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 sslyth raider with the new jinking rule

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dumpeal
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PostSubject: sslyth raider with the new jinking rule   Thu May 12 2016, 17:52

As we can't jink and shoot with passenger, what do you think of the 9sslyth-1 llamaen (for leadership) deepstriking in raider near the ennemy? You deepstrike, you shoot with 27 twin-link shot, without jinking. In the opponent turn, the raider will most likely die (at this point, you don't even try to defend yourself.) The sslyth eject and in the following turn, you assault.
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Jimsolo
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PostSubject: Re: sslyth raider with the new jinking rule   Thu May 12 2016, 19:42

Seems like a boatload of points. Could be good. Send like a boatload of money.

Try it out a couple times, let us know how it works. It's very different, which is sometimes the first step to awesome.
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PostSubject: Re: sslyth raider with the new jinking rule   Thu May 12 2016, 20:05

The point of this tactic is to put resilient assault units near ennemy and multicharge the most units possible. They're not there to tank a lot of turns. I was thinking following it with another charge, with another unit, but I haven't found which one yet. Reavers, maybe?

I'll try to proxy them on my next games, because, you know, money...
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CptMetal
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PostSubject: Re: sslyth raider with the new jinking rule   Thu May 12 2016, 20:24

Isn't there a cheap third party miniature supplier?

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BetrayTheWorld
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PostSubject: Re: sslyth raider with the new jinking rule   Thu May 12 2016, 21:54

Yeah, I think there's a reaper bones model that's a pretty close approximation. If you have some extra warrior bits, you could convert them pretty easily. Between the warrior bits and the bones model, I think each finished Sslyth would probably cost you around 4 dollars.

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Nariaklizhar
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PostSubject: Re: sslyth raider with the new jinking rule   Thu May 12 2016, 23:34

Isn't their a rule that says if the vehicle, our Raider in this case, wrecks, the unit inside cannot assault the following turn?
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hydranixx
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PostSubject: Re: sslyth raider with the new jinking rule   Fri May 13 2016, 01:20

That rule applies to most vehicles such as Rhinos, Chimeras etc, but not assault vehicles or open topped vehicles such as Land Raiders or Raiders.

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Jimsolo
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PostSubject: Re: sslyth raider with the new jinking rule   Fri May 13 2016, 02:13

I think there's a single Bones model you could use. (If you don't mind a monopose unit.) There is also a Dreamblade mini that could work.

I woner how much more useful than Grots they'd be, though.
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PostSubject: Re: sslyth raider with the new jinking rule   Fri May 13 2016, 02:23

I converted my Sslyth from wracks, scourges, and other random dark Eldar bits. I also got rid of the tail, not a fan. They look pretty cool, especially cause I think wracks are some of the coolest models in the game
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PostSubject: Re: sslyth raider with the new jinking rule   Fri May 13 2016, 03:49

You can't talk about converted models like that without including pictures Razz

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The Red King
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PostSubject: Re: sslyth raider with the new jinking rule   Fri May 13 2016, 06:31

I have a reaper bones mini. Actual sslyth. And reaper/warrior conversion literally right next to me on the bedside table but I'm on a phone and don't really know the best way to post the pictures.

On the topic of the Grotesque. They deal more damage but have less wounds. Though equal points ssylth (5) to Grotesque (3) actually have more wounds (10 - 9 respectively) while having a shooting option.

Sslyth will cause an average 2.55 wounds on the charge against meq. Plus 1.67 in shooting for an effective 4.1

Grots will cause 2.96 with a chance for instant death. Not to mention the Grotesquerie which most people run them in can add to their damage or survivability.

I think the real strength here is in survivability in both units.

My pure dark eldar list I'm trying tomorrow includes a unit of 6 ssylth (plus medusae) and a Grotesquerie with 6 grots.

That is 30 tough 5 wounds with at least feel no pain and probably cover as well. Runing the math on the average number of wounds required to remove that many wounds is... surprising. I did this because I wanted to see which was more sturdy between them and a CtC (roughly equal in points)

All numbers assume no armor saves and minimal (5+) cover.

It takes roughly 9 bolter shots to cause a wound. Thus 108 shots to kill the ssylth or 270 shots to remove all 30 wounds. Not hard to do over the length of a game but still.

6 str5. 180 shots for the units.

5 str6. 150

4 st7. 120

Anything above strength 7 is of course the same all the way until strength 10 which we all already know to be the bane of these units.

The numbers become a little more difficult to run on the survivability of the CtC as it depends on negating armor and the like. End result is the CtC trades 15 wounds for 2 points of toughness and 3+ armor. Thus making them nearly impervious to small arms such as bolters but actually "more" vulnerable to anti tank weapons such as the fairly common krak missile on a point by point basis.

Meta dependent I would say but I feel fairly confident with these numbers that the ssylth would be much more explored if they had better model support.

I hope that was not too much of a tangent as I recognize it to be a wee bit off topic.




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Scrz
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PostSubject: Re: sslyth raider with the new jinking rule   Fri May 13 2016, 09:51

I think Sslyth are pretty neat, but I would not put as many as 9 in just one unit. For target saturation reasons I prefer to split things into smaller units. I'd probably still keep some of them in a deepstriking raider, and maybe add a medusae or two.

Some conversion tips can be found in this thread.
http://www.thedarkcity.net/t12732-sslyth-conversions
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PostSubject: Re: sslyth raider with the new jinking rule   Mon May 16 2016, 09:52

Sslith don't get enough love. Grots (in particular the grotesquerie) are just soooo tasty that they overshadow the poor sslith.  

I have used 5 or 6 sslyth + 2 medusae in raider with my WWP HQ a few times. They are pretty bad ass.

I've found the sslyth are better at ripping up the backfield rather than taking the enemy head on like grots often do.

My fav tactic was WWPing the raider in enemy dep zone, so it was within 3" of an enemy held obj, and then blasting the obsec unit off said obj. Thus claiming the obj for me + any number of other maelstrom "destroy a unit" or "get into enemy dep zone" objs as well.

From there they are free to reap merry hell in enemy back field and demand significant resources to shut down.

A fun unit to use and worth a try as a variation from or in addition to your usual grots. Cool
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