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Kalz
06-07-2011, 05:20 AM
HQ

Haemonculus

Elite

(2x) 3 trueborn /w 2 splinter cannons in a venom with 2 splinter cannons and night fields

Troops

(3x) 10 warriors /w 1 blaster in raider with FF

Fast attack

5 scourges with 2 haywire blasters

5 scourges with 2 heat lances

6 reavers with 2 heat lances

Heavy

(2x) razorwing 2 dis cannons 1 splinter cannon 4 shatter field missiles and FF

(1x) ravager 3 DL and FF



the idea of the haemonculus is to start the game with the reavers and the right away leave the unit giving them a pain token, and ofc to fill in that pesky required HQ

C&C would be much appreciated

Kalz
06-07-2011, 05:25 AM
double post

TheRise
06-07-2011, 09:48 AM
Nice idea of having the Haemonculus with the reavers... but then the Reavers will fly away...way..way...
I would probably take out a Unit of kabalite trueborn and perhaps a Raider and put a Haemonculus with the kabalite warriors unit without Raider, then you can capture a home objective behind cover, while also gaining a Feel No Pain roll as well.
Add in a unit of Incubi in a Venom using those points.
To me it seems you don't have enough combat units for the Dark Eldar. Perhaps take out a razorwing and put in either a unit of whyches/Bloodbrides or a Talos/Cronos.
Talos and cronos are both MC's so are good anti-tanka nd also work against other MC's, talos is the best close combat. Cronos can also do well and dish out the Pain Tokens every which way.

Kalz
06-07-2011, 03:12 PM
well i my original list i had an archon with incubi in a venom and it was all rather different but as i was saying i found they wouldnt really make their points back all that often sadly and that i could avoid my opponents CC units but as for the raiderless warriors i had a very simlar idea but adding the haem to them, i may have to try this, thank you for the great feedback mate i'll let you know how it works out for me :)

Cheese
06-09-2011, 04:15 AM
I swap out the Disintegrator Cannons on the Razorwings for Dark Lances. While Disintegrator Cannons are great, I feel that you're in fact lacking a bit of AT. Dark Eldar are terrible at AT and you need every scrap you can get.

Drop the Flickerfields on the Warriors Raiders and give the Warriors Splinter Cannons. Try to give the 3rd Trueborn a Shardcarbine if you can.

Kalz
06-10-2011, 09:33 AM
HQ

the baron (will be joining the scourges)

Elite

4 trueborn (with 4 blasters) in venom /w xtra splinter cannon
4 trueborn (with 4 blasters) in raider /w FF
3 trueborn (with 2 splinter cannons) in venom /w xtra splinter cannon and night shields

Troops

10 warriors ( with 1 blaster) in raider with FF
10 warriors ( with 1 blaster) in raider with FF
10 warriors ( with 1 splinter cannon)

Fast attack

10 scourges ( with 4 splinter cannons)

Heavy

Ravager with 3 DL nightshields and FF
Ravager with 3 DL nightshields and FF
razorwing with 2 dis cannon 1 splinter cannon 4 shatter miss and FF


thats the new list i have worked out after a few games with previous list this is for better balance between AI and AT as for shard carbines on trueborn i try to keep them as close to 36" away as possible so i would never (if i play right) be in carbine range

Cheese
06-10-2011, 10:22 PM
Alright. The one huge problem I see is that you've put Splinter Cannons on your Scourges. Sure, this seems great, but it's in no way what-so-ever worth the points. Scourges being jump infantry should be moving almost constantly and so you'd be firing the assault mode on the Cannons. So all you've done is payed 10 points for a single shot that will really do very little. It's not like Warriors where it's OK to sit back and fire the Cannon, hopefully firing all 6 shots and even if you're moving you get 2 extra shots and are staying out of assault range. You've just wasted 40 points there. I'd drop the Cannons and give 2 of them to the Warriors. You'll now have 20 points left to spend where you like.

Kalz
06-11-2011, 02:00 AM
ok mate i'll look at that, i never really looked at it that way i must admit i was more thinking of having the scourges sit in cover with the baron a long way off firing shots but you might be right playing that that way instead

Cheese
06-11-2011, 02:51 AM
The reason not to sit them in cover a long way off though is the true beauty of Scourges is the Shardcarbines. Stick to cover by all means using the Barons Stealth as well as his re-rolls for failed Dangerous Terrain Tests to its fullest, but the Cannons just aren't worth their points. I wish they'd done with Scourges what they had done with Hellions; making their weapons upgrades cheaper because they have superior weapons to most other units with access to the same equipment.

Kalz
06-11-2011, 03:24 PM
yea ok thanks mate i have to say after thinking about it and going over my the cost i think your right, i'll be taking your advice now only problem is where to put the spare 20 points lol when i find a nice spot for them i'll let you know thank you again for the excellent advice.

Kalz
06-11-2011, 03:36 PM
ok hows this list?

HQ

the baron (will be joining the scourges)

Elite

4 trueborn (with 4 blasters) in venom /w xtra splinter cannon and retro jets
4 trueborn (with 4 blasters) in venom /w xtra splinter cannon and retro jets
3 trueborn (with 2 splinter cannons) in venom /w xtra splinter cannon and night shields

Troops

10 warriors ( with 1 splinter cannon) in raider with splinter racks and FF
10 warriors ( with 1 splinter cannon) in raider with splinter racks and FF
10 warriors ( with 1 splinter cannon) in raider with splitner racks and FF

Fast attack

10 scourges

Heavy

Ravager with 3 DL and FF
Ravager with 3 DL and FF
razorwing with2 DL and FF

Cheese
06-11-2011, 04:19 PM
It looks better, but Deep Striking vehicles is usually quite risky. It can work, but it's really not the greatest option. I'd personally drop them and just take some Night Shields instead, but play a few games and see if Deep Striking them works. If it works enough, keep them, otherwise swap out the Retro Jets for something else.

Kalz
06-11-2011, 04:46 PM
well my previous army was Daemons so i do have some experience with deep strike and i feel that the option to deploy them via deep strike could prove very helpful, not always but then again i don't always have to use it.

Cheese
06-11-2011, 04:54 PM
That's fair enough. It's not really a bad option to have there so if you feel that it could work, keep it.

incenerate101
06-12-2011, 05:36 AM
May i suggest giving one of your 3man trueborn squads a little more CC competence? Upgrade the one without a special weapon to a Dracon give him Ghostplate and a venom blade?

Kalz
06-12-2011, 07:30 AM
um the reason it doesnt have any CC point in the unit is becuase i see it as if the unit gets stuck in combat that unit is dead i dont think its worth the points cost if i had spare points maybe but sadly i dont :\

TheRise
06-12-2011, 08:08 AM
Cheese, sorry to bring this up... but you get 4 shots in Assault mode for each guy... not one.

Kalz
06-12-2011, 08:51 AM
well cheese did say 1 more and since the basic shard carbine gives three this would indicate that he already knows that the assault is 4 shots, making his advice correct and your post redundant

TheRise
06-12-2011, 10:17 AM
Oh ok sorry.

thecactusman17
06-12-2011, 12:58 PM
The reason not to sit them in cover a long way off though is the true beauty of Scourges is the Shardcarbines. Stick to cover by all means using the Barons Stealth as well as his re-rolls for failed Dangerous Terrain Tests to its fullest, but the Cannons just aren't worth their points. I wish they'd done with Scourges what they had done with Hellions; making their weapons upgrades cheaper because they have superior weapons to most other units with access to the same equipment.

The Baron does not give anything save stealth and offensive/defensive grenades to units joined with him. Most of his abilities are specifically given to Hellion units he is joined to, including rerolling any failed terrain checks.

Cheese
06-12-2011, 10:46 PM
The Baron does not give anything save stealth and offensive/defensive grenades to units joined with him. Most of his abilities are specifically given to Hellion units he is joined to, including rerolling any failed terrain checks.

Ah, ok. I didn't realise that before. Anyway, they should still be trying to hide behind cover at all times while moving up, taking advantage of the Stealth rule to its fullest.

incenerate101, giving Warriors or Trueborn any type of CC weapon is bad. If they're in CC, they're dead anyway and you're not doing it right. They should be as far away from CC as possible.