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Post by RedsandRoyals on May 16, 2011 9:13:47 GMT -5
My small Dark Eldar collection seems to be growing, so I decided to whip up a 1.5k list to give it a structure to aspire to. Unfortunately, I've built so many IG lists that it's affecting how I make lists for other races, so I wanted to make sure I wasn't doing something unduly foolish. The only two real restrictions are that I'm trying to make this fairly cheap to collect, and that this is supposed to have a more "corsair" theme, so I'm trying to stay away from the Haemonculus and his minions.
Archon Power Weapon, Blast Pistol, Ghostplate armour
Trueborn 2 Blasters, Dracon w/ Blast Pistol and Agoniser Venom
Trueborn 2 Shredders, 2 Splinter Cannons, Dracon w/ Blast Pistol and Agoniser Venom
Wyches 4 Wyches w/ 1 set of Hydra Gauntlets, Hekatrix w/ Power Weapon Raider w/ Disintegrator Cannon, Flicker Field
Wyches 4 Wyches w/ 1 set of Hydra Gauntlets, Hekatrix w/ Power Weapon Raider w/ Disintegrator Cannon, Flicker Field
Kabalite Warriors 5 w/ Blaster Raider w/ Dark Lance, Flicker Field
Kabalite Warriors 5 w/ Blaster Raider w/ Dark Lance, Flicker Field
Kabalite Warriors 9 w/ Dark Lance, Sybarite w/ Splinter Rifle
Ravager 3 Dark Lances, Flicker Fields, Enhanced Aethersails
Ravager 3 Dark Lances, Flicker Fields, Enhanced Aethersails
Ravager 3 Disintegrator Cannons, Flicker Fields, Enhanced Aethersails
Tactics are fairly simple. The big warrior squad camps, while the wyches and other warriors rush objectives, with the Archon in tow. The Trueborn squads are there to act as a fire brigade, and the Ravagers, well, they ravage things.
Mainly, I'm worried about Crowd Control and how fragile my units are in this list. Might it be worth dropping one or both of the Trueborn squads to fill out the Warrior or Wych squads?
Reds
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Post by Walrus on May 16, 2011 9:40:15 GMT -5
*Summons Sharps*
For DE tactics, Julian Sharps is you man. However, even I can see your army is an extremely fragile glass dagger. I like your trueborn setup, but those wyches and warriors need to stay in the raiders, or close combat. This seems to be more of the 'nibble away at the enemy from multiple directions' list than the 'all powerful decapitating thrust' tha most DE players tend to use...
I defer to Sharps however, as I never really experiment with DE lists...
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Post by RedsandRoyals on May 16, 2011 10:01:40 GMT -5
Walrus: I'll take any advice I can get. You certainly know more than I do when it comes to DE. Like I said, this really draws from how I design and run my IG lists, which focuses more on dissection than obliteration. I think you're right that it's very fragile, which is why I'm considering dropping the Trueborn unit with the Blasters and filling out the Wych squads to max strength. Also, might it be worth swapping the Disintegrator Ravager for a Razorwing? Reds
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Post by Walrus on May 16, 2011 10:20:10 GMT -5
I can't really answer that at the moment... My DE codex is hiding somewhere... I think that the ravagers are fully capable of moving around enough to get in some good shots.
With the wych squads, they do have their 4+ save in combat... But then if you have the unfortunate circumstance of combat with something like a SM assault squad, unless you have the right drugs you are not going to last...
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Post by RedsandRoyals on May 16, 2011 11:07:41 GMT -5
So, after pondering Walrus' advice and talking with Req, here's a Revamp.
Succubus Electrocorrosive Whip, Blast Pistol
Trueborn 2 Shredders, 2 Splinter Cannons, Dracon w/ Blast Pistol and Agoniser Venom
Bloodbrides 9 w/ 3 Hydra Gauntlets, Haywire Grenades Raider w/ Disintegrator, Flicker Fields, Night Shields
Warrior Squad 10 w/ Blaster Raider w/ Dark Lance, Flicker Fields, Night Shields
Warrior Squad 10 w/ Blaster Raider w/ Dark Lance, Flicker Fields, Night Shields
Warrior Squad 10 w/ Dark Lance
Reavers 5 w/ Blaster
Ravager 3 Dark Lances, Flicker Fields, Night Shields
Ravager 3 Dark Lances, Flicker Fields, Night Shields
Ravager 3 Disintegrator Cannons, Flicker Fields, Night Shields
Reds
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Post by Ymmot (M.I.A) on May 16, 2011 12:23:08 GMT -5
I'd like to see another raider for that third warrior squad...possibly dropping your night shields to get it. Give your opponent plenty of targets that are capable of reaching him at lightning fast speed and make him sweat as he tries to prioritize your rapidly closing units.
I like having lots of raiders, helps me feel secure.
Long Range AT will probably get past those night shields anyhow... and your raiders are assault boats, they're going to be getting very close.
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Post by Julian Sharps on May 16, 2011 12:42:44 GMT -5
Actually, what you could do is split your mounted Warriors into a total of four 5-man squads, each with a blaster and a Venom with 2 splinter cannons. In fact, I advise that all your venoms get the second cannon; it turns your Venom into a terrific anti-horde weapons platform.
I'm not quite sure why you took shredders in your Trueborn squad; I would suggest replacing them with shard carbines.
If you dropped your Dissie Ravager, you could replace your lance squad with a full Wych team, complete with Raider. Those Bloodbrides won't do much on their own, even if they were supported by your Succubus and Reavers, and it always helps to have redundancy.
Other than that, I suggest dropping all of those night shields; all you're really doing is making the most fragile vehicle in the game more expensive. I try not to make my transports so expensive that my opponent could field a pair of Rhinos for each Raider I bring to the table.
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Post by Ymmot (M.I.A) on May 16, 2011 13:05:27 GMT -5
I also thought about suggesting that you lose the 3rd ravager for more kill you in your face bits...
Ravagers like to go down in flames as soon as possible, keeping a few in there to draw fire away from your Raiders is a good idea in my opinion, but you don't want to make it too much of an investment.
I perked an eyebrow at the shredders as well... though to be fair I haven't really used those yet so I can't really speak for their effectiveness.
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Post by ElegaicRequiem on May 16, 2011 20:12:40 GMT -5
Reds on his ravagers:
elegaicrequiem: you're really set on using those ravagers, huh?
RedsandRoyals: I WANTS MY DARK LANCES
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Post by Walrus on May 17, 2011 5:40:40 GMT -5
Hang on, is flickerfields AND nightshroud a little overkill on the normal raiders?
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Post by fatuous on Jun 28, 2011 7:20:33 GMT -5
Ahhhhh glad to see that others are finding it just as hard to hone in on a list using the new DE codex..... I've been planning lists for months and still not come up with one I'm happy with, think I am trying to squeeze in too much tbh.
Just a few comments from what I've read of the codex and in some tacticas that made sense at the time. I'm only just getting to the stage where I have a 1.5k in nearing completion.
Over all, I think if you have the option for an agoniser, you need a really good reason not to take it.
Upgrades for transport..... I think until you try it, it really is hard to be objective. In theory, the night sheilds will save you from masses of small arms fire, that will easily kill a raider/venom. The flicker field will save 1/3 of the shots that hit......... I'm not sure if that is worth it over all on transports but it really does depend what u want them to do.
If they are unleashing CC units, I would do with a night field and call it a day. Turbo boost in to get an assualt on next turn, but stay out of 12" range. U might take a few shots from stationary rapid fire weapons, but they can not get in range to double tap ur transports. So they could be a real save. U'll already have ur cover save for moving flat out.
For transport that you want to be shooting, then may throw both on........... I think either go for it, and try to protect them, but if you start paying out 60-100 points on those upgrades, u really have to stop and think are they worth the cost of another raider?
As for ur list (I'll just focus on the last one):
Succubus is a nice cheap HQ, but I'd prob got with the agoniser. If she is going with the Blood brides, then I'd drop the pistol too, as they dont have one, and might want to fleet. Maybe add hywire as teh BBs have them, but I prob wouldnt bother. (Personally, I think I would go with an Archon myself, but personal preference really).
I'm not sure what the trueborn are going to be doing. I echo the above tho. If you take a venom, the extra splinter cannon is almost mandatory. I can see now good reason not to take one. This unit looks anti inf, and u've tooled up the dracon. I want to like the Dracon and they are cheap, but they are not like they used to be, and I wouldn't want my uber shooty Trueborn anywhere near combat myself......... I hate to bring in the cry of the net list, but I think either go 4 TB with blasters for anti tank, or splinter cannons and shard carbines, maybe the dracon with a venom blade for just in cases (they are a cheap upgrade) but you have better options for CC units that TB.
I'd prob swop out the 10 man warrior blaster squads for 5 in a venom (with extra splinter cannon). Maybe add a 7-8 wyche squad in a raider to keep your lances up.
The reavers should either have 1 more guy and a second blaster, or drop the numbers down.
As I say, just my initial thoughts as I have not gotten my spikey space elves on the table yet.
But if you have venoms, and no 2nd SC on it, I think it is a mistake. Compare the TB fire power on the move to just adding a cheap upgrade.
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Post by hudderschris on Jun 28, 2011 8:24:17 GMT -5
Ravager 3 Disintegrator Cannons, Flicker Fields, Night Shields
maybe replace this with a razorwing, the DE player I play regularly plays it very well.
It always makes it's points back (start in reserve if going 2nd) come on and destroy a whole infantry unit (long fangs :-), unload 4 large blast templates, 2 dark lances and 6 4+ poison shots ) and then go tank hunting
I like the model as well
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