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 1500 Points starting Army

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Sargalax
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Join date : 2016-02-15

PostSubject: 1500 Points starting Army   Thu Mar 10 2016, 11:40

So heres my first Army List that pretty much includes all the models i have at the moment. I mostly play against friends of mine and primarily Tau and Necrons, with SM an IG from time to time.
Any comments/additions i should make, or things I should watch out for and keep in mind?

HQ

Archon
Blaster; Agoniser; Shadowfield 140
Transport Venom
Splintercannon upgrade 65

Elite

4 Incubi
Klaivex        90

5 Trueborn
3 Blaster; 2 Splintercannons 130
Transport Venom
Splintercannon upgrade        65

5 Trueborn
3 Blaster; 2 Splintercannons 130
Transport Venom
Splintercannon upgrade        65

Troops

10 Warriors
Darklance; Syberite 110
Transport Raider
Darklance; Splinterracks; Nightshields 90

10 Warriors
Darklance        100
Transport Raider
Darklance; Splinterracks; Nightshields 90

Fast Attack

Razorwing
Darklance; Splintercannon upgrade 150

Razorwing
Darklance; Splintercannon upgrade 150

Heavy Support

Ravager
3 Darklance upgrades 125

   = 1500
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BetrayTheWorld
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PostSubject: Re: 1500 Points starting Army   Thu Mar 10 2016, 19:24

Right off the top, I'd drop the splinter cannons from both the trueborn squads, because they clash with the blasters, so it's a waste of points. You want them specialised to a role. With blasters, that role is taking out vehicles and elite infantry(2+ saves). With the 60 points you get from that, I'd spend 30 of it bumping those same squads up to 4 blasters each instead of 3.

I'd also drop the darklance upgrades on the splinter rack raiders, since their primary role is to jink to protect your warriors, and provide the warriors with twin-linked shots. Often, you won't be able to effectively shoot that upgrade since you jinked, so why bother paying extra points for it? Wink

Finally, it looks like you have planned to use your Archon in melee with your incubi, which is absolutely fine. But a blaster is a somewhat expensive ranged weapon to put on a character that will likely only fire it once or twice, tops. I'd get rid of that, too. Now, with the 55 points I had left, I'd spend 25 on the archangel of pain for your archon, upgrade a sybarite in your 2nd warrior unit, and give both sybarite's a phantasm grenade launcher. That should put you right back at 1500, so long as your original math was on point. Very Happy

These additions all add shots that are great against low leadership, and ignore armor and cover saves. Since your archon is dedicated melee, he will likely be in the thick of it very quickly, able to drop his -2 leadership bomb right in the thick of things. You'd be surprised how many units you can fit into an 18 inch bubble of effect.

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CptMetal
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PostSubject: Re: 1500 Points starting Army   Thu Mar 10 2016, 19:46

Too bad you can't put the Armour of Misery and the archangel on one Charakter.

But betray is right. That bomb and the soulfright weaponry can be awesome! (as long as you don't fight Marines or Tyraniden or Khorne Deamonkin).

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BetrayTheWorld
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PostSubject: Re: 1500 Points starting Army   Thu Mar 10 2016, 20:45

CptMetal wrote:
That bomb and the soulfright weaponry can be awesome! (as long as you don't fight Marines or Tyraniden or Khorne Deamonkin).

Yup, and in this case, he's not giving up much to get them added into his list. Twisted Evil

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CptMetal
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PostSubject: Re: 1500 Points starting Army   Thu Mar 10 2016, 21:56

But I think the Armour of Misery would be better than the archangel. The Armour can be used multiple times via Phantasm launcher of the Sybarite guys and it's handy in close combat.

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Sargalax
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PostSubject: Re: 1500 Points starting Army   Thu Mar 10 2016, 23:01

Thanks for the feedback i appreciate it very much Very Happy

About the Trueborn and the Splintercannons: 4 Blasters are the classic and undoubtably very good, the reason behind my loadout was that i got that build from the 4chan Dark Eldar tactics and thought of it as pretty effective because you can take out Monstrous Creature, Vehicles, elite Infantry and Blobs, kind of a jack of all trades deal.

I thought the majority of People on the Forum liked Darklances on Raiders just for the extra anti-tank and because its a super cheap Upgrade XD

The Blaster on the Archon is pretty much a waste i guess yeah, the Armour of Misery is probarbly the better choice i think, breaking units and sweaping them is pretty nice and everything that enhances the ability to do so is great in my Book. Amd seeing how the Armour really works well with the Grenade Launchers, i´ll try to work them in somehow and see how they do

Thanks to both of you for the advice
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hydranixx
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PostSubject: Re: 1500 Points starting Army   Thu Mar 10 2016, 23:16

Sargalax wrote:
the reason behind my loadout was that i got that build from the 4chan Dark Eldar
Alarm bells are already ringing!. Nah I joke, they're actually pretty helpful, and hilarious.

I echo their opinions on the trueborn though. The extra blaster and savings of 30 pts is definitely recommended. Mixing blasters and cannons is iffy, not only because they have different optimal targets (monstrous creatures being the only thing they both like shooting at), but also because they have different optimum range and mobility:

Your blasters need to move a lot to get the best targets, and armour facings, while the cannons are instantly weakened when they or their transport moves as they're salvo.

Something else you should consider is Shock Prows on your Raiders. It makes the Armour of Misery we're talking about even better, and helps you to actively take objectives off your opponent because they're objective secured, and nothing in your list will shift units off cover.

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Sargalax
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PostSubject: Re: 1500 Points starting Army   Thu Mar 10 2016, 23:47

hydranixx wrote:

while the cannons are instantly weakened when they or their transport moves as they're salvo.

Shouldnt the Cannons allways fire their 6 shots when the modell is embarked in a fast skimmer? because fast skimmers can move 12'' and still count as stationary so the Passangers should also count as stationary, right?
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hydranixx
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PostSubject: Re: 1500 Points starting Army   Fri Mar 11 2016, 00:03

Sargalax wrote:
hydranixx wrote:

while the cannons are instantly weakened when they or their transport moves as they're salvo.

Shouldnt the Cannons allways fire their 6 shots when the modell is embarked in a fast skimmer? because fast skimmers can move 12'' and still count as stationary so the Passangers should also count as stationary, right?

As soon as a skimmer moves, all units onboard count as moving too, so heavy/salvo weapons on models without Slow and Purposeful or Relentless suffer quite a lot. Additionally if the skimmer moves further than 6", all units onboard may only take snap shots, which is why Kabalite Gunboats are quite rare these days, as their effective range for full accuracy rapid fire shooting is only 18".

This is also why you never see Dark Lances or Splinter Cannons on Warriors anymore, sadly.

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Sargalax
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PostSubject: Re: 1500 Points starting Army   Fri Mar 11 2016, 00:20

Oh okay that changes everything of course, which is very dissapointing but thank you for the clarification on the rules, i had a totally wrong impression on how that worked.

The thing thats sucks is that i already modelled my trueborn with splintercannons, well at least i didnt paint them yet.
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BetrayTheWorld
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PostSubject: Re: 1500 Points starting Army   Fri Mar 11 2016, 00:46

Luckily, Kabalite warriors are amongst the cheapest models in the game, dollar-wise. So it's not a huge deal to get another one to replace him in that squad. I wouldn't break apart guys who are already modeled with splinter cannons.

Who knows? They might be awesome when the Kabalite supplement never comes out. Wink

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hydranixx
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PostSubject: Re: 1500 Points starting Army   Fri Mar 11 2016, 00:54

Ah, sorry to hear that.

With our current codex, you can use 5 Trueborn with 2 Splinter Cannons in a stationary Venom or camping cover in your deployment zone for long ranged support. It's not as efficient as a single Venom itself, but it gives you a use for them and they would have 3 ablative wounds before your cannons start to die.

You can also put one of each into your regular Kabalite Warrior units. It's costly, but still an upgrade over a regular Splinter Rifle.

Neither option is particularly strong, but if you're looking for a place to put them, I think these are the best bets. Or just proxy them as regular Splinter Rifles and tell your opponent what they are.

Fingers are crossed that next codex, both Dark Lances and Splinter Cannons can be fired at full efficiency after moving, or as BetrayTheWorld suggests, they get a supplement Very Happy

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