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Ok so this weekend we had a 3 on 3 game where each player brought 1250 to the table.
My team: was IG, DE, and Chaos
Enemies: SM, Tau, and Eldar.
I decided to go with the old proven shooty DE and brought:
3 x Haemonculies
3 x 5 Trueborn (2 Splinter Cannons in a Venom w Splinter Cannon upgrade)
3 x 9 Warriors (Blaster & Splinter Cannon)
3 Ravagers with Flickerfield
Basically to start off i had the haemonculies provide the warriors a pain token and left them in cover to get two 4+ saves and cover objectives. It was pretty amazing to see the look on my opponents faces when i told them i need to roll 24 shots for each of my venoms. The game faired pretty well and eventually we tied with both teams controlling 2 objectives and contesting the 3rd.
All in all i have come to learn a couple important points:
1) Haemonculies are the best bargains out there since your squad gets instant feel no pain. DE are no longer fragile. I will therefore always take at least 3 Haemonculies.
2) Trueborns are truly worth their weight in gold since they get so many good shooting options on the cheap. My personal favorite is (4 blasters on a raider with DL) or (2 Splinter Cannons and a Venom with splinter cannon upgrade). Trueborns have my vote for best elite unit.
I'm debating on trying out incubis with a haemonculi. I know it would be a beast in CC but something about having so many points tied only in one unit seems like unnecessary risk especially with power weapons and AP 1/2 negating both saves.
3) Venoms with 2 splinter cannons are the new cheap spam. Get six squads of 5 man kabalites (with an additional splinter cannon and blaster upgrades) and now you got 6 x 18 SC shoots. Then smile as you sit back with Splinter Cannon goodness, 5+ invuln saves, and 24 inch moves to steal objectives for late in the game.
9-strong Warrior squads are unable to take Splinter Cannons. Even if a Haemonculus starts the game attached to the unit, he's not there when you "buy" the unit with your point allowance before the game. It's exactly the same as Space Wolves' Grey Hunters with 9 guys and a Wolf Guard pack leader not getting a second special weapon (confirmed in the errata) because the Wolf Guard is not part of the unit when it is created.
Other than that little thing, your post is very informative and it gave at least me some insight. Cheers!
The Incubi, lose fleet because the haemonculus does not have fleet. I feel the ability to get to that first unit they can destroy will give them pain point to better protect them while already destroying a unit.
Isn't That Just Peachey
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