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 Better HQ Option?

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immelman
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PostSubject: Better HQ Option?   Better HQ Option? I_icon_minitimeMon Nov 26 2012, 20:58

Hi guys I have been strugling the past few days to decide which of the following HQ + "retenue" is the better option for an all commers list. They both cost approximately the same points so that is not the issue. I am looking at survivability and the overall ability to handle any type of infantry

So here are the two options

Option 1
Archon with PGL, ShadowField, HuskBlade, SoulTrap, Drugs
4 Incubi
Raider

Option 2
Heami with Liquifier, Power Axe
Abberation with FleshGauntlet
3 Grots with Liquifier
Raider

The Archon group has the ShadowField that can potentially soak up lost of damage and the ability to get very strong should he kill an IC or MC. PGL makes the whole group attack first when charging into cover and helps with overwatch if within 8" of the shooters. The whole squad is equipped with AP2 PWs, but has 7 wounds between them and the Incubi have no inv saves.

The Heami group starts with FNP and FC and has 14 wounds between them at T5 and S6 on the charge. Not to mention 2 Liquifiers that can be deadly to anything they attack even Termies or GK. They are also one token away from fearless which in 6th ED is a big deal. However they will always go last when charging into cover since they have no nades, unless the unit is already in CC.

What do you guys think overall which is more combat effective and has better chances of survival?
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helvexis
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PostSubject: Re: Better HQ Option?   Better HQ Option? I_icon_minitimeMon Nov 26 2012, 21:33

they also perform different rolls in close combat so which do you need? a precision razor to absolutely destroy some heavy infantry or a lot of medium str attacks to force saves until any light vehicles or infantry stops existing. also unless you dont mind if your grotesques explode you wont ever have the haemonculus leave whereas the archon can run of on his own to beat a small squad up.

with both choices i would add night shields and enhanced sails to the raiders just for the added bit of survivability against rapidfire and the sails give a much better turn 2 assault odds
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Murkglow
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PostSubject: Re: Better HQ Option?   Better HQ Option? I_icon_minitimeMon Nov 26 2012, 21:34

First, just curious why a raider instead of a venom on option 1?

Anyway, I'd say the Grots are probably the more survivable group. When it comes to dealing damage though I'd say the Incubi will likely do more damage vs heavily armored enemies (MEQ and TEQ) and the Archon will definatly do better then the Haemi (who isn't very good in melee and will probably get killed before he can even swing, especially in a challenge vs anything decent). Option 2 will do more damage to less armored stuff like IG/Orks.

That brings up the issue that these two squads don't do the same thing. Option 1 is all about finding the enemy IC/MC/enemy elite and assassinating them with a secondary emphasis on killing armored targets. Option 2 couldn't really do that job (outside of maybe some lucky Liquifier rolls) even if it wanted to. It's more of a kill the enemy basic infantry squad.

So what do you need? Anti-MEQ/TEQ/Characters? Option 1 will do that. Or do you need help with hoards and other lighter stuff? Option 2 does that.
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Seshiru
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PostSubject: Re: Better HQ Option?   Better HQ Option? I_icon_minitimeMon Nov 26 2012, 21:43

I like option 2 a lot better, strong enough to wreck transports and most tanks with a charge, more wounds with high T and can cause much more damage to large units, also they get to actually do a little bit of overwatch. Plus incubi are very vulnerable to anti-marine shooting which every one runs, just image getting hit with flamers of tzeach or a hell drake, where your grots would probably survive.

I do love the incubi, you just need a lot of them if you are going to kill a unit in one round.

In either case you should stay away from GK termies, 4 incubi most likely won't do enough unsaved wounds to prevent them from attacking back and wrecking your face with 2+ wounding via hammerhand and no saves (assuming you even get to go first!). Then on the grots, don't forget they all use force weapons and can just choice to activate instant death on you, turing those 14 wounds into 5 wounds with no FNP and you definately won't go first.
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immelman
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PostSubject: Re: Better HQ Option?   Better HQ Option? I_icon_minitimeTue Nov 27 2012, 03:15

Thanks guys for all the replies you have given me some food for thought! Now to answer your questions:

Why a raider for the Archon? No reason it can be changed to a Venom with 2 SCs for about the same cost. But I was thinking that with a lance I would be less tempted to shoot at the squad I will be charging with the Archon and thus accidentally putting it out of charging range...

The only thing that does not worry me is losing the Heami. As per the rules if I get challenged to a duel I chose which of my characters accepts the challenge. It will be the Aberration answering the challenge with his 4+ poison flesh gauntlet insta-gib rerolling all the to wound rolls with his S6 on the charge. One unsaved wound is all I need unless the IC is an eternal warrior.

As for regular combat I have look out sir rolls at 2+ since the Heami is an IC so he is not dying any time soon and with his AP2 PW he provides at least 1 maybe 2 kills per round of combat.

Lastly you definitely do not want more then 4 Incubi because they will kill everyone in one round of combat and that is very bad! You want to leave a few guys alive and finish them off on their turn otherwise you get gunned down on the opponent's shooting phase. The Incubi with their single wound and no inv saves are very susceptible to gunfire and templates.
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Mushkilla
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PostSubject: Re: Better HQ Option?   Better HQ Option? I_icon_minitimeTue Nov 27 2012, 10:44

I would consider running a succubus with the grotesques instead of the haemonculus (unless you need him for wracks), she is a better fighter and more importantly grants the unit LD9 and I8 for sweeping advance, this is a real lifesaver (they will lose combat!). The other advantage she brings is a 4+ invulnerable save, this combined with FNP amounts to what is effectively a 3+ invulnerable save against S5 or less power weapons. This means you can use her to take any S5 or less attacks and then look out sir any S6 or above attacks to the groteques. On the whole this makes the unit a lot more survivable.

Hope that helps. Smile
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