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 Advice on building a 1000 pt doubles army

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Nogrim
Kabalite Warrior
Nogrim


Posts : 132
Join date : 2018-01-31

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PostSubject: Advice on building a 1000 pt doubles army   Advice on building a 1000 pt doubles army I_icon_minitimeWed Dec 12 2018, 03:21

so im planning on going to my first tournament soon, im still very very green and havent played my first live game yet (already arranging to get a few in before so im not that annoying noob)

ive been focused on more the hobby side as something to occupy spare time, but ive been doing plenty of theory crafting while ive been painting.

so that all said my big question is how should i approach a doubles tourney? its random partners so im guessing it will be pretty light hearted but i dont want to lose based on what i bring out.

should i focus on one role like Anti-vehicle, and risk being paired with the same and getting over run, or do i go with a spread out attempt to cover all my bases?

frankly i don't know the other armies at all (im going to try to hit the books and figure out the basics strengths and threats over the holidays) and im new to the larger group so have no idea what others will be bringing so counterplay is out the window.

right now im thinking ill bring poison tongue - 3x kab gun boats (lances), 1x lance ravager and a dual splinter canon venom to carry my archon and an outrider dettach w/ 1x succubus, 3 sets of 3 reaver jet bikes with splinter rifles and grav talons.

from my understanding this would give me a pretty decent force that can deal with infantry and vehicles reasonably and keeps everyone super mobile.

im also thinking the Poison tongue deployment strat will work really well as it will let me move the bulk of my forces after the enemy and my partner have set up.

anyway i feel a bit out of my depth at the moment so any help is appreciated.
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amishprn86
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amishprn86


Posts : 4436
Join date : 2014-10-04
Location : Ohio

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PostSubject: Re: Advice on building a 1000 pt doubles army   Advice on building a 1000 pt doubles army I_icon_minitimeWed Dec 12 2018, 06:55

Normally for random Doubles, its best to play the scenarios and take units that can act alone.. aka dont need other units to be useful.

DE can do that very easily as our book is mad to stand alone via how obsessions are built.

A good example for units that play bad (needs support) are flyers, Flyers might be good, but if you take 3 of them and only have 400pts on the table, that might not work out well for your partner, especially if he takes 2 as well. Now you have 5 Flyers on the table. You now have a glaring weakness.

You also dont want to focus on 1 thing to much unless you are built for it (Dont do 100% melee, unless you are Orks) even Nids are not 100% melee even in Doubles.

DE are good at cheap effect fast moving Bodies, so i would focus on that, If you can take a Battalion for CP please do so, BH kabal battalion with 2-3 Ravagers and transports will always be good, after that take w/e you want, the Reavers outrider detachment will be fine, make sure you talk to your partner letting them know they are a very fast good tie up unit, it may help him if you time them correctly.

Im guessing you are a 1k points each? and can have 2 battalions? with Ro3? or is it Ro2?

Poison Tongue is fun but Flayed Skull or Black heart might be better for your partner, Ignore cover, and more survivability is much better than a couple small re-rolls for poison. Poison Tongue is an example of not helping your partner.


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Nogrim
Kabalite Warrior
Nogrim


Posts : 132
Join date : 2018-01-31

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PostSubject: Re: Advice on building a 1000 pt doubles army   Advice on building a 1000 pt doubles army I_icon_minitimeWed Dec 12 2018, 14:16

New Roster (Warhammer 40,000 8th Edition) [55 PL, 1000pts]
Patrol Detachment (Aeldari - Drukhari) [38 PL, 690pts]
Rules: Poisoned Weapon, Vanguard of the Dark City

No Force Org Slot
Detachment Attribute
Selections: Kabal of the Poisoned Tongue

Categories: No Force Org Slot


Abilities Description Ref
Kabal of the Poisoned Tongue Re-roll wound rolls of 1 made for melee weapons and poisoned weapons used by models with this obsession. This does not apply to Artefacts of Cruelty. For the purposes of this obsession, a poisoned weapon is any weapon with the Poisoned Weapon ability.
HQ [4 PL, 76pts]
Archon [4 PL, 76pts]
Selections: Huskblade [6pts], Soul-Seeker, Soulthirst, Splinter pistol, Warlord (Archon)

Categories: Archon, Character, Faction: <Kabal>, Faction: Aeldari, Faction: Drukhari, HQ, Infantry

Rules: Power from Pain

Abilities: Overlord, Shadowfield, Soulthirst, Unit: Archon, Weapon: Huskblade, Splinter pistol


Abilities Description Ref
Overlord Re-roll hit rolls of 1 for friendly <KABAL> units that are within 6" of this model.
Shadowfield This model has a 2+ invulnerable save which cannot be re-rolled for any reason. The first time this invulnerable save is failed the shadowfield ceases to function for the remainder of the battle.
Soulthirst Add 1 to this Warlord’s Attacks characteristic in any turn in which they charged, were charged or made a Heroic Intervention. In addition, this Warlord regains 1 lost wound each time they slay an enemy model in the Fight phase.
Unit M WS BS S T W A Ld Save Ref
Archon 8" 2+ 2+ 3 3 5 5 9 5+
Weapon Range Type S AP D Abilities Ref
Huskblade Melee Melee +1 -2 D3
Soul-Seeker 18" Pistol 2 * -1 D3 Poisoned Weapon (pg 87). Add 2 to wound rolls made for this weapon, unless it is targeting a VEHICLE. This weapon can target enemy units that are not visible to the firer and can target enemy CHARACTERSeven if they are not the closest enemy model. Units attacked by this weapon do not gain any bonus to their saving throws for being in cover
Splinter pistol 12" Pistol 1 * 0 1 Poisoned Weapon (pg 87)
Troops [12 PL, 189pts]
Kabalite Warriors [4 PL, 63pts]
Categories: Faction: <Kabal>, Faction: Aeldari, Faction: Drukhari, Infantry, Kabalite Warriors, Troops

Rules: Power from Pain

9x Kabalite Warrior [54pts]
Unit: Kabalite Warrior, Weapon: Splinter rifle

Sybarite [9pts]
Selections: Phantasm Grenade Launcher [3pts], Splinter Rifle

Unit: Sybarite, Weapon: Phantasm Grenade Launcher, Splinter rifle


Unit M WS BS S T W A Ld Save Ref
Kabalite Warrior 7" 3+ 3+ 3 3 1 1 7 5+
Sybarite 7" 3+ 3+ 3 3 1 2 8 5+
Weapon Range Type S AP D Abilities Ref
Phantasm Grenade Launcher 18" Assault D3 1 0 1 If a unit is hit by one or more phantasm grenade launchers, subtract one from its Leadership until the end of the turn .
Splinter rifle 24" Rapid Fire 1 * 0 1 Poisoned Weapon (pg 87)
Kabalite Warriors [4 PL, 63pts]
Categories: Faction: <Kabal>, Faction: Aeldari, Faction: Drukhari, Infantry, Kabalite Warriors, Troops

Rules: Power from Pain

9x Kabalite Warrior [54pts]
Unit: Kabalite Warrior, Weapon: Splinter rifle

Sybarite [9pts]
Selections: Phantasm Grenade Launcher [3pts], Splinter Rifle

Unit: Sybarite, Weapon: Phantasm Grenade Launcher, Splinter rifle


Unit M WS BS S T W A Ld Save Ref
Kabalite Warrior 7" 3+ 3+ 3 3 1 1 7 5+
Sybarite 7" 3+ 3+ 3 3 1 2 8 5+
Weapon Range Type S AP D Abilities Ref
Phantasm Grenade Launcher 18" Assault D3 1 0 1 If a unit is hit by one or more phantasm grenade launchers, subtract one from its Leadership until the end of the turn .
Splinter rifle 24" Rapid Fire 1 * 0 1 Poisoned Weapon (pg 87)
Kabalite Warriors [4 PL, 63pts]
Categories: Faction: <Kabal>, Faction: Aeldari, Faction: Drukhari, Infantry, Kabalite Warriors, Troops

Rules: Power from Pain

9x Kabalite Warrior [54pts]
Unit: Kabalite Warrior, Weapon: Splinter rifle

Sybarite [9pts]
Selections: Phantasm Grenade Launcher [3pts], Splinter Rifle

Unit: Sybarite, Weapon: Phantasm Grenade Launcher, Splinter rifle


Unit M WS BS S T W A Ld Save Ref
Kabalite Warrior 7" 3+ 3+ 3 3 1 1 7 5+
Sybarite 7" 3+ 3+ 3 3 1 2 8 5+
Weapon Range Type S AP D Abilities Ref
Phantasm Grenade Launcher 18" Assault D3 1 0 1 If a unit is hit by one or more phantasm grenade launchers, subtract one from its Leadership until the end of the turn .
Splinter rifle 24" Rapid Fire 1 * 0 1 Poisoned Weapon (pg 87)
Heavy Support [7 PL, 140pts]
Ravager [7 PL, 140pts]
Selections: Dark Lance [20pts], Dark Lance [20pts], Dark Lance [20pts]

Categories: Heavy Support

Abilities: Explodes, Hovering, Night Shield, Unit: Ravager, Weapon: Bladevanes, Dark Lance, Wound Track: Ravager, Ravager 1, Ravager 2, Ravager 3


Abilities Description Ref
Explodes If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Hovering Instead of measuring distance and ranges to and from this model’s base, measure to and from this model’s hull or base (whichever is closer)
Night Shield This model has a 5+ invulnerable save against ranged weapons.
Unit M WS BS S T W A Ld Save Ref
Ravager * 4+ * 6 6 10 * 7 4+
Weapon Range Type S AP D Abilities Ref
Bladevanes Melee Melee 4 -1 1
Dark Lance 36" Heavy 1 8 -4 D6 Change the weapon's Type from Heavy to Assault if it is equipped on a VEHICLE.
Wound Track Remaining W Characteristic 1 Characteristic 2 Characteristic 3 Ref
Ravager M BS A
Ravager 1 6-10+ 14" 3+ 3
Ravager 2 3-5 10" 4+ D3
Ravager 3 1-2 6" 5+ 1
Dedicated Transport [15 PL, 285pts]
Raider [5 PL, 95pts]
Selections: Dark Lance [20pts], Splinter Racks [10pts]

Categories: Dedicated Transport, Faction: <Haemonculus Coven>, Faction: <Wych Cult>, Faction: Aeldari, Faction: Drukhari, Vehicle, Transport, Fly, Raider, Faction: <Kabal>

Abilities: Explodes, Hovering, Night Shield, Open-topped, Splinter Racks, Transport: Raider, Unit: Raider, Weapon: Bladevanes, Dark Lance, Wound Track: Raider, Raider 1, Raider 2, Raider 3


Abilities Description Ref
Explodes If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Hovering Instead of measuring distance and ranges to and from this model’s base, measure to and from this model’s hull or base (whichever is closer)
Night Shield This model has a 5+ invulnerable save against ranged weapons.
Open-topped Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen Back in the same turn, cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on. Note that the passengers cannot shoot if this model Falls Back, even though the Raider itself can.
Splinter Racks If this model has splinter racks, then each time a model that is embarked upon it shoots a splinter pistol or splinter rifle and you roll a 6+ to hit with that weapon, it scores 2 hits instead of 1. This does not apply to Artefacts of Cruelty
Transport Capacity Ref
Raider This model can transport 10 INCUBI or DRUKHARI INFANTRY models. Each Grotesque takes the space of two models. This model cannot transport Hellions or SKYBOARD models.
Unit M WS BS S T W A Ld Save Ref
Raider * 4+ * 6 5 10 * 7 4+
Weapon Range Type S AP D Abilities Ref
Bladevanes Melee Melee 4 -1 1
Dark Lance 36" Heavy 1 8 -4 D6 Change the weapon's Type from Heavy to Assault if it is equipped on a VEHICLE.
Wound Track Remaining W Characteristic 1 Characteristic 2 Characteristic 3 Ref
Raider M BS A
Raider 1 6-10+ 14" 3+ 3
Raider 2 3-5 10" 4+ D3
Raider 3 1-2 6" 5+ 1
Raider [5 PL, 95pts]
Selections: Dark Lance [20pts], Splinter Racks [10pts]

Categories: Dedicated Transport, Faction: <Haemonculus Coven>, Faction: <Wych Cult>, Faction: Aeldari, Faction: Drukhari, Vehicle, Transport, Fly, Raider, Faction: <Kabal>

Abilities: Explodes, Hovering, Night Shield, Open-topped, Splinter Racks, Transport: Raider, Unit: Raider, Weapon: Bladevanes, Dark Lance, Wound Track: Raider, Raider 1, Raider 2, Raider 3


Abilities Description Ref
Explodes If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Hovering Instead of measuring distance and ranges to and from this model’s base, measure to and from this model’s hull or base (whichever is closer)
Night Shield This model has a 5+ invulnerable save against ranged weapons.
Open-topped Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen Back in the same turn, cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on. Note that the passengers cannot shoot if this model Falls Back, even though the Raider itself can.
Splinter Racks If this model has splinter racks, then each time a model that is embarked upon it shoots a splinter pistol or splinter rifle and you roll a 6+ to hit with that weapon, it scores 2 hits instead of 1. This does not apply to Artefacts of Cruelty
Transport Capacity Ref
Raider This model can transport 10 INCUBI or DRUKHARI INFANTRY models. Each Grotesque takes the space of two models. This model cannot transport Hellions or SKYBOARD models.
Unit M WS BS S T W A Ld Save Ref
Raider * 4+ * 6 5 10 * 7 4+
Weapon Range Type S AP D Abilities Ref
Bladevanes Melee Melee 4 -1 1
Dark Lance 36" Heavy 1 8 -4 D6 Change the weapon's Type from Heavy to Assault if it is equipped on a VEHICLE.
Wound Track Remaining W Characteristic 1 Characteristic 2 Characteristic 3 Ref
Raider M BS A
Raider 1 6-10+ 14" 3+ 3
Raider 2 3-5 10" 4+ D3
Raider 3 1-2 6" 5+ 1
Raider [5 PL, 95pts]
Selections: Dark Lance [20pts], Splinter Racks [10pts]

Categories: Dedicated Transport, Faction: <Haemonculus Coven>, Faction: <Wych Cult>, Faction: Aeldari, Faction: Drukhari, Vehicle, Transport, Fly, Raider, Faction: <Kabal>

Abilities: Explodes, Hovering, Night Shield, Open-topped, Splinter Racks, Transport: Raider, Unit: Raider, Weapon: Bladevanes, Dark Lance, Wound Track: Raider, Raider 1, Raider 2, Raider 3


Abilities Description Ref
Explodes If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers D3 mortal wounds.
Hovering Instead of measuring distance and ranges to and from this model’s base, measure to and from this model’s hull or base (whichever is closer)
Night Shield This model has a 5+ invulnerable save against ranged weapons.
Open-topped Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen Back in the same turn, cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on. Note that the passengers cannot shoot if this model Falls Back, even though the Raider itself can.
Splinter Racks If this model has splinter racks, then each time a model that is embarked upon it shoots a splinter pistol or splinter rifle and you roll a 6+ to hit with that weapon, it scores 2 hits instead of 1. This does not apply to Artefacts of Cruelty
Transport Capacity Ref
Raider This model can transport 10 INCUBI or DRUKHARI INFANTRY models. Each Grotesque takes the space of two models. This model cannot transport Hellions or SKYBOARD models.
Unit M WS BS S T W A Ld Save Ref
Raider * 4+ * 6 5 10 * 7 4+
Weapon Range Type S AP D Abilities Ref
Bladevanes Melee Melee 4 -1 1
Dark Lance 36" Heavy 1 8 -4 D6 Change the weapon's Type from Heavy to Assault if it is equipped on a VEHICLE.
Wound Track Remaining W Characteristic 1 Characteristic 2 Characteristic 3 Ref
Raider M BS A
Raider 1 6-10+ 14" 3+ 3
Raider 2 3-5 10" 4+ D3
Raider 3 1-2 6" 5+ 1
Outrider Detachment +1CP (Aeldari - Drukhari) [17 PL, 310pts]
Rules: Poisoned Weapon, Vanguard of the Dark City

No Force Org Slot
Detachment Attribute
Selections: Cult of the Red Grief

Categories: No Force Org Slot


Abilities Description Ref
Cult of the Red Grief Units with this obsession can charge in the same turn in which they Advanced. In addition, you can re-roll failed charge rolls for units with this obsession
HQ [4 PL, 55pts]
Succubus [4 PL, 55pts]
Selections: Shardnet and impaler [5pts]

Categories: HQ, Character, Faction: <Wych Cult>, Faction: Aeldari, Faction: Drukhari, Infantry

Rules: Combat Drugs, Power from Pain

Abilities: Brides of Death, Lightning Dodge, No Escape, Unit: Succubus, Weapon: Shardnet and impaler


Abilities Description Ref
Brides of Death In the Fight phase you can re-roll all hit rolls of 1 made for friendly <WYCH CULT> units that are within 6" of this model.
Lightning Dodge This unit has a 4+ invulnerable save.
No Escape Roll off if an enemy INFANTRY unit within 1" of any models with this ability wishes to Fall Back. The enemy unit can only Fall Back if the player commanding it wins the roll-off.
Unit M WS BS S T W A Ld Save Ref
Succubus 8" 2+ 2+ 3 3 5 4 8 6+
Weapon Range Type S AP D Abilities Ref
Shardnet and impaler Melee Melee User -1 2 Each time the bearer fights, it can make 1 additional attack with this weapon. If an INFANTRY unit is affected by the No Escape ability whilst it is within 3" of an enemy model armed with this weapon, the unit’s controlling player rolls a D3 instead of a D6 when making the roll-off
Fast Attack [9 PL, 180pts]
Reavers [3 PL, 60pts]
Selections: Arena Champion [19pts], Grav-Talon [3pts], 2x Reaver [38pts]

Categories: Fast Attack, Faction: Aeldari, Faction: Drukhari, Faction: <Wych Cult>, Biker, Fly, Reavers

Rules: Combat Drugs, Power from Pain

Abilities: Grav-Talon, Matchless Swiftness


Abilities Description Ref
Grav-Talon Roll a D6 each time a model with a grav-talon finishes a charge move within 1" of an enemy unit - on a 4+, that unit suffers a mortal wound.
Matchless Swiftness When this unit Advances, add 8" to its Move characteristic for that Movement phase instead of rolling a dice.
Unit M WS BS S T W A Ld Save Ref
Arena Champion 18" 3+ 3+ 3 4 2 3 8 4+
Reaver 18" 3+ 3+ 3 4 2 2 7 4+
Weapon Range Type S AP D Abilities Ref
Bladevanes Melee Melee 4 -1 1
Splinter pistol 12" Pistol 1 * 0 1 Poisoned Weapon (pg 87)
Splinter rifle 24" Rapid Fire 1 * 0 1 Poisoned Weapon (pg 87)
Reavers [3 PL, 60pts]
Selections: Arena Champion [19pts], Grav-Talon [3pts], 2x Reaver [38pts]

Categories: Fast Attack, Faction: Aeldari, Faction: Drukhari, Faction: <Wych Cult>, Biker, Fly, Reavers

Rules: Combat Drugs, Power from Pain

Abilities: Grav-Talon, Matchless Swiftness


Abilities Description Ref
Grav-Talon Roll a D6 each time a model with a grav-talon finishes a charge move within 1" of an enemy unit - on a 4+, that unit suffers a mortal wound.
Matchless Swiftness When this unit Advances, add 8" to its Move characteristic for that Movement phase instead of rolling a dice.
Unit M WS BS S T W A Ld Save Ref
Arena Champion 18" 3+ 3+ 3 4 2 3 8 4+
Reaver 18" 3+ 3+ 3 4 2 2 7 4+
Weapon Range Type S AP D Abilities Ref
Bladevanes Melee Melee 4 -1 1
Splinter pistol 12" Pistol 1 * 0 1 Poisoned Weapon (pg 87)
Splinter rifle 24" Rapid Fire 1 * 0 1 Poisoned Weapon (pg 87)
Reavers [3 PL, 60pts]
Selections: Arena Champion [19pts], Grav-Talon [3pts], 2x Reaver [38pts]

Categories: Fast Attack, Faction: Aeldari, Faction: Drukhari, Faction: <Wych Cult>, Biker, Fly, Reavers

Rules: Combat Drugs, Power from Pain

Abilities: Grav-Talon, Matchless Swiftness


Abilities Description Ref
Grav-Talon Roll a D6 each time a model with a grav-talon finishes a charge move within 1" of an enemy unit - on a 4+, that unit suffers a mortal wound.
Matchless Swiftness When this unit Advances, add 8" to its Move characteristic for that Movement phase instead of rolling a dice.
Unit M WS BS S T W A Ld Save Ref
Arena Champion 18" 3+ 3+ 3 4 2 3 8 4+
Reaver 18" 3+ 3+ 3 4 2 2 7 4+
Weapon Range Type S AP D Abilities Ref
Bladevanes Melee Melee 4 -1 1
Splinter pistol 12" Pistol 1 * 0 1 Poisoned Weapon (pg 87)
Splinter rifle 24" Rapid Fire 1 * 0 1 Poisoned Weapon (pg 87)
Dedicated Transport [4 PL, 75pts]
Venom [4 PL, 75pts]
Selections: Splinter Cannon [10pts], Splinter Cannon [10pts]

Categories: Dedicated Transport, Faction: <Haemonculus Coven>, Faction: <Wych Cult>, Faction: Drukhari, Faction: Aeldari, Faction: <Kabal>, Fly, Transport, Venom, Vehicle

Abilities: Explodes, Flickerfield, Night Shield, Open-topped, Transport: Venom, Unit: Venom, Weapon: Bladevanes, Splinter Cannon


Abilities Description Ref
Explodes If this model is reduced to 0 wounds, roll a D6 before removing it from the battlefield and before any embarked models disembark. On a 6 it explodes, and each unit within 6" suffers 1 mortal wound.
Flickerfield Your opponent must subtract 1 from all hit rolls that target this model in the Shooting phase.
Night Shield This model has a 5+ invulnerable save against ranged weapons.
Open-topped Models embarked on this model can attack in their Shooting phase. Measure the range and draw line of sight from any point on this model. When they do so, any restrictions or modifiers that apply to this model also apply to its passengers; for example, the passengers cannot shoot if this model has Fallen Back in the same turn, cannot shoot (except with Pistols) if this model is within 1" of an enemy unit, and so on. Note that the passengers cannot shoot if this model Falls Back, even though the Venom itself can.
Transport Capacity Ref
Venom This model can transport 5 DRUKHARI INFANTRY models, other than Grotesques, Scourges, and SKYBOARD models.
Unit M WS BS S T W A Ld Save Ref
Venom 16" 4+ 3+ 5 5 6 2 7 4+
Weapon Range Type S AP D Abilities Ref
Bladevanes Melee Melee 4 -1 1
Splinter Cannon 36" Rapid Fire 3 * 0 1 Poisoned Weapon (pg 87)
Force Rules
Poisoned Weapon: This weapon wounds on a 4+, unless it is targeting a VEHICLEor TITANIC unit, in which case it wounds on a 6+.

Vanguard of the Dark City: If your army is Battle-forged, all Troops units in Drukhari detachments gain this ability. Such a unit that is within range of an objective marker (as specified in the mission) controls that objective marker even if there are more enemy models within range of it. If an enemy unit within range of the same objective marker has a similar ability, then the objective marker is controlled by the player who has the most models within range as normal.

Selection Rules
Combat Drugs: D6
1 - Adrenalight:+1 Attack
2 - Grave Lotus: +1 Strength
3 - Hypex: +2 Move
4 - Painbringer: +1 Toughness
5 - Serpentin: +1 Weapon Skill
6 - Splintermind: +2 Leadership
Power from Pain:
Battle Round 1 - Inured to Suffering: Roll a D6 each time a model with this ability loses a wound. On a 6 the model does not lose that wound.
Battle Round 2 - Eager to Flay: You can re-roll the dice when determining how far a unit with this ability moves when it Advances or charges.
Battle Round 3 - Flensing Fury: You can add 1 to hit rolls made for a unit with this ability in the Fight phase.
Battle round 4 - Emboldened by Bloodshed: Units with this ability automatically pass Morale tests (do not roll the dice).
Battle Round 5+ - Mantle of Agony: Subtract 1 from the Leadership of enemy units that are within 6" of any units with this ability in the Morale phase.

Created with BattleScribe

sorry if its cluttered. also not the first patrol is supposed to be a battalion (just noticed as i posted it)
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amishprn86
Archon
amishprn86


Posts : 4436
Join date : 2014-10-04
Location : Ohio

Advice on building a 1000 pt doubles army Empty
PostSubject: Re: Advice on building a 1000 pt doubles army   Advice on building a 1000 pt doubles army I_icon_minitimeSun Dec 16 2018, 04:38

Honestly.... thats horrible to my eyes, im hard to read so im not going to, lol.


Just make your lists simple, we all know all DE units really well, dont copy the stats over.

Example:

Archon; PGL, HB, Blaster
Succubus: Glaive and Pistol

Wych: x10, 3 Shardnets, PGL, Agoniser, Blast Pistol
Kabal; x5, Blaster

Raider; DC
Raider; DC


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Nogrim
Kabalite Warrior
Nogrim


Posts : 132
Join date : 2018-01-31

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PostSubject: Re: Advice on building a 1000 pt doubles army   Advice on building a 1000 pt doubles army I_icon_minitimeSun Dec 16 2018, 20:26

yeah sorry was a late night post and hadnt gotten the export right.

done some tweaking with the advice so far

leaning towards either flayed skull or obsidian

HQ
Archon w/ blaster, huskblade, PGL, and hatred eternal (warlord)
Archon w/ blaster, huskblade

Kabs x10 w/darklance and 2x blasters
Kabs x10 w/darklance and 2x blasters
Kabs x10 w/darklance and 2x blasters

Ravager w/ 3x Disintegrators

Raider w/darklance, trophies
Raider w/darklance, trophies
Raider w/darklance, trophies

Venom w/ dual splinter canons, trophies
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amishprn86
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amishprn86


Posts : 4436
Join date : 2014-10-04
Location : Ohio

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PostSubject: Re: Advice on building a 1000 pt doubles army   Advice on building a 1000 pt doubles army I_icon_minitimeSun Dec 16 2018, 22:44

Is there a reason for the Trophies? PGL's most likely will be better, they make them -1LD and the chance to do MW's with 1CP.

Also take some Dissie Cannons, they are cheaper and almost always better. Especially if you are taking blasters
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Nogrim
Kabalite Warrior
Nogrim


Posts : 132
Join date : 2018-01-31

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PostSubject: Re: Advice on building a 1000 pt doubles army   Advice on building a 1000 pt doubles army I_icon_minitimeMon Dec 17 2018, 04:53

trophies were to stack with PGL if it ever really matters, and left over points. there are 6 dissies on the ravagers, i just wanted to make sure i had some lances as well.

would i be better off dropping more lances for dissies, and adding the pgls with the spare points?
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PostSubject: Re: Advice on building a 1000 pt doubles army   Advice on building a 1000 pt doubles army I_icon_minitime

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