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bazdakka
Hellion
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PostSubject: DE 1500pt list   DE 1500pt list I_icon_minitimeWed May 29 2013, 12:39

Here's my current list - comments, suggestions, etc welcome. haven't been play DE so oany advice happily received Smile

HQ
Archon – Blaster, Venom Blade, Combat drugs, Shadowfield – 120pts
Elites
4 Incubi – Klaivex, Demi-Klaives – 123pts
Dedicated transport (for Elites and Archon) – Venom, Splinter Cannon Upgrade, Night Shield – 75pts
Troops
Slot 1
10 Kabalite Warriors – Blaster, Splinter Cannon, Sybarite (w/ Blast Pistol, Ghostplate Armour, Venom Blade – 155pts
Dedicated transport – Raider, Dark Lance, Splinter Racks, Nightshields – 80pts
Slot 2
10 Kabalite Warriors – Blaster, Splinter Cannon, Sybarite (w/ Blast Pistol, Ghostplate Armour, Venom Blade – 155pts
Dedicated transport – Raider, Dark Lance, Splinter Racks, Nightshields – 80pts
Slot 3
5 Kabalite Warriors – Blaster
Dedicated transport – Venom, Splinter Cannon Upgrade, Night Shield – 75pts
Fast Attack
Slot 1
6 Reavers – 2x Heat Lance, 2x Cluster Caltrops, Arena Champion, Venom Blade – 211pts
Slot 2
5 Scourges 2x Haywire Blasters, Solarite, Blast Pistol, Power Weapon – 165pts

Heavy Support
Razorwing Jet Fighter – Dark Lances, Splinter Cannon Upgrade, 4x Necrotoxin Missiles, Nightshields – 185pts

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The_Burning_Eye
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PostSubject: Re: DE 1500pt list   DE 1500pt list I_icon_minitimeWed May 29 2013, 13:01

My thoughts after a quick look.

- Your Sybarites look to be over-equipped. Tactically your warriors won't be taking part in many combats, and the blast pistols are therefore unlikely to get close enough to shoot, you're better off leaving them with a splinter rifle. Similarly, there aren't many situations where Ghostplate armour will make much of a difference, it's not a good enough save to keep a one wound model alive for very long.

- I like the Archon's loadout up to a point, but I'd be a little worried if he ended up in a challenge, as he's got no way of ignoring armour saves.

- The reavers are a little confused tactically, you've got two nasty Anti tank weapons, but can't use them if you decide to turbo boost, which is when you get the most out of the caltrops. You've also then upgraded them with a sergeant type character outfitted for combat. I'd recommend dropping either the heat lances or the caltrops and keep the other. by all means keep the champion for the extra point of leadership, but the venom blade is probably a luxury (not an expensive one though at least)

- Scourges, as with the Kabalites, you don't really want them in combat, cos they'll lose, and the range of the blast pistol is so limited it's almost unusable. the haywire blasters have a good enough range to stay away from combat, so I'd just leave the Solarite as it come with a shardcarbine. The other thing to consider is that unless you get lucky on your haywire roll, or you're facing a lot of venoms, 2 haywire blasters isn't likely to take out a tank in a turn, so you'd need to use them to support other AT shooting (or vice versa).

- Of the two options, the flickerfield for the razorwing is better, as it means you don't have to evade to get the jink save (which limits your shooting in the following turn!).

-Finally, by all means take the blaster in your warrior units, but just remember if you use it to shoot tanks, you've got 9 other guys who can pump out a lot of anti infantry shooting just standing around watching.

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bazdakka
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PostSubject: Re: DE 1500pt list   DE 1500pt list I_icon_minitimeWed May 29 2013, 13:12

Thanks for the feedback. Good point about the flickerfield on the Razorwing. Loosing the CC weapons on the sargent figures makes sense that came about by the insistence of my son! Time to dig out the ever expanding box of bits for a re-fit Smile
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