Post by RedsandRoyals on Apr 13, 2018 23:22:29 GMT -5
The new Druhkari/Dark Eldar codex makes the pointiest elves in space awesome again, so I've worked up a 2k list out of my collection. Out of the various lists I've posted, I'm probably most excited about this one. I've included the "obsessions" (i.e. Not Chapter Tactics) for each detachment as well, since it adds more context and I believe all of them were previewed on Warhammer Community anyway.
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Battalion
Kabal of the Black Heart: "Units with this obsession that have the Power from Pain ability treat the current battle round as being 1 higher than it actually is when determining what bonuses they gain. Units with this obsession that do not have the Power From Pain ability instead gain the Inured to Suffering bonus"
Archon: Blast Pistol, Agonizer, Phantasm Grenade Launcher, Helm of Spite
Archon (Warlord): Huskblade, splinter pistol, "Labyrinthine Cunning" warlord trait.
Incubi: x5
Warriors: x10 w/Splinter Cannon
Warriors: x10 w/Splinter Cannon
Warriors: x5 w/Shredder, Power Sword on the Sybarite
Ravager: x3 Dark Lances
Ravager: x3 Dark Lances
Raider: Dark Lance
Raider: Dark Lance
Raider: Dark Lance
Venom: x2 Splinter Cannons
Outrider Detachment
Cult of the Red Grief: Units with this obsession can charge in the same turn in which they Advanced. In addition, you can re-roll failed charge rolls for units with this obsession
Succubus: Archite Glave, Agonizer
Reaver Jetbikes: x3 w/ Blaster, Agonizer on the Arena Champion
Reaver Jetbikes: x3 w/ Blaster, Agonizer on the Arena Champion
Reaver Jetbikes: x3 w/ Heat Lance, Power Sword on the Arena Champion
Patrol Detachment
Cult of Strife: Increase the Attacks characteristic of models with this obsession by 1 during any turn in which they charged, were charged or made a Heroic Intervention
Succubus: Archite Glave
Wyches: x9 w/ 1 set of hydra gauntlets, Agonizer and phantasm grenade launcher on the Hekatrix
Raider: Disintegratior Cannon
Patrol Detachment
Cult of the Cursed Blade: Increase the Strength characteristic of models with this obsession by 1. In addition, when a unit with this obsession fails a Morale test, only one model from that unit must flee.
Succubus: Archite Glave, Agonizer
Wyches: x20 w/ 2 Hydra Gauntlets, 1 Shardnet & Impaler, Agonizer and phantasm grenade launcher on the Hekatrix
Patrol Detachment
Prophets of Flesh: If a model has this obsession, the invulnerable save conferred by its Insensible to Pain ability is increased to 4+.
Haemonculus: Electrocorrosive Whip, Liquifier Gun
Wracks: x5 w/ Liquifier Gun & Scissorhand on the Acothyst
Raider: Disintigrator Cannon
TOTAL: 1996pts
Command points: At least 13, possibly 15 or more with the new FAQs.
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I want to unpack some of this list to better explain how crazy it is.
- Thanks to Dark Eldar rules, but running three patrol detachments, I get 4CP. Then there's +4 for the other detachments and +3 for being Battle Forged. On top of that, there's a fun DE strategem where, if your Archon is the warlord, you can pick a Succubus and a Haemonculus. They get warlord traits too. I'll be using that to give my Haemonculus 'Diabolical Soothsayer". That nets me an extra D3 CP before the battle starts (plus a reroll on a hit, wound, or savings throw for the Haemonculus), automatically refunding the cost of the strategem and possibly giving me more CP. The sauce on all this is Agents of Vect, which allows me to gain a CP on a roll of 6+ every time my opponent uses a strategem, similar to the IG relic. On average that'll probably net me another CP against most Marine armies, and possibly two more against Guard or other GEQ hordes.
- The Archons work as a tag team. The tooled up one with the Helm of Spite relic will buff the assault troops and plague enemy Psykers, since the Helm lets them A) take a Deny the Witch test, and B) forces the psyker to manifest Perils of the Warp if the Deny the Witch test is passed. Archon #2 will hide in the backfield to provide the warlord buff.
- The Reavers offer me a VERY good chance at a turn 1 charge. If they advance, they automatically gain a move of 26in(!), or 28in with the right combat drug. Thanks to their Obsession rule, they can advance and charge, plus reroll charges. That allows them to tie up angry blobs, force tanks to fall back to prevent them from shooting, or pick off devestators or heavy weapon teams that are too close to the frontline. Putting blasters and a heat lance on the reavers is mostly just a way to get additional AT, and to give them something to do in case I can't ram them into infantry on turn 1. It's also worth noting they have the Fly keyword, like most jetbikes.
- The Wyches play a similar role to the Reavers, but do it on turn 2, and are much angrier. That big blob of 20 dumps out 61 attacks base. With the right combat drug, that becomes 82, all of which hit on 3+ and are Str 4 thanks to their obession. I'm not sure if I should try to run them up the table (in which case I think I'd want either the combat drug that gives them +2 Move or +1 T in order to keep them alive until they get stuck in), or to use a Webway Portal to bring them in. The smaller Wych unit actually gains 37 attacks on the charge thanks to their obsession, and again that can either be brought up to Str 4 or to a total of 46 attacks depending on the combat drug. The Succubi also let wych units within 6in reroll to-hit rolls of 1 (which, fun fact, gives them a 2+ rerollable to hit starting turn 3). Plus they're troops, so that's nice.
- Lastly, as a side note, I'm running 8 vehicles which, while made of paper, do have a 5+ Inv save against shooting and have the benefits (and disadvantages) of "Fly"and "Open Topped". Dark Lances become Assault weapons when mounted on vehicles, and between the Raiders and the Ravagers I have 9 of them. Those plus the Reavers are my only AT, which makes me a bit nervous, but I figure I can tarpit vehicles with Wyches if I need to. In theory, the two full sized warrior squads, Archon #1 and the Incubi, the Haemonculus and her Wracks, and the small Wych squad all get raiders. The small warrior squad will pile into the Venom and go zipping around, pumping out a respectable 19 poison shots and d6 Str 6 AP -1 shredder shots a turn.
I have a few things I need to consider on this list, like how far forward I can deploy (thanks to the skimmers I can actually hang far enough back to try and hide from an Alpha Strike and still get where I want to go on my turn), who gets what combat drugs, etc. It may also be worth taking a relic aside from Helm of Spite as my main one, then spending a CP to get it if it would be useful in the match.
---------------------------------
Battalion
Kabal of the Black Heart: "Units with this obsession that have the Power from Pain ability treat the current battle round as being 1 higher than it actually is when determining what bonuses they gain. Units with this obsession that do not have the Power From Pain ability instead gain the Inured to Suffering bonus"
Archon: Blast Pistol, Agonizer, Phantasm Grenade Launcher, Helm of Spite
Archon (Warlord): Huskblade, splinter pistol, "Labyrinthine Cunning" warlord trait.
Incubi: x5
Warriors: x10 w/Splinter Cannon
Warriors: x10 w/Splinter Cannon
Warriors: x5 w/Shredder, Power Sword on the Sybarite
Ravager: x3 Dark Lances
Ravager: x3 Dark Lances
Raider: Dark Lance
Raider: Dark Lance
Raider: Dark Lance
Venom: x2 Splinter Cannons
Outrider Detachment
Cult of the Red Grief: Units with this obsession can charge in the same turn in which they Advanced. In addition, you can re-roll failed charge rolls for units with this obsession
Succubus: Archite Glave, Agonizer
Reaver Jetbikes: x3 w/ Blaster, Agonizer on the Arena Champion
Reaver Jetbikes: x3 w/ Blaster, Agonizer on the Arena Champion
Reaver Jetbikes: x3 w/ Heat Lance, Power Sword on the Arena Champion
Patrol Detachment
Cult of Strife: Increase the Attacks characteristic of models with this obsession by 1 during any turn in which they charged, were charged or made a Heroic Intervention
Succubus: Archite Glave
Wyches: x9 w/ 1 set of hydra gauntlets, Agonizer and phantasm grenade launcher on the Hekatrix
Raider: Disintegratior Cannon
Patrol Detachment
Cult of the Cursed Blade: Increase the Strength characteristic of models with this obsession by 1. In addition, when a unit with this obsession fails a Morale test, only one model from that unit must flee.
Succubus: Archite Glave, Agonizer
Wyches: x20 w/ 2 Hydra Gauntlets, 1 Shardnet & Impaler, Agonizer and phantasm grenade launcher on the Hekatrix
Patrol Detachment
Prophets of Flesh: If a model has this obsession, the invulnerable save conferred by its Insensible to Pain ability is increased to 4+.
Haemonculus: Electrocorrosive Whip, Liquifier Gun
Wracks: x5 w/ Liquifier Gun & Scissorhand on the Acothyst
Raider: Disintigrator Cannon
TOTAL: 1996pts
Command points: At least 13, possibly 15 or more with the new FAQs.
---------------------------------------------------
I want to unpack some of this list to better explain how crazy it is.
- Thanks to Dark Eldar rules, but running three patrol detachments, I get 4CP. Then there's +4 for the other detachments and +3 for being Battle Forged. On top of that, there's a fun DE strategem where, if your Archon is the warlord, you can pick a Succubus and a Haemonculus. They get warlord traits too. I'll be using that to give my Haemonculus 'Diabolical Soothsayer". That nets me an extra D3 CP before the battle starts (plus a reroll on a hit, wound, or savings throw for the Haemonculus), automatically refunding the cost of the strategem and possibly giving me more CP. The sauce on all this is Agents of Vect, which allows me to gain a CP on a roll of 6+ every time my opponent uses a strategem, similar to the IG relic. On average that'll probably net me another CP against most Marine armies, and possibly two more against Guard or other GEQ hordes.
- The Archons work as a tag team. The tooled up one with the Helm of Spite relic will buff the assault troops and plague enemy Psykers, since the Helm lets them A) take a Deny the Witch test, and B) forces the psyker to manifest Perils of the Warp if the Deny the Witch test is passed. Archon #2 will hide in the backfield to provide the warlord buff.
- The Reavers offer me a VERY good chance at a turn 1 charge. If they advance, they automatically gain a move of 26in(!), or 28in with the right combat drug. Thanks to their Obsession rule, they can advance and charge, plus reroll charges. That allows them to tie up angry blobs, force tanks to fall back to prevent them from shooting, or pick off devestators or heavy weapon teams that are too close to the frontline. Putting blasters and a heat lance on the reavers is mostly just a way to get additional AT, and to give them something to do in case I can't ram them into infantry on turn 1. It's also worth noting they have the Fly keyword, like most jetbikes.
- The Wyches play a similar role to the Reavers, but do it on turn 2, and are much angrier. That big blob of 20 dumps out 61 attacks base. With the right combat drug, that becomes 82, all of which hit on 3+ and are Str 4 thanks to their obession. I'm not sure if I should try to run them up the table (in which case I think I'd want either the combat drug that gives them +2 Move or +1 T in order to keep them alive until they get stuck in), or to use a Webway Portal to bring them in. The smaller Wych unit actually gains 37 attacks on the charge thanks to their obsession, and again that can either be brought up to Str 4 or to a total of 46 attacks depending on the combat drug. The Succubi also let wych units within 6in reroll to-hit rolls of 1 (which, fun fact, gives them a 2+ rerollable to hit starting turn 3). Plus they're troops, so that's nice.
- Lastly, as a side note, I'm running 8 vehicles which, while made of paper, do have a 5+ Inv save against shooting and have the benefits (and disadvantages) of "Fly"and "Open Topped". Dark Lances become Assault weapons when mounted on vehicles, and between the Raiders and the Ravagers I have 9 of them. Those plus the Reavers are my only AT, which makes me a bit nervous, but I figure I can tarpit vehicles with Wyches if I need to. In theory, the two full sized warrior squads, Archon #1 and the Incubi, the Haemonculus and her Wracks, and the small Wych squad all get raiders. The small warrior squad will pile into the Venom and go zipping around, pumping out a respectable 19 poison shots and d6 Str 6 AP -1 shredder shots a turn.
I have a few things I need to consider on this list, like how far forward I can deploy (thanks to the skimmers I can actually hang far enough back to try and hide from an Alpha Strike and still get where I want to go on my turn), who gets what combat drugs, etc. It may also be worth taking a relic aside from Helm of Spite as my main one, then spending a CP to get it if it would be useful in the match.