though because KT goes fast


It does lack a certain exotic flair. I'll try it out in some practice games along with the other list.
If nothing else it's a solid option, and would require no modelling or painting on my part, unlike the reavers.
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Draco
Kabalite Warrior
Draco


Posts : 211
Join date : 2016-02-01
Location : Chicago

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PostSubject: Re: DE Kill Team (Trueborn and Reavers)   DE Kill Team (Trueborn and Reavers) I_icon_minitimeWed Oct 12 2016, 13:10

I took 2nd at my local tournament with 6 Reavers, and 7 Mandrakes. 2+ cover with an assault 2 weapon is dangerous in kill team.
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Ixonoxlast
Slave
Ixonoxlast


Posts : 21
Join date : 2016-08-07

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PostSubject: Re: DE Kill Team (Trueborn and Reavers)   DE Kill Team (Trueborn and Reavers) I_icon_minitimeWed Oct 12 2016, 13:36

Just had a thought, you could pulg in additional Beastmaster on my first list for one extra unit on the field. He may not be amazing, but hes got good poison and mobility
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flakmonkey
Sybarite
flakmonkey


Posts : 333
Join date : 2013-03-05

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PostSubject: Re: DE Kill Team (Trueborn and Reavers)   DE Kill Team (Trueborn and Reavers) I_icon_minitimeThu Oct 13 2016, 07:17

Ixonoxlast wrote:
Just had a thought, you could pulg in additional Beastmaster on my first list for one extra unit on the field. He may not be amazing, but hes got good poison and mobility

I saw another list here (I think) that filled in the last 10 points with a beastmaster too. Handy way to spend 10 points I guess. I was thinkin of just throwin in a Sybarite upgrade, for the fluff.

@Draco - Hpow did you find the Reavers? I don't own any Mandrakes and not really a fan of the model, nut definetly curious about your experince with them/
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Draco
Kabalite Warrior
Draco


Posts : 211
Join date : 2016-02-01
Location : Chicago

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PostSubject: Re: DE Kill Team (Trueborn and Reavers)   DE Kill Team (Trueborn and Reavers) I_icon_minitimeThu Oct 13 2016, 13:11

flakmonkey wrote:
@Draco - How did you find the Reavers? I don't own any Mandrakes and not really a fan of the model, but definitely curious about your experience with them/

I found the Reavers hit and run ability to work amazingly well. I gave two of them Blasters, one with the extra length to shoot 27" and the other I gave infiltrate. You hop out of cover just long enough to shoot, then return behind cover and negate your opponent a return shot.

The Mandrakes all have infiltrate, and their additional cover save means they start out with a 2+ cover save. Assault 2 18" is great on the smaller table you play, and late game with the DE bonus you get S5 cc attacks!

It really played like I would expect a DE kill team to work. Quick, always hugging the shadows, never giving your opponent a good kill choice, and with 13 models, all with a 2+ or 3+(Jink) save, you probably won't have to LD test.

Warning: Ignores cover = you are dead...
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Hellstrom
Wych
Hellstrom


Posts : 515
Join date : 2014-11-24
Location : South Central England

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PostSubject: Re: DE Kill Team (Trueborn and Reavers)   DE Kill Team (Trueborn and Reavers) I_icon_minitimeSat Oct 22 2016, 11:45

[quote="Ixonoxlast"]
Also thats 12 units on the field, 6 before you have to roll off Ld or have them removed. Not bad.
quote]

7, not 6. It's more than half.
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Ixonoxlast
Slave
Ixonoxlast


Posts : 21
Join date : 2016-08-07

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PostSubject: Re: DE Kill Team (Trueborn and Reavers)   DE Kill Team (Trueborn and Reavers) I_icon_minitimeSat Oct 22 2016, 17:45

You sure? In my LGS we play at 50%

Anyhow... I've swapped out wyches for one group of the Kabalitesn as there plasma grenades give a good deal of flexibility
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flakmonkey
Sybarite
flakmonkey


Posts : 333
Join date : 2013-03-05

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PostSubject: Re: DE Kill Team (Trueborn and Reavers)   DE Kill Team (Trueborn and Reavers) I_icon_minitimeThu Oct 27 2016, 19:49

Forgot to finish replying to this.
I tried out a few lists a week ago, all led to terrible results. However it was my first ever time playin KT and I played a pretty full-on guy.
He ran a 30K veteran list, and I struggled to kill him fsst enough.
List 1 - 3 incubi in a venom and 5 Kabalites with a blaster and a beastmaster
Got siezed, venom was destroyed by lucky shot despite 3+cover save first turn. My limited movement after that was.the end of me.
List 2-2 Kabalite squads in Raiders
Webt a bit better, got seized again though. Vehicles did well, but lack of usefull CC meant marines ran a bit roughshod over me once we met at the objective (zone mortalis style board, so vehicle was outside the "walls"
List 3-10 man kabalite squad, Lance,  blaster, Sybarite with power sword.
I liked this list, power sword made a large difference in CC for me. Played on same zone mortalis board.


So I think my main issues were- lack of low enough AP close combat attacks and low number of attacks.
Poor saves in general 5+ sucks when it's all you got (even with FNP)
I'm a average player at the best of times
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flakmonkey
Sybarite
flakmonkey


Posts : 333
Join date : 2013-03-05

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PostSubject: Re: DE Kill Team (Trueborn and Reavers)   DE Kill Team (Trueborn and Reavers) I_icon_minitimeThu Oct 27 2016, 19:50

So I've started making/painting this list-

Incubi (Leader)
Incubi - Basic (Specialist-Killer Instinct)
Incubi - Basic

Reaver - Blaster (Specialist-Infiltrate)
Reaver - Blaster (Specialist-Eagle Eye)
Reaver - Cluster Caltrops
Reaver - Basic
Reaver - Basic
Reaver - Basic

I think it covers some of the issues I found, and Reavers seem to be a solid choice for KT in general.
BEtter CC if Incubi make it into combat, lots of flexibility with reavers.
Hope it does better. Or I hope I do better

Added list to first post to save people reading time
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