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Eclectic_gamer
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PostSubject: 1850 Tournament List   Thu Feb 11 2016, 02:31

So I'm prepping for a local tournament and was wondering if you guys had any tips. The restrictions on the lists that it has to be one detachment and up to 25% on Lords of war, Allies or Fortifications. This is my list right now:

Realspace Raiders Detachment

-HQ-
Succubus - Archite Glove, The Armour of Misery

-Elites-
Incubi - x3 + Klavex (demiklaves)
-- Raider - Nighshield,
Kabalite Trueborn - x5, x3 Blasters, x2 Splintercannons
- Venom - SplinterCannon
Kabalite Trueborn - x5, x3 Blasters, x2 Splintercannons
- Venom - SplinterCannon

-Troops-
Kabalite Warriors - x10, Splinter Cannon
- Raider - Nighshield, Dark Lance
Kabalite Warriors - x10, Splinter Cannon
- Raider - Nighshield, Dark Lance

-Fast Attack-
Razorwing  Jetfighter - Dark Lances, Mono, Nightshield, Splintercannon
Scourges - x5, x4 Heat Lances
Scourges - x5, x4 Heat Lances

Allied Detachment

-HQ-
Farseer - Spirit Stone, overly complicated name rifle

-Troops-
Dire Avengers - x9, Exarch, Power weapon
- Wave Serpent - Shuriken Cannon, Scatter lasers.

So as you can probably see I'm having trouble with the allied detachment. I really like the farseer and the Dire Avengers were originally chose because they were a cheap/effective unit to squeak in. I chose them over jetbikes because I've found that a cheap unit of jetbikes dies fairly quickly.  What would really be nice is to can the allied detachment and stick in a seer council, but I haven't gotten confirmation back on it's legality in the tournament. So any suggestions?


Last edited by Eclectic_gamer on Thu Feb 11 2016, 18:30; edited 1 time in total
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amorrowlyday
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PostSubject: Re: 1850 Tournament List   Thu Feb 11 2016, 05:28

For starts:

Drop the long Rifle and 1 incubi and put the farseer and the Succubus together and take Psychic Shriek.

Put the trueborn units in raiders and take 55pt 5 man/Blaster squads in venoms for your troops instead.

The dire avengers provide you with no real utility take a single 3 man unit of scatbikes or a unit of Rangers instead if you need the extra 21 pts. NEVER take the shuriken catapult variation.

Play notes:
You can not kill a Superheavy vehicle, do not even try.

You can not easily kill GMC's do not divert any more than 2 units of kabalites/trueborn and their transports towards them per turn.



Finally:

I'd cut the farseer entirely and replace with an Autarch w/banshee mask, bike, and shard of Anaris, and use the points saved from those other changes to get a 6 man unit of reavers w/2 Cluster Caltrops. You still couldn't kill Superheavies, but you would be in a much better place against MC's and some GMC's.
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mrmagoo
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PostSubject: Re: 1850 Tournament List   Thu Feb 11 2016, 15:44

Ok, I may be blind and didn't notice, but where is the ride for the Incubi, Succubus and Farseer?

Trueborn - Venom Full
Trueborn - Venom Full
Warriors - Raider Full
Warriors - Raider Full
Dire Avengers Wave Serpeant Full

Trueborn, I would go all blasters and don't give them splinter cannons. You are going to be moving to much to get the benefit of the 6 shots.

Splinter Racks on the warrior raiders for twin linked?

I personally have never been a fan of heat lances. have to get way to close. I would go to blasters or Haywire myself but that is my opinion.

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Eclectic_gamer
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PostSubject: Re: 1850 Tournament List   Thu Feb 11 2016, 18:23

mrmagoo wrote:
Ok, I may be blind and didn't notice, but where is the ride for the Incubi, Succubus and Farseer?

Trueborn - Venom Full
Trueborn - Venom Full
Warriors - Raider Full
Warriors - Raider Full
Dire Avengers Wave serpeant full


That is... a very good question. I thought the wave serpent can hold 12 so that's where the farseer was going to hangout, though i'm reconsidering. No, in my master list the incubi had a raider with a disintergrator cannon and Nightshield.

\"mrmagoo' wrote:
Trueborn,  I would go all blasters and don't give them splinter cannons.   You are going to be moving to much to get the benefit of the 6 shots.  


I thought that weapons inside a vehicle were unaffected by movement, much like the Vehicle's weapons.
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mrmagoo
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PostSubject: Re: 1850 Tournament List   Thu Feb 11 2016, 19:05

If you move the people inside count as moving. If you move more then 6 inches then the people inside can only snap fire. If that was true you could move 12 and still fire, that would make your Raiders Squads OP.

As far as the Wave serpent is concerned that might be true. I don't have any Wave serpents so it might be 12.
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Dr.Clock
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PostSubject: Re: 1850 Tournament List   Fri Feb 12 2016, 17:45

WS holds 12, yes...

In general, though, this list has a bit of 'fat' in the form of all those kabalite bodies, and the over-upgraded trueborn.

Yes - perhaps it SHOULD be easier for DE to fire from their transports, but unfortunately we're stuck with 6" of movement like the rest of the plebs.

If I were you I'd start by dropping splinter cannons off the trueborn, and half the kabalites. That's a solid hundred plus points saved for very little change in utility.

If you CAN take that seer council you probably should - you might even consider dropping in a webway portal so that they can just 'appear' in the midst of the enemy and tear up the place. Definitely an 'all eggs' approach, but would be reams of fun.

If you can't, it still might be worth considering a portal. For ~250 points, a Succubus and Farseer can turn the lowliest unit into a pseudo-deathstar... if you've never dropped 20 bladestorming guardians right in someone's grille, I highly recommend it for the sheer lulz. Depending on the powers you roll up, it's a 500-point gamble, but super fun. Generally it's the kind of thing I only do at 2k+, though... and my current plan actually calls for 20x Corsairs with pistols and 6-8 melta... also known as the 'better guardians'.

A more conventional build would just see those changes made, and then points scrounged for a Ravager to make sure tanks die a bit earlier - you want to conserve those blasterborn until third turn or later when you have degraded the enemy a bit, so my advice would be to focus on adding some lance shots to your back line. I prefer a 2-lance+dissie build, as I tend to want to move more than 6" at least 2 times a game, you save a few points, and the Ravager becomes more of an anti-Meq/Teq threat... but the tri-lance is also good.

I also think you might be missing the point ever so slightly on the 3-man jetbike units. I take a pair almost every game now and just throw them in reserves... they win games for me more often than I'd care to admit, just by having ObSec. I don't even bother taking more than a single shuriken cannon on each squad until I have the 2x3-man units for pure scoring efficiency.

Of course, if you're inclined, I hear WGuard are 'pretty good' : P

Cheers,

The Good Doctor.





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hydranixx
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PostSubject: Re: 1850 Tournament List   Fri Feb 12 2016, 21:29

mrmagoo wrote:
If that was true you could move 12 and still fire, that would make your Raiders Squads OP.

Sadly, they'd still be borderline unplayable.

We had the option of moving 12" and shooting for multiple editions in a row and we were never a top tier army, and Kabalite Warriors, and regular "Warriors" before them, were never a top tier choice for us.

If you do play Gunboats, keep them cheap.

10 Kabalite Warriors in a unit, Raider with Nshields and Splinter racks.

Dr.Clock wrote:
and my current plan actually calls for 20x Corsairs with pistols and 6-8 melta... also known as the 'better guardians'.

Lol! I love it.
Can corsairs actually stack in a big unit like Guardsmen though? I thought their max size was approximately 10?

_________________
"Of course you should fight fire with fire! You should fight everything with fire."
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Dr.Clock
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PostSubject: Re: 1850 Tournament List   Mon Feb 15 2016, 06:25

Nope... can take 'up to 15 additional'... and the dual specials scales with every 5 guys, so 15 guys w/ 6 blasters for ~220 sounds pretty fun with some psychic support and/or Succubus.

Cheers,

The Good Doctor.

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