Post by Nick P on Jan 20, 2016 8:28:58 GMT -6
Bringing this out tonight vs Russell. Russell, counter me accordingly:
CAD - Eldar
HQ:
CAD - Eldar
HQ:
- Autarch - banshee mask, power sword, falchu's wing, haywire grenades
- Farseer - jetbike, singing spear, spirit stone
Troops:
LoW:
CAD - Dark Eldar
HQ:
Elite:
Troops:
Fast:
Total - 1500 on the nose
Basically the autarch, archon, and grotesques go for a ride. With the banshee mask, they ignore overwatch, and the archon and all 4 grotesques have weapons that cause instant death in close combat, so they are geared towards getting in close and wiping out anything thats not an MC. Autarch has the Falchu's wing so that he can move 48" one turn to go grab objectives at the end of the game should he survive that long (protip: he wont).
The bikes are bikes, small enough units to not be OP, but still pack a much needed light vehicle/anti infantry punch. Kabalites do what kabalites do - take out infantry, try to survive long enough to grab an objective, but typically die in a horrific fire.
Scourges target vehicles with haywire or heatlances, haven't decided which to equip them with yet - I feel like heatlances might be better, since they can take out vehicles and MCs/elite infantry equally well.
Skathach (hereby called Sasquatch) targets vehicles and GMCs/MCs. He doesn't rock the D, but his inferno lances are D3+2 shots each at S8 AP1, so while they aren't going to ruin anyone's day on turn 1, they pack an on-average better punch per turn than the single D shot. Plus they're better at taking out units of more than one model than D. The warp shunt generator is borderline pointless, it just lets you deep strike within 12" of your current location, or lets you remove the model from the board and go into ongoing reserves. Since the WK can move 12" anyway as a jump MC, risking scatter seems dumb.
- 3 Scatterbikes
- 3 Scatterbikes
- 4 windriders with TL shuriken catapults
LoW:
- Skathach Wraithknight - warp shunt generator, 2x inferno lances
CAD - Dark Eldar
HQ:
- Archon - haywire grenages, husk blade, shadow field
Elite:
- 4 Grotesques - Raider, nightshields
Troops:
- 5 Kabalite Warriors - 1 blaster, venom, 2x splinter cannons
- 5 Kabalite Warriors - 1 blaster, venom, 2x splinter cannons
Fast:
- 5 Scourges - 4x haywire blasters or heatlances (can't decide between the two)
Total - 1500 on the nose
Basically the autarch, archon, and grotesques go for a ride. With the banshee mask, they ignore overwatch, and the archon and all 4 grotesques have weapons that cause instant death in close combat, so they are geared towards getting in close and wiping out anything thats not an MC. Autarch has the Falchu's wing so that he can move 48" one turn to go grab objectives at the end of the game should he survive that long (protip: he wont).
The bikes are bikes, small enough units to not be OP, but still pack a much needed light vehicle/anti infantry punch. Kabalites do what kabalites do - take out infantry, try to survive long enough to grab an objective, but typically die in a horrific fire.
Scourges target vehicles with haywire or heatlances, haven't decided which to equip them with yet - I feel like heatlances might be better, since they can take out vehicles and MCs/elite infantry equally well.
Skathach (hereby called Sasquatch) targets vehicles and GMCs/MCs. He doesn't rock the D, but his inferno lances are D3+2 shots each at S8 AP1, so while they aren't going to ruin anyone's day on turn 1, they pack an on-average better punch per turn than the single D shot. Plus they're better at taking out units of more than one model than D. The warp shunt generator is borderline pointless, it just lets you deep strike within 12" of your current location, or lets you remove the model from the board and go into ongoing reserves. Since the WK can move 12" anyway as a jump MC, risking scatter seems dumb.