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Sunday, November 14, 2010
DE vs. Mech IG and Tyranids
I don't normally take anything from Warseer seriously because most of that forum is filled with terribads and trigger happy mods. Good thing that once in a while, I'll run across a thread or two that's actually worth a damn.
The topic of the day here is about footslogging IG being a problem for Dark Eldar. Umm.. no. I don't know how many times people have tried to talk across the table in 5th Ed. and have lost. If you're not playing Castle Eldar or Horde Orks w/ Killakanz then I have no idea what you're doing outside of transports. The only time I've seen Horde IG work was against 50/50 Blood Angels list because there's too many IG dudes to kill before they shoot you to death. Seriously, one of the worst things to happen to assault units this edition is not being able to consolidate back into assault. You know what, I really hope next edition features some kind of "overrun" option for assault troops winning combat. In this edition, you almost always want to stay in combat so you don't get fucking shot in the face by Mech IG's 3 billion AP3/2 blast weapons before you can do anything heroic.
Against DE, the only type of "footslog" I can see is a good portion of Chimeras and Auto-cannon HWT spam. I'm telling you right now, point for point, AC HWTs is going to stomp most DE players if they're taking a good amount of Raiders. I predict Mech IG will have little problem with the Dark Eldar book.
Like Vaktathi explains in the Dark Eldar vs. Mech IG matchup:
I honestly have a hard time thinking of a worse army for DE to have to face than mech IG. The popular Soul-trap/huskblade combo on your HQ? pointless (most IG armies have no IC's and there are no MC's in the army). Expensive incubi unit? Overkill against infantry and worthless against tanks. Wyches/Wracks? You don't need anything that CC specialized to smash guardsmen in CC. Heat Lances? Worse against AV12 than a normal meltagun in terms of average armor penetration. 4+ Poisoned weapons on everything? Sorta weak against T3 5+sv infantry (awesome when one can rapid fire a wraithlord to death with basic guns, not so awesome when they aren't that amazing against basic IG infantry). Power through Pain? Great, you have to shoot up a bunch of tanks, *then* kill a bunch of infantry to get a pain token, which gives DE units FNP, negated by the massed Autocannon/Multilaser fire and anything heavier that IG tend to bring in droves (and the second and third pain tokens are of far more dubious value). The basic Chimera is a nightmare for DE. Lots of Dark Lances? Great, they hit on a 3, glance AV12 on a 4 and pen on a 5 and kill on a 5+ penn. Multilasers hit only on a 4, but glance/pen on the same value back, but kill on a 4+ pen/6+ glance, with *3* times as many shots, and Heavy Bolters can kill any vehicle in the army as well. Blasters? They do to IG tanks and infantry what *grenade launchers* do back to DE vehicles and infantry (aside from the Lance being incredibly useful against Leman Russ tanks, definite point there) with twice the range and a Blast mode.
DE aren't a bad army at all, rather they look to be very good against most opponents with the exception of IG, and most especially mech IG. If anything, I'd expect to seem them push many IG players *to* mech instead of *away* from mech. DE are an army that is wonderful at destroying large units, very tough units, IC's/MC's, and expensive and highly capable units. They fall flat very hard when trying to deal with lots of weeny stuff, as most of their stuff is grossly overkill and results in being rather wasted points.
I honestly have to agree with him. Dark Eldar is overkill vs. the entire IG army that points for points, they lose in effectiveness. S8 Lance weapons are mediocre vs. AV12 Chimeras and they can field a lot more tanks that can fight you for better points. I'm not going to explain it any further because I think Vaktathi did a good job, so I'm going to leave it at that.
Now another thread that I noticed in the Dark Eldar matchup discussions was the OMG Tyranids are going to get raped! thread. Now this thread is seriously funny. Yeah, Poison Weapons and Agonizers is going to shit on your big beasts and yeah, Dark Lance spam is going to shut down Warriors.. but hey guess what? That's the metagame. Adapt or die - take more cheap Hormagaunts and try out Venomthropes instead of massing Swarmlord tactics and Trygons. Kthx.
Wednesday, November 10, 2010
How do you paint Dark Eldar?
I was thinking of something really simple and easy, but looks nice. Definitely something table-top ready but nothing too competition like. I just to be presented nicely on the table and to say I have a fully painted army. I'm used to bright, awesome looking Grey Knights.. so this is pretty alien to me.
So here's what I was thinking:
1. GW Primer Black
2. Drybrush Liche Purple
3. Wash with Badab Black on the dark shaded areas
4. Highlight those surface edges with Liche Purple
I'm trying for a sinister looking, dark army with hints of purple. Does anyone have experience doing such things?
What about that Leviathan Purple wash from GW. Is that any good?
Sunday, November 7, 2010
ER: Wracks worth it?
ER = Email Response:
Hey there,
I was curious what your thoughts are on Wracks? Do you plan on using them at all? And how would you go about modelling them? Haven't played 40k in a long while, but the new codex has me wanting to dust off all of my DE in the closet and stealing some souls.
The wracks look pretty beefy with a heamonculus with them. Instant FNP/FC with double poison weapons. Seem almost better than wyches, barring cover because of no plasma.
Also have you done any play testing or have any thoughts regarding the new talos/cronos. If I do go this Wracks route I could stick a webway on the heamonculus.
Just curious of your thoughts.
Cheers,
Dave
++++++++++++
Hey Dave,
I think Wracks are really great if you plan on running multiple Haemonculi with them. 10 pts is dirt cheap and you can give them 2x Liquidifier guns if they get up to 10 dudes. If you plan on taking them in a Raider, 9x with Liquidifier w/ a Haemonculi w/ Scissor Hands and a Liquidfier is what I would take. This gives you reliable killing machine and 2x Template weapons to boot. If you're taking them on foot and using them as a field cap unit, I would take 20 of them and have a WWP ready nearby so they can run out and crush things or cap for you. Take the Haemonculi with the same configuration with them, you just need another Haemonculi with a Hexfire Rifle and a WWP to plant the portal somewhere important. That one should go in a Raider with 9x so you can reach your area, split off and then hide with the Hexfire sniping stuff.
In open field, the poisoned attacks > any number of Wyches. In cover, with FNP and FC, they are still > Wyches in CC lol. The only reason why people take Wyches these days is because they're readily available and count as generic troop choices if you don't want Haemonculi in your army.
The Talos/Cronos is definitely worth it too if you're planning to take an Haemonculi army.. and even more so if you're running some on foot through the WWP. I would do 2x Ravagers and 1x Cronos so you get that balance between MC Pain Token support and anti-tank.
I'm busy building up my DE Kabal with mass warriors and wyches so I haven't gone into Wrack strategies yet. For modelling purposes, I would use some of the Fantasy Zombie/Ghoul from Vampire Counts and kit-bash them with my left over sprues from other random armies (CSM and their possessed tentacles are awesome).
Saturday, November 6, 2010
And so it begins..
My Dark Eldar boxes have arrived and today begins the long trek of assembling them. I don't believe in painting before playing anymore, so as soon as I get these boys assembled they're going to see never-ending bloodshed on the tabletop. Here we go..
Total Army Count so far:
4x Raiders
30x Warriors
10x Trueborn
20x Wyches
Saturday, November 6th, 2010 - 5x Raiders completed
Hint: Don't glue the sails or the Dark Lance turrets. I wasn't using my head and ended up gluing all the sails on when they're perfectly capable of being snapped in. I later went back and forcefully pulled them off (with no damage) so I can store them better. Without the sails glued on, they're 100x easier to transport. Trust me.
Sunday, November 7th, 2010 - 20x Warriors completed
It's been a long time since I've worked with Eldar models. Maybe it's my eyes failing or my fingers getting too fat.. but god damn these are tiny models! The great part is that the DE Warrior kit is one of the best kits I've ever worked with. Very little cleaning needed and everything pretty much fit perfectly. Watch out when building with tiny models and plastic glue though.. gotta be careful not to get glue on the details. Since my DE Corsair conversion for the Trueborn turned out to be a failure (the heads and cloaks don't fit at all to these Warrior sprues), I'm just going to give the Warriors all helmeted heads and the Trueborn will have helmet-less heads. Who needs to breath in outer space when you're a Trueborn? Since my list have lots of Blasters, I'm going to give the Warrior squads the Shredder models to count as Blasters and use the actual Blaster models for the Trueborn.
Tuesday, November 9th, 2010 - 20x Warriors completed
And yet more Warriors! Well, not all Warriors. The ones without the helmet are Trueborn :) That means I have another 2 boxes of Warriors to put together and then I need to put together some Wyches. I also ordered 2 more Raiders so once they get here, I'll put 'em together for a total of 6 Raiders. My Ravagers will be here by the 20th and then after those get assembled, it's time to spam games. Can't wait!
And yet more Warriors! Well, not all Warriors. The ones without the helmet are Trueborn :) That means I have another 2 boxes of Warriors to put together and then I need to put together some Wyches. I also ordered 2 more Raiders so once they get here, I'll put 'em together for a total of 6 Raiders. My Ravagers will be here by the 20th and then after those get assembled, it's time to spam games. Can't wait!
Thursday, November 11th, 2010 - 20x Wyches completed
Got some Wyches together. I got my army building technique down to a science. Since I have 3 15-min breaks per day at work, it takes me roughly 2 days to complete 2 packs of dudes. Here's my formula based on 6 15-min breaks:
1st 15 - Clean legs, glue them to base.
2nd 15 - Clean bodies, glue them together.
3rd 15 - Clean arms/weapons, glue them to body.
4th 15 - Glue bodies to legs.
5th 15 - Glue heads to the bodies.
6th 15 - Time used if any of those need more time. Otherwise, I bask in my glory.
Friday, November 5, 2010
BR: 2K BA vs. Air Cav IG
I looked across the table in fear when Chris pulled out 2 Valks and 4 Vendettas...
2 objectives - one in mid, one on the far top left (from my side of the table)
Dawn of War - 1st round is night fighting.
My list:
Blood Angels Expeditionary Force
Mephiston = 250
10x ASM (PF/Infernus, 2x Meltaguns) = 250
10x ASM (PF/Infernus, 2x Meltaguns) = 250
10x ASM (PF/Infernus, 2x Meltaguns) = 250
2x Sanguinary Priest (JP, MB) = 160
Baal Predator (TLAC/HB) = 145
Baal Predator (TLAC/HB) = 145
Baal Predator (TLAC/HB) = 145
Predator (AC/LC) = 135
Predator (AC/LC) = 135
Predator (AC/LC) = 135
Thank you Chris for supplying your army list!
Steel Legion Air Drop
CCS, Astro, OotF, 4x Plasma in Chimera
Vets 3x Melta in Vendetta, Heavy Bolters
PCS 4x Plasma in Valkyrie, MRP, 2x HBs
Infantry Melta in Vendetta, Heavy Bolters
Infantry Melta in Vendetta, Heavy Bolters
HWT Autocannons
HWT Missile Launcher
SWS 2 Flamer, Demo in Valkyrie, MRP, 2x HBs
SWS 2 Flamer, Demo in Chimera
2x Leman Russ, 2x Lascannons, HB Sponson
I was a little fuzzy on my DoW deployment rules but my opponent was a champ and refreshed my memory. Dawn of War deployment kind of sucks and there's no way in hell I'm going to reserve vs. an IG list with an Astropath and Officer of the Fleet. I win the roll to go first but I let him take first turn. He chooses to hold everything in reserve while I keep everything off the board so I can roll up from the board edge when the game starts.
Turn 1 starts and I steal the initiative! My entire army moves to the middle and I use Wings of Sanguinius on Mephiston. He rolls a 12 and he takes a wound from perils. My AV13 wall pushes up the middle and my ASM take cover behind them. At the beginning of turn 2, Mephiston cast wings again and flies up into the iron column while the rest of my tanks form a iron wall around the bulk of my Marines in the middle. I know my opponent is going to come on the sides so I turn all the tank's front armor towards the board edges and pop smoke. All my Marines are in cover or taking cover by buildings so my entire army has a 4+ cover save and FNP. I embrace the cold, hard fact that I'm going to be shot to shit next turn.
On his his turn 2, 2 Vendettas and 2 Valks come in my left side. His Leman Russ tanks come in from his board edge and so does his CCS squad in the Chimera. He combines shooting from the Valks and they put massive amounts of wounds on my left most ASM squad. After wound allocation, I lost 4 marines and my Sanguinary Priest after he fails his one armor save and FNP. His Leman Russes shoot at one of my Baal Preds and they scattered off target completely with one and hits a bunch of my ASM with another. After some ridiculously good cover saves, I lose another 2 Marines. My AC/LC Pred remains untouched thus far. Then comes two of his Vendettas shooting at my front most Baal onto his AV13. After 3 pen rolls after cover saves, the Baal becomes shaken. I got really lucky there.
My next turn sees a lot of movement from my army. I know I need to silence these guns at all costs and there's no way I'm going to stay in the open and get shot to bits. Smoke is gone and my only way of surviving is by aggressive play and pure firepower. My AC/LC Preds move 6" in various directions to get LoS on his Valks and Vendettas. They open fire on the Valks and bring both of them crashing into the ground. The units they carry get out from within and sit within the wreckage, one of which is pinned. The Baal that was shaken turbo-boosts into the nearest Vendetta and rams it at full force. Chris rolls a 1 for his skimmer save and a S9 hit penetrates the Vendetta! Somehow in my mind, I pictured my Baal doing a wheelie and catching massive air off a rock ramp and colliding into the Vendetta in mid-air. Don't worry, you'll see a lot of this in this battle report. Anyways, I roll a pitiful 2 which is reduced to shaken because all of his vehicles have extra armor. Another Baal opens fire on the pinned passengers of one of the Valkyries and kills 3 of them. My last Baal gets on the side armor of my opponent's Leman Russ but isn't able to do anything with his TLAC.
As for movement, my leftmost ASM squad runs into some cover on the left side by the wrecked Valkyrie. The squad that lost the Priest in round 2 (Beta) flies up the right into some cover and loses a Marine due to dangerous terrain. That squad is just bad luck or something this game. The last squad with the last remaining JP Priest flies up the middle into cover along with Mephiston.
Next round, my opponent's other Vendettas come in behind my AC/LC Preds on the right side of the board and the other SWS squad in the Chimera comes in by the Vendettas on the left. The two Vendettas switch positions and unload a Veteran squad with Meltas by one of my Baals and a squad of flamer dudes by my ASM. The PCS squad with Plasmas come out of the wreck of one of the Valks and looks eagerly for new targets. Once everyone was in position, the fireworks starts pouring out. The two Russ tanks open fire on the squad by Mephiston in the middle and hit with both Battle Cannons (and other stuff). After wound allocation and cover saves, 6 Marines go down. A Vendetta opens up on the right most Marine squad and kills a couple of dudes, OK no problem. Then the CCS squad with Plasmas open fire and he makes me re-roll all my successful cover saves. After the Chimera's HF and other weapons kick in, I lose everyone except for my Sergeant. My right most squad is reduced down to 1 Marine, my center is reduced to 4 Marines including Priest. It's looking pretty grim right now. When I thought everything was over, the plasmas from the PCS open fire on the Marines on the left, a demo charge hits dead on, and several flamers go off as well. Through sheer power of will and lack of anger management, 5 Marines die and only 5 more remain. I take leadership checks all over the place and everyone checks out OK. As for my tanks, the Melta squad wrecks my Baal, the right Vendetta wrecks another Baal and the right Vendettas rips through a AC/LC Pred.
On my turn, I fly Mephiston and the right most squad of ASM aka 1 Sergeant towards the CCS squad in the Chimera. My middle squad advances towards the Leman Russ tanks and leftmost squad of Marines flies near/onto the pinned squad and the flamer squad of guys. One of my AC/LC Preds open fire on the left most Vendetta and brings it crashing into the ground. My other AC/LC Pred attempts to kill the Vendetta but epic fails at penetration rolls. My last Baal speeds into position on the right and opens fire on the Vendetta that my AC/LC Pred failed to kill and rolls 3 rending penetrations. The sheer amount of armor piercing bullets send the Vendetta and its contents crashing into the ground. My opponent loses a couple of troops since it explodes.
After a couple of pistol shots from the left most squad, the squad of 5 engages in a multiple combat with flamer dudes. They were pretty pissed that they tossed a demo pack on their head so after a bunch of attacks, I only inflict 7 measly wounds. The Guard strike back and kill two Blood Angels?! They lost combat by 5 and fail on both accounts, getting run down in return. The distance also takes me into the wreck of the Valkyrie and I'm sitting peacefully in cover. Mephiston and the Sergeant with the Fist and Infernus Pistol opens fire on the Chimera. After two pens, I roll a 4 to immobilize it and stun it as well. Sadly, it's not enough to pop the transport so Mephiston isn't able to assault the contents. Good thing my dudes were standing so close to the escape latch that the guys can't disembark to shoot me. In my assault phase, Mephiston turns on Sanguine Sword and epically fails to do anything. I rip off all the weapons and stun it multiple times. The CCS Chimera is now a bunker of the troops inside and I'm insanely confused how Mephiston failed so badly.
As for the Leman Russ tanks, I shoot them with Meltaguns and my Infernus Pistol and destroyed the Battlecannons on them. After charging and attempting to plant Krak Grenades and missing a bunch of my Power Fist attacks, they get stunned (to shaken) and nothing more happens.
IG's next turn brings on his reserve Heavy Weapons and they deploy on the left (by the objective) and far right corner. The Missiles were on the left and the ACs were on the right. Moving on, the squad that got blown out of the right Vendettas starts running for the objective the middle. They gain little ground on their run. The other remaining Vendetta on the right opens up on one of my AC/LC Preds and destroy it. Following suit, the left most Vendetta opens up on the remaining AC/LC Pred and immobilizes it. The Chimera holding the SWS squad that came in on reserves on the left last turn turns and shoots at the left most ASM in cover instead of the 4 dudes still swinging at the Leman Russ tanks. The Plasma Squad follows suit and combined fire kills 1 more after some heroic cover saves. I test for morale and they fail! Good thing I rolled a 4 on 3 dice to fall back and they end up 6.5" away from the Plasma-totting squad. Any closer and that squad wouldn't be able to rally because the enemy were so close. The Leman Russ tanks slowly moves to the right and they just stand there. Since no one else can do anything, the turn passes to me.
The Immobilized AC/LC Pred fires at the Vendetta but only manages to stun it. The lone sergeant and Mephiston penetrates the Chimera with their weapons and rip the CCS apart in close combat. My left most squad of 3 Marines charge the Plasma-totting squad and win combat by 4. The squad holds for some insane reason! My other squad that was by the Leman Russ tanks fly towards the missile team that just came on and assault them with Furious Charge. Since I epically fail to hit any of them, I only manage to win combat 4. They hold as well! Now that both of my fragile little Marines are locked in combat, my opponent has almost nothing to shoot at next turn.
That's exactly what happened: He moves over 12" with the Vendetta to get out of LoS of the immobilized AC/LC Pred and the other gunship holding units turbo-boosts behind a building to get away from the Baal. His AC HW squad opens fire on my Baal and immobilizes and stuns it. Now comes something ridiculous: Chris unloads his Chimera with a full squad of SWS and charge my Priest + 3 dudes in hopes of bailing his HWS squad out of combat. After an insane amount of attacks later, one Marine dies and I kill his remaining HWS guys and force him to take a leadership check at -4. He fails and I run him down! My left most squad that was on the Plasma squad also wins combat and runs down the contents for multiple combat wins from each side. They rally towards the top left corner objective because that's the only chance I have at winning or tying the game. He gets me back by shooting his AC HWS squad at my lone Sergeant (the one by his CCS squad) and kills him.
On my next turn, my remaining immobilized Baal Pred spits dakka on his HWS squad. The entire squad is left with 1 wound and fail their morale test and run off the board. My immobilized AC/LC Pred has nothing to shoot at this turn and my ASM on the left runs into cover, gunning for that top left point. Mephiston flies next to the Leman Russ tanks assaults them with Sanguine Sword, exploding one and destroying the other. My Sanguinary Priest and his squad of merry men chase after the Vendetta that got away and assault it. Somehow, I manage to hit it with 2 6s from my Power Fist and the Vendetta goes crashing into the ground. This is how I pictured it in my head:
The Sergeant braces himself for impact as his jump pack propels him towards the Vendetta gunship. He opens his power fist at the last possible second and grabs onto the left wing of the aircraft right before it enters evasive maneuvers. With all his might and the help of the propulsion from the Sergeant's jump pack, the wing is torn from the body of the enemy aircraft in spectacular fashion. The plane spirals out of control and disintegrates in mid-air as the speed of the stall tears the plane's structure apart. A smirk runs across the Sergeant's face as the traitorous guard fall to their death without the safety of their transport.
Nothing really exciting happens after this since his Vendetta with SWS turbo-boosts towards the middle and caps that objective. I lose the game after round 6, but from all the crazy shit that happened this game, I don't care. I shake hands with my opponent and I leave a happy man. I'll get 'em next time in kill points.
Blood Angels Defeat 0-1
Wednesday, November 3, 2010
Revisiting Asdrubael Vect
I was brainstorming today on how my Dark Eldar lists will play out if I went for more Warriors over Wyches. Sure, Wyches are nice, but how do they compare to Warriors overall? Warriors have the ability to inflict a lot of wounds at range as opposed to close combat. Wounding on 4+ vs. everything is better than S3 in close combat for the most part. Sure, the 4++ invulnerable in close combat is nice from the Wyches, but at the end of the day, killing things for that fast FNP is a must. Plus, Warriors can take more AT from range and have the option to go either Dark Lances or Splinter Cannons depending on role.
Then it came to me.. what if I take a list with Warriors, Trueborn and Vect. Just Vect, no other character is needed, but I'll also take his Dais of Destruction for a lovely AV13/13/13 shell for a 9-model retinue. Since Vect has to come with 9 other models, I decided to gear them for dedicated CC. Here's what the list looks like:
1750
14 kp
HQ:
Asdrubael Vect = 240
+Dais = 200
TROOP:
9x Wyches (Hekatrix/Agnoizer/PGL) = 130
10x Warriors (Raider NS, Blaster, SC) = 185
10x Warriors (Raider NS, Blaster, SC) = 185
10x Warriors (Raider NS, Blaster, SC) = 185
ELITE:
10x Trueborn (Raider NS, 4x Blaster) = 250
HEAVY:
Ravager (NS/FF) = 125
Ravager (NS/FF) = 125
Ravager (NS/FF) = 125
Short, simple, to the point. Vect rides in his Dais with 9x Wyches, the Hekatrix w/ an Agonizer and PGL. I had to put 10 points somewhere so I decided to just go with a PGL for Vect and the CC squad's sake. In theory, the number of attacks and PW attacks I'm gonna put out should deter most units from assaulting me anyways. Besides, they'll be well protected in the Dais of Destruction since it's pretty much the heaviest armored thing in the entire DE book.
The rest of the army looks like 10x Warriors w/ a Blaster and Splinter Cannon in each Night Shielded Raider. I still like Night Shields over Flickerfields because I roll like ass when it comes to 5+ saves. Besides, I'm pretty good at guess ranges and I should be able to limit my opponent's ability to retaliate if I deploy complete on one side. Each Warrior squad should be able to put out 20 poisoned shots and a Blaster shot in Rapid Fire range which is pretty damn respectable. Standing still in the Raider, 2x S8 AP2 Lance shots is also very welcome in a anti-tank role.
The Trueborn is still the same, boring Trueborn with their 4x Blasters and happy smiles. Since I hit 1750 points exactly, I took out the Voidraven Bomber for the cheaper and more cost effective Ravager. Since the entire army is Night Shielded or AV13 w/ cover (hide the Dais!), I'm pretty confident with my ability to declare war anywhere in the galaxy.
Here is how you win with this list:
- Let your opponent deploy first so you can study his unit placement, the terrain he chooses and the best angle for your attack.
- When you deploy, keep everything either out of LoS, in extreme cover or far away if he deployed well. Leave no room for him to alpha-strike your units and use Night Shields and range to harass his first turn.
- Deploy aggressively if you can. Vect has the ability to seize initiative on a 4+ and you should take advantage of this whenever possible. Also note that with my list above, when moving 12" with your army on the first turn, you can shoot out 14x S8 AP2 Dark Lance shots out from an 48" effective combat range. That's a lot of pressure and pain right from the get go.
- If you think that's rough, if nothing dies on your first turn, your next turn will consist of 23 Dark Lance shots once your Blasters are in range. That's pretty absurd.
- Concentrate firepower on one side of the table and be aggressive in your approach. Pop transports with Lances, rapid fire poison the contents or just concentrate Dark Lances into MEQ for easy kills.
- Don't be afraid to engage with Vect and his bodyguard of Wyches if you see the opportunity; especially if its an easy kill. Vect is a CC monster and with 4x additional Agonizer attacks from the Hekatrix, you should be able to wipe most 10-man MEQ squads off the board with ease. Once you obtain that first Pain Token, get into cover and back onto your Dais for additional protection. Having a fast, skimmer AV13 scoring transport with FNP units inside is insanely good.
- Also, don't forget that Vect has a S10 AP3 Blast weapon that's assault 1 and he has BS8. That pretty much means it'll almost never scatter and it'll murder MEQ or low leadership models (like Orks) for free health.
Yeah, I'm pretty much in love with this list. Looks great on paper, will probably suffer to horde-style armies, but that's why I have a good amount of shooting to compensate as well. Plus, I can always run away and shoot while most foot-slogging armies cannot.
Monday, November 1, 2010
My 1750 BA, SW and DE
Blood Angels
1750
11 kp
HQ:
Librarian (JP) = 125
TROOP:
10x ASM (PF/Infernus, 2x Meltaguns) = 250
10x ASM (PF/Infernus, 2x Meltaguns) = 250
10x ASM (PF/Infernus, 2x Meltaguns) = 250
ELITE:
2x Sanguinary Priest (JP, 2x HFlamer) = 170
FA:
Baal Predator (TLAC/HB) = 145
Baal Predator (TLAC/HB) = 145
Baal Predator (TLAC/HB) = 145
HEAVY:
Predator (AC/LC) = 135
Predator (AC/LC) = 135
I could run Mephiston at this point level, but then I would only have 20 boots on the table. I don't know about you guys, but I get really shaky when 2 groups of 10x ASM is all I have for scoring. By dropping Meph and a AC/LC Predator, I can fit another squad of 10x ASM in there with the same melta-loving configuration as the other ones. I find that to be a much safer option. The 2x Sanguinary Priests on JPs will carry around some Hand Flamers and call it a day. They're there only to spread the 6" bubble of FC/FNP love. With 5 AV13 tanks on the table, I'll have plenty of shielding and cover against my enemies as I advance up the field in full speed. The 11 kill points is also very low since I'm making my enemies work extra hard for each 10-man T4 3+ FNP unit kill. As for psychic powers, I'll probably take Sanguine Sword and Shield of Sanguinius. Unleash Rage can work as well since there's no such thing as overkill for Blood Angels. At 2K, the Librarian disappears and Mep-shit-on you takes his place. Add one extra AC/LC Pred and we're good to go.
Space Wolves
1747
12 kp
HQ:
Rune Priest (Chooser) = 110
TROOP:
9x Grey Hunters w/ WG (Rhino, PF/cbM, Meltagun, WS, MotW) = 243
9x Grey Hunters w/ WG (Rhino, PF/cbM, Meltagun, WS, MotW) = 243
8x Grey Hunters w/ WG (Rhino, PF/cbM, Meltagun, WS, MotW) = 228
10x Grey Hunters w/ Arjac (2x Meltagun, WS, MotW) = 368
ELITE:
Wolf Guard
HEAVY:
6x Long Fangs (5x ML) = 140
6x Long Fangs (5x ML) = 140
LRC (EA, MM) = 275
The big squad of Grey Hunters w/ Arjac hops into the LRC at the beginning of the game and goes on its merry way. I have 3 full squads of Grey Hunters in Rhinos with Fists, Mark of the Wulfen and Wolf Standards. The sole Rune Priest is there with a Chooser and he'll be taking Murderous Hurricane (must have) and Jaws of the World Wolf as his psychic powers. Depending on who I'm facing, I'll probably switch out Jaws for Living Lightning because it's overall just a solid power. The theme of this list is mechanized Grey Hunters with fire support. With such a balanced list, my Long Fangs can sit comfortably deployed in a optimal firing zone while the rest of my army waits for the prey to close in. If long range harassment is capable of disabling my opponent's advance, my Grey Hunters will spring into action and deliver concentrated bolter fire into whatever is left. Arjac Rockfist needs no introduction as he's capable of smashing through the toughest opponents without breaking a sweat. In a squad of 10x Grey Hunters, he basically has 12 wounds since he can't be picked out in combat.
Dark Eldar
1746
15 kp
HQ:
Archon (SF, Agonizer, Drugs) = 120
Duke Sliscus = 150
TROOP:
9x Warriors (Raider NS/SR, Blaster) = 176
9x Wyches (Raider AS, Hekatrix/Agnoizer) = 185
10x Wyches (Raider AS, Hekatrix/Agonizer, Haywire) = 215
10x Wyches (Raider AS, Hekatrix/Agonizer, Haywire) = 215
ELITE:
10x Trueborn (Raider NS, 4x Blaster) = 250
HEAVY:
Ravager (NS/FF) = 125
Ravager (NS/FF) = 125
Voidraven (NS/FF, 2x SF) = 185
I decided to switch out my Huskblade/Soul Trap Archon for something cheaper and more reliable. The Agonizer combat Archon will go with the 9x Wyches w/o Haywire Grenades while the rest of the army advances. The Wyches with the Haywire will zoom towards my opponent's transports with the help of Aethersails and get ready to disembark next turn. The Trueborn will move up by my Ravagers and lay down suppressing Dark Lance fire while my Voidraven provides Void Lance support. Most likely I'll keep the Voidraven in reserves since it can come out and deliver it's payload from 48" away. The 2x Shatterfield Missiles should be enough for horde armies and Agonizers on anything that can get in close combat will be able to deal with most MEQ. Hopefully this will be enough firepower for the army to last in shooting and in CC.
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