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 1750 Tournament Drukhari and Harlequins list

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HedonisiusVex
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PostSubject: 1750 Tournament Drukhari and Harlequins list   Mon Jun 19 2017, 22:20

So I've got the models listed below, except the ravagers, which I will be buying this week. The list is 49 points short and I'm out of models. I can buy a unit to fill the rest of the points. Suggestions? Comments? Critiques?

Aeldari Battalion Detachment

HQ

Succubus w/ glaive and blast pistol
Troupe Master w/ caress

Troops

2x 10 Wracks, acothyst has flesh gauntlet
2x 7 players w/ 2 caress per unit
2x 8 wyches w/ agoniser pgl and blast pistol

Elites
Solitaire

Heavy Support

2x Ravagers

Transports
4 Raiders
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The Red King
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PostSubject: Re: 1750 Tournament Drukhari and Harlequins list   Mon Jun 19 2017, 23:10

You may not have listed it but if you haven't taken Dissies on the 4 raiders that's a great way to spend 40 points.

Hydra gauntlets on your wyches spends another 8.

Then put a prow on your succubus raider for 1.

All points (well) spent.
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HedonisiusVex
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PostSubject: Re: 1750 Tournament Drukhari and Harlequins list   Tue Jun 20 2017, 00:05

Dissie ravagers are a thing now I know, but I feel like lances would be better in my local meta. The 3 games I've played of 8th were against: 3 Dreadknights, draigo, and some termies, 3 maulerfiends, bloodthirster, 36 zerkers and kharn, and then 3yvaras, the giant suit that can anchor and has like 24 wounds, and some little suits. I brought a noise marine shooting horde and got DECIMATED every game. (I'm in the middle of trading those noise marines for my 3rd or 4th dark eldar army xD) So I'm gonna need to be able to get through LOTS of 2+ T7+ 10+ wounds

Hence the dark lances. I know the dissies have a reliable two damage, but with my 6 command points, I have 6 turns of rerolling one of my crap damage rolls. Please prove me wrong though, as I do like rolling the two extra dice per gun a lot xD

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HedonisiusVex
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PostSubject: Re: 1750 Tournament Drukhari and Harlequins list   Wed Jun 21 2017, 03:50

I've reworked the list a little too something I think I like and will do good against my local meta.

Aeldari Battalion

HQ:
Troupe Master w/ fusion pistol
Succubus w/ blast pistol

Troops:
2x 10 Wracks w/ flesh gauntlet
2x 7 players w/ 2 caress 1 kiss per unit
2x 8 wyches w/ gauntlet, pgl pistol and agoniser

Elites:
Solitaire

Heavy Support:
2 Ravagers w/ prow

Transports:
4 Raiders w/ prow

I'd love for some of you high-tier players to comment, @BetrayTheWorld I know you only respond if asked to.

Even if it's just to say the list is awful I'd love some commentary.y most of my regular opponents just bring strong lists the got off the internet, but a couple actually have a lot of experience with the game and are aware that tactics win games, not lists. I'd put myself somewhere in the mediocre category, my target priority is decent but my tactics are rather lazy.
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Ikol
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PostSubject: Re: 1750 Tournament Drukhari and Harlequins list   Wed Jun 21 2017, 06:01

BTW is, unfortunately, no longer with us. He was banned a few weeks ago due to continued... Issues... With the mods, as I understand the mods believing his behaviour in regards to the forum rules being better described as "disregard" beyond a "how far can I push this system and get away with it" sort of thing. Regardless, this is not a thread for bagging on the Exiles, nor is any thread intended for such purposes, the Mods made their decision and it was final.

(Though to keep a joke running, I might suggest you ask the brilliantly polite @4thdimensionalwizard for his time.)

Anywho; onto the actual content of this thread.

Your Troupe Master, I think, would be better suited with a Caress than a Fusion Pistol, the Weapon, whilst powerful has limited range and does not benefit from the Troupe Masters own buff. Besides, such a powerful character hitting at S3 AP0 D1 in CC is really just a waste of points. I'd say he should be in the thick of things with his Troupe's, making sure everyone gets those delicious buffs.
Harlequins ability to charge in and out of combat, and fall back (which can be fall forwards if you need to get somewhere, given the flip belt) with no penalty makes close combat somewhere they really want to be.

As for the Troupes, I'd go for quality of attacks over quantity, drop a Player from each and use the points to get an extra Caress and Embrace in each unit.

Onto the Wracks, are you sure you wouldn't prefer an Electrocorrosive whip over that Flesh Gauntlet?
I don't recall points exactly, but I think the Gauntlet was 6, whilst the whip was 8? Correct me if I'm wrong.
If that's the case then the two leftover points from the Troupe swap out and the one extra point for the Troupe Master swap out should leave you only one point in the hole.
AP-2, D2 on all attacks is, I feel, a little better than half a Mortal Wound per round of combat. Though I could be wrong if you're expecting Invulns out the wazoo.

The Succubus looks good, I'd advise a PGL, but it doesn't look like you have the points, so we'll skip it.

The Wyches are also looking strong, I'd leave them unadjusted. Though, when you say "PGL pistol" do you mean PGL and Blast Pistol? Or is it just a typo and you only meant PGL? I'd go Strength drug on one unit, attack drug on the other and give the Succubus Toughness.

Solitaire is certainly a fine choice this edition, and given that he has no options, I think we'll leave it there.

Now, as for vehicles...
2 DL Ravagers are nice, as are the four DL raiders. The prows don't hurt, but you could drop one to cover the possible points deficit on the Wracks without hurting yourself too much. And maybe drop the another three if you wanted to give the Succubus a PGL.

I assume the plan is to run the Wyches and Wracks in their very own gunboats with a spot for the Succubus to sit, and the Harlequins running like madmen up the board alongside them?

But anyway, solid list in terms of nothing being a bad choice, but you're lacking in a few areas... They may be unimportant given your meta (and Muses almighty am I glad I don't play there! That looks frightening when it's just words white words on a black screen!) but here goes.

I notice an overflow of Melee combat, and a staunch deficit of anti-Infantry Dakka. But I can see this working as follows;

Deploy everything in transports, giving you 10 units to place on the board (that might net you first turn).

Try to set up for a turn 1 charge with your Raiders, your objective is to keep their tanks and Dakka units from being able to shoot properly next turn, just get stuck in with the units.
Ravagers should be kept out of the enemies charge range, but within their own. (Average of 24.5" if they advance, shoot, charge). Remember they can fall back and shoot with impunity, meaning that so long as you don't charge something that can kill them, they should be fine.

So, vehicle charges turn 1, move the Harlequins up the board trying to stick to LOS blocking terrain.

Turn 2, try to disembark Wyches and Wracks, if this is impossible fall back with the Raiders to somewhere "safe" and throw Dark Lances into whatever's useful. If you do this, Ravagers should charge into the heaviest hitting tanks to keep them from shooting.

Harlies should hopefully be up the board and in combat with enemy infantry at this point, remember that Shuriken Pistols can be fired at anything and cause a wound if you're lucky, use this.
Try to hit as many units as you can with your pile-ins (you can have a pretty big blanket if you string out all thirteen models, keep the Troupe Master in range of both, but he can pretty confidently go toe to toe with a non CC-dedicated, small unit. Make use of that bubbles range!

Solitaire can go horde, monster or character hunting at his leisure, I'd say try to blitz into the opponents centrepiece at this point, Caress if you're looking at T5 down, Kiss If it's T6+ or many-many wounds.

If Wyches and Wracks can make it into combat at this point, they should. Charge units the Harlequins have already charged to avoid Overwatch, and pile into as many other things as you can.
Note: Harlequins should charge first as they have the best save against Overwatch, that being a 4++.

Turn 3, this is the longest you should be letting yourself wait before disembarking your Wyches and Wracks.

Try to make it into combat as outlined above, same rules apply for Harlequins.

Ravagers and Raiders should be playing 'keep the tanks and Dakka pinned' charge in, if they fall back move up, shoot something and charge again (you shouldn't need to advance until you've started degrading. If they don't fall back, then you fall back, shoot them and charge them with another vehicle.

Rinse and repeat until everything dies.

Harlequins can fall back at the same time as the vehicles to try and ping some wounds off with their pistols, if they're in range, but try not to stray too far from whatever their next target is.

It could work, maybe if you're lucky, but I'd be inclined to swap out a unit of Wracks for some Scourges with Splinter Cannons and their Raider for a Venom.

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HedonisiusVex
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PostSubject: Re: 1750 Tournament Drukhari and Harlequins list   Wed Jun 21 2017, 06:31

Thanks so much for writing me this book of useful information Very Happy Can our vehicles fall back and charge in the same turn? Or do I need to keep some vehicles out of combat to always have fresh ones in? And I remembered the only other player I'm worried about is a daemonnete horde player. Your talk of inv. Saves made me remember :p I wish my meta wasn't so "hey how hard can we break this edition?" But, it is.

Edit: And yes pistol means blast pistol. Why exactly are pgls so good? Maybe I don't see it cause of my meta....? Only other player I know is coming is an Ork player, that also has Dark Eldar, which he may very well bring, but I'm not exactly worried about him, he's very new to the army and used to bogging people down, not making calculated decisions.

I'm getting these models in a trade as a starting point (mostly for the solitaire and boats) but I'll be swiftly changing it to a more trueborn oriented shooty list, like I played (very well I might add) back in 6th when trueborn Duke sliscus fun boats were a thing
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Ikol
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PostSubject: Re: 1750 Tournament Drukhari and Harlequins list   Wed Jun 21 2017, 07:12

Well I wouldn't call it a book... But I'm happy to be of help!

Our vehicles have the Fly Keyword. That means that they can shoot after falling back, but can't advance (which would just be silly; "Fall Back! Wait, no, belay that, I want you to Advance!"), or charge (as per normal) Fly lets us shoot, so yes. You need to keep one or two boats free for the follow up charges. If at all possible, try to "herd" their vehicles closer together, it means if you kill one in the shooting phase, you can then charge a different one. Though that could be nigh impossible if your opponent is at all competent as they can fall back in nearly every direction unless they're partially surrounded.

Breaking things is fun! And besides, we need someone to point out the stupid things in GW's game, otherwise how else are they going to fix them? Vote Birds for Adepticon 2K17!

Blast Pistols are good (I kind of assumed that by points costs) they let you hurt things if they're close by, and if you're still stuck into combat by the Shooting Phase they can do nasty nasty things to unsuspecting opponents.

As for why the PGL is so good:

3 pts, 18" range Assault D3. If it hits, the unit must automatically take a Leadership test at -1 Ld during the morale phase (in addition to any other modifiers).

It won't kill anything on its own, but it has the potential to knock a whole model out of the equation if that unit is already suffering from other losses. The keyword there being model. Oh, is that a unit of 3 Wound a piece Grotesques? Bye bye! Is that a squadron of 2 Wound Terminators? What a shame, you don't even get your saves.

Basically, while they do nothing in a vacuum, they excel at consolidating on pre-existing victories. If you have points to burn, then they're unlikely to go astray here.
However, in the plan outlined above, I'd likely stick to the Shock Prows, they're more important than the third PGL.


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HedonisiusVex
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PostSubject: Re: 1750 Tournament Drukhari and Harlequins list   Wed Jun 21 2017, 07:20

Awesome thank you!

Also as for trading the wracks for some scourges and a venom, I'd love to, and I might be able to. All depends on this fridays paycheck Smile My birthday is coming up soon though, and I do have a very generous wife :p

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PostSubject: Re: 1750 Tournament Drukhari and Harlequins list   Wed Jun 21 2017, 23:19

So I played a game with that list last night against orks. He had a giant mek gun line, which I was able to tie up most of the game, I think 3 guns got to shoot besides overwatch, one time. However I made a fatal mistake when I forgot the counter attack stratagem was a thing, and didn't attack with my blitzing solitaire first that was chest deep in boys alongside some wyches, wracks and the Succubus. The 30ish boys then counterattacked, killed all but two wracks and the characters. That pretty much ended the game right there, as his gorkonaut was rolling mad saves against my shooting and I just couldn't do enough in combat to finish him off. I think the lowest he got was 2/18 wounds, but he had a mek healing him. I was tabled bottom of turn 5, however if I had lived through that turn I woulda won the game from points Sad

Anyway, after playing that game I've decided to revise a little more (I'm sorry wallet) and try this list out next.

Succubus w/ glaive blast pistol
Troupe Master w/ caress and fusion pistol

2x 8 wyches w/ gauntlet PGL agoniser and blast pistol
2x 10 kabalites w/ PGL, agoniser, blaster and cannon
2x 6 players w/ 4 caress 1 kiss

Solitaire

2x Ravager

4x raider

Shock prows on all available
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colinsherlow
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PostSubject: Re: 1750 Tournament Drukhari and Harlequins list   Wed Jun 21 2017, 23:24

The quin Shadowseer is amazing. Gives you some nice powers, psychic defense and keeps you harlequins longer with the +1to wound bubble.

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PostSubject: Re: 1750 Tournament Drukhari and Harlequins list   Wed Jun 21 2017, 23:31

My harlies do need some staying power...they got shot off the table the game I played last night. Tried to hide in cover but he had a dakkajet set up on either flank. What would you suggest dropping for it? Just trade the troupe master for her?
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PostSubject: Re: 1750 Tournament Drukhari and Harlequins list   Thu Jun 22 2017, 01:36

Alright so I've revised the list yet again, and I think it's in about as good of a spot as it can get with the models I'll have. @Ikol

Shadowseer
Succubus w/ glaive and blast pistol

Solitaire

6 players w/ 5 caress 1kiss
6 players w/ 4 caress 1kiss
2x 8 wyches w/ pgl, agoniser, blast pistol
2x 10 kabalites w/cannon, agoniser

2x Razorwing w/ DLS

4 Raiders, one has prow
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