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 What to take with Vect on the Dais?

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Omnicide
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PostSubject: What to take with Vect on the Dais?   What to take with Vect on the Dais? I_icon_minitimeThu Feb 14 2013, 03:23

Hey guys, got a bunch of my dark eldar in the mail and have been slapping em together and while building my counts as dais of destruction I started thinking more about what I want to put on it.

I just read some excellent articles about the beastmaster baron/vect deathball and before that I had read about harliestar lists as well, now I *think* not sure, but I dont think beasts are allowed to be on the dais of destruction in the first place, but a lot of people are talking as though harlequins cannot take transports either, or do they just mean dedicated transports?

Anyways, at first I was planning on just using a basic warrior sqaud, 9 warriors with splinter rifles, since i already took the dais i didnt want to pour anymore points into the hq slot, but I have never played before so I dont really know what im talking about!

To try and cut this rant short...

Should I take 9 Incubi... 9 Warriors... 9 Wyches... 9 Harlies... or a beast pack, can I even take a beastpack on the dais, do i want to take a second hq and 8 of one of these options instead of 9?

Also, if the recommendation is Harlies can you suggest a loadout for them, I find their entry in the codex a bit confusing(are the "special harlequins" like the shadowseer straight costs for that model, or are they upgrades to normal harlequins like a sybarite is to warrior units) and I also don't know how many harlequin kisses they would need.
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Ciirian
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PostSubject: Re: What to take with Vect on the Dais?   What to take with Vect on the Dais? I_icon_minitimeThu Feb 14 2013, 03:43

Only thing I can tell you for sure is that Beastmasters can't ride in the Dais. Also, I may not be correct, but I think Harlies can ride the Dais with Vect because the Dais is an option that Vect can take when he joins 9 others. Thats my thought on it, hope it helps.
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Ehawther
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PostSubject: Re: What to take with Vect on the Dais?   What to take with Vect on the Dais? I_icon_minitimeThu Feb 14 2013, 05:05

I'll take a stab at this, thought I am very new to DE, but after reading the rule book and double checking FAQ here's what I would like to suggest. First the entry on the Dias itself:

Quote :
Vect may ride to battle upon the Dais of Destruction; a special Raider dedicated transport with three Dark Lances and sophisticated force shields that give it Armour 13 on all sides. The Dias of Destruction must begin the game carrying nine models in addition to Vect himself. Other than this, it is treated exactly like a Raider
1- No beasts on the Dias.
2- Harlequins can ride on the Dias as they are a unit of infantry that can join Vect since he is an IC (much like any other unit of infantry, though you could not take Grotesques since you MUST take 9 models with Vect)
3 - I won't begin to suggest what the "best" load out is for Harlequins (since I have no idea) but you can only take one of each upgraded characters, and they are just that, upgrades. So you pay for 9 Harlequins and then pay extra for each upgraded character you want to include.

On a complete side note, this seems to me like one of those "This will kill everything" units that might actually be too much of a point-sink to be really good. Please correct me if I'm wrong, but depending on the points bracket you are playing in I think you are over-commiting yourself with Harlequins:

Vect - 240
Dias of Destruction - 200
Harlequins - 162 (minimum no upgrades, so more likely 180-210 points depending on characters, kisses, etc.)

That's ~550-600 points for 1 bad ass HQ, 9 single wound models (which will be slowed somewhat by Vect if you get into difficult terrain), and an AV 13 Raider/pseudo-Ravager that you'll be assaulting out of, but as far as I can tell, does not have Aerial Assault to let you shoot your Dark Lances on the move. Now I have never, ever played any of these models, but from a simple costs perspective it seems like a whole lot of points for a unit and vehicle that can only kill 2 "things" a turn.
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Massaen
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PostSubject: Re: What to take with Vect on the Dais?   What to take with Vect on the Dais? I_icon_minitimeThu Feb 14 2013, 06:41

In my experience, 8 wyches plus a haemy is a great and effective unit to ride in the pimp wagon. Harlies have way to many cool rules that are lost when embarked on a vehicle.

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Count Adhemar
Dark Lord of Granbretan
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PostSubject: Re: What to take with Vect on the Dais?   What to take with Vect on the Dais? I_icon_minitimeThu Feb 14 2013, 09:55

It's unfortunate that Grotesques aren't allowed as they would be a fabulous choice with a Haemy and Vect.

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RabbitMaster
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PostSubject: Re: What to take with Vect on the Dais?   What to take with Vect on the Dais? I_icon_minitimeThu Feb 14 2013, 15:26

@Massaen wrote:
In my experience, 8 wyches plus a haemy is a great and effective unit to ride in the pimp wagon.
That's also what i usually load in the dais. I'ts quite effective in CC against everything that don't have too many 2+ armor saves.

Vect + some warriors or splinterborn should also be interesting as they can all shoot from the dais (open topped) and benefits from Vect's prefered ennemy.
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Eldur
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PostSubject: Re: What to take with Vect on the Dais?   What to take with Vect on the Dais? I_icon_minitimeThu Feb 14 2013, 18:22

My options for the 9 models:

8 Incubi (maybe Klaivex for duels or for the Massacre power) and a Haemy.
Pros:
1- Kills a Lot (fear me, TEQs!!)
2- 3+ / Fnp unit.
3- You can use the older model (I love the old Incubi with robes)
Cons:
1- No Grenades
2- Overkill (well, unless you charge units in terrain... then you'll need the numbers)

9 Harlequins(+equip and options)
Pros:
1- If the Dais goes down (and when you annihilate enemy units in your turn), you can benefit from Veil if you pay the points (getting grenades also).
2- Fusion pistols give more versatility than Incubi once you disembark.
3- You can have up to 3 characters (apart from Vect) for duelling.
4- Invulnerable saves in h2h, so you can fight the big guys.
5?- Oh, and the FUN! (clowns!!)
Cons:
1- The Dais does not benefit from the Veil and,
2- This unit is not cheap at all (at least you don't pay for a heamy).

9 Trueborn with Shard Carbines
Pros
1- Vect's Preferred Enemy makes this a really good shoty unit (better than only adding Sliscus to TB)
2- If you add the Dais, then you got a though and fast as hell boat that can destroy any vehicle, full of bloody Dark Eldar elite warriors that will shoot down any living creature in the Galaxy, without touching the ground. Cool.
Cons
1- Not really of a combat unit, but hey noblemen don't kill foxes with swords. This is a hunting, just for the fun and the trophies Wink
2- You need to be 18" away from your enemy before shooting, and more than that afterwards, so they can't charge you. If you're against a fast unit, kill them fast, or send the dogs (beasts, hellions, wyches or incubi) to finish the work.


I really like the last option, I will try it some time...

There are others...

Kabalite Warriors: not that killy, better use them with Splinter Racks and maybe Sliscus, but not Vect (unless on foot, but that's another story...)

Wracks: They just won't shine, there are better options.

Wyches/Bloodbrides: The girls can protect Vect, but that won't be fun. On the other hand, he will help despatching MEQs, but again Wyches don't want to end the combat, so you should go against enemies that are either fearless or really powerful.

Archon's Court: well, this is an option after all... you don't need an haemy because you can get FnP in Ur'Ghuls and Sliths, but a Liquifer gun can come in handy... then I'd pay for the 2 Medhusae everytime, so if someone charges the Dais, they'll be mind-toasted and digested to man puree. Disembark in the middle of the enemy lines to kill any opposition in hand to hand. Have fun, shoot and charge... because being the Lord of Commorragh you need to relax from time to time.



Hope it helps!!


Eldur

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Omnicide
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PostSubject: Re: What to take with Vect on the Dais?   What to take with Vect on the Dais? I_icon_minitimeFri Feb 15 2013, 04:50

Thanks a lot for all the replies guys!

That sucks about the beasts, but figured that was how it would work

I never even considered trueborn with shard carbines, that sounds like an awesome idea, i was just reluctant to go with a shooting squad because dais cant take nightshields but it looks like its enough firepower to not make a difference

You guys have given me more to think about Smile
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Blutvogt
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PostSubject: Re: What to take with Vect on the Dais?   What to take with Vect on the Dais? I_icon_minitimeWed Feb 20 2013, 08:50

@Count Adhemar wrote:
It's unfortunate that Grotesques aren't allowed as they would be a fabulous choice with a Haemy and Vect.

Why aren't Grotesque allowed?they are bulky, so there should be space for Vect+4 Grotesques+Haemy.
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Count Adhemar
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PostSubject: Re: What to take with Vect on the Dais?   What to take with Vect on the Dais? I_icon_minitimeWed Feb 20 2013, 09:10

@Blutvogt wrote:
@Count Adhemar wrote:
It's unfortunate that Grotesques aren't allowed as they would be a fabulous choice with a Haemy and Vect.

Why aren't Grotesque allowed?they are bulky, so there should be space for Vect+4 Grotesques+Haemy.

Because you have to have 9 actual models, not 9 'spaces' filled on the Dais.

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Blutvogt
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PostSubject: Re: What to take with Vect on the Dais?   What to take with Vect on the Dais? I_icon_minitimeWed Feb 20 2013, 10:15

ok, that would make sense...
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PostSubject: Re: What to take with Vect on the Dais?   What to take with Vect on the Dais? I_icon_minitime

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