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| Pacifist Jetbikes | |
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Agahnim Hellion
Posts : 58 Join date : 2012-10-20 Location : Maryland, USA
| Subject: Pacifist Jetbikes Wed Jan 30 2013, 21:46 | |
| If you can't kill the enemy without getting killed yourself first, don't fight them. Make them chase you, and if they get tired or caught out of place when the music stops, make them suffer. The 2000 point version. Probably scalable to 1850. Maybe 1500. Farseer, Runes of Warding, Jetbike, 2 Divination Powers, Spirit Stones 120 3 Haemonculi, Liquifier Guns 180 5 Wracks, Liquifier Gun, Raider 120 5 Wracks, Liquifier Gun, Raider 120 5 Wracks, Liquifier Gun, Raider 120 5 Wracks, Liquifier Gun, Raider 120 6 Guardian Jetbikes, 2 Shuriken Cannons 152 6 Guardian Jetbikes, 2 Shuriken Cannons 152 6 Reaver Jetbikes, 2 Blasters 162 6 Reaver Jetbikes, 2 Blasters 162 6 Reaver Jetbikes, 2 Blasters 162 3 Razorwing Jetfighters 435 It's not a very exciting or aggressive list. You spend a lot of time skirting around the edges and ducking out of the way, and you only really get to shoot anything if your opponent gets too close or you can assault move back out again. It's that Landstill/UW Azorius and Brine Elemental Lock/Mono Blue Control you M:tG players love to hate in 40k form. Originally I was going to name this a Reaver Cult as an homage to 3rd edition/non-suck Dark Eldar, but as I still hate that idiotic "-wing" suffix naming convention, and with Dark Angels on the horizon I'm thinking Draw-Go Wing would be subversive if people got both references. http://www.wizards.com/magic/magazine/Article.aspx?x=mtg/daily/boab/10 the other is obvious if you say it aloud. Just a quick summary of stuffs.
- ALWAYS MOVE YOUR BIKES. This includes during the Assault phase. No, don't charge. Don't you dare. Also, the only time the Reavers should not turbo-boost is to shoot blasters and assault move into terrain. Remember, Skilled Rider straight up ignores Dangerous, and improves all cover saves by 1.
- Haemonculi start with Reavers, join Wracks. FnP Reavers is awesome. FnP Fearless Reavers is *Edited*
- The Raiders have 3 tasks, in order of priority: mobile LoS blocking terrain to keep Guardian Jetbikes from getting shot at all, getting the Wracks in place, and backup anti-vehicle. The first priority is first by a HUGE margin.
- These Squads embark in Raiders which then move up to 12" toward where the Wracks will go. (HINT: In cover!) Remember your 6" disembark.
- Don't feel obligated to start Wracks on board, if you're not in a good situation to be aggressive or they have mech, Haemonculi can hide on your board edge out of LoS and wait. Don't go alone, use the buddy system!
- If/When you disembark your Wracks, do so first, then move back 12". Moving back another 6" might be preferable to shooting.
Please dont curse. This is a family friendly forum and we would like to keep it as such. -Your Friendly Neighborhood Mod SR- | |
| | | CaptainBalroga Sybarite
Posts : 283 Join date : 2012-04-08 Location : Space is the place
| Subject: Re: Pacifist Jetbikes Thu Jan 31 2013, 04:57 | |
| I like it! Certainly, if your opponent sticks a Goblin Lackey or an Aether Vial, you're going to have a bad day, and you're giving combo decks all of the time they need to draw their protection, but your removal suite is flexible and you have outs to almost everything else.
Or I could give my thoughts on the army list...I like it as well, but I can think of a few things off the top of my head that would give this strategy trouble. "Ignores Cover" is the general theme- Heldrakes, Griffons, Deep Striking flamers/Flamers, Crack Shot gun emplacements, Heldrakes, 'Fire on my Target!' gun emplacements, FMC Vector Strikes, Thunderfire Cannons, Blastmasters, Perfect Timing Long Fangs, Heldrakes, and other such shenanigans are going to be able to threaten the majority of the board with bike-killing power. So if the enemy has one of those threats, you are relying on the Reavers and the Razorwings to deal with them.
Those units are problems for all Dark Eldar, but they tend to have more long-range shooting power. Dissie Razorwings will pull their weight against many of those threats, and now your Farseer can even give them Perfect Timing as they come out of reserve, to laugh at their fortifications. The lack of reliable answers to Heldrakes should not be a crushing criticism of any list considering how sick they are, but it is something to think about.
I guess that is my main question: what will you do when presented with a must-answer unit? Maybe the enemy is just running a Termagaunt/Scarab farm: can your army switch to the aggressor? Would it need to? Does it care? I am very curious as to your thoughts on this. | |
| | | Mushkilla Arena Champion
Posts : 4017 Join date : 2012-07-16 Location : Toroid Arena
| Subject: Re: Pacifist Jetbikes Fri Feb 01 2013, 10:25 | |
| The list does come across as very CWE in play style. Dance, dance, dance. | |
| | | Anx'cess Slave
Posts : 8 Join date : 2013-02-01 Location : Between Warp and Webway
| Subject: Re: Pacifist Jetbikes Fri Feb 01 2013, 15:16 | |
| Maybe the list is not that aggresive, but if the enemy ever goes into interlocking fields of liquifier gun fire, well, they die. Add doom for additional, delicious agony.
I could really see this force come together with some baiting from the jetbikes (or even the wracks). With the gigantic movement of reavers + bladevanes, if you remove/disable the opposing transports and fast attack options, you dont need to be aggresive - much of your force does damage just by existing, and the enemy has to slog through a field which is filled with blades.
I really think that interlocking fields of fire and reaver movement is key if you want to punish the enemy for clumping together. Maybe you could force them to do just that with clever use of cover, right?
Bear in mind, i am new, but it is just a guess. | |
| | | Shadows Revenge Hierarch of Tactica
Posts : 2587 Join date : 2011-08-10 Location : Bmore
| Subject: Re: Pacifist Jetbikes Fri Feb 01 2013, 17:18 | |
| very eldar themed. Overall though I would enjoy playing it. What I think you do have is the potential to win in a straight up firefight as well though. Giving T1 you could hopefully give you some breathing room with the few lances you have, and barring not terrible reserve rolls, you can put some serious damage to hordes or these new fangled foot armies. Your problem will be mech armies, but that is where playing CWE style comes into play. Dart around, giving them little to shoot at, and take out key units like you said. Hope you been practicing your Aspect Fighting Style | |
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