Posts : 1500 Join date : 2011-05-26 Location : Near good fight!
Subject: Squishing juice from Coven units Thu Dec 15 2011, 20:19
Hey guys (or girls), I wonder what do You think about this Haemonculus/Grot build.
Haemonculus, Ancient, Venom Blade, Liquifier 95
3 Grotesques 130 Liquifier, Abberation with Venom Blade
Haemonculus - for 35 points (Ancient + VB) You get boosts of stats and additional 2+ poison attack (kinda like buying Scissorhand, except better and with stat boost).
Abberation - for 15 points over Grot You get 2 additional attacks. Yes, 2. Read codex. And I can use Venom Blade OR CCW. Kinda good deal I guess.
I found it pretty... interesing. Obviously this go into Raider, hopefully with NS AND FF. Maybe with ram.
Subject: Re: Squishing juice from Coven units Thu Dec 15 2011, 20:50
I basically like it though I'm not a fan of the Ancient upgrade. When I use Grots the Haem's job is to be the attached IC to prevent leadership problems. He's there to drop a flame template and to *maybe* base up some inconsequential thing on the edge of combat. I don't want to pay much to have 'good' assaultcapability with the Haem because I never want to have to put him at risk in the assault of being targeted and killed.
Local_Ork Fleshsculptor
Posts : 1500 Join date : 2011-05-26 Location : Near good fight!
Subject: Re: Squishing juice from Coven units Thu Dec 15 2011, 21:06
T3 is kinda a bummer... I can see uses of Ancient tho. +1 I, +1 WS make him more killy and more dodgy (not to mention +A). Let's check how he would fight with "CC grunt" (3 attacks, WS4)
3 attacks with WS4 vs. WS4 = about 1,5 hits 3 attacks with WS4 vs. WS4 = about 1,5 hits simultaneously
4 attacks with WS5 vs. WS4 = 2,(6) hits from Haemy (I5 or I6 sue to FC) 3 attacks with WS4 vs. WS4 = about 1 hit form enemy.
Basically, when fighting WS4 it instanteusly cut damage by 1/3 and boost output nearly twice.
As for Grots... this unit is ultimate "antibully unit", kinda like Ork MANz. Noone love them but when they hit "shiny troops", this happen:
Oh, and get "free" FC.
Raneth Sybarite
Posts : 467 Join date : 2011-06-12 Location : ridin' the Razor, cussin' at my Wyches
Subject: Re: Squishing juice from Coven units Thu Dec 15 2011, 23:42
Or you could theme your PGL Archon as a hands-on Haemy...
astorre Hellion
Posts : 76 Join date : 2011-07-12
Subject: Re: Squishing juice from Coven units Fri Dec 16 2011, 00:32
Yeah if I was running Grots and trying to keep the unit cheap, I'd run them with an Archon w/ Shadowfield, Agonizer, PGL. 135pts and bam, he'll stay alive longer than the Haemie, give the unit Grenades, and add what they need, power weapon attacks.
Azdrubael Incubi
Posts : 1857 Join date : 2011-11-16 Location : Russia
Subject: Re: Squishing juice from Coven units Fri Dec 16 2011, 08:37
Hmm...i thought about ancient. Look like this Power Weapon , Soul Trap , Shattershard. If i understand correct we still get soul trap power when we kill with shattershard. If this Haemy is in Grot unit that power weapon is an effective agoniser aginst MEQ on the Charge. 115pts.
He doesnt reach killiness of other non-coven units, but in coven list at least look able to damage and kill enemy star units.
lululu_42 Kabalite Warrior
Posts : 236 Join date : 2011-07-27 Location : PA
Subject: Re: Squishing juice from Coven units Fri Dec 16 2011, 11:51
I personally run Archon w/ blast pistol, clonefield, Combat Drugs, Djinn blade, ghostplate, phantasm gernade Lancher ans a shadowdowfield 2x Hamey with scissorhand WWP 3x Grotesque 1x Liquifier 1x Aberration w/scissor hand Raider
Yea a whopping 788pts but keeping Space wolves locked in combat for 6 turns equals win in my book.
I would drop the ancent for a archon since the archon will go first in combat. Use him to deal with any power weapon attacks against the hamie's or Grots.
Subject: Re: Squishing juice from Coven units Fri Dec 16 2011, 14:40
Dark Eldar codex page 84: "*A model may not have both a shadow field and a clone field."
Grumpy Kwi Nightmare Doll on the Loose
Posts : 362 Join date : 2011-06-02 Location : San Jose, CA
Subject: Re: Squishing juice from Coven units Fri Dec 16 2011, 15:13
Local_Ork wrote:
T3 is kinda a bummer...
What is T3? Am I missing something? I didn't think the "Ancient" lowered your T - I gotta check that out.
My biggest "beef" about how some of us look at this combo in one facet - just looking at the assault capabilities is severely misleading and downright short sighted. I am not sure about the rest of you but half the fun or running coven units is getting perhaps the best flamer in the game and this unit can take 2 of them (and you do no need to upgrade the haemy to use it either).
Try this, take some dice, simulate 2 destructor templates against 10 marines before you charge. If the marines do not run away then let them hit first since you got no grenades and then swing away. By the time you figure out all the hits and wounds you should find the Ancient upgrade really only helps you with one additional hit attempt - that's it, not necessarily worth points for that.
If the fight continues to the next assault phase then the other part of the ancient upgrade helps by letting you hit first (because we all know that unless you got grenades the Ancients I means nothing here) if he/she survives the round. You got to ask yourself, would any opponent worth his salt allow that haemy/ancient to go un-targetted? Hell no. So unless you master where the ancient is going to line up against a marine squad (avoiding the powerfist or alot of marines) the Haemy would be focused on no matter what. Sure, furious charge is nice but it benefits both the haemy and the ancient the same way unless you got grenades.
So, does the haemy/ancient have any defenses or tricks to keep them alive? No, so you got to imagine the IC dieing - it has 2 wounds and their death means 2 combat resolution points.
I hope you catch my insight that the shooting phase is imperative to the assault, in fact, if the shooting phase is a bust I will often opt to not charge at all unless I got superior numbers on my side.
Me personally, I perfer 2 IC's in a 3 Grot squad. Urien or an Archon or another Haemy and although the Archon has a limited role in the shooting phase, he does make up for it with his PGL and combat ability. Urien's box with both the haemy and grots liquifier will often reduce the marines number to the point that any fighting back is anemic and unproductive (and if you still lose the haemy as he is the weakest link there is still an IC there to guide the fight).
Coven units rely on the shooting phase to bolster their assault phase - by all that is holy do not forget the shooting phase, just because you are not running trueborn doesn't mean you have to forsake the shooting phase altogether.
mukslinger Hellion
Posts : 48 Join date : 2011-08-02
Subject: Re: Squishing juice from Coven units Fri Dec 16 2011, 15:35
I like the flesh gauntlet on the aberration, rather than the other options. I think it adds a little more versatility.
Exactly what I run.
I have experimented with the haemy with a venom blade as I find the agoniser just not making a difference for the points. With a Rakkarth or an Archon the haemy doesn't need a power weapon as the target is going to be dieing by armor-save. However, at least one agoniser looks better when you are running 2 haemys together, the power weapon becomes more of an insurance that somebody will at least die in that assault phase. Granted, Urien does not have a sure fire cc weapon but at least I know that whatever fails his armor save against him is going to die regardless of their wounds.
I really like the flesh gauntlet on the aberration, it has killed many IC's that just have the remote chance of failing an armor save. Dante and Vulkan come to mind immediately.
Raneth Sybarite
Posts : 467 Join date : 2011-06-12 Location : ridin' the Razor, cussin' at my Wyches
Subject: Re: Squishing juice from Coven units Fri Dec 16 2011, 17:52
Sending the Grots straight into FC seems juicy, even though I'm not sure it's worth packing yet another 60+ pts onto an already expensive Raider. I do use the Archon/Haemy combo myself for Incubi, so I'm not opposed to the idea per se. I might try it out for gits and shiggles.
As for the Aberration, no scissorhand fans?
mukslinger Hellion
Posts : 48 Join date : 2011-08-02
Subject: Re: Squishing juice from Coven units Fri Dec 16 2011, 17:57
I've never thought of moving the agonizer off the haemy, I'll have to have a good look at that, and give it a try.
Evil Space Elves Haemonculus Ancient
Posts : 3717 Join date : 2011-07-13 Location : Santa Cruz, ca
Subject: Re: Squishing juice from Coven units Fri Dec 16 2011, 18:49
I'm running this unit this weekend in a friendly game with an old friend(He's playing CSM's) -Archon with PGL, Clonefield, Combat Drugs -4 Grots, Liquifier, Aberation with Venom Blade, Raider with Flickerfield.
I've never run this unit before, but it should be nothing short of fun with all of those Khorne Dog marines running around!
mukslinger Hellion
Posts : 48 Join date : 2011-08-02
Subject: Re: Squishing juice from Coven units Fri Dec 16 2011, 19:23
aberration with scissorhands vs fleshgauntlet
They both basically reroll wounds on stuff the aberration would hit. SH: wound on 3's, +1 attack FG: wound on 4's, instant death
I like the FG for a couple of reasons: It gets past fnp, it's sneaky like that, and it drops dudes dead. I find these a little more useful than an extra wound or two, in this particular unit.
Grumpy Kwi Nightmare Doll on the Loose
Posts : 362 Join date : 2011-06-02 Location : San Jose, CA
Subject: Re: Squishing juice from Coven units Fri Dec 16 2011, 19:39
I still like the FG more and this for the most part that if I am going to throw only 14 attacks (aberration + 2 grotesques) that if something has multiple wounds, I need it dead. Unlike the wracks that can dish out 30+ attacks, the grotesques need some assurance that multi-wound targets will die and not be able to return any attacks. Straight up against marines, sure, the scissorhand is fine. Facing Dante or Vulkan or a monstrous creature, the FG will be more handy. One thing is for sure, with FG and the right IC's this unit is a pretty decent mini-deathstar. It may be an expensive unit but it is a tough little bugger with full wound shenanigans and the FnP to boot.
Spend the 5 points extra, 6 poison attacks with re-roll is nice and with the added insurance of what you do kill stays killed.
Evil Space Elves wrote:
I'm running this unit this weekend in a friendly game with an old friend(He's playing CSM's) -Archon with PGL, Clonefield, Combat Drugs -4 Grots, Liquifier, Aberation with Venom Blade, Raider with Flickerfield.
I think if I had only 1 IC to spare to escort a squad of Grots it would be the Archon although the haemy offers another token for FC and an additional liquifier.
I know this upgrade isn't really optimized but on the Grotesques raider I like to sport the aether sails on it as I see it as a substitute for not having "fleet". I would "flat-out" the grot raider and then sail it within inches of the intended target (or centered on a number of possible targets) so that when the raider exploded or wrecked the grotesques would be within easy charge range even if in difficult terrain. Chances were more firepower would be poured into this grotesque unit while they sat there in 4+ cover with FnP, T5 and multiwound. After doing it 5 or 6 times I think I was only charged once as most players wouldn't charge (or runaway for that matter) them but rather rapid-fired. Even when they were charged the squad survived once the smoke cleared.
And although the Incubi have terrific qualities in what they do, the grotesques do offer one other facet that I think is worth mentioning and that is they pound armor pretty well. Granted they are not the best unit to spend anytime punching armor but there have been occasions where once they got to the enemy lines a vindicator would be too juicy to pass up. I think I have destroyed successfully more tanks with the Grotesques than I have with any other unit (I think they are batting 1000% everytime I have used them, 4/4 I think). For an elite spot, they are decently flexible.
I know I am making them sound great but as mentioned above, for a fun unit to mess around with they are quite entertaining - they are truly fun in my eyes.
mukslinger Hellion
Posts : 48 Join date : 2011-08-02
Subject: Re: Squishing juice from Coven units Fri Dec 16 2011, 19:55
lol, I'm with Kwi again. This unit gives me the evil-giggles when I play it. Throw them at junk and destroys stuff. The best distraction I have in my army.
lululu_42 Kabalite Warrior
Posts : 236 Join date : 2011-07-27 Location : PA
Subject: Re: Squishing juice from Coven units Fri Dec 16 2011, 23:02
Kinnay wrote:
Dark Eldar codex page 84: "*A model may not have both a shadow field and a clone field."
Yea missed the fine print
Local_Ork Fleshsculptor
Posts : 1500 Join date : 2011-05-26 Location : Near good fight!
Subject: Re: Squishing juice from Coven units Fri Dec 16 2011, 23:14
It is sad that Grots don't have PW option of any kind. That would make them A LOT more useful.
Some quality answers, thanks.
Tanhausen Hellion
Posts : 75 Join date : 2011-11-17 Location : Spain
Subject: Re: Squishing juice from Coven units Mon Dec 19 2011, 16:35
A unit many laugh at and I love is Haem+WWP+Liqui + 4 grots + liqui in bare bones raider.
300ish points but people stop smiling so much when they see that unless they devote a CC specialist unit with PW (whom, ooooooops, happen to be tied uo with the wyches), it takes them FOREVER to actually bring these guys down.
And if they make it to the parking lot or the long fangs...its gonna be funny... for us
Raneth Sybarite
Posts : 467 Join date : 2011-06-12 Location : ridin' the Razor, cussin' at my Wyches
Subject: Re: Squishing juice from Coven units Mon Dec 19 2011, 18:03
Yeah but hell, the last thing I want is another &^%&*$$ tar pit.
Gdead909 Hellion
Posts : 64 Join date : 2011-12-31 Location : Tampa Fl
Subject: Re: Squishing juice from Coven units Sat Dec 31 2011, 02:10
Maybe its my newbish qualities but cant grots wreck tanks? I mean with urien they're S7 on the charge, In my mind I would rather have the SH. Since they don't lose there close combat weapon they get 3 extra attacks. At S7 that's pretty potent. Am I wrong?
Azdrubael Incubi
Posts : 1857 Join date : 2011-11-16 Location : Russia
Subject: Re: Squishing juice from Coven units Sat Dec 31 2011, 08:21