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 1500pt shooty list

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The Shredder
Trueborn
The Shredder


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PostSubject: 1500pt shooty list   1500pt shooty list I_icon_minitimeFri Jun 28 2013, 11:38

A (hopefully) reasonably competitive list for friendly games.

Haemonculus – 80 (Warlord)
- Venom Blades
- Liquifier Gun
- Shattershard

4 Trueborn – 173
- 4x Blaster
- Venom
- Splinter Cannon

3 Trueborn – 146
- 3x Blaster
- Venom
- Splinter Cannon

10 Warriors – 210
- Blaster
- Dark Lance
- Sybarite
- Raider (Dark Lance)
- Flickerfield

10 Warriors – 185
- Blaster
- Sybrite
- Raider (Dark Lance)
- Splinter Racks

10 Warriors – 185
- Blaster
- Sybrite
- Raider (Dark Lance)
- Splinter Racks

5 Wracks – 125
- Liquifier Gun
- Venom
- Splinter Cannon

5 Wracks – 125
- Liquifier Gun
- Venom
- Splinter Cannon

Reaver Jetbikes – 166
- 2x Heat Lance
- Arena Champion

Ravager – 105
- 3x Dark Lance

~1500pts exactly.

General plan for my units:

The haemonculus will generally start with one of the blaster-born squads. If the opportunity arises, they'll disembark to shoot a vehicle, whilst he flamers a squad. Ideally, the haemonculus will save his shattershard for a unit with characters or good saves, but if he's unlikely to survive a turn he'll use it on whatever target it available. Depending on the situation, he could start with the jetbikes (to give them a pain token), then immediately leave them to board a blaster-born venom.

The blaster-born will either play aggressively (charging towards an enemy vehicle), or defensively (staying behind cover and firing their venom's splinter cannons), depending on the situation and the threat of enemy tanks.

The Darklance warriors will try to remain stationary (near my home objective, if applicable), and shoot enemy vehicles. The other raiders will move midfield (using cover if possible), and will try to get into rapid-fire range of infantry to make the best use of their splinter racks. Obviously, the Daklances on their raiders will shoot tanks. If there are objectives midfield, then those warriors will aim for those. However, they will remain in their vehicles until turn 5 (assuming their vehicles survive that long Wink), with their main task being to clear my opponent away from the objectives.

The wracks will probably sweep round to threaten my opponent's objectives (though they can also reinforce other objectives, if necessary). They'll stick to cover as much as possible for the first few turns, firing their splinter cannons at whatever they can. Although, if an oppertunity arises for them to use their liquifier guns (without disembarking) they'll take it.

The Reaver jetbikes will keep to cover initially (relying on their skilled rider rule to protect them), and will aim for the opponent's heaviest tank as soon as possible (21" threat range for their heat-lances).  If they can't get to a vehicle, then they'll act as a harassment unit - probably turbo-boosting over infantry, and threatening to contest an objective.

The ravager probably won't last long (it's usually a priority target for my opponent, and sadly I only have 1), but while it does it will concentrate fire on tanks (same as the raiders, basically). It will prioritise vehicles that threaten my transports, especially if they're unlikely to move. Armour makes no difference beyond 12 (though hull-points do), but I'll still try and leave the heaviest tanks for the reavers to deal with.


Any thoughts or suggestions for improvement?


Last edited by The Shredder on Fri Jun 28 2013, 13:53; edited 2 times in total
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eris
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PostSubject: Re: 1500pt shooty list   1500pt shooty list I_icon_minitimeFri Jun 28 2013, 12:07

First thing is that I think you've over-costed your Wracks. I make those as coming to 125. Is there an Acothyst in there too or something?
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The Shredder
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PostSubject: Re: 1500pt shooty list   1500pt shooty list I_icon_minitimeFri Jun 28 2013, 12:12

Ah, well caught - you're right they should be 125.

I originally had Acothysts in the squads, but removed them in favour of other things - looks like I forgot to edit the cost. :p
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eris
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PostSubject: Re: 1500pt shooty list   1500pt shooty list I_icon_minitimeFri Jun 28 2013, 13:26

Looks alright to me tbh. I'd maybe be tempted to drop some upgrades to try and squeeze in another unit. Maybe lose the Sybarites, warrior dark lance and trim the 4man blaster born to a 3 and you've almost enough to get 3 wracks and a dual cannon venom. choosing between the shattershard and the liquifier probably gets you over the line, but it's up to you whether you want to do that way. Smile
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The Shredder
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PostSubject: Re: 1500pt shooty list   1500pt shooty list I_icon_minitimeFri Jun 28 2013, 13:49

eris wrote:
Looks alright to me tbh. I'd maybe be tempted to drop some upgrades to try and squeeze in another unit. Maybe lose the Sybarites, warrior dark lance and trim the 4man blaster born to a 3 and you've almost enough to get 3 wracks and a dual cannon venom. choosing between the shattershard and the liquifier probably gets you over the line, but it's up to you whether you want to do that way. Smile

Well, unfortunately, that list contains all the transports I own - so I won't be able to add another venom, even if I could find the points.

Still, you might be right about squeezing in another unit - maybe 3 trueborn with dark lances to camp out in a building?
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eris
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PostSubject: Re: 1500pt shooty list   1500pt shooty list I_icon_minitimeFri Jun 28 2013, 13:54

I'd try it as is for now, see if those upgrades prove useful and adjust accordingly. I certainly don't think there's anything 'wrong' with the list. Smile

I'm not sure if you were keeping the dark lance warrior in the transport or not, I'd say they're probably better out of it (in cover) as that lets you move the raider around each turn giving it a jink and maybe finding better angles and targets.
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The Shredder
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PostSubject: Re: 1500pt shooty list   1500pt shooty list I_icon_minitimeFri Jun 28 2013, 14:04

eris wrote:
I'd try it as is for now, see if those upgrades prove useful and adjust accordingly. I certainly don't think there's anything 'wrong' with the list. Smile

Fair enough - I might try and post a battle report with it, if I have time.

In terms of upgrades, the Sybrites are there because my warriors have an unfortunate habit of failing their Ld and being pinned when their vehicles die. Although, since I never make use of their combat gear, it's a dubious investment (hence my dropping the Acothysts on the Wrack units).

The splinter racks... I don't know. I like the idea (although being limited to splinter rifles and pistols is annoying), but it's hard to recall a game when it's done something meaningful. Much as I want to like it, it will probably be the first upgrade to go if I need the points elsewhere.

eris wrote:
I'm not sure if you were keeping the dark lance warrior in the transport or not, I'd say they're probably better out of it (in cover) as that lets you move the raider around each turn giving it a jink and maybe finding better angles and targets.

I was planning to keep them in the raider, and keep the raider mostly obscured by cover. The idea was that the cover save (or, failing that, the flickerfield save) would satisfy the same effect as a jink save. In addition, since the troops inside can draw LoS from any point on the hull, I can basically only expose the front Dark Lance - and fire the unit's dark lance from the same point.
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