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 Sky Serpents VI

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Sky Serpent
Adrenalight Junkie
Sky Serpent


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Join date : 2011-02-26
Location : Dais Of Administration

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PostSubject: Sky Serpents VI   Sky Serpents VI I_icon_minitimeSat Jun 30 2012, 23:25

New edition, decided to gut my list slightly and play around with some new ideas. I have plans for Eldar allies but until I work out where the Farseer can go I am stalling on that, I also won't be using the second force organisation chart for the 2000pts list. I'd really appreciate any and all feedback for this list please.


SKY SERPENTS VI 1500


Duke Sliscus The Serpent, 150pts

Haemonculus, Shattershard, 65pts


3 Kabalite Trueborn, 3 Blasters, 81pts
Venom, additional Splinter cannon, 65pts

3 Kabalite Trueborn, 3 Blasters, 81pts
Venom, additional Splinter cannon, 65pts


9 Kabalite Warriors, 81pts
Raider, Dark lance, Splinter racks, Enhanced aethersails, 75pts

3 Wracks, Acothyst, Hexrifle, 55pts
Raider, Dark lance, 60pts

8 Wyches, Haywire Grenades, Hekatrix, Agoniser, 126pts
Raider, Dark lance, 60pts

5 Wyches, Haywire Grenades, 60pts
Raider, Dark lance, 60pts


Ravager, 3 Dark lances, Night shields, 105pts

Razorwing Jetfighter, 2 Dark lances, Flickerfield, 155pts

Razorwing Jetfighter, 2 Dark lances, Flickerfield, 155pts


1499


~


SKY SERPENTS VI 1750


Duke Sliscus The Serpent, 150pts

Haemonculus, Shattershard, 65pts


3 Kabalite Trueborn, 3 Blasters, 81pts
Venom, additional Splinter cannon, 65pts

3 Kabalite Trueborn, 3 Blasters, 81pts
Venom, additional Splinter cannon, 65pts


9 Kabalite Warriors, 81pts
Raider, Dark lance, Splinter racks, Enhanced aethersails, 75pts

5 Wracks, Liquifier gun, Acothyst, Hexrifle, 85pts
Raider, Dark lance, 60pts

8 Wyches, Haywire Grenades, Hekatrix, Agoniser, 126pts
Raider, Dark lance, 60pts

7 Wyches, Haywire Grenades, 84pts
Raider, Dark lance, 60pts

5 Wyches, Haywire Grenades, 60pts
Venom, additional Splinter cannon, 65pts


Voidraven Bomber, Flickerfield 155pts

Razorwing Jetfighter, 2 Dark lances, Flickerfield, 155pts

Razorwing Jetfighter, 2 Dark lances, Flickerfield, 155pts


1728


~


SKY SERPENTS VI 2000


Duke Sliscus The Serpent, 150pts

Haemonculus, Shattershard, 65pts


3 Kabalite Trueborn, 3 Blasters, 81pts
Venom, additional Splinter cannon, 65pts

3 Kabalite Trueborn, 3 Blasters, 81pts
Venom, additional Splinter cannon, 65pts

3 Kabalite Trueborn, 3 Blasters, 81pts
Venom, additional Splinter cannon, 65pts


9 Kabalite Warriors, 81pts
Raider, Dark lance, Splinter racks, Enhanced aethersails, 75pts

5 Wracks, Liquifier gun, Acothyst, Hexrifle, 85pts
Raider, Dark lance, 60pts

8 Wyches, Haywire Grenades, Hekatrix, Agoniser, 126pts
Raider, Dark lance, 60pts

6 Wyches, Haywire Grenades, 72pts
Raider, Dark lance, 60pts

5 Wyches, Haywire Grenades, 60pts
Venom, additional Splinter cannon, 65pts

5 Kabalite Warriors, Blaster, 60pts
Venom, additional Splinter cannon, 65pts


Voidraven Bomber, Flickerfield 175pts

Razorwing Jetfighter, 2 Dark lances, Flickerfield, 155pts

Razorwing Jetfighter, 2 Dark lances, Flickerfield, 155pts

1987


Last edited by Sky Serpent on Tue Jul 03 2012, 21:20; edited 1 time in total
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IASGATG
Hellion
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Location : West Sussex - England

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PostSubject: Re: Sky Serpents VI   Sky Serpents VI I_icon_minitimeSun Jul 01 2012, 02:04

Why not just using the wyches as pure tarpits, lose the agonizer, take a shardnet. Maybe take a venom blade if you have points to spare?
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Sky Serpent
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Sky Serpent


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PostSubject: Re: Sky Serpents VI   Sky Serpents VI I_icon_minitimeTue Jul 03 2012, 00:17

The 8 man unit is a hangover from 5th but for now I want to try them out and see how they do, I always used to throw them into full Tactical Squads and come out fine, I think too many naysayers are putting Wyches down.

It's hard to find the right Raider to Venom ratio but I'm quite happy with mine and I think the flyers will be a lot of fun, I like the fact that their points costs are symmetrical so I can cut and change them at will.

Need to focus the most on the 1500 list as that will be going to a tournament or two in the next two months, does anyone think I should try and squeeze a Voidraven in there too?
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Grumpy Kwi
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PostSubject: Re: Sky Serpents VI   Sky Serpents VI I_icon_minitimeTue Jul 03 2012, 01:48

I think the 1500 list is pretty tight - not much there to change.

What squad is the Haemy going in?

I take it the Duke is in with the warriors.

No nightshields eh?

Aethersails, never really tried them on warriors - used them on wych and wrack raiders just fine. What's your thought process on that?
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Sky Serpent
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PostSubject: Re: Sky Serpents VI   Sky Serpents VI I_icon_minitimeTue Jul 03 2012, 20:15

I'm going to trim the Wracks down a bit at 1500 to make one of the Ravagers a Razorwing, might try and go tri-Razorwing if I can.

Haemonculus goes with the 8 man Wych squad, he's quite a fun addition, adds FNP to the Wyches and the Shattershard has got me some great kills. It's whiffed once or twice but I've always got to use it, best result was a tooled up Warboss on bike and two Nob bikers.

Duke has to start with Kabalites and goes with the Warriors. That squad never let me down in 5th and has got even better now, I just fear that with the kill the warlord VP that the squad will become a massive target.

For now I'm gonna stay away from Night Shields. I've always found that most things that want to hit me like Lascannons and Missile Launchers etc don't care about the range.

Aethersails are there purely because I'm going to put a massive sail on Duke's raider.
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Deamon
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PostSubject: Re: Sky Serpents VI   Sky Serpents VI I_icon_minitimeTue Jul 03 2012, 22:49

I like your list but I think you really should consider Nightshield. I only played 2 games in 6th and with my usual luck I went second both times. In 5th I used to reserve everything I could not hide but that's not longer possible.

With the 2 new deployments and premesuring, I was able to put my raiders/ravagers/venoms out of range of most threat (aka 3 Long Fangs squads). Once the game has started they may not be that useful but they sure saved my butt on turn 1.
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Grumpy Kwi
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PostSubject: Re: Sky Serpents VI   Sky Serpents VI I_icon_minitimeWed Jul 04 2012, 19:17

Deamon wrote:
With the 2 new deployments and premesuring, I was able to put my raiders/ravagers/venoms out of range of most threat (aka 3 Long Fangs squads). Once the game has started they may not be that useful but they sure saved my butt on turn 1.

That is exactly what nightshields do (and have been doing since 4th edition). No reason you can't do the math and figure out where you can put your raiders and just play havok with your opponents shooting phase first turn.

Same thing happens from then on too, you can continue messing with his shooting phase if you take the time on move your raiders smartly. I even can draw enemy units closer to me (or in other directions too) as they try to get into range - they do not know it but I am purposely leading them closer so I can assault them next turn.

Anyway, nightshields are not a "must have" but some people swear by them and other pass on them - either is fine with me.
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KabaliteSon
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PostSubject: Re: Sky Serpents VI   Sky Serpents VI I_icon_minitimeThu Jul 05 2012, 21:06

Your 1500 is nine over. I think you forgot the NS points on the Ravager.

I think you could stand to trim the wracks and go for another Razorwing. Only concern after playing 3 games with flyers in sixth is getting them on. Turn 1 is easy to survive but if they don't come on turn two it felt like I was at a disadvantage because I had a little under 400 points sitting off the board (I had no manipulation and enemy rolled -1 to reserves). My first 2 games I had a Autarch for the bonus and always had my flyers turn 2.. And without any reserve help I basically got forced to avoid engaging. Just a though.

I think 3 Wych Squads and a Warrior squad is enough troops for 1500. Maybe plus up the Wyches and add a Shardnet that can go in base with a character to make sure you win the challenge.

I'm glad to see someone still taking Wyches, too much talk of them being obsolete. Still have a great charge range, even better against vehicles, and a Hekatrix with an Agon can kill pretty much any Sergeant before he swings in a challenge.
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