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I just picked up some Incubi and some Scourges to bolster my battleforce. I've recently admitted my love for the army, and picked up the battleforce and Drazhar.
Yesterday, I bought some Incubi and Scourges, and am unsure on how to kit them.
Here is how I did my Battleforce:
10x Kabalite Warriors
- 1x Splinter Cannon
- 1x Blaster
- 1x Hekatrix w/Blast Pistol + Agoniser
- Haywire Grenades
3x Reaver Jetbikes
- 1x Heat Lance
- Dark Lance
Now for the Incubi and Scourges. What weapons should I put on them? I'm mostly worried about the Scourges. What configurations do you use/ or would work well with what I have here?
Thanks in advance guys!
In my personal opinion, Scourges are definitely most valuable in general situations with 2 haywire blasters per 5.
One can make a decent argument for heat lances given a webway portal, but I prefer not to trade the scourges for the rhino that just disgorged those angry blood angels.
This does mean that you might need to do a bit of converting to get 2 special weapons out of one box, but you can make a really solid haywire blaster by sticking the end of the shredder from the warrior box on the front of a dark lance (just in front of the bulbous whatchamcallit).
"All I know is a door into the dark" -- The Forge, Seamus Heaney
I agree with Seraphim. If I ever field scourges, it would be with haywire blasters.
I also think splinter cannons will be quite devastating, but as armor is our biggest enemy, the haywires seems like the best choice.
"I have seen you humans, trying to forge an Empire in the name of a corpse"
So for me I have tried to play the scourges in two ways:
1) Haywire blasters- great for preventing one vehicle from moving or shooting
2) Heat Lance- Great for deep striking the scourges in order to shoot rear armour and pop an enemy tank. Sure the scourges may not live to see the next turn but this is the "no guts no glory approach" I think that plays well to the alpha striking DE. Additionally a great option for when you want something dead dead dead. I'm thinking SoB tanks, IG tanks, or other vehicles (preferably non transport) that cost more than 140 points.
All in all it depends on what army do you bring to the table. If your bringing in a CC army go with option two as it makes opponents have to worry about multiple directions. If your taking a mobile boat list keep your distance with option 1.
Heat lances or haywire blasters are the only real choices simply (and this is literally the only reason) because they are not found in large numbers elsewhere in the codex. Out of those two which is best? I'm not sure - i'm a fan of the haywire blaster as it is supremely flexible and will reliably shake/stun a vehicle each turn. This makes them extremely useful when used in conjunction with assault raiders/harlequins as the scourges can provide proper support fire as they both advance.
Heat lances are certainly far more potent against infantry, but that isn't really much of an issue given the nature of poison weaponry (they are however S6 - one of the "key" strength values as it lets you cause instant death on T3 models and wound T4 on 2+). They are, however, extremely powerful when in melta range against vehicles - the problem is though they leave you within the 18" "danger zone" of moving and firing rapid fire weapons. Still, their power is hard to ignore and having the same maximum range as shard carbines means the unit will always perform at its best.
The other weapons can more or less be ignored as they can be found everywhere - though I will given mention to 5 scourges with 2 dark lances as a sort of sniper unit. They will often be used as part of a lance spam army and are pretty damn good given they have no real competition for FA slots in such an army.
You should kit them for what the rest of your army is going to lack. If you, like many of us, use 2 or 3 elite choices on trueborn with lances or blasters, and have 2-3 ravagers, the splinter cannons are great.
The most important thing is to avoid heavy weapons. One of the scourges strengths is jump-infantry movement. Don't limit them to only being able to move or fire. Assault weapons are best.
In general yes, but flatout writing off dark lances is foolish given scourges are the only way to get them in a fast attack slot. Using the heavy profile of the splintercannon however is a waste.The most important thing is to avoid heavy weapons. One of the scourges strengths is jump-infantry movement. Don't limit them to only being able to move or fire. Assault weapons are best.
Last edited by The_Outsider; June 14th, 2011 at 23:15.
I have to point out something here. Compared to elites and heavy, our fast attack is garbage. I, and many others fill all three elite and heavy slots before we touch fast attack. It's the catch all for whatever you're lacking.Originally Posted by The_Outsider
The cannon is great. Scourges are not front line material. Sometimes they're not going to be within 18 inches. They're never going to assault. If rather have the option of taking 8-12 shots at beasts or other jump infantry and not getting killed then taking 9 more shots and getting stuck in assault. I'm not saying it's the best option, but it's better then moving or firing, especially if you get the shaft deployment or something. Also, a 10 man squad with 4 cannons and the duke (my standard build) gets 16-24 shots at 36" or 34-40 shots at 18" all hitting and wounding on 3. It's a brutal set up, and is my best hoard or MC killer.
Yeah...no, just no.
DE fast attack is truly excellent as each unit provides something different to each other and generally provide elements not found in other slots.It is, just not on scourges.The cannon is great.The fact of the matter is scourges are paying points to come armed with carbines, wasting them is wasting the unit. They should always be aiming to be within 18" for maximum dakka, if they do this unsupported then you are doing something very wrong.Scourges are not front line material. Sometimes they're not going to be within 18 inches. They're never going to assault. If rather have the option of taking 8-12 shots at beasts or other jump infantry and not getting killed then taking 9 more shots and getting stuck in assault. I'm not saying it's the best option, but it's better then moving or firing, especially if you get the shaft deployment or something.
Scourges are there to provide localised support for the frontline units and the foot based elements of an army, if used in such a manner being with 18" doesn't matter as the unit they are supporting (which will typically be an assault unit) will be aiming for combat that turn.That setup is 410 points on its own and you can do much, much better for splintercannons for that sort of cost. If you're actually getting to within 18" you're only getting 4 extra shots compared to 10 naked scourges and paying 40 points ofr it, that is 10 points a shot.Also, a 10 man squad with 4 cannons and the duke (my standard build) gets 16-24 shots at 36" or 34-40 shots at 18" all hitting and wounding on 3. It's a brutal set up, and is my best hoard or MC killer.
Scourges - much like any DE unit - need to be kept lean and mean, splintercannons just do not pull their weight in the unit if it intends to use its mobility to its maximum potential.
Rep for you. Thanks for your constant perspectives and intelligent insights.
@ Everyone Else
Thanks for contributing! I like all of your ideas, but I ended up kitting them out with 2 Dark Lances and 3 Shard Carbines.
I very much enjoy the sniper idea, and I needed more AT.
But thanks to everyone who contributed!