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 50 shades of restrictions tournament - help me break it!

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Septimus
Kabalite Warrior
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PostSubject: 50 shades of restrictions tournament - help me break it!   Sun Sep 17 2017, 09:07

I'm going to a tournament, that has the most draconian restrictions system in the universe. Fact.

It's a team tournament, 4 players on each team - a faction keyword can be used only once on the team, but you cannot mix DE, Craftworld and Quins within the same detachment. Because, restrictions.

Restrictions
1500 points

1 detachment only +1 fortification (except the DA fortress)

Highlander; meaning you have to fill out a group e.g. Heavy, before you can start over - but transports and the flyers group can only be filled out once. Yes, that does mean that I can only take 1 Raider and 1 Venom.

No named characters

Max 6 vehicles / monsters

Max 100 models

No codex specific stratagems

FW not allowed

Army list
I suppose the given units would be:

115 Raider w. dark lance
95 Venom w. double cannon
155 Ravager w. triple dark lance
155 Razorwing jetfighter w. double lance
194 Voidraven bomber w. missiles

= 714 point

I could make a battalion detachment, to get the +3 CP, though it does require a Kabalite, Wych and a Wrack unit.

I'm thinking about a Haemonculus as HQ to buff the transports, but not sure what he should "join".

A big ass unit of Hellions is also something I'm considering, though not sure... they die rather easily - so even though Reavers are a bit lacklustre now, they might be better due to T5 (w. drugs)?

In my Ynnari army I've had pretty good success with a 10 man unit of Scourges w. 4 lances.

Suggestions?

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Last edited by Septimus on Sun Sep 17 2017, 20:23; edited 1 time in total
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Lyceus
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PostSubject: Re: 50 shades of restrictions tournament - help me break it!   Sun Sep 17 2017, 14:58

If forge world is allowed:

Spearhead detachment

Tantalus
Reaper
Ravager

Fill up the big tantalus with 7 trueborn with 2 dl and 4 blasters and your hq. Possibly with Helions and or scourges as well just because you can... still.

I would not take a battalion.

And so on... Smile
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Septimus
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PostSubject: Re: 50 shades of restrictions tournament - help me break it!   Sun Sep 17 2017, 20:23

Oh... FW is not allowed :/

Sorry, forgot that on the list.

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Archon Nazariel of the Kabal of Unrelenting Punishment: Kabalites, what is your profession??
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lcfr
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PostSubject: Re: 50 shades of restrictions tournament - help me break it!   Sun Sep 17 2017, 20:35

I would like to contribute but I don't think I'm understanding the restrictions properly, could you clarify?

What do you mean when you say you have to fill out a group before you can start over? I'm probably just overthinking this but I'm not following.
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Septimus
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PostSubject: Re: 50 shades of restrictions tournament - help me break it!   Sun Sep 17 2017, 20:56

It's like this, let's take Heavy as an example:

I can take 1 Ravager, 1 Talos and 1 Chronos, if I take all three choices, I've taken all the different units within that group.

Now I can start over, and take a duplicate.

So if I take a Talos and a Chronos, I could take 2 Ravagers - though I'm not sure the Talos / Chronos "tax" is worth it to do so.

It's the same process for all groups, except Flyers and Transports, which can only be filled out once.

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Mikoneo
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PostSubject: Re: 50 shades of restrictions tournament - help me break it!   Sun Sep 17 2017, 21:18

Hope it goes well, but that max 6 vehicles sounds tough for drukhari. Unfortunately I've never actually been in a tournament, but the scourges seem a safe bet, and if you plan on using the heamonculus, maybe take some wracks. Thought being that without boats they may be able to live to get where they want to go with the extra toughness from the haemi
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lcfr
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PostSubject: Re: 50 shades of restrictions tournament - help me break it!   Sun Sep 17 2017, 22:14

How about having some fun with a Coven list? If everyone is restricted to one-offs for their vehicles it means you don't need to go as dark lance heavy as usual and you can bring more Disintegrators to the table and just advance up the field and gitrdun.

Spearhead detachment

2x Talos with Twin LG & Stinger Pod
1x Cronos
2x Ravagers with Disintegrators

5x Scourges with Dark Lances
1x Clawed Fiend

5x Mandrakes
5x Trueborn with 2x Dark Lance

Haemonculus

Raider with Disintegrator

9x Wracks with a pair of Liquifier Guns and Electrocorrosive Whip

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|Meavar
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PostSubject: Re: 50 shades of restrictions tournament - help me break it!   Mon Sep 18 2017, 06:17

Problem is that we don't have many vehicles, some others do, which means you might have to take those dark lances/dissies anyway.

Simple guard has 3 dedicated transports, another flyer with tranport some superheavys with transport. Orks can take 2 transports and superheavys with transport, and enough walker and buggylike squads to round it out, thus they can make a full mech army still, tyranids have enough heavy monsters, tau with their suits but these at least can be wounded by splinter weapons, even if the multiple wounds and high saves are a nuisance.

yes it are a lot of rules, but it makes that you will look at a different armylist then normal, which can also be a good thing?
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Septimus
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PostSubject: Re: 50 shades of restrictions tournament - help me break it!   Mon Sep 18 2017, 07:51

Disintegrators, though expensive, I think you're right - they seem like a must, as I expect a lot of horde style armies.


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Archon Nazariel of the Kabal of Unrelenting Punishment: Kabalites, what is your profession??
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Archon Nazariel: You see, Farseer? I have brought more Warriors than you...
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Septimus
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PostSubject: Re: 50 shades of restrictions tournament - help me break it!   Mon Sep 18 2017, 09:15

Battalion detachment
84 Haemonculus: electrocorrosive whip

72 Succubus

42 5* Kabalites

76 5* Wracks: 1 ossefactor, 1 electrocorrosive whip

56 5* Wyches: 1 hydra gauntlet, 1 agonizer, 1 phantasm grenade launcher

144 8* Incubi

220 10* Scourges: 4* dark lance

102 Chronos

122 Talos: stinger pod, 2* macro scalpel

185 Ravager: 3* disintegrator cannon

185 Ravager: 3-* disintegrator cannon

115 Raider: 1 dark lance

95 Venom: 2* splinter cannon

1498 point.

Not sure a battalion detachment is worth it. The 3 troops are not going to have much of an impact.

Ravagers are pretty expensive, but at least it feels like there is a chance vs. hordes now. Though a Razorwing fighter might be better and cheaper for that purpose.

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Archon Nazariel of the Kabal of Unrelenting Punishment: Kabalites, what is your profession??
Kabalites: Haauuuu! Haauuuu!
Archon Nazariel: You see, Farseer? I have brought more Warriors than you...
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lcfr
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PostSubject: Re: 50 shades of restrictions tournament - help me break it!   Mon Sep 18 2017, 17:13

Your Incubi are surely going in the Raider but that means two units are footslogging. That's over 100pts down the drain in dead or near useless footsloggers. The extra CPs don't seem worth it, especially since our best use of CP right now is just rerolling damage dice (in my opinion).

The Chronos isn't great but has more value with extra Taloi. If you only want one Talos burn the Chronos and replace Ravager #2 with a Dissie Razorwing.

I really think given your transport limitations you need to take an atypical approach. If a unit is on the ground it needs to have a good reason, like having a Dark Lance in a 10 Kabalites squad for example. At least they're not only holding a backfield objective but also firing every turn.

Only two units at best are getting boats so make any sloggers really count. I suggested Mandrakes because like Scourges they have built in mobility, easy way to stay mobile without transports.
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Septimus
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PostSubject: Re: 50 shades of restrictions tournament - help me break it!   Mon Sep 18 2017, 21:21

I've just tried this list, a variation of the above:

Haemonculus

9 Incubi

8 Mandrakes

10 Scourges

Chronos

Talos

2x Dissie ravager

Razorwing jetfighter

Raider

Spearhead detachment.

Vs. Horde-nids. 40 stealers, 20 hormagaunts, 20 termagants w. 10 devourers / 10 fleshborers, 6 hiveguard, 3 warriors, 1 prime, 1 über-stealer, 3 venomthropes.

Lost, but I don't feel like I couldn't win, it was due to a misplaced unit, and that I advanced too early. Should also have killed the venomthropes first.

The talos and chronos managed to do absolutely nothing. They killed a couple of stealers by shooting, but in cc, they just died.

The ravagers, scourges, fighter and mandrakes worked fine, and I didn't really miss the command points from changing to spearhead.

Incubi got misplaced, but though they do hit fairly hard, I can't help comparing them to Quins... which hit harder, can shoot, ignore terrain, and also have grenades and 4++

Considering Grotesques instead of incubi, as they would get a T6 whilst near the haemonculus.

Maybe also a Voidraven instead of the chronos and talos.

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Archon Nazariel of the Kabal of Unrelenting Punishment: Kabalites, what is your profession??
Kabalites: Haauuuu! Haauuuu!
Archon Nazariel: You see, Farseer? I have brought more Warriors than you...
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