ok, I'm not really that new at DE. Ive been playing them since their new codex then realised that they're not too good. soooooooooo.
they have sat on my shelf for a while now, but since the release of the Gangs of commorragh box set plus me finding the rules for the start collecting: DE box, I'm looking at them again (plus I'm scraping off about 24" of dust!)
right, list is a straight forward raider rush with some deep strike reserve to patch up areas with either added anti infantry or anti tank. I'll explain later:
REAL SPACE RAIDERS DETACHMENT
HQ
- Homonculus, COM, stinger pistol, scissor hand, animus vitae (125)
Elites
- incubi X4, Klaivex (110)
- Raider, Dark lance, night shields, enhanced aethersail (80)
Troops
- Kabalite warriors X9, splinter cannon, blaster, Sybarite: Haywire grenades, Power sword (140)
- Raider, Dark Lance, night shields, enhanced aethersail, splinter racks (95)
- Kabalite warriors X9, splinter cannon, blaster, Sybarite: Haywire grenades, Power sword (140)
- Raider, Dark Lance, night shields, enhanced aethersail, splinter racks (95)
Fast attack
- Scourges X5, blaster X4 (140)
- Scourges X5, blaster X4 (140)
- Hellions X4, Helliarch: Stunclaw (85)
- Hellions X4, Helliarch: Stunclaw (85)
- Razor wing, night shields, Dark lances, 4X shatter field missiles (175)
FORMATION DETACHMENT
Purge coterie: Start of player turn choose enemy unit in LoS of Archon, all models in formation gain PE against that unit.
- Archon, Blast pistol, Shadow field, Husk blade, Armour of misery, haywire grenades, soul trap (170)
- Kabalite Trueborn X9, Blaster, Splinter cannon X2, Dragon: Power sword, haywire Grenades (185)
- Raider, Dark lance, Enhanced aethersails, splinter racks, Night shields (95)
- Reavers X6, cluster caltrops X2, Blaster (136)
total: 1996
Rightio, the archon joins the incubi to both tank wounds and provide PE (because it confers to the unit) the scourges deep strike to add a little fire power later into the game as does the fighter, the hellions are designed to get killed cause they're crap and get objectives.
the reavers run amuck across the field, just got to make sure they keep moving. The archon is expensive but I had the points to spare. although I could min/max the crap out of this army at a later date.
The Kab and the trueborn are the gunboats of the army, the PE for the TB should hopefully work.
Anyway, thanks in advance for any advice and feel free to roast my army.