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 1750 for throne of skulls, some fine tuning

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howardmonsoonmoon
Slave


Posts: 6
Join date: 2011-10-04

PostSubject: 1750 for throne of skulls, some fine tuning   Tue Oct 04, 2011 8:24 pm

Dear fine people of the dark city

i am off to october throne of skulls and as quite a new de player i wonder what you all think of the following

Archon
shadow field, combat drugs, agoniser

5 Incubi, raider+ lance+ f/field


4 Trueborn
4 blasters
Venom, extra s/cannon


9 Wyches
Hekatrix, agoniser, shardnet, haywire,
raider + lance + f/field

9 Wyches
Hekatrix, agonsier, shardnet, haywire,
raider +lance + f/field

10 warriors
blaster, s/cannon,
raider +lance

5 warriors
blaster
venom extra s/cannon

6 reavers
2 heatlances

ravager
3 lance + f/field

ravager
3 lance + f/field

Razorwing
2 lance , 4 mono

1750 ( ish)

I have got maybe 15 or so games under my belt so i am by no means an expert. I was playing with the classic soul trap husk blade combo on the archeon but i have had to drop this to get some of the flicker fields which after testing seemed to save me all sorts of problems.

I have got a few weeks of fine tuning left and have got 2 squads of scourges + haywire/chainfail talos i
could sub in.

The real question is the little warrior squad needed at 1750 for the scoring or perhaps some scourges either 2 haywire or 2 heat lance ????

Thanks in advance

cheers cheers
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Thor665
Archon


Posts: 1705
Join date: 2011-06-10
Age: 31
Location: Venice, FL

PostSubject: Re: 1750 for throne of skulls, some fine tuning   Tue Oct 04, 2011 9:10 pm

For my money the weak angle is the Archon. I probably wouldn't suggest slapping in a Talos, I think the Scourges could possibly help you since I think your army is a little light on anti-mech shooting, here's a couple quick thought/observations;

1. I think the Incubi have a problem, and the problem is "grenades". With no PGL on the Archon the entire unit (which already has some restrictions on who they should charge) now have additional issues because they're going to be losing their awesome Init. value if they charge into cover. I'd, honestly, probably drop the Incubi in favor of something else - the Archon could join some Wyches pretty functionally. If you don't want to drop them, I would really work at freeing up 20 points (drop shardnets?) for the PGL.

2. 9 Wyches, no Haem? Why 9?

3. I, personally, don't think 9 Wyches with an Agoniser is the type of Wych squad that needs a shardnet - shardnets are for tarpitting, and 9 Wyches is for killing. I would tend to advocate dropping the nets and working in a 10th Wych in each squad (presuming you have the easy spare 4 points)

4. I look at that 10 man Warrior squad and ask if that S.Cannon is worth the, basically, 50+ points you're paying for it.

6. I personally think RJBs are best run in squads of 3 instead of 6. I think they're more survivable, and also offer better opportunities to inflict damage on your opponents.

My thoughts,
Thor.

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Shadows Revenge
Dracon


Posts: 891
Join date: 2011-08-10
Age: 23
Location: Bmore

PostSubject: Re: 1750 for throne of skulls, some fine tuning   Wed Oct 05, 2011 2:04 pm

Pretty much agreed with Thor. There are several way to get the points you want to make your changes.

1) dropping the razorwing to a Ravager w/ ff
2) dropping the wyches down to 7
3) dropping one blasterborn

What I would change.

1) splitting up the reaver squad into two of 3, they run better in pairs
2) if you don't drop the wyches, add another to make 10
3) splitting up the 10 man into two of 5 w/ blaster in venom (drastic, as it'll take 65 points, but I think ts worth it)
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howardmonsoonmoon
Slave


Posts: 6
Join date: 2011-10-04

PostSubject: Re: 1750 for throne of skulls, some fine tuning   Wed Oct 05, 2011 9:08 pm

Gents

Ta for your thoughts.

Thor i see your point about the PGL on the Arch and the shardnets so i have a couple of wyches who have the glue drying on them now to replace the shardnet ones and i will stick in the PGL. Truth be told i have probably gotten away without the PGL until now as i have played mostly against BA / SW and orks and i have played against some aggresive lists where i ended up charging people in the open who where trying to close me down and had eigther disembarked themselves ( nobs , deathcompany etc) or i have dropped their transport in the previous turn.

Shadows revenge, agree on the third ravager but i probably can paint it fast enough ( damn it i am too slow!!!) and i thought a bit of variety in HS would be cool. I hadnt considered splitting up the RJB either, good call.



so gents the last question is bin the little warrior squad and get one of the following ??...

scourges , 2 haywire ( more AT)

scourges, 2 heatlance ( tried these a few times, its hit and miss)

Haem with liqifier and venom blade + a few toys, FF for the RWF, splinter racks for warriors etc etc.

Cheers again for helping a DE neewbie
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kenny3760
Kabalite Trueborn


Posts: 358
Join date: 2011-06-15
Age: 51
Location: Inverness Scotland

PostSubject: Re: 1750 for throne of skulls, some fine tuning   Fri Oct 07, 2011 10:33 am

Hey, I'll be at ToS in October with DE as well, look forward to meeting you there.

Couple of thoughts here,
I'd keep the Razorwing, looking at your list I see a lack of long range AI firepower. Think of how much longfangs, lootas or BA dev's with FnP need to die quickly to stop them ruining your day. I'd say in your list those 4 monoscythe missiles are worth a lot more than an extra lance. Plus that Razorwing will draw more fire away from the rest of your army than you'll believe possible. There are other ways of getting AT into the list than sacrificing the Razorwing.

Flickerfields on raiders and ravagers I'd drop. Your 3 Raiders have asault cargo and want to get them there quickly. So they either hide for a turn or move fast to get a 4+ cover save and then move to drop the cargo. This makes the FF's on them a bit less worthwhile. Ravagers are pretty much the same deal, either move to get cover or shoot everything, no real need for the FF's here. Saves 50 points, however the Razorwing which you want people to shoot at after it's dumped it's missiles definately should have 1.

Blasterborn, why 4, 3 is the magic number here, save yourself 27 points.

I reckon with a bit of further tweeking you could probably get enough points to run a 2nd Blasterborn unit in a venom.

Hope to see you there
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howardmonsoonmoon
Slave


Posts: 6
Join date: 2011-10-04

PostSubject: Re: 1750 for throne of skulls, some fine tuning   Fri Oct 07, 2011 11:54 pm

Kenny

Thanks for you comments. Will you be at event 1 or event 2 ?

Cheers cheers
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kenny3760
Kabalite Trueborn


Posts: 358
Join date: 2011-06-15
Age: 51
Location: Inverness Scotland

PostSubject: Re: 1750 for throne of skulls, some fine tuning   Sat Oct 08, 2011 5:40 pm

I'll be at event 1, next weekend.
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howardmonsoonmoon
Slave


Posts: 6
Join date: 2011-10-04

PostSubject: Re: 1750 for throne of skulls, some fine tuning   Sun Oct 09, 2011 7:50 am

Gentlemen thanks for all your comments, hopefully i can get in a few final practice games before next weekend to try some of the things you have suggested.

cheers cheers
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