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EldarOnline => Dark Eldar => Topic started by: faitherun (Fay-ith-er-run) on October 13, 2014, 09:32:22 PM
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This is not a balanced list.
However, I am curious how people think this list would fare...
Realspace Raiders - 1850
135 Archon with SF, Huskblade, and soul trap
120 Archon with Armor of Misery, Huskblade, soul trap, and parasite kiss
166 7 wyches, with a hexatrik with agoniser, in a Raider with Nightshields and Sails
166 7 wyches, with a hexatrik with agoniser, in a Raider with Nightshields and Sails
155 Razorwing with NS and SC
155 Razorwing with NS and SC
155 Razorwing with NS and SC
155 Razorwing with NS and SC
155 Razorwing with NS and SC
155 Razorwing with NS and SC
160 Voidraven
160 Voidraven
160 Voidraven
Tactics
Not much to say here... Wyches and archon hide for a turn or two - then they strike - getting straight into assault.
Voidravens deal with enemy armor while Razorwing target infantry for the most part.
Biggest issue is only 6 units able to capture objectives, but those are condensed into just 2 targets.
Warlord trait hoping for is the Strategic Genius to help with reserves.
Thoughts?
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My dream!
The only problem is dealing with control of your 9 flyers on the table. Would be easier if these had a Vector Dancer, but they haven't.
And well, archons will die VERY quickly :P Since the enemy essentially has noone else to shoot at.
You also might consider a mantled autarch on bike for reserve control and good survival at turn 1.
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My hope is by throwing the Archons into CC they can live longer and do more damage :P
Any other weakneses you see?
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Armor of Misery, Huskblade, soul trap, and parasite kiss
You can't take both the Armor of Misery and the Parasite's kiss, they are both relics, one per character.
The biggest weakness, as said, is lack of reserve control and very fragile units on the table at turn one, which risks you being tabled before your planes even get to combat. Against an Eldar opponent, for example, it's an almost guaranteed wipe.
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Armor of Misery, Huskblade, soul trap, and parasite kiss
You can't take both the Armor of Misery and the Parasite's kiss, they are both relics, one per character.
Damn, that's right. When I first wrote the list I had the Kiss on the other Archon, then as I wrote it on here I thought it'd pair better with the second one - him having the AoM (Armor of Misery) and all could see better use then a SF Archon.... Sigh, chuck it back up on the first one then... or I could give one of them Haywire I guess...
The biggest weakness, as said, is lack of reserve control and very fragile units on the table at turn one, which risks you being tabled before your planes even get to combat. Against an Eldar opponent, for example, it's an almost guaranteed wipe.
Correct me If I am wrong, but it 7th ed if your on table army is wiped out, you can still bring in reserves right?
And the two raiders will be hidding like scared lil kids - perferable behind LOS blocking stuff - but a 3+ cover save should help them a bit too...
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The biggest weakness, as said, is lack of reserve control and very fragile units on the table at turn one, which risks you being tabled before your planes even get to combat. Against an Eldar opponent, for example, it's an almost guaranteed wipe.
Correct me If I am wrong, but it 7th ed if your on table army is wiped out, you can still bring in reserves right?
Sudden Death Victory (Rulebook p592 on my iPad, right before it talks about primary and secondary objectives) explains it: if you have nothing on the table at the end of a game turn, then you lose. So you just have to get your little core force through Turn One without them all dying (barring really bad reserves dice). That might be easier said than done though - I'd be more worried about heavy flamers in drop pods than CWE.
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I feel like a couple of tactical squads or dreads in drop pods would wipe you out turn 1. Your other issue is objective control. I'd drop the voidravens and get some MSU warrior squads in venoms. I also think the night shields are superfluous. You have six of them. Focus down on any anti air on the turn they arrive and after that you shouldn't need to worry about it.
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The biggest weakness, as said, is lack of reserve control and very fragile units on the table at turn one, which risks you being tabled before your planes even get to combat. Against an Eldar opponent, for example, it's an almost guaranteed wipe.
Correct me If I am wrong, but it 7th ed if your on table army is wiped out, you can still bring in reserves right?
Sudden Death Victory (Rulebook p592 on my iPad, right before it talks about primary and secondary objectives) explains it: if you have nothing on the table at the end of a game turn, then you lose. So you just have to get your little core force through Turn One without them all dying (barring really bad reserves dice). That might be easier said than done though - I'd be more worried about heavy flamers in drop pods than CWE.
DOH! I was looking right over it... Eyes went from Victory Points to Primary Objectives and skipped that section all together... Pg 133 btw in the hardcover book.
I feel like a couple of tactical squads or dreads in drop pods would wipe you out turn 1. Your other issue is objective control. I'd drop the voidravens and get some MSU warrior squads in venoms. I also think the night shields are superfluous. You have six of them. Focus down on any anti air on the turn they arrive and after that you shouldn't need to worry about it.
I agree. Was thinking of swapping half the Razorwings with Reavers. Need to work out the points for that. Pity our HQs are to damn stubborn to straddle a bike... >:(
So - modified List
Realspace Raiders - 1850
140 Archon with SF, Huskblade, and soul trap, and parasite kiss
115 Archon with Armor of Misery, Huskblade, soul trap
166 7 wyches, with a hexatrik with agoniser, in a Raider with Nightshields and Sails
166 7 wyches, with a hexatrik with agoniser, in a Raider with Nightshields and Sails
140 Razorwing with SC
140 Razorwing with SC
140 Razorwing with SC
181 6 Reavers with 2 blasters, and 2 cluster caltrops, one champion with an Agonsier
166 6 Reavers with 2 blasters, and 2 cluster caltrops, one champion with a power weapon
166 6 Reavers with 2 blasters, and 2 cluster caltrops, one champion with a power weapon
160 Voidraven
160 Voidraven
160 Voidraven
Tactics
Not much to say here... Wyches and archon hide for a turn or two - then they strike - getting straight into assault.
Voidravens deal with enemy armor while Razorwing target infantry for the most part.
Biggest issue is only 6 units able to capture objectives, but those are condensed into just 2 targets.
Warlord trait hoping for is the Strategic Genius to help with reserves.
Thoughts?
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