SkullBob13 Slave
Posts : 6 Join date : 2013-09-16 Location : Southern California
| Subject: 1500 List First timer new to DE Tue Oct 08 2013, 17:49 | |
| So after playing orks for 15 years I am changing to DE I prefer shooty armies with a little close combat punch. Let me know what you think and suggest improvments.
HQ Archon- Blaster pistol, venom blade, djin blade, haywire grenades, shadow field Medusa X2 Haemonculus- venom blade, casket of flensing, dark gate
Troops 6- warriors Raider- splinter rack 10 warriors Raider- splinter rack 10 warriors-blaster Raider- splinter rack 10 warriors-blaster Raider- splinter rack
Fast 4 Reavers- cluster caltrops 3 reavers- cluster caltrops
Heavy Ravager X2- nightsheilds Razorwing Jetfighter- flickerfeild
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Seelenberührer Hellion
Posts : 40 Join date : 2011-12-15 Location : Berlin
| Subject: Re: 1500 List First timer new to DE Tue Oct 08 2013, 18:27 | |
| Unfortunately, you're not able to take Medusids without also taking the rest of the court. So drop them in favour of more other stuff. I'm assuming your tactical idea for the army is essentially "ride around in boats and shoot stuff". This is no problem per se, but there are probably more efficient ways of doing it. Having your blasters (pretty much anti-tank) in with 10-man warrior units means that 9 of them are having their shots wasted. Or, when shooting ordinary infantry, 1 very points-intensive shot is being wasted. You might be better off taking blasters out and putting them in a unit of Fleshborn Trueborn (is that what they're called in English? I can't remember right now... "Blasterborn", in any case... ). And then, if you want to maximise your anti-infantry (and the use of your splinter racks) get splinter cannons in your warrior squads. Otherwise, there is pretty much no melee in your army at all. Except the archon, who is very melee heavy. wrt the Archon, consensus is that the blast pistol sucks donkey bollocks. I wouldn't know, I've never bothered to try one, but it sounds reasonable. It might be worthwhile getting him a melee squad to hang out with. Like Incubi, or even Wracks. Finally, I'm not too sure about the Casket of Flensing. If you roll well, it might be worth it for one turn of your opponent's face. But there is just a little too much random to it for my taste. What if you roll amazing AP, but terrible S? What if you roll okay on both, but snake-eyes on number of shots? For the same points, you could get a Liquifier Gun, which is retains the characterful randomness, but is a bit more reliable. Just my 2c. | |
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clively Sybarite
Posts : 297 Join date : 2013-03-19
| Subject: Re: 1500 List First timer new to DE Wed Oct 09 2013, 00:40 | |
| Things I'd do differently ( a bunch of this just validates Seelenberuhrer's statements):
1. No blasters on the warriors. Your mixing weapon types which reduces your effectiveness. Drop the blasters.
2. The 6 man warrior unit: drop one and the raider. Use a venom with dual SC instead. Unless you intend them to ride around with the archon. In which case you might consider using an entirely different unit... like Incubi, grots (never used these) or wracks.
3. Combine your reavers into one unit. They will be much more survivable. Consider putting the blasters here.. They are a good way to get them close and you can use the 6" eldar jetbike move to place them back into cover after taking pot shots at armor.
4. The medusa build is illegal. The court is either 1 of everything or nothing; just drop them.
5. Drop the blaster on the Archon.
6. I'm not sure you want to upgrade the Haemi. I'm assuming he's there to provide the pain token.. If so then he may not be necessary if you change to have wracks riding with the Archon. If not, Haemi's aren't exactly known as being worthwhile in combat. Either way, the liquifier is much better.
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| Subject: Re: 1500 List First timer new to DE | |
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