I'm planning to play in an upcoming tournament that consists of four rounds starting at 200 points going up to 1500 points. The first two rounds are Kill Team (200 pts) and Combat Patrol (400 pts).
After each round you may add new units, increase the size of existing units, add extra weapons to units/vehicles where legal, and add wargear where legal.
You cannot remove models, remove units, swap upgrades already chosen, swap psychic abilities, remove wargear, remove unit upgrades, or change force organisation slots.
I want to run Dark Eldar. That's easy enough to plan at the 750 and 1500 point levels, but tricker in Kill Team and Combat Patrol.
For Kill Team I was thinking:
1x Beastmaster
- 1x Khymerae
5x Kabalite Warriors
-Venom (2x splintercannons)
3x Incubi
Total 200 points
Beasts should be pretty scary in Kill Team with a 12 inch assault, the Venom can churn out a lot of poisoned attacks, and the three Incubi are pretty dangerous in combat against any MEQ that might show up. I need to take Kabalite Warriors so that I have a Troops choice for Combat Patrol (see below). Not sure which USRs to take under "Specialist Troopers"; Infiltrate, Hit andRun, and Scout seem appealing, perhaps on the Incubi.
For Combat Patrol I am considering:
1x Beastmaster
- 2x Khymerae
5x Kabalite Warriors
-Venom (2x splintercannons, night shields)
3x Incubi
1x Razorwing Jetfighter (1x Splinter Cannon, 2x Shatterfield Missiles, Flickerfield)
Total: 397 points
The Razorwing is a bit of a cheeky choice, as most codices won't be able to take much mech - maximum armour for all facings is 32. However, I know from experience that it can very effectively wipe out entire units. I suspect that the Beastmaster unit is more of a liability in Combat Patrol, but hoping to make up for that with insane firepower.
After each round you may add new units, increase the size of existing units, add extra weapons to units/vehicles where legal, and add wargear where legal.
You cannot remove models, remove units, swap upgrades already chosen, swap psychic abilities, remove wargear, remove unit upgrades, or change force organisation slots.
I want to run Dark Eldar. That's easy enough to plan at the 750 and 1500 point levels, but tricker in Kill Team and Combat Patrol.
For Kill Team I was thinking:
1x Beastmaster
- 1x Khymerae
5x Kabalite Warriors
-Venom (2x splintercannons)
3x Incubi
Total 200 points
Beasts should be pretty scary in Kill Team with a 12 inch assault, the Venom can churn out a lot of poisoned attacks, and the three Incubi are pretty dangerous in combat against any MEQ that might show up. I need to take Kabalite Warriors so that I have a Troops choice for Combat Patrol (see below). Not sure which USRs to take under "Specialist Troopers"; Infiltrate, Hit andRun, and Scout seem appealing, perhaps on the Incubi.
For Combat Patrol I am considering:
1x Beastmaster
- 2x Khymerae
5x Kabalite Warriors
-Venom (2x splintercannons, night shields)
3x Incubi
1x Razorwing Jetfighter (1x Splinter Cannon, 2x Shatterfield Missiles, Flickerfield)
Total: 397 points
The Razorwing is a bit of a cheeky choice, as most codices won't be able to take much mech - maximum armour for all facings is 32. However, I know from experience that it can very effectively wipe out entire units. I suspect that the Beastmaster unit is more of a liability in Combat Patrol, but hoping to make up for that with insane firepower.