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 Incubi vs Grots

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JackKnife01
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PostSubject: Re: Incubi vs Grots   Tue Oct 25 2016, 05:43

I was his thinking of a force that on turn two or three would have furious charge due to Kabalite Raiding Force and Animus Vitae. Though could do the same with grots and you would/could be looking at S6 grots hitting on turn two or three.
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Kantalla
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PostSubject: Re: Incubi vs Grots   Tue Oct 25 2016, 06:54

TeenageAngst wrote:
So the Incubi are hardier and stronger but the Banshees do more attacks, get where they're going faster, if you take them in an Aspect Host they lose the WS penalty, and they get into combat more reliably with fewer dangers.
Mostly I agree with your assertions except for the bit about getting into combat more reliably with fewer dangers. The Eldar list doesn't have assault vehicles, which is a major issue for Banshees, who either have to walk or get out of a Wave Serpent or Falcon and hope not to get shot to pieces for a turn.

The main sentiment, that Incubi are not as useful as Grotesques due to resilience is right though. The only slight saving grace for Incubi is not needing an HQ escort, but that is not a big enough edge to justify taking them over Grotesques.

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doriii
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PostSubject: Re: Incubi vs Grots   Tue Oct 25 2016, 13:58

TeenageAngst wrote:
..............
Plus weight of dice is king right now.

wow you pretty much nailed the coffin shut for incubis Very Happy

i might try to squeeze a 3man incubi in somewhere along with the grots i think Smile
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Seshiru
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PostSubject: Re: Incubi vs Grots   Tue Oct 25 2016, 17:54

edit: removed bitterness towards last codex update.

The raiding party loses the +1 turn counter benefit immediately when the Archon dies, so protecting him would be high priority.

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fisheyes
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PostSubject: Re: Incubi vs Grots   Wed Oct 26 2016, 16:38

I have been thinking of just using them to grab an extra venom. Min squad 60 pts vs 40 for a squad of Obsec warriors to unlock your venom. May be worth a laugh 1 in 4 games though.
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