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 1000 pt Daiquiri Kabal

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KaliYuga
Hellion
KaliYuga


Posts : 49
Join date : 2017-01-17

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PostSubject: 1000 pt Daiquiri Kabal   1000 pt Daiquiri Kabal I_icon_minitimeSat Jul 08 2017, 16:02

Ok guys. back after a while -regularly reading you,tho.

So,tournament next week,my first one, will be played in a 2v2 environment with decently competitive lists. All kind of opponents (from tyrs,totemplars,to fists, orks, chaos, demons, tau...)

I'll be paired with a necron guy,spamming warriors, arks and little spiders.

Mi idea was to bring some decent hevy fire potential, but struggling with it, probably because of the old mentality of bringing the msu pirate fleet and so on. You all know,I suppose.


Anyway:

HQ: Archon, Ago

1x4 Kaba, blaster
1x4 Kaba blaster
-Their raider, lance

1x Ravager, 3 l
1x RJF, 2 dis, twin gun

1x10 Kaba, blaster\lance\ago
Their raider,lance

1x5 Scourges, 4 blasters
1x5 scourges, vanilla.


999 pts

Hoping numbers are fine, i'd want to suish in some melee. Don't have flocks,don't like flocks,don't want flocks.

That said, struggling to have some kind of shield\lock breaker in case something melee-oriented looks funny at my bdsm boats.

c\\c welcome, ty.
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BloodyOdd
Hellion
BloodyOdd


Posts : 36
Join date : 2017-06-29
Location : Bellingham, Washington

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PostSubject: Re: 1000 pt Daiquiri Kabal   1000 pt Daiquiri Kabal I_icon_minitimeSat Jul 08 2017, 19:34

Pretty sure you can only have one undersized unit so one of the 4 kabalites is going to need a fifth. Could probably just move one over so have a 3 man and then 5 man in the raider. Since your bdsm boats can fly they can still shoot after falling back from cc so you do not necessarily *need* something to tie up the melee, imo at least Smile
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Trueborn44
Kabalite Warrior
Trueborn44


Posts : 177
Join date : 2016-06-14

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PostSubject: Re: 1000 pt Daiquiri Kabal   1000 pt Daiquiri Kabal I_icon_minitimeSun Jul 09 2017, 02:00

So for starters I put you at 13 points over. Secondly, you can only take 1 understrength unit in your army, provided it is the only unit of that type in your army. So the only way you can take 4 Kabalites is if its the only unit of Kabalites in the whole force. Easiest thing to do here is make one 4 man unit a 5 man unit and drop the other. Use your remaining points to give the Archon a Blaster and then you can either get another kabalite for that sqaud for wound wrap and a shock prow, or give the 5 man sqaud and the Archon a PGL and both raiders a shock prow. That's the easiest way to make the current list legal.

On the contrary to what BloodyOdd said, I think you are right to be worried about getting to tied up in CC. Your anti infantry firepower lives and dies on whether or not the guys inside the transports get to fire and if the Raider gets charged, and if it falls back the unit inside can't shoot. This is part of the reason Venoms are so effective and why I don't think it's wise to have a list without them entirely, as they still pump out 10 shots regardless of whether the passengers can shoot.

So from the legal list I would drop the disintegrator cannons, the lance on the 10 man squad and the Blaster scourge and pick up a unit of Incubi in a Venom. This give you 10 shots from the venom that doesn't care if you get charged and a potent counter charging unit in the Incubi. Moreover, they will more than make up for the loss of the dissies, as they want to be fighting models like MEQ. Between the Archon and the Incubi you will have something to swing back with if your raiders get charged without using any flock cheese etc. And also a unit that can lead the charge in to combat.

Just a quick edit to put something out here before I forget it;
Your list relies heavily on your two kabal units and the other units in the list are long range fire power/ anti tank and a deepstriking mobile unit in the scourge, that most likely won't have a huge effect on the game over all outside of objective grabbing and providing support fire to some degree. If the Kabalites get tied up in a big melee then no one in your original list is going to save them. They're 100% the meat of your army which if you lose I feel like you will most likely lose the game.
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KaliYuga
Hellion
KaliYuga


Posts : 49
Join date : 2017-01-17

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PostSubject: Re: 1000 pt Daiquiri Kabal   1000 pt Daiquiri Kabal I_icon_minitimeSun Jul 09 2017, 15:45

Retry - thanks guys for the opinions:

Archon, ago
5 kaba,ago
Raider, D, shockprow

5 wracks, elettro
5 wracks, elettro
2x venom sc\sr

2xravager, 3l

1x5 kabaT, 4 B
venom,sc\sr

1000

OR

HQ: Haem\electrowhip
1x9 wracks, 2 liq, electrowhip
Raider, L, prow
1x5 KabaT, 4 Blasters
Venom sc\sr
RJF, 2 D
Ravager, 3L, prow
8 Mandrakes

1000

OR

HQ: Haem\electrowhip
1x9 wracks, 2 liq, electrowhip
Raider, L, prow
1x5 KabaT, 4 Blasters,1 sc
Venom sc\sr
RJF, 2 D
Ravager, 2L 1 D
1xvenom, sc\sr
1x5 kaba, blaster, ago

1000


Not sold on Incubi,too many potential hordes\teq.

Missing dissies in the first list.

Mandrakes look good for the potential mw output, albeit a bit fragile imho.

like first list, but not using hame bonus.

----I'm HATING our transports\unit comps- 5-10,5-10...auppoaws to play without hq, or without weapons, are we?---


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PostSubject: Re: 1000 pt Daiquiri Kabal   1000 pt Daiquiri Kabal I_icon_minitime

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