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 1000 point Realspace Raiders

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Truth of the Gravemind
Slave
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PostSubject: 1000 point Realspace Raiders   Wed Jan 18 2017, 04:51

Hello,
I've been playing Deldar for about 8months now with 20ish games under my belt from 500-1850 (larger games via table top simulator). For the most part I have been playing mid sized games 1000-1500points because models.

I've put together a list for the purpose of having a sizable advantage by the end of turn two, it goes as follows:

HQ:
Medusae - 25pts
Venom with SC upgrade - 65pts
*Had 15pts so overtook Lhamaean, and the S4 AP3 template is nice variety*

Troops:
5xKabalite Warrior with 1 Blaster - 55pts
Venom with SC upgrade - 65pts
5xKabalite Warrior with 1 Blaster - 55pts        
Venom with SC upgrade - 65pts                  
*Considering removing Blasters but the extra shots are nice even if they waste the poison*

Fast Attack:
5xScourge with 4 Haywire Blasters - 120pts
*Dedicated anti-vehicle*

3xReavers with Heat Lance - 58pts
3xReavers with Heat Lance - 58pts
3xReavers with Heat Lance - 58pts              
3xReavers with Heat Lance - 58pts
3xReavers with Heat Lance - 58pts
*Versatile tank-poppers, farside objectives, assault support, 2+ or 3+ armor kiters*

Heavy Support:
2xTalos with Haywire Blaster - 260pts    
*Distraction element*

The premise is to destroy any armor turn 1 or 2 with Heat Lances and Haywire (21" - 36" threat range), and then dump poison into any T based gunnery unit. A "horde" or assault army at this point level is fairly easy to out-maneuver with the sheer speed and Talos of the list. Utilizing the extra cover saves from RSR and maybe Night Fighting in addition to terrain gives this army some decent early staying power until FNP kicks in to help out if you're using the environement well.

What I see as a problem is 2+ MC, FMC/Flyer or gargantuan. However the round-a-bouts to these are the MSU factor. While the list isn't perfect I think if executed quickly with or without first turn this list could contend quiet well barring 1k point cheese (who brings a lord of war to 1k points?).

Would love to heard your thoughts and feedback, anything I learn via this forum goes towards my Mastery and Model Collection. I'm also happy to give more detailed explanations on my thoughts and expectations of the roles of each unit if anyone wants to discuss.

Cheers,
Truth of the Gravemind Kabal
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BizarreShowbiz
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PostSubject: Re: 1000 point Realspace Raiders   Wed Jan 18 2017, 08:44

Great list. One change though, always, and I mean ALWAYS carry cluster caltrops on your reavers. They are an amazing weapon. Heat lances are expendable, but CC are the reason we spam reavers in the first place. Not incluiding them is like having a Venom with only one splinter cannon.

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dumpeal
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PostSubject: Re: 1000 point Realspace Raiders   Wed Jan 18 2017, 14:45

While I agree with BizarreShowbiz, I'm curious about the efficiency of this reaver build. If you try it, I'd like a feedback.
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Truth of the Gravemind
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PostSubject: Re: 1000 point Realspace Raiders   Wed Jan 18 2017, 15:29

Thanks for the thoughts BizzareShowbiz, but in order to do it I need to drop a reaver pack and flip the Medusae back to a Lhamaean. the Lhamaean isnt much of a concern but the reaver change up is definitely influential. 4CC in exchange for 3 bodies, bladevanes and a heat lance? I think your right, but I'll have to be more careful with the few remaining bikes, albeit one is now a champion.

I also now have enough models to run the list! So that's a plus.
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aurynn
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PostSubject: Re: 1000 point Realspace Raiders   Wed Jan 18 2017, 18:22

I understand the list, but I wonder how it would perform against say 60 Gaunts, IG, Heldrakes, Dreadnoughts, DSing Flamers, Warp Hunters, Thousand Sons with their template spells and warpflamers and others will probably be tough matchup. Salamanders will wreck your world. You are right in your assesment regarding FMC, Flyers. WK you can outmaneuver. In other words - the list has a decent plan A, but I dont see a plan B. You think you can outrun assault armies? Nids? No. too many of them even on 1000 pts. Khorne? They can charge incredible distances now. Dreadclaws or Kharybdis Assault Claws will totally wreck you. Thats way too many ways to screw you up. I do not want to discourage you, just think about everything you are probably going to meet in your meta when you evaluate your list.
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PostSubject: Re: 1000 point Realspace Raiders   Thu Jan 19 2017, 02:32

Hadn't thought of most of that Aurynn, the Heldrakes are always a problem as Deldar and any flamer, especially to bikes. Thanks for getting the thought ball rolling. I made the list in an effort to move away from Venoms and Ravagers, I'll keep trying!
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aurynn
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PostSubject: Re: 1000 point Realspace Raiders   Thu Jan 19 2017, 08:12

Well the basis is not bad. I would just tweak it a bit. Get rid of Talos probably. Its slow and wont scare anyone as such. And will quickly get isolated behind. Blasters on Warriors - people play it like that but in my meta there is no point to it. And I do not like units that waste potential. However I use Champions with HWG. What you usually do is shoot vehicles at full HP with lances to get them go boom (as it is most effective) and if they dont, strip last hullpoint or two with Haywire. It all depends how you play. Most people try to keep their warriors at range, so HWG has no point ofc, but some use them offensively. Or bring Harlies.

I do not like HWB much to be honest. The 2+ glance seems nice, but blowing up a vehicle after DSing HeatLances is bettah. You actually get 5 out of 6 times each penetration to do something useful to the vehicle too. Stripping HP is not as important as disabling it.

Flyers are tough, thats why I try to bring one of my own on 1500+ battles. You wont probably meet many on 1000pts so just outmaneuver them.
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