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 1850 Sliscus List

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BetrayTheWorld
Trueborn
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Posts : 2665
Join date : 2013-04-04

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PostSubject: 1850 Sliscus List   1850 Sliscus List I_icon_minitimeTue May 14 2013, 00:04

Make it rain - Trueborn Version

HQ
1 Duke Sliscus 150
1 Haemonculus Ancient Dark Gate, Soul-trap, Stinger Pistol 120
1 Haemonculus Crucible of Malediction, Soul Trap, Power Weapon 90
1 Haemonculus Shattershard, Soul Trap, Power Weapon 85

Elites
8 Kabalite Trueborn 2x Splinter Cannon, 6x Shardcarbine 146(Sliscus and Ancient go here, on raider)
4 Incubi Klaivex Demiklaives 133
4 Incubi 88

Troops
5 Wyches Haywire Grenades 60
5 Wyches Haywire Grenades 60
5 Wyches Haywire Grenades 60
5 Wyches Haywire Grenades 60

Heavy Support
1 Ravager Flickerfield 115
1 Ravager Flickerfield 115
1 Ravager Flickerfield 115

Dedicated Transports
1 Venom Splinter Cannon 65
1 Venom Splinter Cannon 65
1 Venom Splinter Cannon 65
1 Venom Splinter Cannon 65
1 Venom Splinter Cannon 65
1 Venom Splinter Cannon 65
1 Raider 60
Roster Total: 1850

Sliscus, Ancient, and Trueborn splinter squad held in reserve on raider. The idea is to try to pop a lot of their mech prior to the duke's arrival via deep strike. If all goes well, they'll arrive from deep strike on their raider and begin spraying down the enemy with 28 shots wounding on a 2+. May or may not disembark to do so.

The one-shot weapons and soul-traps on the haemi's are for targeting enemy MCs and ICs. If they fill their soul-trap, they'll have power axes IDing T4.

Thoughts? Feedback?
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Brom
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Join date : 2013-03-28

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PostSubject: Re: 1850 Sliscus List   1850 Sliscus List I_icon_minitimeTue May 14 2013, 05:37

I like the idea and the general skeleton but the list could be downsized to 1500 without losing nearly any efficiency so there is some fat you could cut for other things.. not sure what and depending on how competitive you like to play.

Heres a few things to consider:

-The duke gives 3+ poison not 2+ (still really good). As for the trueborn I ran the math really quick and splinter rifles at half range + splinter wracks are very close to on par with carbines, heres the wounds inflicted:

11.32 with 6 carbines + 4 shot splinter cannons (trueborn)
10.48 with 6 rapid fire rilfes + splinter racks + 4 shot splinter cannons (trueborn)
9.33 with 8 rapid fire rifles + splinter racks (warriors)

Warriors are the more economical being scoring and saving approx 50 pts, with splinter rifle and cannon trueborn being the best version of trueborn for their cost. The carbine basically gives you 6" of range.
However, if your reason for the carbines is to stay at 18" range cool but this might be a good case for putting night shields on the raider to screw rapid fire weapons. Oh and you may as well give that raider a disi cannon.

-The 3 haemies are extraneous although potentially fun. I would lose these for something else at your disposal personally.

-The demiklaives are priced wrong by 10 pts in your list but that aside I would lose the klaivex anyway. Those 45 pts are just enough to make both incubi squads into units of 5 which is better than FNP up to strength 5 on 4 models.

Thats what I got but either way I like the concept.


Last edited by Brom on Tue May 14 2013, 05:43; edited 1 time in total
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Cartoon-Peril
Slave
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Join date : 2013-05-13
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PostSubject: Re: 1850 Sliscus List   1850 Sliscus List I_icon_minitimeTue May 14 2013, 05:40

You could save some major points on this list by cutting some upgrades like the Ancient, Stinger Pistol, Dark Gate and Crucible of Malediction. While all of these have some uses, except for maybe the stinger pistol, they have difficulty paying for themselves. For example, 30 pts. for an ancient is a lot to pay for a unit who is really just putting FNP on a shooty unit, while the Crucible is very situational and hard to deploy unless your local meta is psyker heavy, even at that psykers will generally have good Ld. I don't know too much about Dark Gate, but the short range and lack of AP rings of a weapon that doesn't pay the bills it asks for coming at a one 25 pt. shot. Also, since most games are objective based it is incredibly dangerous to have all your troops be suicide units like HWG venom wyches. Also, the Duke will make your TB wound on 3+ not 2+ unless I missed something. Regardless, its a good duke list, just throw these changes in and take maybe some night-shields and a few Warriors or wracks for locking down objectives.
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BetrayTheWorld
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PostSubject: Re: 1850 Sliscus List   1850 Sliscus List I_icon_minitimeTue May 14 2013, 11:40

Thanks for the input. I just ran a scaled-down version of this list, cutting the bigger incubi unit and the shatter haemi to get the list to 1500. It actually did pretty well vs. a blood angels assaulty list w/ 2 Baal's and 2 furiosos. I lost, but at the end, he only had a Baal, a librarian, and 3 jump marines left.

I like the one-shot weapons for trying to kill MCs and ICs to fill the soul-traps. But I think as far as the one-shot weapons go, the dark gate has been pretty underwhelming. It rarely kills anything because of no AP, so I'm considering switching it out for an Orb on the ancient. This would leave me with 5 extra points to put a TGL on the raider, to make the orb more effective.


EDIT: I'm starting to get the same feeling on the haemonculi. The one-shot weapons aren't bad, and I will probably keep the crucible because it can be REALLY useful at times. But as far as the power weapons, soul-traps, and the ancient go, I may drop them from the list later to get something else. I want to give the list a go at it's full size before I make any drastic changes.
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Cartoon-Peril
Slave
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PostSubject: Re: 1850 Sliscus List   1850 Sliscus List I_icon_minitimeSun May 19 2013, 00:25

I'd say one of the biggest problems with tricked out Haemy ancients and such is they basically become Archons that aren't as powerful. Either way, congratulations on the devastation, those marines need to be slapped around a little bit even if they do win lol.
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