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 Starting out 750pts

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StaticVortex
Hellion
StaticVortex


Posts : 64
Join date : 2012-01-19

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PostSubject: Starting out 750pts   Starting out 750pts I_icon_minitimeThu Jan 19 2012, 02:29

Greetings!

This is my first time playing a game like this...I now have rulebook, codex, and a handful of models....and one game played. I am curious what this list looks like to more experienced eyes. Am I on the right track? Or way off in the wild fringes somewhere?


HQ Haemonculus
+ Liquifier gun
+ Scissorhand

9x Wracks
+ Liquifier gun


Transport Raider
+ Flickerfield
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5x Incubi
+ Klaivex
+ Demiklaives

Transport Venom
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1x Haemonculus


10x Kabalite Warriors
+ Blaster
+ Dark Lance


Heavy Support Ravager
+ Night Shields
+ Flickerfield

I was told in game that while my Ravager could move 12", I could only fire one of it's weapons when it does....though reviewing my codex, looks like I should be able to fire all 3 so long as I don't go over 12" - do I have that correct?

There was also confusion over the feel no pain rule my guy's had from the pain tokens saying that I needed to choose either the armor save or the feel no pain save, but not both.

I am also not sure I fully understand how far I can move my Raider\Venom and be able to disembark and still assault.


Thanks for taking a look, and sorry for all the basic questions....still putting it all together.
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POwell0
Kabalite Warrior
POwell0


Posts : 101
Join date : 2011-10-25
Location : Cheshire, UK

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PostSubject: Re: Starting out 750pts   Starting out 750pts I_icon_minitimeThu Jan 19 2012, 06:25

Answers first....the Ravager can move 12" and fire ALL weapons Wahay Aerial Assault.

Feel no Pain gives you an extra or double save basically so you roll armour/cover/invulnerable saves first then any that fail you re-roll for FnP example-
10 wyches in close combat suffer 6 wounds, so you roll 6 Dodge saves you pass 4 , fail 2. The two that failed you re-roll for FnP (4+) you fail one, pass one so in all only 1 Wych dies. Dont forget though FnP is negated by power weapons, AP1 and 2, and attacks that cause instant death.

Raiders and Venoms can move 12" and you can still disembark, make a run move and then charge into combat (Wracks cant run and assault as they are not Fleet)

The list looks pretty solid to me although at 750pts i think the Klaivex and Demi-klaives is a bit overkill i would spend them points tooling up that second Heamie
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StaticVortex
Hellion
StaticVortex


Posts : 64
Join date : 2012-01-19

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PostSubject: Re: Starting out 750pts   Starting out 750pts I_icon_minitimeThu Jan 19 2012, 15:48

Thanks for the clarification P0well0!

Sounds like I didn't too too bad in my game, considering I missed some things. My game was against Salamanders and I got first move and should have used all three weapons on my ravager - but only used one and got a glancing hit, then it was destroyed by a guy with a missile launcher.

Reading a bit more it seems I could have been re-rolling my missed wounds in close combat with my wracks due to poisoned weapons. Looks like I was doing those rolls all wrong...using the chart instead of the poisoned rating (3+\4+).

Other questions; does unit and vehicle movements operate independently and does a dedicated transport have to start the game with the unit embarked? What I'm thinking about is...could I start the game with my Kabalites deployed 7" away from the Raider. Move Kabalites 6" and embark then move the Raider 12 - 18"? (On of the guys at the shop said I could move the Raider 24", is that right?) - My guy's would still be able to shoot as long as I don't go over 18"...right?

The Klaivex w/demi-klaives helped to finish off a squad of...scouts I think they were...with it's +2 str after being locked in combat for two rounds. If I dropped him, what would you suggest adding to the heamie?

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POwell0
Kabalite Warrior
POwell0


Posts : 101
Join date : 2011-10-25
Location : Cheshire, UK

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PostSubject: Re: Starting out 750pts   Starting out 750pts I_icon_minitimeThu Jan 19 2012, 21:01

You get re-rolls from poisoned weapons only if your strength is equal to or higher than the opponents toughness or from the pain token so yes i think you should have been with the wracks but dont quote me on that.

A dedicated transport does not have to have a unit embarked at deployment. Although if you move then embark i am pretty sure the vehicle cannot then move aswell, much like the vehicle can move and passengers disembark but they cannot then make their own movement in the move phase.
Passengers can only fire if the vehicle has moved 6" not 12" and yes they can move 24" and gain a 4+ cover, but the passengers cannot disembark or shoot if you go over 12".

For the heamie as i assume he will be with the warriors i would go for a shooting weapon maybe the hexrifle thats always good fun or a liquifier in case anything comes too close for comfort
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lululu_42
Kabalite Warrior
lululu_42


Posts : 236
Join date : 2011-07-27
Location : PA

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PostSubject: Re: Starting out 750pts   Starting out 750pts I_icon_minitimeThu Jan 19 2012, 21:42

I would go with the Liquifire gun since the Hex rifle is really to random in trying to kill anything.
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StaticVortex
Hellion
StaticVortex


Posts : 64
Join date : 2012-01-19

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PostSubject: Re: Starting out 750pts   Starting out 750pts I_icon_minitimeMon Jan 23 2012, 15:17

1000 point tournament coming up and I don't have the options to get another raider or ravager as I'd like to. Thinking about using this same list and adding Drazhar to the Incubi. use the DL's to pop tanks\transports from a distance and us the Incubi & Wracks to slice and dice them.

Workable? Or suicidal?
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Thor665
Archon
Thor665


Posts : 5546
Join date : 2011-06-10
Location : Venice, FL

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PostSubject: Re: Starting out 750pts   Starting out 750pts I_icon_minitimeMon Jan 23 2012, 17:14

Incubi would benefit more from an Archon w. a PGL as the grenades will let them assault into cover without fear. Other ways to help beef out the extra points are adding an Acothyst to the Wracks (it's an assault force there, and he can add some extra oomph), also I'd get at least a Liquifier on the Incubi Haem, after they assault and take the pain token he can still sit in the boat and drop Liquifier templates on people.
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StaticVortex
Hellion
StaticVortex


Posts : 64
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PostSubject: Re: Starting out 750pts   Starting out 750pts I_icon_minitimeThu Jan 26 2012, 16:53

Ok...looking heavy at Archon to ride with Incubi in Venom. Giving him PLG, Huskblade, Shadow field, and possibly Soul Trap. Keeping the Haemi's for the Wrack's and two units of 5x Warriors with Blasters.

I faced off against CSM's and liquified a squad as my Incubi diced another - went rather well.

Clarification...could I start the game with Archon on the Venom and my Incubi with Haemi deployed within 2" so that the Incubi could embark on the Venom, leaving behind the Haemi and taking the pain token? With Venom moving 12" into position after that?
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PostSubject: Re: Starting out 750pts   Starting out 750pts I_icon_minitime

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