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 1500 pt speedy

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Tanrel
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Join date : 2013-11-02

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PostSubject: 1500 pt speedy   1500 pt speedy I_icon_minitimeWed Nov 06 2013, 00:45

HQ
Archon - Huskblade, Shadow Field, Soul Trap, Combat Drugs

TROOPS
Warriors x10 - Raider, flickerfield, splinter racks
Warriors x10 - Raider, flickerfield, splinter racks
Wyches x9 - Hekatrix, agoniser, Raider, Flickerfield

FAST ATTACK
Reavers x9 - x3 Blasters
Reavers x9 - x3 Blasters

HEAVY SUPPORT
Jetfighter - Flickerfield
Jetfighter - Flickerfield

I've been debating on wether or not I should even bother with the flickerfields, but I run into a lot of ignores cover. Any advice on that?
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Lord_Alino
Lord_Alice
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Posts : 1942
Join date : 2013-02-15
Location : The Warp

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PostSubject: Re: 1500 pt speedy   1500 pt speedy I_icon_minitimeWed Nov 06 2013, 07:05

fasta lizt, buh nah baddy beatin da orkz! lol

anyways, That list seems alright. not my usual wakka dakka micfakka Razz

2 jetfighters is absurd though, trust me, I do it all the time because I don't have more then 1 ravager.

but, replace a fighter with a ravager, and use the extra points to give the warrior squads some Splinter Cannons or blasters -this list looks like you want blasters to me- and maybe some aethersails for the wyches?
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Mushkilla
Arena Champion
Mushkilla


Posts : 4017
Join date : 2012-07-16
Location : Toroid Arena

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PostSubject: Re: 1500 pt speedy   1500 pt speedy I_icon_minitimeWed Nov 06 2013, 08:34

Welcome to the Dark City Tanrel!

Tanrel wrote:
HQ
Archon - Huskblade, Shadow Field, Soul Trap, Combat Drugs
Wyches x9 - Hekatrix, agoniser, Raider, Flickerfield
In 6th edition this I personally think this is just a bad idea especially in the current Taudar meta. You have 335 points tied up in one unit that rides in an AV10 open topped transport, with S4 explosions they are just going to be in a world of hurt turn 1-2 against a half decent opponent. They are an easy target, and they are a big investment on your part. When compared to the rest of your list they are also an obvious target. There's no threat saturation at work here.


Tanrel wrote:
TROOPS
Warriors x10 - Raider, flickerfield, splinter racks
Warriors x10 - Raider, flickerfield, splinter racks
Honestly I think the flicker fields and splinter racks are superfluous. They make a raider from a reasonable cost efficient investment into something bloated. I would also recommend a splinter cannon for the warriors due to how kill zones work, not to mention they are great in situations where you need to snapfire (flying monstrous creatures, overwatch, rallying etc). It also lets your warriors function better outside their raiders.

I am a big fan of 10 man warrior squads, here's my reasoning against splinter racks:

Mushkilla wrote:
The trick with warrior raiders, is to only have your warriors embark on the raider when they really need too. You want your warriors spending as little time in that raider death trap as possible. It's also a good idea not to make a raider more expensive than it needs to be, they are fine without upgrades. When you realise they are going to be empty most of the game it make it a lot apparent that it's not worth spending extra points on them.

Area terrain also makes your warriors a real pain to deal with as they can go to ground for a 3+ cover save and still put out some decent snapshot fire thanks to their splinter cannon. Also an empty raider more often than not gets ignored, meaning It's far more likely to be around late game, giving you more mobility on turn 4+ when it really matters.

Warriors in area terrain with an empty raider near by are deceptively mobile. They can redeploy to an objective that is between 49-59" away in two turns (T4: 2d6 pick the highest + 2" embark range + 12" raider move + 18" flat out + T5: 6" raider move + 6" disembark + 1d6 re-rollable fleet run + 3" objective capture range). Perfect for capturing objectives in the late game.

When you consider the above I find splinter racks, flicker fields and even night shields to be a bit of a trap on raiders, as they are not cheap and encourage your warriors to stay in their raiders. This reduces your target saturation and lets your opponent kill two birds with one stone (suddenly not only is that autocannon destroying your raider but it's also killing 5-6 warriors).

Here's an example of this style of play:

BR26: The Black Buzzards VS Eldar Mech - 1500pts
Now onto the reavers?

Tanrel wrote:
FAST ATTACK
Reavers x9 - x3 Blasters
Reavers x9 - x3 Blasters
Taking into account the two razorwings I doubt you run these guys in reserve as it would give you a serious early on numbers disadvantage. A shame as reserve is one of their best tricks. In that light I'm curious as to why you haven't bothered with an arena champion. LD8 is a liability especially on such a large squad, and even more so if they are starting on the board. They are going to fail those leadership tests, and then you lose the whole squad because of a 3d6 fall back move. LD9 practically halves the number of times you will fail that test, that's a pretty substantial upgrade for such an expensive unit. The champion also opens up the option of a cheap venom blade which in turn makes assault something worth considering. Reavers might be S3 and have no plasma grenades but once they have a pain token assault is well worth considering, they can easily carve though tactical squads, guardians, imperial guardsmen, even grey hunters in my experience. This is for a few reasons, first they have a great pre charge shooting volley, then they have hammer of wrath which is the same as if they had an extra 2 attacks on their profile (because it's an auto hit), 5 S3 attacks isn't bad, and that's before taking into account combat drugs, combine that with T4 5+ save/5+ FNP and they can be quite resilient against the type of units you want them to harrass. The venom blade just tips things more in their favour.

Personally there are many advantages to running squads, of 9, and one of them is that it opens up assault as an option and this adds massively to reavers as a toolbox unit. They are great at 2 round combats, which can protect them significantly from shooting and flyers like the helldrake as well.

I'll finish off with a link to my long list of reaver heavy battle reports (I would recommend starting reading at around BR17). They might be of use to you.

Tanrel wrote:
I've been debating on wether or not I should even bother with the flickerfields, but I run into a lot of ignores cover. Any advice on that?
A 1/3 chance of ignoring damage isn't going to make them much more survivable (especially in as the go to AT this edition is volumes of S6-7 shooting) and the investment is only worth while against cover ignoring weapons. I think the problem here is wanting to keep your squads in their transports longer than they need be in an edition where that's a very unhealthy prospect. Change your tactics, and I don't think you will feel the need for flicker fields so much.

Hope that helps. Smile
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