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10x with 4 haywire blasters
10x with 2 haywire blasters
2x squads of 5 with 2 haywire blasters each
Thinking of taking scourges with haywire blasters for some tank harassment. A squad of 10 with 4 HWB could glance a vehicle to death, but would cost a fair amount of points. Or I could take 2 squads of 5 with 2 HWB each. Cheaper, but I don't know how I feel about giving out free kill points.
more squads = more targets = less fire incomming
I'm thinking glancing 2 vehicles per turn sounds better than one. Plus your not putting as many points in 1 squad that can die quite easy. Problem is what happens if you miss with only 2 haywire blasters. So shoot this weapon first that way can can point your DL as needed
Thats a bit of an oversimplification.
More squads mean you can split your fire easily and take out more targets. It also means your opponent if he hasn't done the same thing will be forced to use a larger than necessary amount of fire to take out each squad as he won't be able to similarly split fire.
It also creates target priority issues. If he has also gone the MSU route however your on equal footing and he will be more easily able to disable your squads.
You also take morale checks more easily.
You use up more FoC slots as well.
Though I voted for the 2 squads, I'd give them all the haywire blaster.
Bane of LRs and monoliths everywhere
If you are running 10 in a squad then the splintercannon is by far the best weapon - it has the exact same targets as the shardcarbines (which are hard to fnd elsewhere in the codex) so you get no wasted firepower.
However, out of the options listed 10 with 4 haywire blasters is probably the best setup - 5 man squads aren't worth it for the haywire as you don't get enough usage from the shardcarbines (this is where blasters/heat lances and dark lances shine).
 If you're taking scourges just for their weapon upgrades you are doing it wrong.
Last edited by The_Outsider; March 7th, 2011 at 16:35.
I am curious about the responses about the haywire blasters, I take it that this is a non-wwp list thus the blasters will still be in range if you scatter?
Otherwise, I have been using scourges in a WWP and since I am usually in good range of any armor I take the heat lances. Don't get me wrong, I really like the haywire blasters and they are great on a talos that doesn't use a WWP (and scourges that will either start from my board edge or deepstrike) but the heatlance option has always destroyed the tank I point them at (and yes, I have deepstruck them and still they explode what they are shooting at).
Perhaps if they were a bit cheaper but they are not by much.
If I had to choose, small squad of 5 or 6 with 2 haywire blasters is fine.
"On a hunch, I melted them down and inhaled the fumes and read the dark eldar codex again, AND FOUND A BUNCH OF NEW RULES HIDDEN BEHIND THE OTHER WORDS..." [Gardeth on modelling & interpreting the DE Codex]
I've narrowed haywire blasters down to being one of the two best weapon choices for scourges. They're able to render vehicles at least ineffective for a turn without seriously sacrificing anti-infantry power. The second pick would be splinter cannons, but even then you would have to keep the squad immobile to gain their full advantage, not to mention losing any AT. We have much better ways of getting better AT, scourges aren't meant to be a serious AT unit. Scourges are the cheapest way we have of getting shardcarbines. Not utilizing that seems ridiculous to me. DL for these guys are a joke, and heat lances aren't any more effective than blasters unless you're within half range, anyway. And heat lances are best used for deep striking suicide squads.....
....and this army does horrible at MSU, anyway. Trust me, I've tried it. It doesn't work. We are not marines. DE eldar are already a fragile army with full squad sizes, don't give your opponent even easier kill points.
http://www.librarium-online.com/foru...ment-list.html . I've used it in both a small local tournament (14 or so players) and came in first despite horrible dice and a larger event (The Battle for Stones River 52 people) and walked away with best overall and a perfect battle point score (80/80 ). MSU's definately have their place in the DE army.
Last edited by Gardeth; March 8th, 2011 at 20:34.
Squads of 5 = easy Kill Points for the enemy.
Haywire Blaster: definately worth considering if you need anti-vehicle units. Against non-vehicle units I prefer the Blaster or Heat Lance.
Heat Lance vs. Blaster debate. Both have the same range, so no worries there. Both wound standard MEQs on 2s, also good; however the Blaster wounds T5 & 6 on 2s too, and Instant Kills T4 (Blaster 1 Heat Lance 0). The Blaster has a much better Wound rate vs. Monstrous Creatures: (Blaster 2 Heat Lance 0). At 9” the Heat Lance has 6+2d6 Penetration vs. vehicles and AP1. (Blaster 2 Heat Lance 1). Heat Lance is a little cheaper points cost. (Blaster 2 Heat Lance 1.5).
My choice of weapon for Scourges is the Blaster not the Haywire, as they are a better all round weapon. I do use alot of Lances too, so am not as concerned with my Scourges being dedicated anti-tank.