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 1850 Speed Cult

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Dark Son
Hellion
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Posts : 32
Join date : 2012-07-28

PostSubject: 1850 Speed Cult   Mon Jan 30 2017, 01:13

What do y'all think of the following? I know Hellions aren't the greatest, but I'm getting 2 sets of GoC and hate to waste them. Basic plan is reavers and scourges open the metal boxes, venoms soften up the insides, incubi and hellions clean up what's left

+++ Air Kabal

++ DE Realspace Raiders Detachment  (1847pts) ++

+ HQ (75pts) +

Court of the Archon
Lhamean
Venom [2 x Splinter Cannon]

+ Elites (175pts) +

4x Incubi
Klaivex (Warlord)
Venom [2 x Splinter Cannon]

+ Troops (420pts) +

4x 5 Kabalite Warriors
Venom [2 x Splinter Cannon]

+ Fast Attack (1177pts) +

19 Hellions
Helliarch [Agoniser and Splinter Pistol, Phantasm Grenade Launcher]

Razorwing Jetfighter (150pts) [2 Dark Lances, 4x Necrotoxin Missile, Splinter Cannon]

2 x  6 Reavers [2x Cluster caltrops, 2 blasters]

2 x 9 Scourges [4 heat lances]
Solarite [Close Combat Weapon, Splinter pistol, Venom blade]
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amorrowlyday
Hekatrix
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Posts : 1263
Join date : 2015-03-15
Location : Massachusetts

PostSubject: Re: 1850 Speed Cult   Mon Jan 30 2017, 01:29

Is the incubi unit 4 and a Klaivex or 4 with a klaivex? Same Question with the Helliarch. Either way I'd cut them both and the solarite and make the Razorwing your warlord. At 4+ members the klaivex is unlikely to generate rampage since they will often be the same model count as their target.

Furthermore I think the Scourge squad as built isn't going to reliably kill anything scarier than a leman  russ, and I think your wasting points on the razorwing with the loadout you have. I also find it hilarious that the only high utility sgt, the arena champion as they can carry one of the cluster caltrops and thus provide look out sir for it and use it in a challenge, is the one you did not choose to take.

best of luck
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Dark Son
Hellion
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Posts : 32
Join date : 2012-07-28

PostSubject: Re: 1850 Speed Cult   Mon Jan 30 2017, 01:35

Hellions are 20 including the Hellisrch, Incubi are 5 counting the klaivex (who was really included as a conceit because I wanted a cool looking warlord). What loadouts would you suggest for the razorwing and scourges?
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amorrowlyday
Hekatrix
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Posts : 1263
Join date : 2015-03-15
Location : Massachusetts

PostSubject: Re: 1850 Speed Cult   Mon Jan 30 2017, 02:04

Dissies and splinter cannons. I don't care which free bombs you take since S6/AP5 is analogous to SF/AP- in many cases. For real practicality look at it this way: The vast majority of actual flyers are 10 all around, AND dissies at S5 will glance them on 5's, and occasionally pen on 6's but you'll put out 4 more shots per turn which makes you at least 40% more effective against Flyrants and other FMC/FGMC's.

Against ground targets your choices are essentially dedicated anti infantry with the loadout I'm suggesting or a mixed role where you'll either put out 4 less shots (1/3 less) against your primary targets and negating 6 of your loadouts 8 shots (75% waste) when you shoot at that secondary target. Furthermore due to flyers necessarily starting off the board if that's a full half of your actual anti-vehicle your anti-infantry that has to start on the table will be hosed until the RWJ arrives since those units are incapable of opening metal bawkses but if your flyer is anti-infantry and you spend your anti-vehicle points elsewhere then you know that your RWJ will definitely have something to shoot at when it comes on board because you'll have had 1-2 turns available at least in order to open up those transports.

This is where the scourges come in. I'd cut all the ablative wounds and probably the sgt as well and use those points and torso's to bring a second squad. The problem is a 3 fold issue firstly you currently don't have enough anti-vehicle. Secondly Heat lances are straight up bad at being anti-vehicle outside 9" away from the target and you'll be looking at shortest possible distance 24" between you and your target, and if the opponent does get to go first and moves within your 21" threat bubble your squad is almost definitely going to get wiped no matter the spare wound count. Finally because deepstriking must be done in flowers, that is a central point that scatters with the rest of the unit rippling out from it in concentric circles base to base, is hard especially within 9" of something and doing it with 10 bodies without mishaping is near impossible.

For these reasons I recommend starting with 2 squads of 5 each with 4 haywire blasters, as this gives you a 36" threat bubble, provides you with highly reliable anti-vehicle and plays into your speed approach as they will be able to just keep jumping around the periphery.
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