Hi all dark citizens! I alway found stupid to post list before a codex index is out, but considering that we have all seen the rules since almost a week, and that we are for sure all thinking how to update our army, I decided to post a list with personal comment on the unit I chased, so that this topic can be also a point to discuss the changes to the new units. Se here we go:
DARK ELDAR + YNNARI
1500 PST
4 CP
BATTALION + OUTRIDERS
BATTALION
HQ: ARCHON, shadow field and agoniser
Not great expectation on this guy, but I needed a second HQ and he is very cheap and not bad after all.
HQ: HAEMONCULUS, electro corrosive whip
The main hq, good enough in close combat and able to boost himself and near wracks to T5 and raider to T6, one of the most improved units in our codex IMHO
TROOP: 5 KABALITES, blaster
TRANSPORT: VENOM, two cannons
Old classic
TROOP: 5 KABALITES, blaster
TRANSPORT: VENOM, two cannons
Old classic
TROOP: 6 WRACKS, 2 liquifier, electro corrosive whip
These are my main cc unit. I don't expect them to kill thunderwolves of course, but paired with the haemonculus and the archon can be not too bad against many unit. I know that 8 would be better than 6, but I have just 6 and I don't want to proxy at the moment XD
ELITE: 5 TRUEBORN, 4 blasters
TRANSPORT: VENOM, two cannons
I want to let people notice that you CANNOT have 3 blasters and two lances, because 1 of 4 is the sybarite now, and no options for sybarite! I think they are very expensive, but blasters are good, and venom with new splinter cannon seems perfectly to be paired with them at 18 range
ELITE: 5 MANDRAKES
They seems nice now, and I always liked this kind of sneaky teleporting unit, I find them very useful strategically even when they don't kill so much. They can go down first turn to kill a hidden small units or later on in the game to add numbers to a charge out of teleport (maybe third turn for reroll distance).
OUTRIDERS
HQ: YNNARI SKYRUNNER AUTARCH, laser lance
Not completely convinced here, I was thinking to have ILLIC for 15 points less (now that he can target characters with -4AP and D3 wounds seems nice), but I have a nice custom autarch (you can see on the link in my signature) and I decided to go for it. Laser lance and reroll to hit on wind riders it's very nice anyway, and he can add some punch to various close combats around the table.
FA: 3 YNNARI WINDRIDERS, 3 shuricannon
So no scatter lasers. Now scatter lasers are -1 to hit and no ap it's very bad with vehicles. Shuricannon on the opposite in now S6, assault and still "rending". Yes it's just 24, but now if I want I can move 22 and shoot, so different strategy, but still very interesting unit! And being Ynnari the love to be nearer the mess.
FA: 3 YNNARI WINDRIDERS, 3 shuricannon
As above
FA: 6 REAVERS, two blasters, agoniser, grab talons
At first I was thinking to split them in two units of 3, but I want to have +1T on them, so just one unit. They are very expensive, but with their speed they can probably target characters and they are not too bad in close combat, especially if helped by the autarch.
SPARE: 20 pts
- blaster pistol and PGL to the archon and a unit of flocks?
- upgrade the blasters on reavers to heat lances?
- fusion pistol to the autarch and one wrack more?
- two khymera?
- something else?
Look forward to your opinion on the lists, on my unit analysis and on suggestion on the spare 20 points!