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3x Hellions x13
2x Wracks x9
3x Razorwing Jetfighter
4 necrotoxin Missiles
The plan is to start the haemys with the Wracks on raiders, giving them 2 pain tokens to start. First turn the transports start about 24 in apart and go straight as far as possible and dump the portals (the locations may change to account for dev squads or the like if I don't go first.) also on first turn the razorwings each pick an infantry unit to decimate with missiles. On the following turns the Hellions assault out of the webway with a minimum range of 19 inches. That covers most of the table. Wracks and Hellions make 5 troops choices. The raiders and jetfighters have 8 dark lances for vehicles (my meta is not very mech heavy) near the end the razorwings can use their 36 inches to contest if they need to.
If this works in your area, go for it. But most places, WWP is a no go and you really need more ways to deal with vehicles and units like TH/SS terminators and Thunderwolf Calvary.
(ignore this post)
Last edited by Archon Anastari; February 28th, 2011 at 21:23.
Noted. I'm just starting DE and I'm building a list before I buy anything. As for the vehicles, I believe I stated that locally no one runs heavy mech armies. I think the most I've seen is one land raider and two rhinos. As for the termies and thunderwolf cav what would you suggest without retooling the way the list works?Originally Posted by Gardeth
Scourges with splinter cannons could really help with both units. Massed splinter fire is the answer to alot of problems.
So 12 Hellions with the splinter pods (I think they are 18" assault 2) 24 shots should kill 1 or 2 termies, probably 1. Followed by an assault 36 attacks plus the helliarch makes 40. Kills 2-3 more. Maybe it gets the whole squad, maybe there's 1 left so I win combat on the OP turn.Originally Posted by Gardeth
It's Almost 6 splinter cannons worth of shots followed by an assault with more attacks for the points. Why are scourges better?
Because they never have to assault. Your assuming a 5 man termie squad, but lately, I have seen alot of 7-10 man TH/SS squads. Even with the small squads, theres a not to small chance that only 1 or 2 dies and the return attacks results in the hellions running away (and with a few shots in the SM turn) are gone for good.
Never really seen the hellions place in the competative environment, they are fragile even for Dark Eldar and so practically require a WWP, which I have yet to see work well since 4th ed.
Point taken. I'm used to 5 termies plus leadership in a land raider and they're pretty screwed after the raider gets popped. I don't have my dex in front of me. What's your recommended build for scourges? I've also heard good things about trueborn with cannons and venoms with cannons. What are your feelings there?
Scourges, 5 man squads with x2 splinter cannons, loads of shots, relatively cheap, and small enough to easily get cover from terrain or raiders. Trueborn are just to expensive for what they do and how fragile they are. While people generally don't shoot at 5 warriors with a single blaster after they're raiders shot down, they will shoot at 3-5 trueborn with x2 dark lances or 4 blasters, and they both die just the same
What I was thinking with the venom and trueborn was to deploy them separately. 3 trueborn, 2 with cannon costs 56 points. Add the venom with splinter cannon for 65. Either deploy them separately and use the trueborn for long range support in cover or just deploy them and the venom together in cover and don't move it unless it's to other cover.
It just seems to me that it's kinda a waste to use jump infantry as fire support. I know they can move 12 and still shoot at assault 4, but in a squad of 5 that's only 8-12 shots where the trueborn in venom get 14-18 for about the same price. And you can add wounds for 12 points each.