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 2000 Sliscus Based Shooting Army

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><enocide
Slave
><enocide


Posts : 23
Join date : 2012-01-17

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PostSubject: 2000 Sliscus Based Shooting Army   2000 Sliscus Based Shooting Army I_icon_minitimeWed Sep 19 2012, 19:14

Alright so I compiled a 2000 pt shooting army based around speed, the use of transports, and around Sliscus
and was looking for some constructive criticism on it. I've bought all the models and am in the process of painting
a few I have left to do. In my opinion I thought it a pretty well rounded shooting list.

HQ:

Duke Sliscus

Elites:

4 Trueborn
4 Blasters

9 Trueborn (Sliscus attached)
9 Shardcarbines

5 Incubi

Troops:

2x 10 Warriors
1 Splinter Cannon

3x 5 Warriors
1 Blaster

Fast Attack:

6 RJB's
1 Cluster Caltrop

5 Scourges
2 Haywire Blasters

Heavy Support:

2 Ravagers
3 DL's Each, Flickerfields

Transports:

1 Raider (9 Shard born w/Sliscus)
Dissie Cannon, Flicker Field, Night Shield

2 Raiders
Dark Lance, Splinter Racks, Flicker Field

5 Venoms
2x Splinter Cannon Each, Night Shields


I didn't do the pts cost for each unit bcuz it's been awhile for me to remember the exact pts cost for everything. The army
came up to about 1978 pts, just enough to throw in an extra RJB or Scourge. Other than that I went for units that had one focus, either anti-infantry or anti-tank. I didn't want to throw in so many pts into a unit, cuz DE seem to die so quickly, so more units is better. This list has alot of kill pts, but my hope is to table the enemy or focus on first blood and leader squads.

Main focus of the army is put few hard to kill/reach units on the field for the enemy to focus fire on, then pop out of reserve with Sliscus' deepstrike ability and open fire. Use the Incubi as a shield/suicide unit, blasters to tear open transports then venoms clean out the insides, my fast attack is used to mainly harass the enemy (keep them distracted) so my other more focused units could creep up on the enemy or deepstrike in to take out anything that'll quickly bring down my transports.
Alot of firepower in this army and multiple duplicate units to make sure something can survive.

Any constructive criticism is appreciated!
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mug7703
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Posts : 409
Join date : 2012-09-19
Location : Brighton

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PostSubject: Re: 2000 Sliscus Based Shooting Army   2000 Sliscus Based Shooting Army I_icon_minitimeWed Sep 19 2012, 23:38

Hey there! It's quite a nice list. I love the idea of using DE as a shooty army. And I think Sliscusborn can be a lovely gunboat although I've never had the joy of fielding him myself. I have a few pointers however.

For starters, exactly as you've written the list it comes to 2028 points to you need to trim some stuff.


HQ:

Duke Sliscus

Elites:

4 Trueborn
4 Blasters
Have you thought of fielding only 3 blasterborn to make them cheaper? Also I must say I think these should only be taken after all the HS slots have been filled so I'd get another Ravager or even a Flyer before adding in blasterborn. You get more range with a Ravager and with NS it can be quite survivable and out of range. Swapping these guys for a Ravager with NS will save you 67points

9 Trueborn (Sliscus attached)
9 Shardcarbines
Nice Smile

5 Incubi
I understand wanting some anti melee but this unit could get left on it's own. Dual assaulting works really well for DE as wyches can't really wipeout units on their own. Incubi are more often a mop up squad. They often assault an already tied down unit because they don't have grenades and if you lose one or two to overwatch it could be difficult to win a combat. Just a potential consideration making your army completely shooty.

Troops:

2x 10 Warriors
1 Splinter Cannon

3x 5 Warriors
1 Blaster
Solid troops choices well kitted. Smile

Fast Attack:

6 RJB's
1 Cluster Caltrop
It's generally best to run 2CC in a unit of 6 guys. I'd really find the points to add the other one. I like to run two units of 6 with CCs and HLs so they can be versatile but it does get expensive at 392points for both units.

5 Scourges
2 Haywire Blasters
I'm not entirely sold on scourges yet. These guys serve as anti tank but cost 15points more than a Ravager with NS and I think frankly they're less survivable. They can be wiped out in one volley (like a Ravager) but have less range.

Heavy Support:

2 Ravagers
3 DL's Each, Flickerfields
Great although I'd always take night shields on them as you have a 5+ cover save by just moving an inch in 6th edition. I'd only really take FF if I had NOTHING else to spend points on. At 2,000 points and especially with a shooty army you want all 3 HS options filled so grab another Ravager or a Voidraven bomber (for some anti-flyer power) or a Razorwing to smear infantry all over the tabletop.

Transports:

1 Raider (9 Shard born w/Sliscus)
Dissie Cannon, Flicker Field, Night Shield
Like I said before rethink the FF as you can just move and get a 5+ cover save. Although I get that you're trying to make your warlord more survivable.

2 Raiders
Dark Lance, Splinter Racks, Flicker Field
I'd seriously swap the FFs for NSs otherwise great.

5 Venoms
2x Splinter Cannon Each, Night Shields
If it were me I'd use 50 points elsewhere but I know a lot of people make these effective so it's a preference thing.


I hope my thoughts are useful to you. To summarise get an extra CC for your Reavers. Get an extra Ravager in there. Swap over the FFs for NSs and lose the 28points you're over by.

If you dropped a blaster from the blasterborn squad (27points), Directly swapped the Scourges for a Ravager (saving you 15points) and dropped a night shield from the venom carrying the Incubi (as that venom has no need for the NS, you're running right up to the enemy lines) you'll have 52 points available. 20 for another CC on the Reavers and you'll come in at a total of 1996.
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CaptainBalroga
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Posts : 283
Join date : 2012-04-08
Location : Space is the place

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PostSubject: Re: 2000 Sliscus Based Shooting Army   2000 Sliscus Based Shooting Army I_icon_minitimeThu Sep 20 2012, 10:00

I have a few months of experience with a Duke Sliscus-based shooting army, and I concur many points that mug7703 made. As it is, the units that will trouble you most are your Incubi and Scourges. Additionally, I would not advise Deep Striking. As you cannot disembark and can only Snap Shot, Deep Striking in to shoot is not that great: hell, Deep Striking and disembarking was terrible back in 5th Edition, been there done that. You can currently move 30" from your reserve table edge, so this would be the method I recommend to deliver any boats that you want to keep reserved early on, which is a tactic I advise if they have nothing good to shoot.

Basically, Dark Eldar shooting, especially what most people would automatically label "Venom Spam" is good at dealing with foot-based armies, but very bad at dealing with vehicle based armies. 2-3 vehicles is about the max that pure Dark Eldar shooting wants to see- any more than that and you will struggle to fight back, as every weapon carried on enemy transports is good at dealing with our transports, while our Dark Lances are not terribly great. I think you will run into this problem very quickly. If you do not play people who use armies with many vehicles, you should have engaging battles, and you will appreciate how your vehicles let you control where you fight and how far away you fight at (Take Night Shields on everything!). If instead you know you will be facing lots of Chimeras or Razorbacks, you will likely be stymied: been there done that! I ended up using 5-man Wyches, which works great for 5-6 vehicle armies as a Wych Haywire charge is almost a guaranteed kill. The increased chance of Pain Token from the Duke definitely turns that option on.

As noted above, your Scourges, Incubi, and I would argue your Trueborn do not have much support. They all have to close with the enemy to start the striking, and if you're doing that then the more units you put with them the better- if one doesn't get the job done, the other can follow up. Consider cutting from your big Carbineborn squad to pick up 2 3xBlasterborn. Utilize your Reavers with Heat Lances with your Scourges- if the Heat Lances fail to annihilate a vehicle, the Scourges can pick up the kill by Hull Pointing it out. Third Ravager is always nice. As for the Incubi...try them out and see if having the one squad is worth it. You will definitely want to coordinate your assault with backup, which is where your Warriors come in.

Once your enemy cuts off your ability to let your units work together, your army will start to lose steam, but I see potential. You've bought the models, so I hope advice on playstyle helps more than "Cut this, etc."
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PostSubject: Re: 2000 Sliscus Based Shooting Army   2000 Sliscus Based Shooting Army I_icon_minitimeThu Sep 20 2012, 20:59

Great advice guys! Yeah the FF is a def drop for night shields on specific vehicles. RJB's is such a worry for me though cuz those are such brittle units and can get super expensive. To be honest I threw in Scourges and the Incubi simply because I like the models and thought they would be fun, but in a tourney list I'll gladly take one out for a third ravager as DE anti-tank is in numbers not quality. How are the fighters and bombers to play? They seem really OP with the new 6th ed. rules.

The Sliscus 9 man carbine unit is amazing! Every game it has been my deathstar against any MEQ's, MC's, and infantry. My opponents literally are afraid of this unit, as it's survivability is rather good by DE standards, and the amount of sheer firepower this unit dishes out is phenomenol. Up to 27 possible wounds hitting on 3+ and wounding on 3+ and if you really want to, throw in some cannons for 6 more possible wounds. I used this on a GK army, flew up in the enemies face and lit up his termies/pladins. Only the leader remained of the squad of 7 and he ran back home to mama in the land raider until of course I shredded that vehicle open to get to him.
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