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 Vect 'Ard Boyz

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Baron Tordeck
The Helfather
Baron Tordeck


Posts : 1872
Join date : 2011-02-28
Location : In your Nightmares

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PostSubject: Vect 'Ard Boyz    Vect 'Ard Boyz  I_icon_minitimeMon Jun 20 2011, 03:50

HQ - 345
Vect

Baron

Heavy - 435
Ravager (Bye Bye Land Raiders)
FF, NS
125

Ravager
FF, NS
125

Razorwing (Die Horde, Die)
Disintegrators
Splinter Cannon
Necrotoxin x 2
FF, NS
185

Elites - 449
Incubi x 8 (Vectstar)
Raider
FF, NS
Trophies
261

Trueborn x 4 (Tank Busters)
Blaster x 4
Venom
+1 Cannon
NS
Trophies
188

Troops - 1271
Hellions x 11 (Fast Grab)
Helliarch
Agoniser
201

Wychs x 10 (Tarpit)
Shardnet x 2
Haywire Nades
Hekatrix
Agoniser
Raider
FF, NS
Trophies
235

Wychs x 10
Shardnet x 2
Haywire Nades
Hekatrix
Agoniser
Raider
FF, NS
Trophies
235

Warriors x 10 (Covering Fire)
Blaster
Splinter Cannon
Raider
FF, NS
Trophies
200

Warriors x 10
Blaster
Splinter Cannon
Raider
FF, NS
Trophies
200

Warriors x 10
Blaster
Splinter Cannon
Raider
FF, NS
Trophies
200
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LoneZealot
Hellion
LoneZealot


Posts : 54
Join date : 2011-06-15
Location : Homestead, FL

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PostSubject: Re: Vect 'Ard Boyz    Vect 'Ard Boyz  I_icon_minitimeMon Jun 20 2011, 04:09

looks good. i think eight is a little much for an incubi squad tho i usually run four to six of them and they do very well and considering you have vect in there its a little overkill. the lost of the phantasm is bad but oh well just choose your fight carefully. why trophies on all those raiders? there usually first to go then the troops. i say get splinter racks if you want a usefull upgrade. one thing you might want to consider is torment launchers for your ravagers they keep em alive from those damn scout squads with melta bombs. /sigh i learned the hard way..
also just go with ether night shields or flickerfield with your raiders your using up alot of points for something that dies easily...
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Grumpy Kwi
Nightmare Doll on the Loose
Grumpy Kwi


Posts : 362
Join date : 2011-06-02
Location : San Jose, CA

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PostSubject: Re: Vect 'Ard Boyz    Vect 'Ard Boyz  I_icon_minitimeMon Jun 20 2011, 17:38

Overall I like the list, probably would play something very similar myself - so any comments I have are minor.

The Vect and Incubi squad is for me the only area I would probably change as I think the two units do not really help each other and is definitely OTT. In my eyes, all that incubi with Vect is just overkill for what they do best, kill infantry. Vect also does nothing for the squad and the squad only offers to be a meat shield to Vect – not necessarily the most symbiotic relationship to be had, they will just chew marines in one turn and die horribly the next.

I personally would think about either wyches or bloodbrides to ride with Vect, why?

1. They all have plasma so everyone strikes at initiative
2. The squad can possibly start with a kill point
3. The squad can affect the amount of attacks back from the survivors
4. They do have a shooting attack (as little as it may seem but it’s something)
5. They tarpit better (obviously) but they leave most of the killing to Vect
6. They can have haywires – not much of a bonus but they are flexible in that regard

My biggest fear with the incubi squad is that you will kill off what charged and be stranded afterwards – kind of expensive for that.

I like the rest of the list, I do not have the same expectations for the ravagers as you do but you will at least shake or stun something with them. I would say overall you are a little low on anti-tank especially for a ‘Ard Boyz tournament.
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The Strange Dude
Master of Raids
The Strange Dude


Posts : 277
Join date : 2011-05-15
Location : UK

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PostSubject: Re: Vect 'Ard Boyz    Vect 'Ard Boyz  I_icon_minitimeMon Jun 20 2011, 21:16

Grumpy Kiwi nailed it on your Vectstar against most opponents your going to go straight through them and then be left smiling at all thier mates.
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Baron Tordeck
The Helfather
Baron Tordeck


Posts : 1872
Join date : 2011-02-28
Location : In your Nightmares

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PostSubject: Re: Vect 'Ard Boyz    Vect 'Ard Boyz  I_icon_minitimeMon Jun 20 2011, 23:35

LoneZealot wrote:
why trophies on all those raiders?
Left over pts. And LD reroll bubbles are nice.

I could "upgrade" of the wych units to bloodbrides. (I guess 5 scorers is enough). I would get the pts by cutting a couple incubi out and some trophies (if needed)




I could also post everything i own/will have available by tourny and making this a "build me an Ard Boyz list" type threads.
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Baron Tordeck
The Helfather
Baron Tordeck


Posts : 1872
Join date : 2011-02-28
Location : In your Nightmares

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PostSubject: Re: Vect 'Ard Boyz    Vect 'Ard Boyz  I_icon_minitimeThu Jul 14 2011, 06:59

Ok so after the success of Vect this past wknd I am set on using him for Ard Boyz.

Going over what I have Ive decided to try the following list

HQ - 570
Malys

Vect
Dias

Elite 614
Incubi x 8
Raider
FF
246

Trueborn x 4
Blasters x 4
Venom
2nd Cannon
173

Bloodbrides x 9
Shardnets x 3
Haywire Grenades
Syren
Agoiniser
195

Heavy - 395
Rav
FF
115

Rav
FF
115

Razorwing
Splinter Cannon
FF
165

Troop - 920
Wychs x 10
Shardnets x 2
Haywire Grenades
Hekatrix
Agoinser
Raider
FF
240

Warriors x 10
Splinter Cannon
Raider
FF
170

Warriors x 10
Splinter Cannon
Raider
FF
170

Warriors x 10
Splinter Cannon
Raider
FF
170

Warriors x 10
Splinter Cannon
Raider
FF
170


Other thought is
- Malys
- Incubi
- 1 BB shardnet

+ Duke
+ Trueborn x 9
Carbines x 7
Cannons x 2
Raider
FF
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PostSubject: Re: Vect 'Ard Boyz    Vect 'Ard Boyz  I_icon_minitime

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