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DE 1k
Aug 21, 2011 10:02:59 GMT -5
Post by The Envoy (AWOL) on Aug 21, 2011 10:02:59 GMT -5
So, now with a picture thread up for my DE, I have also come to the conclusion I might as well toss up an army list.
Archon: 130pts. Agoniser, Soul Trap, Shadowfield, Combat Drugs
5 Incubi: 140pts. Klaivex with Murderous Assault
Raider- 80pts. Dark Lance, Flickerfield, Enhanced Aethersails
10 Kabalite Warriors: 120pts. Splinter Cannon, Syrabite with Power Weapon
10 Wyches: 140pts. Hydra Gauntlets, Hekatrix with Agoniser
Raider- 80pts. Dark Lance, Flickerfield, Enhanced Aethersails
10 Wyches: 140pts. Razorflails, Hekatrix with Agoniser
Raider- 80pts. Dark Lance, Flickerfield, Enhanced Aethersails
3 Reavers: 86pts. Cluster Caltrops
Total: 1000pts.
This list is pretty straight forward, with the Warriors sitting and providing some softening while the CC units close in as fast as physically possible. The Raiders, after dropping off their cargo, are meant to then toss in and hit side and rear armor of vehicles with their Dark Lances while the Reaver tear up and down the line, hopefully causing casualties with either the caltrops or rifle fire.
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DE 1k
Aug 21, 2011 17:19:03 GMT -5
Post by ElegaicRequiem on Aug 21, 2011 17:19:03 GMT -5
Not sure about the aethersails. You'll have to see how they do, but for me, they just seem like a way for the raiders to get away from the action, rather than toward it.
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DE 1k
Aug 21, 2011 22:17:42 GMT -5
Post by The Envoy (AWOL) on Aug 21, 2011 22:17:42 GMT -5
I was thinking the same thing about them. I'm not a huge fan of the not being able to disembark, so they probably won't last more than one game.
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DE 1k
Aug 21, 2011 23:28:33 GMT -5
Post by Ymmot (M.I.A) on Aug 21, 2011 23:28:33 GMT -5
I would use the sails during turns I turbo boost with the raiders. When I use my DE I tend to turbo boost half my raiders on the first turn. The other half might turbo boost on the second turn. After that I am usually in a good position to assault. The sails will help get my raiders behind things that block LOS and help when it comes down to getting all my raiders in the right position for the inevitable massacre.
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DE 1k
Aug 22, 2011 8:57:10 GMT -5
Post by The Envoy (AWOL) on Aug 22, 2011 8:57:10 GMT -5
Fair enough, I'll just have to remember to use them.
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DE 1k
Aug 22, 2011 10:51:13 GMT -5
Post by fatuous on Aug 22, 2011 10:51:13 GMT -5
Hmmmmm, see how they go I guess.... over all I think too many upgrades to raiders need to be avoided, keep em cheap and try to take more.
I'd worry with this list against tanks and transports. There are only 3 lances in the whole list and seems like they are all going to be turbo boosting to get your assualt troops in, but if the enemy are mech, there isn't much to knock em out their transports....... I'd deffo want a bit more anti tank.
Few other points:
A sould trap for your archon isn't much use if he has an agoniser. That always wounds on a 4+ so doubling strength won't do much, and if you use his St6, then it won't ignore armour. Either drop it and keep the agoniser, or maybe take something that will be affected by the St boost (I'd prob keep the agoniser, and drop the soul trap myself).
Incubi. If the Archon is going with the incubi, I'd consider dropping the Klaivex. The cost involved you can get more incubi. Not that it is not a good unit, but the Archon will add alot to this unit anyway, and for the price the Klaivex seems a bit too high priced... you could have a 6 incubi unit instead..... but that is personal preference really.
The reavers..... I've not treid out cluster caltrops yet, but this is a good place to add a bit more anti tank, by adding a heat leance or blaster.
Warriors: I'd deffo want to give these guys a blaster myself........
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DE 1k
Aug 22, 2011 11:13:51 GMT -5
Post by The Envoy (AWOL) on Aug 22, 2011 11:13:51 GMT -5
With the soul trap, I normally want him to have a huskblade, but I messed up something with the points and had to drop somewhere. Forgot to take out the trap, because as you said, it's kinda useless.
I was originally going to put the Archon with the Incubi, but then thought about it, and thought it would be a better idea to give a little more CC punch to the Warriors.
As for the Blaster, good plan.
I've also set up one of my Reavers so that I can swap between the three options for playtesting, and since my big opponent for this list is non-Mech IG, I figured I'd try out the caltrops for some possible Instant Death hits on units.
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DE 1k
Aug 22, 2011 17:20:26 GMT -5
Post by ElegaicRequiem on Aug 22, 2011 17:20:26 GMT -5
Those caltrops are pure win when the dice love you.
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DE 1k
Aug 22, 2011 23:49:31 GMT -5
Post by The Envoy (AWOL) on Aug 22, 2011 23:49:31 GMT -5
I was thinking that as well about them.
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DE 1k
Aug 22, 2011 23:52:19 GMT -5
Post by Walrus on Aug 22, 2011 23:52:19 GMT -5
Damn you, now I feel the compulsion to re-make my list... Damn you!
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DE 1k
Aug 23, 2011 0:21:13 GMT -5
Post by The Envoy (AWOL) on Aug 23, 2011 0:21:13 GMT -5
Update:
Archon: 120pts. Agoniser, Shadowfield, Combat Drugs
5 Incubi: 140pts. Klaivex with Murderous Assault
Raider- 70pts. Dark Lance, Flickerfield
10 Kabalite Warriors: 130pts. Splinter Cannon, Blaster, Syrabite with Power Weapon
10 Wyches: 140pts. Hydra Gauntlets, Hekatrix with Agoniser
Raider- 70pts. Dark Lance, Flickerfield
10 Wyches: 140pts. Razorflails, Hekatrix with Agoniser
Raider- 70pts. Dark Lance, Flickerfield
3 Reavers: 108pts. Cluster Caltrops, Heat Lance
Total: 987pts.
This actually seems a little more solid looking it over. Still wish I had the huskblade, but I can add that in for 1500 lists.
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