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Post by Nick P on Apr 28, 2015 10:37:11 GMT -6
Craftworld Eldar/Dark Eldar - 1850
Primary Detachment: Dark Eldar - Real Space Raider Detachment
HQ Archon - shadowfield, blaster, haywire grenades, warlord
Elite Trueborn - 4 blasters, 1 dark lance, raider, nightshields
Troops Warriors - 4 splinter rifles, 1 blaster, venom, 2x splinter cannons Warriors - 4 splinter rifles, 1 blaster, venom, 2x splinter cannons Warriors - 4 splinter rifles, 1 blaster, venom, 2x splinter cannons
Fast Attack Venom, 2x splinter cannons Venom, 2x splinter cannons
2nd Detachment: Craftworld Eldar - CaD
HQ Farseer - jetbike, spirit stone, singing spear Farseer - jetbike, singing spear
Elite 5 Firedragons - exarch, firepike 5 Firedragons - exarch, firepike
Troops 4 Windriders - 4x scatter lasers 4 Windriders - 4x scatter lasers
Lord of War Wraithknight - 2x heavy wraith cannons
Pretty straight forward, quick and dirty. 5 venoms and 8 scatterbikes for severe anti-infantry threats, 2 units of firedragons and a unit of trueborn+archon for primary anti vehicle duty. Wraithknight also focuses in on anti vehicle, but its main role is as anti-super heavy and distraction. Farseers boost units around them, hoping for Doom and Fortune alongside Guide as the primaris.
Every unit has a small footprint, and is highly mobile - so great at objective grabbing, targeting an exposed flank, etc; this list should do well in maelstrom, but will really REALLY suffer in kill point games, with so many targets but only being AV10 and T3 (T4 on the bike). In kill point games, I'd be shocked if anything but my wraithknight was left on the board by turn 5.
Thoughts? It feels like its not a complete abuse of the new codex, while still letting me field the new jetbike models (gorgeous!) and my favorite unit in the entire GW range, the wraithknight.
I could drop the raider full of trueborn in order to grab a 3rd unit of fire dragons, and throw the archon in with them in a raider instead, and also boost them with the +1BS from the "Aspect Shrine" formation...but I feel like that's bordering on too brutal.
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Post by Russell on Apr 28, 2015 11:10:05 GMT -6
Wait a damn minute, I thought we were gonna use the old codex.
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Post by Joelercoaster on Apr 28, 2015 16:53:50 GMT -6
I'd drop the Trueborn, add a WWP Archon, and take Raiders for the Fire Dragons (guess where the Archons go?). Dragons > Trueborn, in everything but range... and when you have perfect DS the range is moot on their T1, and fast skimmers make it mean a lot less in subsequent turns.
Also, once you accept that you need to play the 6" game instead of 18", you save points by taking Haywire Grenades instead of a blaster on the 'Cons, which gives you a far more reliable way of stripping a HP (and allows you to do it in combat, too). The units just play better together, I think.
Depending on saved points (Night Shields on the Dragon Raiders, mind), I'd maybe think about swapping for a Sword on the Knight, and giving him some shoulder guns. If you want anti-tank you can go with Lances, but I personally would lean to Scatters here for general use. The 12" move and D in combat is a) more likely to be seen as "less cheesy" because CC D is already a thing, and b) lets you make use of Stomps, and a pretty awesome combat platform, to boot. But that's just my untested opinion.
Why RSR instead of CAD, though? You're not utilizing the extra FA slots, do you think the T1 cover bonus is worth giving up ObSec on 3 highly mobile troop units?
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Post by Russell on Apr 28, 2015 16:55:24 GMT -6
Although, let's be serious, you really can't claim that you're not abusing the new codex when you're bringing almost exclusively the units that have been claimed to be the most 'broken' and prone to abuse.
That being said, that list looks like a bitch to play against and I'll look forward to being blasted off the board in the near future. What disciplines will your farseers be taking?
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Post by Nick P on Apr 29, 2015 6:17:16 GMT -6
@joel - the reason for the RSR detachment is because tournaments only allow two detachments typically, and iirc they have to be unique ie no double CaD. Or maybe that's the opposite of the truth, in which case I'll switch to CaD for the dark eldar.
Yeah I get the utility of wwp raiders, but I like the anti infantry platform the venom is, and feel this list needs it. If the dragons get killed before they're in range, so be it; I brought a wraith knight so fuck me right?
I don't want to switch to the sword bc I don't want to tear off the arms on my pro-painted WK, and have used the bits to create objectives and scenery etc. If I end up getting another knight (not to field two at once, but for thr option to not have dual cannons), I'll likely go suncannon with scatter lasers to be the anti cheese so everyone will stop whining.
@russel - I painted jetbikes and a wraithknight 2 years ago, fuck me right?
But seriously, its not like I'm the guy who sought out the hottest net list so he can destroy all his friends. I've always played eldar allies like this (farseers, jetbikes, WK) - and lost a lot of games with them to boot - just because they got better I should feel bad? Come on dudes, I thought we were better than that as a group.
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Post by Russell on Apr 29, 2015 8:47:33 GMT -6
Allow me to rephrase, my intention wasn't to get you worked up over playing the army you want to play. Sorry.
As for the list, it looks like a super mobile force that can focus a lot of high strength firepower on a single area pretty damn quick. However, what's the plan for armies with lots of flying bullshit, I'm thinking primarily of flying MCs. Also, what's the plan for the fire dragons? Throw em in a venom and then throw em at some big tank? I ask because, while I know you like redundancies in your lists, you've got a fair amount of anti-tank stuff in the dragons and the wraithknight. I just can't tell if it'll be too much and the points you spend on one unit of fire dragons could be better spent on something else.
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Post by Nick P on Apr 29, 2015 10:06:52 GMT -6
Yeah I see what you mean, I'd probably get smoked by flyrant lists and the like; hmmm...maybe drop the fire dragons for some swooping hawks? they're good vs AV flyers, but not FMCS...so maybe I need some missile launchers in the mix, on some war walkers? since the skyfire missiles are now free with every missile launcher? Or should I go for some dark reapers instead?
I guess my thought was that, with so much dakka I would be able to take down flyers relatively easily, just through weight of shots. 60 poison shots = dead FMCs, and 32 scatter shots from the bikes = dead AV flyers...but dedicated anti air would be better. hmmmm good call Russell, good call. Gotta rework the list a bit here.
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Post by Nick P on Apr 29, 2015 10:07:59 GMT -6
PS how has no one commented on your sweet, and proportionally accurate, charmander avatar? lol
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Post by Joelercoaster on Apr 29, 2015 14:01:13 GMT -6
We were all in too much awe.
I want to think the amount of sheer dakka you have is enough for flyers. I could be wrong though.
I do think it's really heavy on AT though. Two dragons, trueborn, and strD... Plus a lot of s6. Although the s6 is multi purpose which is why you need more of it.
On second read I say drop the born and one dragon squad, use points for walkers or spiders. Two heavy AT units, one with perfect placement and the other staying alive all game, I think would suffice for the two max AV14 things you'll tend to see in a game.
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Post by Nick P on Apr 29, 2015 14:07:46 GMT -6
Yeah but I kinda hate the perfect deep strike, because although you kill the thing you land next to, more often than not the unit is just sacrificial after that, and that's a lot of points to sacrifice. Also, with relying on 2 units of deep strikers to come in (and more if I bring in DS swooping hawks, or some flyers for dedicated anti-air), I'd need to bring some kind of reserve manipulation in the form of a comms relay or the like, which is just even more points sunk into one basket.
Let me rework this sucker and see what happens. Might try to give this list a test game tonight (if anyone will play me), and see if it needs tweaking from there.
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Post by Russell on Apr 29, 2015 14:14:39 GMT -6
I won't be there tonight, but I'd like a run at it after I bulk up my Tau a bit.
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Post by Nick P on Apr 29, 2015 14:34:10 GMT -6
Yeah if they're too powerful I'm not going to be a dick about it, will probably house rule the wraith stuff to use the old distort rule if things get too hairy, and if the bikes don't die in droves (how hard is it to kill 4 space marines?) I'll switch them out to 1 in 3 for the special weapons as well.
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Post by Russell on Apr 29, 2015 14:34:18 GMT -6
read: more riptides
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Post by Russell on Apr 29, 2015 14:51:41 GMT -6
Do jetbikes get an assault move?
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Post by Nick P on Apr 29, 2015 14:53:00 GMT -6
UPDATED LIST
Dark Eldar - primary, CaD:
HQ Archon - wwp, blaster, shadowfield, haywire, warlord (155) Archon - wwp, blaster, shadowfield, haywire (155)
Elite JK NO ELITES
Troop 5 Warriors - 1 blaster, venom, 2x splinter cannons (120) 5 Warriors - 1 blaster, venom, 2x splinter cannons (120) 5 Warriors - 1 blaster, venom, 2x splinter cannons (120) 5 Warriors - 1 blaster, venom, 2x splinter cannons (120)
Fast Attack Raider - nightshields (70) Raider - nightshields (70)
Craftworld Eldar - 2ndary, CaD:
HQ Farseer - jetbike, spirit stone, singing spear (Runes of Fate) (135) Farseer - jetbike, singing spear (Runes of Fate) (120)
Elite 5 Fire Dragons, Exarch upgrade (120) 5 Fire Dragons, Exarch upgrade (120)
Troops 3 Jetbikes, 1 scatter laser (61) 3 Jetbikes, 1 scatter laser (61)
LoW Wraithknight (295)
Total: 1842
Archons + fire dragons go in the raiders, to perfect deep strike and kill some vehicles. WK is on anti-super heavy duty/flank protection/distraction. Farseers go in bike units, boost the rest of the army with buffs, and bikes have some S6 to go after infantry and vehicles alike and be jacks of all trades. Warrior venoms do their thing - take out infantry and MCs, use weight of shots to bring down FMCs.
Still not a great way to take down AV flyers, unless I get lucky with the WK or the scatterbikes/fire dragons. Unearthing a skyfire nexus will help, but can't exactly count on that. I feel like the lack of AA tones the list down a bit, as does sticking to just a single scatter laser per bike unit. Might also try to find points to give the WK scatter lasers, so that I can elect to not shoot my D weapons unless I have to take out another super heavy.
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