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 Stun Claw.

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Azdrubael
Incubi
Azdrubael


Posts : 1857
Join date : 2011-11-16
Location : Russia

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PostSubject: Stun Claw.   Stun Claw. I_icon_minitimeThu Dec 08 2011, 12:38

Yo! I have some ideas regarding this thing . Has anyone used this thing to share experience ?
I want to run 14-15 Helions with Baron and Stun Claw. The point of it i see as mobility tool and blocking tool.

Let me explain. We can charge units containing enemy IC (preferably not monster CC IC, like Librarian or Farseer , Mek etc...utility IC) and atack its squad with all atacks then hit'n'run and snatch IC in our phase . With reroll from baron we are pretty sure we get away from squad we have been targeted.

Next we run more into enemy territory , since we are completely protected from enemy ranged fire or any tank shocking.We can be assaulted but thats about it.

We can place our flying helions blob in front of enemy shooting unit to provide cover for the rest of our forces regarding of terrain, we can place it before enemy vehicles to stop its movement.

In the opponents phase if we finish off IC , we have our pain token , consolidate d6, move 12 , fleet d6 , assault 6. If we dont kill him we just hit-n-run againt and leave poor sucker to our Splinter Cannons.
And than we have reach to strike at enemy belly killing his objective holders and stay there themself with our great stealth 3+ cover saver and fnp.

With this thing we can practically cross all the board without any threat from enemy shooting.
And if Helions have FC they are enough threat to Hydras, Chimeras , etc...lots of S5 and some S7 atacks.+drugs.

We dont even need to win combats we always affect battlefield some way.They are scoring and hellsihly survivable in cover. (up to 2+ fnp of gtg).


Last edited by Azdrubael on Thu Dec 08 2011, 17:28; edited 1 time in total
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Eldur
Sybarite
Eldur


Posts : 315
Join date : 2011-12-08

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PostSubject: Re: Stun Claw.   Stun Claw. I_icon_minitimeThu Dec 08 2011, 15:03

You're right, it gets better with special function ICs, you can get them away from the main fight and lynch them to death (or abandon them) somewhere else. Catch a Sanguinary priest in a Jump Pack, or a Librarian in a motorbike, and stun claw them away, impaling them in some nearby ruins... dangerous terrain for them, and you reroll with baron.

I'll start running Baron Hellions for the fun, also with a stun claw (no truly need for agonizer). Running from cover to cover, shooting things, and then assaulting those stupid super-humanjerks like a mob of real punks, while yelling some bad things about the emperor's mother. Because, you know, that stuff about her being virgin and all... lol
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Guidebot
Hellion
Guidebot


Posts : 40
Join date : 2011-12-06

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PostSubject: Re: Stun Claw.   Stun Claw. I_icon_minitimeThu Dec 08 2011, 16:22

I plan on making this a 'module' for my army. For the points, and 'plugged in' to a stable DE army core, I think it could be fun and functional.

Plus, stealing characters... Awesome, right?

'...borne aloft by a swarm of cackling maniacs'!
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Eldur
Sybarite
Eldur


Posts : 315
Join date : 2011-12-08

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PostSubject: Re: Stun Claw.   Stun Claw. I_icon_minitimeThu Dec 08 2011, 16:44

Little Punks 280 points
Baron
10 Hellions, Avernarch, Stun Claw


War Punks 360 points
Baron
15 Hellions, Avernarch, Stun Claw


Hella' Punks 440 points
Baron
20 Hellions, Avernarch, Stun Claw

Add in a Heamonculus (50-60 points with LG), to start with a pain token at turn 1.

From War Punks to Hella'Punks this becomes a kinda Death Star (DE style) not an advancing terminator wall but a super commando squad playing hide n' strike style.

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Azdrubael
Incubi
Azdrubael


Posts : 1857
Join date : 2011-11-16
Location : Russia

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PostSubject: Re: Stun Claw.   Stun Claw. I_icon_minitimeThu Dec 08 2011, 16:57

20 man cant atack small sqauds , cause they will wipe them. There is a fine line between killiness and overkilliness. And Helions as a whole dont fare good against deathstars. Playin DE you must either wipe em to non-combat condition , or at least survive return blows. Helions Obviously cant do that , being only 5+.
They can atack with MEQ , but will not do much to Terminators , 15 or 20. Thats Wyches work.

I maybe would trowh them against THunderWolves to snatch lord , but its a one way trip.

About Haemy...if you run 2 in the list , you can start one with unit , another with baron.Then have 2 PT on the unit.That combo looks a bit clumsy , but showed itself very well in my local tournament scene.
I didnt play it , maybe it is to credit the player who wield it , he is a talented guy , once raped GK with Demons on ETC )).
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Eldur
Sybarite
Eldur


Posts : 315
Join date : 2011-12-08

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PostSubject: Re: Stun Claw.   Stun Claw. I_icon_minitimeThu Dec 08 2011, 19:03

Of course they can't handle other armies Death Stars!! Well they can wipe out 5 man terminator squads, trough volume of attacks (n' drugs, and tokens...) but not Ork Nobz, and let's not talk about Purifiers! They're better at shooting and assaulting enemy units every turn thanks to 12 inch movement and Hit and Run (so they can do a lot of work in a 5-7 turn battle), while Wyches fight against the assault-oriented enemy units.

2nd Haemy is a huge boost plus a huge investment for only 2 PT. I'd go with the Baron+Wracks & Haemo+Hellions combo, so you'll get at least +1 scoring unit for the points.
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