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.

Friday, October 29, 2010

A wide range of enemies


The best part about my gaming club is that there's a huge variety of players to play against.  I'm actually quite lucky to have a club of gamers that offers up so many practice scenarios.  When I get all my Dark Eldar kits next week, I know I'll have all the motivation I need to get the models assembled.  As much as I hate assembling endless amounts of models, I know that at the end of the day, I'll have plenty of opponents to sink my teeth into.

Here's what kind of players I have in my area and what kind of lists they take:

  • Mech Guard Steel Legion player
  • Eldar player that can play Seer Council, Jetbike, Mechdar and Castle Eldar
  • The same player also owns Thousand Sons and all kinds of Tyranids
  • Another Eldar player that plays Mechdar or Castle
  • Space Wolves player that takes a balanced list
  • Space Wolf player that likes TWC and Grey Hunters
  • The same player also plays Necrons.. but Necrons are bleh
  • Blood Angels player that plays balanced but can take all kinds of other lists
  • Ork player that can go hordes or Speed Freakz, the same player also has Ultras
  • Dark Angels player that can go Deathwing, Daemonhunters or normal Marines
  • A lot of Tyranid players that sports all kinds of lists and configurations
  • Lastly, I have enough Marines, BA, SW and Death Guard to lend out for practice

The list above is just players at my local gaming club.  I also live very close to the LA Bunker so I'll be able to get games there as well when I'm not at work.  The plan is to play against all of these lists and then BR back here so you guys know how my Dark Eldar are doing.  No tailoring allowed, I don't believe in sissy play.

Thursday, October 28, 2010

Only the best will survive


I'm probably going to get thrashed for saying this; but I think Dark Eldar are going to be a master-class army.  I've read through the entire codex multiple times now and I'm convinced that only the best generals are going to have any success with them.  Dark Eldar, by design are going to be the hardest army to play in 40K.

Everything they have is paper thin and in this edition, paper thin is just dangerous.  Some say that Eldar is a delicate army to play but that's really just bullshit.  Eldar is actually one of the most durable races in the game.  They have access to 3+ re-rollable cover saves, Energy Shields on their transports and Holofields on their tanks.  T3 means very little when everything is well protected and taken care of with re-rolls or staying power.  Dark Eldar does not have this luxury.  Not at all.  They are built based on speed and precision.  Since there's no staying power at all; you have to make things happen in perfect unison or fall apart.  There's no sitting around and waiting for your opponents to make a mistake.  If you make a mistake in any of your phases, you will die.

Movement and positioning is absolutely critical for being successful as Dark Eldar.  You need to outrange your opponent's weapons, claim cover saves whenever you can, and know which units to move and which to commit.  How you move your units will be the only way you will keep them alive and keep them successful.  Two thirds There's no such thing as T4, 3+ armor saves or AV14 transports.  There's only AV10 open-top and a bunch of T3 girls wearing battle-thongs.  I know this more than anybody; I play Space Wolves, Blood Angels and Death Guard.

There is going to be a huge influx of Dark Eldar players, that I'm sure.  I'm also sure that most of these players will crash and burn and sell their models within a year.  I say this with confidence because that's exactly what happened years ago when Dark Eldar got their new book and players wanted to give them a whirl.  After getting stomped, beaten and destroyed by other armies, they jumped ship and went back to their boring MEQ.  How fitting that the weak get filtered out and only the most cunning, evil and arrogant remain.  Natural selection at its finest.

Wednesday, October 27, 2010

BR: 1750 BA vs. CSM


Long table sides
6 objectives, terrain was medium

My list looked like the following:

1750
11 kp

HQ:
Mephiston = 250

TROOP:
10x ASM (PF/Infernus, 2x Meltaguns) = 250
10x ASM (PF/Infernus, 2x Meltaguns) = 250

ELITE:
2x Sanguinary Priest (JP, MB) = 160

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
Predator (AC/LC) = 135

His army:

Chaos Lord of Slaneesh in TDA w/ Daemon Weapon
Flying DP of Nurgle
5x4 squads of Noise Marines with Blaster Masters
10x Khorne Berserkers in a Rhino w/ Fist and PP
5x Chaos Raptors w/ Meltaguns and Plasma Pistol
Possessed Vindicator
Chaos LR with CSM Termies w/ Fists, cbM
2x Chaos Dreads w/ Autocannons, Heavy Flamer

The problem with this list is how ridiculously few troops I have on the field.  If I wasn't a lazy bastard, I would probably have more ASM, but since I'm reluctant to build any, I just decided to field 20 of them.  In short, this is probably the worst case scenario for me since it was max objectives and he had loads of troops everywhere (Noise Marines) in min squads.


I win the roll to go first and I take first turn.  My Baal Preds scout move into position and move 6" to unload untold barrels of shells into a squad of Noise Marines out of cover.  They disappear.  My AC/LC Preds move up, stun a Rhino, fail to do anything to his Land Raider and the turn passes.  Mephiston and the 2x squads of ASM hide behind my AV13 wall.

His turn is largely ineffective because I either save or he misses.  His Vindicator managed to inflict 4 wounds on my ASM because it scattered into them but I managed to save all but 1.  One of his Chaos Dreads goes fire frenzy and stuns the other one standing next to it.  He pops smoke with everything and awaits my next turn.

I shoot almost everything into the Land Raider hoping to pop it so I can access his Lord + Termies inside.  I had 5 pens, I roll 1s and 2s for all of them.  I also managed to pen his Vindicator and then roll a 2.  Probably the most ridiculous round of poor rolls I've seen in a long time.  His next turn is just as pitiful as the LR tries to get in charge/combi-melta range of my Baal and whiffs with everything.  Everything else that he shot also missed, glanced or failed to do anything.  His squad of Terminators and Lord is lying in front of my army.

Another round of shooting failure and my AC/LC Preds fail to do anything to his stuff.  They pen'd and stunned a Rhino, again.  Grats.  Concentrated firepower from my Baals utterly wreck another squad of Noise Marines in the building with something like 14 wounds and 4 rends inflicted.  They disappear.  My ASM fly out of cover and I shoot/charge with one of my ASM squads + Mephiston.  Mephiston casts Sanguine Sword and enthralls his Terminator Lord.  The entire squad is destroyed before they can do anything.

My opponent randomly decides to counter-battery my AC/LC Pred instead of shooting at ASM/Meph.  I'm fine with that.  His LR moves and gets immobilized in a terrible position, not allowing it to actually shoot at anything worth shooting.  His Nurgle DP flies behind one of my AC/LC Preds and warp fires it but fails to do anything.  His squad of Raptors comes in and epically fails to kill anything even with rear armor exposed.  One of the mistakes he makes here is that he runs his Rhino up 12" and disembarks his Zerkers.  I'm not sure what edition he's playing, but his Berzerkers didn't do anything but shoot the ASM squad.  The champ gets hot and dies to his own Plasma Pistol and they do a total of 1 wound; which I save with a re-roll of FNP.  His DP charges and kills the AC/LC Pred.

I split my Baals and 2 goes off shooting at other targets while one shoots at the Raptor squad.  The two Baals shoot at the Vindicator and pen it like 3 times.  I roll trip 2s on the chart.  Awesome.  The other Baal puts 5 Raptors down to 2 and my 2nd ASM squad shoots/charges the DP.  He has 2 wounds left and kills 3 Marines.  I actually lose combat but I roll and stay in.  Needless to say, Mephiston and the other ASM squad charges the Khrone Berzerkers and only 2 remain.  He doesn't kill any in return, loses combat by a lot, but somehow makes a insane amount of Fearless rolls.  Mephiston and the ASM squad is stuck in with one Zerker on his turn.  Good for me.

His next turn kills a couple more Marines with his DP but I swing back with the Fist and kill him.  My leftover Marines rally towards his Raptors which revenge-killed one of my Baals.  His Vindicator moves forward and blows up one of my AC/LC Preds, leaving me with one.  His empty Rhino moves forward 12" and sits on the flank my other 2 Baals.  The one Khorne Berserker gets ripped apart by Mephiston and I rally towards his LR for cover.

On my next turn, my intention was to get into combat with his other troops securing points.  The ASM squad that won combat over the DP kills off the Raptors with melta shots and gets into scoring position.  I fly over with Wings on Meph and my ASM and I only need a 2 for difficult terrain to get into combat with Mephiston after Fleet.  My ASM squad needs 3.  I roll double 1s for Mephiston and a 1 and a 2 for the ASM squad.  At this point, I was violently raging inside my soul.  Regardless, they just sit there and get heavy flamered and double charged by his 2x Dreads.  Combined shooting from some Noise Marines and Heavy Flamers kill 2 Marines after wound allocation and the charge from the Dreads was subpar - only killing 4.  I swing back with my fist and immobilize a Dread.

Next turn, my 2x Baals moved up and blows a squad of Noise Marines away with combined shooting.  I'm very impressed with my Baals this game.  Mephiston gets into combat with both Dreads with Unleash Rage and Sanguine Sword.  He destroys one utterly and rips the DCCW off the other one.  The squads MB from the Priest kills it with an explosion but fails to do anything else.  With only one tiny squad of Noise Marines left to hold a point (I have 2 to his 1 at this point), my opponent concedes.  He realizes that Mephiston is now free to solo his remaining Noise Marines while my 2x ASM squad hugs cover with FNP on secured points.

Blood Angels Victory!

Monday, October 25, 2010

1750 Dark Royalty


I think this list will do solid in terms of competitive play.  First, you'll notice that I swapped out the combat Archon for Baron Sathonyx and a bunch of Hellions.  In terms of mobility, jump troops with shooting weapons are very good at picking away at the enemy.  I can dictate which combats I want to be in (a theme with Dark Eldar), shoot whatever is outside of transports and assault the leftovers.  By hugging as much cover as I can, I get 3+ cover all around on my Hellions and await for the rest of my army to pick away at my opponents.  I then use my Hellions to swoop in for the kill, obtain a PT for FNP and then get back into cover.

I see Hellions like vultures.  They are fantastic at picking away at lesser targets and since they're troops, they can score as well.  To correctly use these guys, you must hug as much cover as you can and set as many objectives in your back/mid field as possible.  Your hellions will be able to defend these while the rest of your army contests and captures his.  Don't be afraid to leave cover every now and then to obtain an easy Pain Token for your dudes.


As for the rest of the army, it should all look pretty familiar with you guys now.  I decided to go with Haywire Grenades for the Wyches since it makes them more threatening to vehicles and I kept everything else the same.  The Duke riding with the Warriors rapid-fires 3+ to wound Splinter weapons while the Trueborn acts as dedicated anti-tank.  Depending on what my list needs in my metagame, I can also opt to switch out the Trueborn's Blasters with Carbines and Cannons for max poison.  Lastly, the Ravagers are there for dedicated anti-tank because MCs and transports are rampant in my area.

1748

HQ:
Duke Sliscus = 150
Baron Sathonyx = 105

TROOP:
9x Warriors (Raider NS/AS/SR, Blaster) = 181
10x Wyches (Raider NS/AS, Hekatrix/Agnoizer, Haywire) = 225
10x Wyches (Raider NS/AS, Hekatrix/Agnoizer, Haywire) = 225
12x Hellions (Champ, Agonizer) = 222

ELITE:
10x Trueborn (Raider NS/AS, 4x Blaster, Splinter Cannon) = 265

HEAVY:
Ravager (FF, NS) = 125
Ravager (FF, NS) = 125
Ravager (FF, NS) = 125

Thursday, October 21, 2010

None will survive my cunning


Since list building is a hobby of mine, I can't help but notice all the different kinds of lists you can build from a well-written army book.  The Dark Eldar codex is a thing of beauty, really.  There's loads and loads of synergy between the units in the book and I find that to be extremely attractive.  I mean after all, variety is the spice of life!  If a codex supplies the player with a lot of options, he'll be more intrigued to try new things and buy more minis.  This is a good thing for the hobby.

So exactly what kind of units will Dark Eldar players take in their lists?  Let's take a look:

  • Combat Archon with his Kabal in Raiders
  • Min-maxed squads in Venoms, Trueborn with Blasters
  • Pirate themed army with the Duke
  • Wych-cult armies with Lelith and Wyches
  • Hellion themed army led by the Baron
  • First strike army based around Vect
  • Haemonculi based army with Wracks and Cronos

Every single one of those list components have their own strengths and weaknesses.  Not only do they compliment each other very well, but they can be mixed and matched with the other elements in the list to form really powerful armies!


The combat Archon and his Kabal adds a large degree of poison weapons and specialized anti-MEQ CC.  Incubi just tear up marines like there's no tomorrow and with the right configuration, the Archon can be an absolute beast in combat.  When in need of dedicated fire support and transport busting capabilities, the Archon will probably hire some..

Min-maxed squads of Trueborn in Venoms.  They can cause havoc in almost any setting.  They can max out on Splinter Cannons and hang out in a Venom with 2x Splinter Cannons and you can pour out ridiculous amounts of poisoned shots from 36" away.  Likewise, you can configure your Trueborn to take Blasters and get them up in kill range ASAP.  In fact, an entire army can be built around the MSU principle that RB spam players use.  Take a lot of heavy shooting, put them in tiny transports and go to town on your enemies.  For everything else, there's the..

The Duke.  He is such a well-rounded hero by benefiting Warriors/Trueborn, Wyches/Hellions/Reavers (combat drugs!) and your transports (gives them DS), you can probably include him in 90% of the lists out there.  I would assume that to go with the pirate theme, you might want to invest in a Raider/Ravager heavy army so you can sail across the sea of stars in style.  Too manly for you?  You might want to look into..

Wych-cult armies.  This army focus consists on a lot of Wyches (maybe even Lelith) packed in a bunch of Raiders and shipped directly towards the enemy with Aethersails.  Now I don't know about you guys, but I see these girls as support CC rather than units that can provide results on their own.  Taking them too expensive will decrease the number of other things you can take in your army so I suggest taking them for specific roles.  A few Haywire grenades here and there with an Agonizer is all you need for an all-purpose Wych squad.  If you want more killy, feel free to load up on Razorflails or Hydra Gauntlets.  For a more defensive approach, Shardnets will do wonders.  For everything else, there's..

Hellions.  In fact, for 105 points, you should always take the Baron with them.  He's basically an auto-include in any army featuring Hellions and that's no exaggeration.  I mean seriously, he makes Hellions troops and supplies them with a Phantasm Grenade Launcher, comes with a Shadow Field, a stronger weapon and gives the squad Stealth on top of that!  Start the game with a Haemonculi in the unit and they get FNP with a 3+ cover save when hiding behind some cover.  The Hellion squad have Skilled Rider when with him and can put out a respectable amount of shooting and CC.  I can see the Baron being one of those filler HQs easily capable of putting the hurt on any scoring units outside their transports.  And that's why you have..

A first strike army based on Vect.  Not only is Vect a combat monster, but he can really give the DE army a jumpstart on popping enemy transports and leaving their contents exposed for Pain Tokens.  To maximize Vect's first turn, I would take max Ravagers/Voidravens and as many Dark Lances as possible.  Kill as many transports as possible and leave the rest of their army to the crows.  Or better yet..

Leave his army to a bunch of a poisoned T4 FNP Wracks with Furious Charge.  That's right, Wracks are probably the best troop choice in our army when it comes to holding points.  I can easily see a list with 1-3 Haemonculi and a bunch of Wracks sitting in cover on some objectives with a bunch of Liquidfiers ready to go.  Any infantry that comes close has to deal with multiple S4 AP D6 templates and the Cronos Parasite Engine standing next to him will love adding PTs to anything within 12".  I mean.. for 10 points, Wracks are the poor man's version of Plague Marines.  When thrown into cover, they become extremely frustrating to deal with.  To make things a little more frustrating for your opponent, you can even take a Haemonculi with WWP and set it on other objectives while the rest of your army runs around contesting your opponent's objectives.  Next turn, out comes scoring Wracks and a free objective points for you.

So I guess the biggest question going through my head right now is: Which one of these combinations will give me the most competitive results?  Frankly, I have no idea.  I mean, I have a pretty good idea but I'm not 100% sure if Haemonculi will be needed in every list.  Similarly, I'm not sure if the Duke is a better choice than the Baron and his scoring Hellions.  What I do know is that I'll be trying every single one of these combinations because my goal in this game is to murder, enslave and torture my enemies.  None will survive my cunning.

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