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I'm looking to expand my 1500pt Kabal (list here) to 1750 for local tourney play, and I've determined that the significant addition is going to be either:
1. A raider grotesque squad
2. 2 x 3 reaver jetbikes with two blasters, giving me three of these in the Kabal.
The former gives me a 'for laffs' unit that requires heavy weapons fire to exterminate, meaning that the big guns aren't being pointed at my more useful units. The latter gives me an extra scoring unit over the grots, and three more dark matter weapons, plus a lot more speed, but fewer wounds and lower durability over-all.
A less happy option is to re-tool for a WWP force since I would need to rebuild, rejig or repaint many more units.
WWAD - What Would Asdrubael Do?
Are there any better 180-200 point units that I should consider instead? My force is currently fairly balanced, with a good number of raiders and a compromise between dark matter and wychiness.
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I keep mulling over whether to get/make Grotesques or not. They'd be great guarding a WWP or holding an objective, right?
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WWP and other Dark Eldar how to
The Incubi are my coolest models, a points sink for sure but brutally effective.
The only problem with leaving them on their own however is if they do have to make a morale check you can kiss them goodbye because of their low leadership. Once they start running (and they won't seem slow at this point) they will keep running. This only happened once but I as able to roll a "3" and very luckily got them back into scoring position (yes, I then rolled a "4" the next turn and moved them back into scoring position) - phew!.
As for guarding the wwp the same concerns continue. Just the other day I setup a "picket fence" with my grotesques as enemy marines were getting too close to my newly opened portal. Instead of charging them on their own into marines (which I feared losing close combat and having to roll a "5" then leave the Haemoculus on his own standing by the portal) I just waited next turn for the marines to charge - this delayed the inevitable demise of the grot squad but their sacrifice was well worth it as they did kill a Grey Knight and an assault bike in their defense while Vect and 3 ravagers came out to "mop-up".
I tend to find ways to make grotesques work - you might have to choose their battles a little more closely than the other selections but their utility in executing the game plan and playing the mission always seem to amaze me.
A third option is a unit of Kroot mercenaries. Just an idle thought, but my next opponent runs Tau and it would be kinda funny to have the chickens come home to roost on him. Infiltrate, fleet of foot and an eviscerator on a shaper do sound like a fun time - and for a short time only, comes with free coleslaw and a bottle of drink!
Otherwise tending towards the grotesques. As far as the DE metals go, they're not the worst.
Thanks so far for your responses!
For 200 or so points you could field a minimal squad of Mandrakes and Kroot. There is nothing like multiple infiltrating units to really make an opponent overthink his deployment phase.
"Is Archon Braigh-Dee going to have to choke a Wych?
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I asked this question in another post where they were mentioned. Where are the rules regarding the use of Kroot in a DE army list? And are there any other unit types you can use as well?
Here is the link to the Chapter Approved Kroot Mercenary List.
Warhammer 40,000 - Tau