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 Amornar's 1850 Evil Spaces Elves

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Amornar
Kabalite Warrior
Amornar

Posts : 165
Join date : 2014-06-20
Location : Northern New York

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PostSubject: Amornar's 1850 Evil Spaces Elves   Amornar's 1850 Evil Spaces Elves I_icon_minitimeTue Oct 14 2014, 03:24

Variations in subsequent posts below!

Finally worked out a decent starting point for a new list with our shiny new book. List first....few thoughts after:

Real Space Raiders Detachment: 1847

Archon: Agoniser, Shadow Field, Soul-trap, Venom w/ Double Cannons- 200
Archon: Webway Portal, Haywire Grenades, Venom w/ Double Cannons- 165

5 Incubi: Klaivex, Raider w/ Aethersails, Disintegrator, Night Shields- 185
5 Trueborn: 4 Blasters, Raider w/ Disintegrator- 170

5 Kabalites: Shredder, Venom w/ Double Cannons- 110
5 Kabalites: Shredder, Venom w/ Double Cannons- 110

5 Scourges: 4 Haywire Blasters- 120
5 Scourges: 4 Haywire Blasters- 120
3 Reavers: Cluster Caltrops, Heat Lance- 73
3 Reavers: Cluster Caltrops, Heat Lance- 73
3 Reavers: Cluster Caltrops, Heat Lance- 73
3 Reavers: Cluster Caltrops, Heat Lance- 73

Ravager: 3 Dark Lances- 125
Ravager: 3 Dark Lances- 125
Ravager: 3 Dark Lances- 125


Fairly straight forward, minimalist reaver units hunt anything with Av10-12 including things like Wave Serpents as well as a good tool against anything with invisibility. Dirt cheap and -extremely- points effective. Scourges and blasterborn deep strike into backfield, scourges a bit farther out. WWP archon throws haywire (might change pts a bit to give him back the blaster I stole from him at one point building the list). Roll on either strategic or DE warlord traits hoping for a little buff to reserve rolling. Archon's empty venoms and two kabalite units go infantry/high toughness hunting. Warlord archon with incubi over grots for the Ap2 combat squad that I think is more needed in the list and fits well with the overall theme. Warlord archon tanks, has poison, and scares people in challenges leaving rampaging Klaivex to clean house.

I think that is about it. Thanks ahead of time for any thoughts and comments everyone!

-Amornar


Last edited by Amornar on Thu Oct 16 2014, 05:13; edited 1 time in total
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Bleaksoul Brethren
Sybarite
Bleaksoul Brethren

Posts : 252
Join date : 2014-09-02
Location : San Antonio

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PostSubject: Re: Amornar's 1850 Evil Spaces Elves   Amornar's 1850 Evil Spaces Elves I_icon_minitimeTue Oct 14 2014, 17:51

I would drop the soul trap. With the agonizer you wound on 4+ and don't need the strength boost which should give you enough points for a blaster.
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egorey
The Duck of Death
egorey

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PostSubject: Re: Amornar's 1850 Evil Spaces Elves   Amornar's 1850 Evil Spaces Elves I_icon_minitimeTue Oct 14 2014, 22:27


Very nice list and should do well. Your only soft spot is AA - well we lawys have that without allies.

_________________
Dear GW,
Paper is overpowered. Scissors is fine.
Signed,
Rock.
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Amornar
Kabalite Warrior
Amornar

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PostSubject: Re: Amornar's 1850 Evil Spaces Elves   Amornar's 1850 Evil Spaces Elves I_icon_minitimeWed Oct 15 2014, 02:21

I am thinking a lot about that haywire on the WWP archon lately.....silly for only 5 pts but at BS5 I wonder if it is statistically better for him than a blaster because of the perfect drop he can get within distance and with the blast you have the potential to nail two tanks next to each other....plus I -believe- he has a higher chance to glance but a slightly diminished chance to penetrate.....hmmmm this might be a good discussion to get posted up somewhere else....at high ballistic skill is a thrown haywire statistically more advantageous than a blaster esp given the 3x points cost of the blaster over the grenade....decisions, decisions....
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Amornar
Kabalite Warrior
Amornar

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PostSubject: Re: Amornar's 1850 Evil Spaces Elves   Amornar's 1850 Evil Spaces Elves I_icon_minitimeThu Oct 16 2014, 05:12

List Concept 1.2 (Version 1.1 was a failed attempt at a claw formation that was just too many points to make work with this list style)

Toying around with the concept of adding a Razorwing. This list basically replaces the two venoms from the archons that were deployed empty for a fast moving, missile dropping Razorwing. It also helps plug the glaring hole in the list that is anti-air (although it does this marginally...but still better than before). Upgraded dark lances were paid for by dropping the shredders on the kabalites in favor of pure 12'' double tapping (dropped these over soul trap because for some reason it scares the daylights out of people when they know you have it). Obviously had to make a slot in the FA section as well which means two reaver units have been combined for a 6-man and 2 3-man units. Let me know if you guys think this is a positive change or not!

Real Space Raiders Detachment: 1847

Archon: Agoniser, Shadow Field, Soul-trap- 135
Archon: Webway Portal, Haywire Grenades- 100

5 Incubi: Klaivex, Raider w/ Aethersails, Disintegrator, Night Shields- 185
5 Trueborn: 4 Blasters, Raider w/ Disintegrator- 170

5 Kabalites: Venom w/ Double Cannons- 105
5 Kabalites: Venom w/ Double Cannons- 105

5 Scourges: 4 Haywire Blasters- 120
5 Scourges: 4 Haywire Blasters- 120
3 Reavers: Cluster Caltrops, Heat Lance- 73
3 Reavers: Cluster Caltrops, Heat Lance- 73
6 Reavers: 2 Cluster Caltrops, 2 Heat Lances- 146
Razorwing Jetfighter: 2 Dark Lances- 140

Ravager: 3 Dark Lances- 125
Ravager: 3 Dark Lances- 125
Ravager: 3 Dark Lances- 125


P.S. Thought more about the haywire grenade throw vs the blaster and I think if it were not for the WWP the blaster would win out, but given the pts difference, the range not being a big issue with the perfect drop, and the potential to hit multiple tanks leaves the 2-5 glance and 6 pen roll as more reliable and better all around addition to the blasterborn unit. If I had the points the best option would certainly be a blaster on the archon and a haywire on an upgrades dracon but that would be a total of 30 points for one more blaster. I think a big key to running effective DE lists is keeping points costs down as much as possible. My 2 cents...
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El_Jairo
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El_Jairo

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PostSubject: Re: Amornar's 1850 Evil Spaces Elves   Amornar's 1850 Evil Spaces Elves I_icon_minitimeFri Oct 17 2014, 00:28

I like your list. Brutally effective. You are swamping the opponent in a total of 15 units.
It feels a little too AT to me as you only have 2 real assault units: Inc. & 6 Reavers. Who both lack 'nades...

From the two lists I like the first best: even more units swirling around the enemy!
And I don't particularly like the flyers in 40k. To me it feels off to the scale. But it can make for cinematic scenes to be played out... Wink

Good catch on the HwG Archon btw! Idea
I'm always hoping I can find a hidden gem like that on our super-human WS, BS. I bow for you Amornar.
Cool

PS:
I think your right about keeping general unit cost low for DE. It is also simpler as there aren't 5 competitive choice :p
I'm trying the same strategy with the Anvil err Dark Artisan combined 3 3Reavers (3Rs) & 2 HwScourges with assault "support" from Wyches, Grots with Succi & 5 Incubi.
But I try to present a hard to kill unit (as redundancy), if you meet ignore cover. It at least gives the opponent a dilemma: where to use his "ignore" shooting?
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Amornar
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Amornar

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PostSubject: Re: Amornar's 1850 Evil Spaces Elves   Amornar's 1850 Evil Spaces Elves I_icon_minitimeFri Oct 17 2014, 00:55

Thanks for the great reply El_Jairo! I was thinking the same thing about the anti tank elements. That said my newest tweak thinking about things is to instead drop a unit of scourges who would be utterly useless against any armies without tanks...so all suit tau, nids, daemons, several possible marine builds, and I'm sure others I am forgetting. This allows me to take the Razorwing for some anti air duties (not the primary role) and for all those s6 missiles dropping without loosing the archon venoms. Really think this is the best of both worlds. Also allows me to separate back to four units of three Reavers for more targets which I know there is some good discussion about the pros and cons of around the site but I like the msu perspective myself.

Thanks for the vote of confidence about the grenade archon, I really think he is the most cost effective choice for a wwp drop!

Real Space Raiders Detachment: 1847

Archon: Agoniser, Shadow Field, Venom w/ Double Cannons- 190
Archon: Webway Portal, Haywire Grenades, Venom w/ Double Cannons- 165

5 Incubi: Klaivex, Raider w/ Aethersails, Disintegrator, Night Shields- 185
5 Trueborn: 4 Blasters, Raider w/ Disintegrator- 170

5 Kabalites: Venom w/ Double Cannons- 105
5 Kabalites: Venom w/ Double Cannons- 105

5 Scourges: 4 Haywire Blasters- 120
Razorwing Jetfighter- Dark Lances- 140
3 Reavers: Cluster Caltrops, Heat Lance- 73
3 Reavers: Cluster Caltrops, Heat Lance- 73
3 Reavers: Cluster Caltrops, Heat Lance- 73
3 Reavers: Cluster Caltrops, Heat Lance- 73

Ravager: 3 Dark Lances- 125
Ravager: 3 Dark Lances- 125
Ravager: 3 Dark Lances- 125
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kourac31
Kabalite Warrior
kourac31

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PostSubject: Re: Amornar's 1850 Evil Spaces Elves   Amornar's 1850 Evil Spaces Elves I_icon_minitimeFri Oct 17 2014, 05:26

A question. Why do you need the raider on the blasterborn. You could put them with the WWP archon to DS in a cover just behind any big vehicule, MC, warlord or psyker.
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El_Jairo
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El_Jairo

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PostSubject: Re: Amornar's 1850 Evil Spaces Elves   Amornar's 1850 Evil Spaces Elves I_icon_minitimeFri Oct 17 2014, 07:06

It adds a disintegrator on the turn of precision DS. More importantly it protects the Blasterborn from anything but templates.
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Amornar
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Amornar

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PostSubject: Re: Amornar's 1850 Evil Spaces Elves   Amornar's 1850 Evil Spaces Elves I_icon_minitimeFri Oct 17 2014, 12:57

What El_Jairo said plus it allows you to measure your weapons from the hull instead of the individual models themselves this greater range and positioning because of the deep strike. Perfect positioning also allows you to think ahead about an exit strategy so you have a good place for the unit to disembark should the raider go down. No shadow field on the unit means they are fragile.
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