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Discussion Starter · #1 ·
Here is an army I have refined down to what I think is a good tournament army, and the reasons for choosing what I have chosen it.
The army is primarily a shooting army. A total of ten dark lances with associated troops. 2 anti-tank reavers to eliminate ordinace threat/tank hunting.
The Dracon deploys with troops while the raider goes off with the other two and provide heavy fire while also presenting an alternate Raider target.
THe Whych squad and ARchon-Incbi squad are kept safe, away from shooting until the enemry assualts, in which case they counter assualt. This of course depends on the layout of the board etc, if they can safely move in and assualt with the raiders they will.

Warp Beast Pack: 5 Warp Beats, 1 Beast Master
Move in, tie up units, wait for arrival of assault units, hold up assault unit.

Weapon Platforms: 4 10-DE Warriors, 2 with Dark Lances
Anti-Tank
Anti-Troop

HQ Dracon: 1 Dracon: Posion Blades, 3 Incubi, 2 DE Warriors w.Dark Lances.
RAIDER: Disintegrator
Protect Weapon Platforms if assaulted, 5 Incubi.
Heavy Weapon Platform

2 Talos
Heavy Assault Units – Anti Tank
Hold up Assault Units – Anti Troop
Target for enemy heavy fire

Reaver Jetbikes 2 Squads of four. Each squad has two blasters
Escort for Talos Units
Anit-Tank/Anti Ordinance


HQ Archon and Incubi: Typical assualt Archon with punisher and A. Vitae, Drahazaar, Incubi Master, 8 incubi, 2 w/blasters,
RAIDER, DISINTEGRATOR
Assualt Troops


Whyches, 9 whcyhes, Succubus w/Punisher
RAIDER, DISINTEGRATOR
Move up with warp beast pack
Move up with HQ unit.

Primarily a shooting army. 10 Dark lances to pick off enemy tanks, walkers and skimmers.
Dracon w/Incubi provide aassult backup. Also provide extra fire.

Talos, Reavers, Warp Beast provide possible assault backup for warriors with lances.
Warp Beasts, Talos and Reavers move in to assault heavy troop units.

Head Quarters/Whyches to move in only when able to move and assault. Move to intercept assault troops.

Reavers may also provide flanking option to remove enemy ordinance.
 

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Tomb King
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I wouldn't take Taloi without a WWP. They don't move fast enough to threaten most armies so I assume you've got them defending your snipers? That's 200 points doing nothing but waiting for an assault. I wouldn't even shoot at them if I was playing against you.

Checkout the DE list that made the finals in votewar. If you aren't going to make a WWP army then you want more mobility.
 

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Discussion Starter · #3 ·
What would you suggest doing with the 100 points. I want to keep at least one talos in the army. I have found that people fire at the talos, just becuase it is a monsterous creatures. True, a lot of people don't fire at it, but in that case, they by the second or third turn it should be in close combat.

Another Warrior squad with dark lances? I find that those squads are highly effective against a variety of armies. And I assume that 75% of the armies at games are space marines. 12 Dark lances are turn, (including 2 from HQ) could be effective.

What about the rest of the army?
 

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in my 1850 army i have

a dracon on a bike
a dracon and incubi retuine of 6 and two warriors with splinter cannons
10 wytches and raider
10 mandrakes
10 warriors with 2 dark lances
10 warriors with 2 dark lances
10 warriors with 2 dark lances
10 warriors one with blaster, one with splinter cannon a sybrite with wwp mounted in a raider
2 ravagers with dissies
2 squads of bikes each having four bikes and two succubus

all the important folks are armed with combat drugs, agonizers and splinter pistols
its a good army ur wargear is under 10percent and you have a high model count
 

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Ravager.

Sheer power from that light gunship is amazing and it proves a threat. When I played, I used 2 and they were pretty big targets, yet killed a lot of marines. Dissies man, dissies. Get 2-3 ravagers for marine shooting goodness.

Get rid of the warriors with dark lances accompanying the HQ. It takes away from the mobility of the unit, making your lord do what it shouldn't: stand up to firepower. Dark lances are for your sniping warrior squads.

Maybe cut down on a wych squad and try to get another one in. Reavers accompany them.
 

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Born from Tears of Angels
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Well, you dont nee 2 taloses thats for SURE. Drop one in my opinion, use the other to soak up enmy fire. If you drop both, which you should , then get 2 ravagers with guns depending on oponent, ravagers are gods when it comes to space marines

Wyches are fine except I would give succubus an agoniser and tornomentor helm.

Drazhar should definitely be droped, you pay 90 points for a job that 2 incubi can do with the same efectiveness for 40 points less. My opinion in your incubi HQ choice I would put a lord with punisher, drugs, t helm and shadow field, 8 incubi and a hamonculus with either scissorhand and stinger or just with distructor. Blasters are a waste for incubi. Warriors shouldnt be taken in HQ choice with incubi

Jetbike number should be limited to 3 in each squad with blasters and sucubi if you have points left over

If I would be you I would either completely drop or completely improve the second Dracon HQ choice. If you are playing against armies with standard infantry save worse then 4+ which is almost all the civilizations then I would definitely drop them, the only reason you would ever use them is against necrons and marines and chaos and THATS IT. Ow yeah poison blades is the most POINTLESS thing ever, dont take it for dracon. In my opinion warriors in incubi HQ are a waste since once they get into CC they become meat balls cause the heavy weapons cant be used. I would drop this HQ choice if I were you, you will save lots of points

warpbeasts and warriors are fine, but just so you know you cant fire dark lances if you move so your warriors will sacrifice their mobility if you take them.

If you do all this then you will have a bunch of points left over that you can use on getting 1 or 2 10 man warrior squads cause you are low on warriors and they should be the bulk of the army.
 

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Discussion Starter · #7 ·
All right, so I changed a few things around...PS thank you guys for all you comments;

1 Archon, (Shadow Field, Punisher, Combat Drugs), 9 Iincbui, Drahzaar, (need him for my army fluff). Raider w/Diss

Whych w/Wych Weapons, Succubus w/Agonizer,8 whcyes, 5 warp beasts, beast master

5x Warrior squads, each w/2 dark lances

2x Reaver squads, 4 each w/2 blasters

1 Talos

2x Ravagers, 2x Dis, 1 DL

Total Points: 1840, 10 points left over.
 

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Karrot Dialysis
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Darius said:
All right, so I changed a few things around...PS thank you guys for all you comments;

1 Archon, (Shadow Field, Punisher, Combat Drugs), 9 Iincbui, Drahzaar, (need him for my army fluff). Raider w/Diss
Too many incubi you'll overkill and get shot, in addition your missing out on the splinter cannon goodness that you can get with a pair of warriors.

Darius said:
Whych w/Wych Weapons, Succubus w/Agonizer,8 whcyes, 5 warp beasts, beast master
This is ok, but hard to keep safe without a raider or portal, ok for a counter assault style army though.

Darius said:
5x Warrior squads, each w/2 dark lances
Way way too many dark lances, too few splinter cannons, no counter assault potential in your warrior squads, I'd suggest amalgamating two of these squads adn forming a 15 man splinter canonon squad with blasters and a syb as an effective shooting and counter assault unit. With this set up you will lose horribly to hoarde armies, even to large numbers of SM troops.

Darius said:
2x Reaver squads, 4 each w/2 blasters
These are good tank hunters, but you are already loaded down with anti tank.

Darius said:
Good for a counter assault army

Darius said:
2x Ravagers, 2x Dis, 1 DL
These would benefit greatly from nightshields.I also believe that a 3 dissie ravager would benefit you more, you have no need for more anti tank power.


Total Points: 1840, 10 points left over.[/QUOTE]
 

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Karrot Dialysis
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WraithGuardian said:
Well, you dont nee 2 taloses thats for SURE. Drop one in my opinion, use the other to soak up enmy fire. If you drop both, which you should , then get 2 ravagers with guns depending on oponent, ravagers are gods when it comes to space marines
think you may find that contrary to ths opinion taloi can do themselves proud as counter assault units as you are allowing the enemy to come o you this is about the only none WWP style army where I think taloi are worth it.

WraithGuardian said:
Wyches are fine except I would give succubus an agoniser and tornomentor helm.
Never give a tormentor helm to a model wielding an agoniser, theres no point give them a pistol instead (which the succubus already has) agonsers are one handed weapons, in addition agonisers should most definetly be seen as stadard issue fo wyche succubi.

WraithGuardian said:
Drazhar should definitely be droped, you pay 90 points for a job that 2 incubi can do with the same efectiveness for 40 points less.
Drazhar is not worth it I agree, however f its for fluff reasons then keeping him is fine.

WraithGuardian said:
My opinion in your incubi HQ choice I would put a lord with punisher, drugs, t helm and shadow field, 8 incubi and a hamonculus with either scissorhand and stinger or just with distructor. Blasters are a waste for incubi. Warriors shouldnt be taken in HQ choice with incubi
I toitally disagree with almost all of this. The lord set up is fine, bvut you should never take more than 6 incubi maximum or you will kill the enemy squad on the charge and then they will get to return fire on you, it is far better to kill them in their turn and 3-6 incubi are perfect for this, more are a disadvantage. In addition a haemonculus is a shooting HQ not a CC monster and should be left out of such a retinue (haemonculi are good, just not when used like this). Blasters ARE a waste for incubi, I have to agree. Warriors however should most definelty be taken 2 warriors with SC are virtually obligatory, especially in a shooting army.

WraithGuardian said:
Jetbike number should be limited to 3 in each squad with blasters and sucubi if you have points left over
Jetbikes should typically be 3-4 in a squad with 2 blasters for tank hunters or 5+ with blasters succubus power weapon and T-Helm for a combat squad. 3 JEtbkes, one of whcih s a succubus will not make their points back as they are too fragile.

WraithGuardian said:
If I would be you I would either completely drop or completely improve the second Dracon HQ choice. If you are playing against armies with standard infantry save worse then 4+ which is almost all the civilizations then I would definitely drop them, the only reason you would ever use them is against necrons and marines and chaos and THATS IT. Ow yeah poison blades is the most POINTLESS thing ever, dont take it for dracon. In my opinion warriors in incubi HQ are a waste since once they get into CC they become meat balls cause the heavy weapons cant be used. I would drop this HQ choice if I were you, you will save lots of points
A second HQ choice is fine, but I would always advocate a drachite if you can in preference to a second dracon, however if you want a second unit of incubi a second dracon is a good choice, provided of course that you set tyhem up properly, poison blades are a waste on an HQ.

WraithGuardian said:
warpbeasts and warriors are fine, but just so you know you cant fire dark lances if you move so your warriors will sacrifice their mobility if you take them.
Warpbeast and warriors are fine, but I wouldn't take so many DL squads.

WraithGuardian said:
If you do all this then you will have a bunch of points left over that you can use on getting 1 or 2 10 man warrior squads cause you are low on warriors and they should be the bulk of the army.
More warriors is good, squads of 15 porperly kitted are better than 2 squads of 10 infoeriorly kitted generally.

These are just my opinions, they've been put down wuite quickly so my language may be a bit clipped, I don't mean to casue offense I just disagree with some points quite strongly.
 
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