Post by Joelercoaster on Oct 3, 2014 10:57:18 GMT -6
Nick and I are so gonna have to throw down again. And then organize a team tournament so we can group-wank while we kill everyone with our CHEAPER EVERYTHING.
And now the introductions...
Archon, Shadowfield, Agoniser, Soul Trap
Succubus, Glaive, Scary Plate
Mandrakes x7, Night Fiend
Blasterborn, the redux
Incubi x5, Klaivex, Raider with Dissie, Night Shields, Aether Sails
Warriors x5, Blaster, Venom +Cannon
Warriors x5, Blaster, Venom +Cannon
Warriors x10, Cannon, Raider - Lance, Night Shields, Splinter Racks
Wyches x9, Hekatrix - Agoniser, Raider - Dissie, Night Shields, Aether Sails
Reavers x6, 2x Heat Lance
Scourge x5, 4x Haywire Blaster
Razorwing - Night Shield
Ravager - Night Shields, Lances
1850 on the nose.
So I'm trying some things.
2 dedicated combat units - the Archon/Incubi, and Succubus/Wyches. You'll also note that I gave them extra-fast Raiders, and did not upgrade guns. I plan on them to jink for a 3+, and flat out a full 24". One turn of that and they're set up for a turn 2 charge to nearly anything on the board. On the off chance I'm facing GK Paladins and 2+'s are everywhere, then I'd rather shoot with the Dissie instead, and that's what I'll do.
Incubi now has a Klaivex. Same cost as old unit, gains a few attacks at higher WS and I (so CC Sniping), and Rampage. Given it's a 6-man unit, that's very likely to mean an extra d3 attacks. Sold.
Mandrakes, IMHO, are fully viable. Less than 100 points for this unit - and despite fluff they're not *really* geared toward combat. They can eat through a weakened squad with their fair number of S4 attacks, but they're really designed to infiltrate into cover and baleblast the crap out of med-armor troops, or even harass rear AV10.
Reavers will function first as tank-hunters with their heat lances and rending HoW. I should probably really find points for Caltrops. It's stupid not to. I'm stupid. After that, though, they're actually not terrible at combat. Drugs, H&R, that same HoW and then 3 base attacks? They're not toting power weapons or anything, but they can do a bit of damage and then jink away to fight another day.
Scourges. Yes. Field all of them. One of our best, most reliable anti-tank units now. You should expect 2 HP stripped easily, and it's pretty easy to get 3. They're kind of like a Ravager, except better.
Only one Ravager. That build is actually pretty expensive now. 140 for an AV11 open-topped vehicle is.... well... a lot. But I'm going to try it out, and see how it goes. I may try DS'ing dissies into the backfield to mess with rear armor more, or something. At least they can fire all 3 weapons moving at combat speed (which, conveniently, is what DS means now).
DS'ing, speaking of, is a far more viable tactic, as it's free (and error free if you take a WWP... which I fully intend to do with certain units I have in mind, but need to build/convert first). Also really want to try out the Helm of Spite. Had to cut it from this list for points, but it's solid anti-psyker gear for a reasonable price.
Yeah. This is gonna be good.
And now the introductions...
Archon, Shadowfield, Agoniser, Soul Trap
Succubus, Glaive, Scary Plate
Mandrakes x7, Night Fiend
Blasterborn, the redux
Incubi x5, Klaivex, Raider with Dissie, Night Shields, Aether Sails
Warriors x5, Blaster, Venom +Cannon
Warriors x5, Blaster, Venom +Cannon
Warriors x10, Cannon, Raider - Lance, Night Shields, Splinter Racks
Wyches x9, Hekatrix - Agoniser, Raider - Dissie, Night Shields, Aether Sails
Reavers x6, 2x Heat Lance
Scourge x5, 4x Haywire Blaster
Razorwing - Night Shield
Ravager - Night Shields, Lances
1850 on the nose.
So I'm trying some things.
2 dedicated combat units - the Archon/Incubi, and Succubus/Wyches. You'll also note that I gave them extra-fast Raiders, and did not upgrade guns. I plan on them to jink for a 3+, and flat out a full 24". One turn of that and they're set up for a turn 2 charge to nearly anything on the board. On the off chance I'm facing GK Paladins and 2+'s are everywhere, then I'd rather shoot with the Dissie instead, and that's what I'll do.
Incubi now has a Klaivex. Same cost as old unit, gains a few attacks at higher WS and I (so CC Sniping), and Rampage. Given it's a 6-man unit, that's very likely to mean an extra d3 attacks. Sold.
Mandrakes, IMHO, are fully viable. Less than 100 points for this unit - and despite fluff they're not *really* geared toward combat. They can eat through a weakened squad with their fair number of S4 attacks, but they're really designed to infiltrate into cover and baleblast the crap out of med-armor troops, or even harass rear AV10.
Reavers will function first as tank-hunters with their heat lances and rending HoW. I should probably really find points for Caltrops. It's stupid not to. I'm stupid. After that, though, they're actually not terrible at combat. Drugs, H&R, that same HoW and then 3 base attacks? They're not toting power weapons or anything, but they can do a bit of damage and then jink away to fight another day.
Scourges. Yes. Field all of them. One of our best, most reliable anti-tank units now. You should expect 2 HP stripped easily, and it's pretty easy to get 3. They're kind of like a Ravager, except better.
Only one Ravager. That build is actually pretty expensive now. 140 for an AV11 open-topped vehicle is.... well... a lot. But I'm going to try it out, and see how it goes. I may try DS'ing dissies into the backfield to mess with rear armor more, or something. At least they can fire all 3 weapons moving at combat speed (which, conveniently, is what DS means now).
DS'ing, speaking of, is a far more viable tactic, as it's free (and error free if you take a WWP... which I fully intend to do with certain units I have in mind, but need to build/convert first). Also really want to try out the Helm of Spite. Had to cut it from this list for points, but it's solid anti-psyker gear for a reasonable price.
Yeah. This is gonna be good.