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Just wondering how many warriors other players choose to fit into a Raider and the reasons why. I used to believe in maxed out squads (ie 10 in a raider and 20 in a foot squad) but this option could restrict your number of weapons upgrades by having larger but fewer squads. I have read in this forum that Raiders with only five warriors are recommended in a 1500pt Kabal army and assumed that this was because the points ars spent elsewhere. Any different views on this matter?
It depends on what use you want. For a squad made for assaulting, 10 men, 1 splinter cannon, one blaster, sybarite with nice combat weapon of choice. For gunboating, 5 men, 1 splinter cannon. For a cheap vyper, 5 men, 1 dark lance, the squad doesn't stay with the raider and just lances stuff while the raider can act like a vyper but better (better BS and can transport) there are other configurations too but meh.
Tenozuma - The Burninator... I came, I saw, I posted.Originally Posted by Aussie Bogan
Dark Eldar player.
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How about the 4 warriors with splinter rifles and 1 with a dark lance in a raider armed with a dissie. This I thought could be good against troops, the raider moving into range, troops disembarking and 4 rifles fire on that turn and the raider fires its dissie into the same squad. Next turn the disembarked troops become a small sniper squad and fire on anything that is further afield. Two of these acting in concert should be a solid combination, no?
All of this is entirely up to you, most usual are simple 10 man squads with heavy weapon and sybarite with agoniser
I use raider squads in 3 different ways.
1. Decoy squad.
I take a squad of 5 with a Darklance. I separate the squad from the raider and start them on the board like a 1/2 strength sniper squad (except the other dark lance is on the raider). If I got 1500 points sometimes I take 2 of these squads. The squads take cover like a sniper squad and the 2 empty raiders will act like decoys (or addtional targets) in front of a fully loaded raider. Sometimes I will turbo them 24" directly in front of his heavy shooters if I really want my opponent to shoot at it and the idea is my opponent WILL shoot them and the raiders become cover or block line of sight to the full one. So far this tactic works like a charm even when they know it is empty - meanwhile the full raider (with wyches or a full raider squad with a portal) is forgotten. This has worked everytime for me - even when I tell them during setup that the raider is empty - something about having a raider coming at you 24" that makes you forget everything and shoot at it. Nothing fancy for the raider.
2. Portal carriers.
Usually I make this a squad of 8 troops and 1 sybarite for a total of 9. Idea here is if I want to put a HQ or IC in this squad there would be room. If I know there will be no IC then I would max it so the raider had 10 total. Splinter cannon, blaster and a Sybarite with agoniser and a portal. Sometimes I will give the sybarite poison blades if I am hurting for points because most of the time this unit does get shot up pretty bad after the portal gets deployed. The agoniser in this squad rarely sees action. Nothing fancy for the raider.
3. Slaver Squad - experimental, expensive but alot of fun.
I have been playing with this setup and I find it fun and somewhat effective - worth it? Probably not but its about having fun with yourself and your opponent. Here goes:
6 regular troops with rifles
1 blaster troop
1 splinter cannon troop
1 Sybarite with agoniser w/xenospasm
1 Haemoculus with destructor, scissorhands and haywires.
1 Raider with Horrorfex, Slave snares and trophy rack (optional).
Idea is to first pin the enemy and just rapid fire them to death and let the Haemy do what he does best. On the next turn run the Raider over the enemy squad with the slave snares, pin again and rapid fire the troops again. If the number of enemy units goes down enough go ahead and charge in â€“ hoping to run these guys down and take as captives. The xenospasm is nice since if it hits then you have a chance to kill as well as pin. With both the raider and the sybarite with the pinning action there is a good chance to you will pin them. this unit costs around 232 points which is about the same as a fully loaded wych squad. I usually take only one unit like this.
In the games I have played with this unit I have been fortunate enough to keep the raider alive (believe it or not) and get at least one pass over â€“ this unit comes out of the warp. I have always been able to pin my target so far but if I donâ€™t then I would just charge them in. In a game against the Tau I had taken 3 Kroot and 2 Tau with the snares alone. Against the marines I have taken an Imperial Fist with a melta (worth 25 points) and an Obliterator that was already down one wound and was lucky enough that he rolled a â€œ1â€? on the 2+ save - an Obliterator as a slave for the arena!
As far as having fun with this unit both myself and my opponent that it was really cool and even though they lost units to the slave snares they were all really good sports about and was actually hoping the snares would work. That, to me, is what the Dark Eldar are about. Taking captives and slaves regardless of the cost â€“ very fluffy.
This is just too fantastic of an idea for me to pass up. Any game I play I love beating my opponent with unorthodox methods and this will go right up with the rest of 'em.Originally Posted by KwiKwag