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Had a 3vs3 game last night. My team (DE, Chaos, and Necrons) vs (SM, SM, and Sisters of Battle). All in all I was tired of running the same old army of gun boats so I decided to try things a little bit different. So in the army I took the following.
1 Asdrubael Vect (Attached to Troops)
1 Haemonculus w Liquifier Gun (Attached to Incubi)
9 Incubi (1 Klaivex w Onslaught)
Raider w Flickerfield, Retrofire Jets, Nightshield, & Dissintegrators
3x 10 Kabalite Warriors (1 with Splinter Cannon)
3 x Raider w Flickerfields, Night Shields, & Dissintegrators
9 Wracks (1 w Liquidfier Gun)
Raider w Flickerfields, Retrofire Jets, & Dissintegrators
4 Beast Masters (All w Power Weapons)
4 Clawed Fiend
5 Scourges with (2 Heat Lances)
Talos (w/Chain Flails & Twin Linked Haywire Blaster)
2x Razorwing Jetfighter (w/Splinter Cannon Upgrade, Night Shields, & Flickerfield)
The game really went well from our side. DE were just amazing. At the end my team won since the Talos killed off the drop pod that was next to our objective and the incubi took the opposing.
All in all some really good lessons learned.
1) Razorwing Jetfighter is amazing. This unit is so much better than a ravager for the point value. It needs be be in the anti-infantry role. So with that assumption deepstrike this puppy in and you are guaranteed 4 large pie plates, 1 Splinter Cannon, and 2 Dark lances. Needless to say I tried this on on heavy weapon squads of marines killing 7 of 10 in 4+ cover. The other jetfighter killed 5 SMurfs in terminator armor. My opponents claimed this unit is broken
2) Talos- The best defense we have against vehicles and drop pods. Unfortunately DE don't have too many high strength guys or powerfists. So when we need to guarantee a vehicle goes down nothing is better than this guy in CC. I was so impressed with him taking out a drop pod dreadnought in CC and then destroying another drop pod that was sitting next to the objective. He really is everything you need him to be. I highly recommend his haywire grenade launcher given the 24 inch reach.
3) 4 Beastmasters (w PW) and 4 Clawed fiends- Perhaps our greatest asset in Fast attack. With T 5 opponents really have a hard time being able to double tough. This means you are all most guaranteed to get into CC on the 2nd round since this unit has a 6inch move + D6 Fleet +12 Charge. This unit is sick (8 PW attacks and 20 normal off the charge) I really do think it's one of the best kept secrets in DE. Highly recommend especially against IG/Tau/Eldar.
4) Template weapons are money in 5th edition. With all the massive cover saves against most heavy weapons, we really need something that can't be ignored except by invuln saves. The Liquifier gun does this well. I would also recommend the Incubi option.
5) Asdrubael is awesome. His blast template is amazing because even if it scatters 2D6 you subtract his BS of 8. My opponents could not believe BS 8 even exists.
Only regrets- I'm not sure I brought enough antimech. I should have brought the Trueborn with blasters. I normally use them in a 3 man (2 with SC) in a Venom w/ 2 SC however i wanted to get away from gunboats and trueborn ships. Luckily I was right. Let me know your thoughts on this setup
cool deal, you know the whole gunboat DE thing seems to be rather unpredictable espesially since venoms and raiders are av 10 OT, scourges really arent my bag too expensive and they really didnt fix their previous problem which was cost. the razorwings look great on paper and im glad to know they are effective on the table too ( i had my doubts about av 10 i must say) beast masters look good to but im surprised you didnt take any RW flocks they are so much better than the fiends and they rend so can do damage vs. tanks if they get lucky enough and are also cheaper.
So here's the thing. Razorwings should not expect to live longer than 1-2 turns. But if you deepstrike them in then you can be sure they will get their shots off first before dying. I would recommend dropping the nightshields to keep them cheaper. All in all they are awesome. But don't be suprised when they get shot down because people seemed to think they still have 4 missiles per turn.
I used scourges as a sacrifice. Deepstrike in behind the vehicles and shoot it down. Of course you can expect your scourges to get surrounded by enemy fire. It's a gamble that can pay off sometimes. Doing it again I might try jetbikes with blasters since you can hide 6 inches after shooting. Another thought is scourges with haywire grenades.
I had considered the RW flocks vs the fiends but here's the rub. With T3 they get double toughed by S6 weapons so all their wounds are worthless. Any good opponent knows Autocannons/Heavy Bolters are a good thing to bring to the table vs DE since they can take out raiders quite easy with them. With clawed fiends if I get shot I just wound allocate to the fiends so they get nastier.
**One other important note**. The two best guns we have in the game are 1) any template weapon and 2) Haywire blaster. You will be surprised just how effective the 2nd is. Especially since we ignore having to pen armor. While it doesn't make as many vehicles go boom you can destroy weapons and immobilize quicker than ever leaving opponents troops stuck behind parked vehicles.
Sounds like you had a good time, and I'm glad the Dark kin performed so well. You might have to re-read the Beastmaster options though, as only one beastmaster per unit can actually take any upgrades, which means only one PW/Agoniser per unit. It is a bit unfortunate.
"I have seen you humans, trying to forge an Empire in the name of a corpse"
good catch. I didn't notice that. I guess i'll just keep the unit cheap with only 1 power weapon