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Thread: Help Me Expand

  1. #1
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    i want to expand my army to a bit over 2000 so ill have some chocies to choose from in games so if u could suggest some things to get i would most appreciate it or if u have somthing to say a bout my army in general thanks

    i posted this before but in ended up in the trash can so lets try again

    3X Raider
    · Night shield
    · Scythes
    Total 240

    2x Wych squad 8(on the Raiders)
    · Succubus
    · Agonizer
    · Combat drugs
    Total 298

    Archon (on Raider with Incubi)
    · Punisher
    · Combat drugs
    · Tormenter helm
    · Shadow field
    Total 135

    Dracon
    · Hell mask
    · Agonizer
    · Splinter pistol
    · Combat drugs
    Total 86

    5 Incubi (on Raider with Archon)
    · Master
    · Combat drugs
    Total 168

    Ravager
    · 3 disinagrators
    · Scythes
    Total 115

    Drazar Master of Blades (with incubi)
    Total 90

    5x warrior squads
    · 3 squads with 2 splinter canons
    · 2 squads with 2 Dark Lances
    Total 500

    Complete Total
    1632


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  3. #2
    Senior Member Moonsinger's Avatar
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    aaakay ^.^

    Get one more sniper squad of 10 warriors...
    get rid of Drazhar, and get 3 normal incubis for the same point >.<
    It will bring you to 1617 pts.


    hm... 8 Reaver jetbikes: 2 blasters, Succubus with Agoniser... 256

    hm.. a Dark Lance Ravager brings you more up.. I added 5 pts as your other ravager didn&#39;t have it included.
    there is like missing points on your Disnitigator Ravager... it cost really 130 pts.

    so your new army looks like:
    HQ:
    Archon with 8 Incubis on a Raider 390 pts.
    Dracon 86 pts.

    Elite 366 pts
    2x8 Wyches with Succubus in Raider

    Troops 600 pts
    3x10 Warriors with 2 Splinter Cannons
    3x10 Warriors with 2 Dark Lances

    Fast
    8 Jetbikes: 2 blaster. Succubus with Agoniser. 256

    Heavy
    Disintigator (3) Ravager with Scytches... 130
    Dark Lance Ravager... 105


    hmm... 1933 pts. hm.. throw in more DE warriors to your squad so they last longer. You can get 8 more warriors, so spend them on your Splinter cannon squads

    And why do you have like scytches on all vechiles?
    Otherwise I like the army ^_^
    /Cheers

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    As it stands right now, your army will suffer badly against any army with half-decent firepower. This is because you only have 3 Raiders and they all contain expensive assault troops. Most opponents know it&#39;s a good idea to concentrate firepower on Raiders, and as Raiders are so fragile they don&#39;t stand up well to enemy shotes. Squads that get shot down in 4th ed are heavily punished (extra casualites for moving fast, automatic pinning), and are frequently crippled. The enemy will probably be able to shoot down at least two Raiders before you can get them close enough to disembark their passengers and this is a large number of points smashed in one go without having achieved a thing.

    To remedy this and keep the core feel of your army you need to either:

    - Take lots of Raider Squads. These draw enemy fire due to the &#39;secrecy&#39; rules regarding passengers in transports. The more expendable Raider Squads you have, the greater the chance of the enemy picking to shoot at one of them instead of at one of your assault squads (Wyches, Incubi). To use this strategy you&#39;d need to buy 5 or 6 extra Raiders.

    - Use a WWP (Webway Portal). Take two and footslog them towards the centre-line of the board using two large (17+) Warrior squads. If you deploy the Warriors at the maximum 12" forwards and Fleet-Of-Foot them on their first turn you should be close enough on their second turn to open one or both Portals. In Reserve you keep your assault unit in Raiders ready to deploy through one of the Portals, so once a Portal is open they&#39;ll be able to assault anything within 20" of it (12" Raider move, 2" disembark, 6" assault, and of course and extra +d6" for Wyches if needed). You&#39;ll want escorts to keep enemies from assaulting them and to draw fire and to do some damage too, some Reavers and Warriors with Dark Lances are good for this. Warp Beasts and characters riding Reavers/Skyboards are also good here. A Ravager can also help out a lot in the early stages before the WWPs are opened. To use this strategy you&#39;d not have to change much as you already have the basic units needed.
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  5. #4
    Senior Member Shas'el O'fen's Avatar
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    Well, I really have a problem with all the Scythes on the vehicles. If you drop them all (which I&#39;d recommend strongly), you get another 40 points to work with.

    I also have a problem with the lack of Raiders. I only see three of them and they all transport assaulty units, including the expensive HQ unit. I&#39;d try to find a way to accomadate at least four. My own 2,000 Wych Cult list has five Raiders in it, good enough for a bonafide Raider Rush. I don&#39;t use Night Shields because it&#39;s useless against armies with a lot of range (Tau come to mind). If you drop those, you get another 45 points to work with.

    I&#39;d engineer the Warrior Squads the way Moonsinger did. Hard to argue with that logic because I see it for just what it is, a good configuration.

    I&#39;d drop Drazhar and set the Incubi retinue at 5-6 with 2-3 Warriors with splinter cannons. Believe it or not, this will actually serve to protect your HQ unit as when they get tied up in combat, it&#39;ll likely take them two Assault Phases (essentially one game turn) to kill the enemy unit completely and during the enemy Shooting Phase they can&#39;t be fired upon.

    Reavers are an essential part of any DE army, Wych Cult or Kabal. I&#39;d field two squadrons of five, both with two blasters each. I&#39;d also give that Dracon a Reaver, power weapon, tormentor helm, and combat drugs so he can fly with one of the squadrons. Each squadron should have a Succubus with a power weapon.

    I will not argue with the three-dissie Ravager. That thing is pure genius. I myself have two of them in my list. Just drop the Scythes, not very good against any army with a decent armor save. Maybe give them Horrorfexes to keep the nastier footsloggers in check (ie, pinning them).

    I can&#39;t speak for adding a Talos &#39;cause I&#39;ve never used one. Kinda goes with fielding a Wych Cult. Maybe someone else will clue you in, &#39;cause I can&#39;t. :rofl:

    Some say Mandrakes are good for tying up heavy weapons teams. I tend to agree. I&#39;d have a squad of 6-8 on hand (not necessarly on the table) for dealing with heavy weapons teams if you know they&#39;ll be coming. Their hidden deployment rule will be quite advantagous for you.

    Use cover when you can, don&#39;t plunge headlong toward the enemy, and get assaulty units back in the Raiders when they&#39;ve finished with the enemy if you can.

    Hope I&#39;ve helped some.
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  6. #5
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    Originally posted by Moonsinger@Nov 30 2004, 21:46
    aaakay ^.^

    Get one more sniper squad of 10 warriors...
    get rid of Drazhar, and get 3 normal incubis for the same point >.<
    It will bring you to 1617 pts.
    hm... 8 Reaver jetbikes: 2 blasters, Succubus with Agoniser... 256

    hm.. a Dark Lance Ravager brings you more up.. I added 5 pts as your other ravager didn&#39;t have it included.
    there is like missing points on your Disnitigator Ravager... it cost really 130 pts.

    so your new army looks like:
    HQ:
    Archon with 8 Incubis on a Raider 390 pts.
    Dracon 86 pts.

    Elite 366 pts
    2x8 Wyches with Succubus in Raider

    Troops 600 pts
    3x10 Warriors with 2 Splinter Cannons
    3x10 Warriors with 2 Dark Lances

    Fast
    8 Jetbikes: 2 blaster. Succubus with Agoniser. 256

    Heavy
    Disintigator (3) Ravager with Scytches... 130
    Dark Lance Ravager... 105
    hmm... 1933 pts. hm.. throw in more DE warriors to your squad so they last longer. You can get 8 more warriors, so spend them on your Splinter cannon squads

    And why do you have like scytches on all vechiles?
    Otherwise I like the army ^_^
    /Cheers
    [snapback]262202[/snapback]
    thanks for the help ill use it

  7. #6
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    Originally posted by Lomendil@Nov 30 2004, 23:14
    As it stands right now, your army will suffer badly against any army with half-decent firepower. This is because you only have 3 Raiders and they all contain expensive assault troops. Most opponents know it&#39;s a good idea to concentrate firepower on Raiders, and as Raiders are so fragile they don&#39;t stand up well to enemy shotes. Squads that get shot down in 4th ed are heavily punished (extra casualites for moving fast, automatic pinning), and are frequently crippled. The enemy will probably be able to shoot down at least two Raiders before you can get them close enough to disembark their passengers and this is a large number of points smashed in one go without having achieved a thing.

    To remedy this and keep the core feel of your army you need to either:

    - Take lots of Raider Squads. These draw enemy fire due to the &#39;secrecy&#39; rules regarding passengers in transports. The more expendable Raider Squads you have, the greater the chance of the enemy picking to shoot at one of them instead of at one of your assault squads (Wyches, Incubi). To use this strategy you&#39;d need to buy 5 or 6 extra Raiders.

    - Use a WWP (Webway Portal). Take two and footslog them towards the centre-line of the board using two large (17+) Warrior squads. If you deploy the Warriors at the maximum 12" forwards and Fleet-Of-Foot them on their first turn you should be close enough on their second turn to open one or both Portals. In Reserve you keep your assault unit in Raiders ready to deploy through one of the Portals, so once a Portal is open they&#39;ll be able to assault anything within 20" of it (12" Raider move, 2" disembark, 6" assault, and of course and extra +d6" for Wyches if needed). You&#39;ll want escorts to keep enemies from assaulting them and to draw fire and to do some damage too, some Reavers and Warriors with Dark Lances are good for this. Warp Beasts and characters riding Reavers/Skyboards are also good here. A Ravager can also help out a lot in the early stages before the WWPs are opened. To use this strategy you&#39;d not have to change much as you already have the basic units needed.
    [snapback]262250[/snapback]
    hmm wwp sounds like a good idea ill try that

  8. #7
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    Originally posted by Shas&#39;el O&#39;fen@Dec 1 2004, 221
    Well, I really have a problem with all the Scythes on the vehicles. If you drop them all (which I&#39;d recommend strongly), you get another 40 points to work with.

    I also have a problem with the lack of Raiders. I only see three of them and they all transport assaulty units, including the expensive HQ unit. I&#39;d try to find a way to accomadate at least four. My own 2,000 Wych Cult list has five Raiders in it, good enough for a bonafide Raider Rush. I don&#39;t use Night Shields because it&#39;s useless against armies with a lot of range (Tau come to mind). If you drop those, you get another 45 points to work with.

    I&#39;d engineer the Warrior Squads the way Moonsinger did. Hard to argue with that logic because I see it for just what it is, a good configuration.

    I&#39;d drop Drazhar and set the Incubi retinue at 5-6 with 2-3 Warriors with splinter cannons. Believe it or not, this will actually serve to protect your HQ unit as when they get tied up in combat, it&#39;ll likely take them two Assault Phases (essentially one game turn) to kill the enemy unit completely and during the enemy Shooting Phase they can&#39;t be fired upon.

    Reavers are an essential part of any DE army, Wych Cult or Kabal. I&#39;d field two squadrons of five, both with two blasters each. I&#39;d also give that Dracon a Reaver, power weapon, tormentor helm, and combat drugs so he can fly with one of the squadrons. Each squadron should have a Succubus with a power weapon.

    I will not argue with the three-dissie Ravager. That thing is pure genius. I myself have two of them in my list. Just drop the Scythes, not very good against any army with a decent armor save. Maybe give them Horrorfexes to keep the nastier footsloggers in check (ie, pinning them).

    I can&#39;t speak for adding a Talos &#39;cause I&#39;ve never used one. Kinda goes with fielding a Wych Cult. Maybe someone else will clue you in, &#39;cause I can&#39;t. :rofl:

    Some say Mandrakes are good for tying up heavy weapons teams. I tend to agree. I&#39;d have a squad of 6-8 on hand (not necessarly on the table) for dealing with heavy weapons teams if you know they&#39;ll be coming. Their hidden deployment rule will be quite advantagous for you.

    Use cover when you can, don&#39;t plunge headlong toward the enemy, and get assaulty units back in the Raiders when they&#39;ve finished with the enemy if you can.

    Hope I&#39;ve helped some.
    [snapback]263019[/snapback]
    i think ill get some reavers and drop the sields and sythes thanx

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