Help wanted for BFS army
Sept 28, 2013 13:10:26 GMT -5
Post by Dr Carnivean on Sept 28, 2013 13:10:26 GMT -5
As those watching this thread ( ordo-ineptus.proboards.com/thread/3574/14-days-bfs-all?page=2#scrollTo=34642 )know I've been working hard on the look of my army for BFS, and I'd been meaning to post the current working army list to get some feedback from the group before finalizing it. Really what I'm still playing around with and looking for feedback on are the items in bold, as well as any general strategies and playing style I might want to use with the list when playing (Since I probably won't get a chance to even play a game of 6th ed before the tournament - in fact I'll probably be reading the rulebook on the plane )
Again, most of the list is set in stone here - I've spent the last two years sculpting half of the models for it mostly from scratch, so if I see anything about how I should put in a couple talos pain engines, I will seriously do my damndest to Darth Vader grip someone over the internet by glowering at the monitor and IM'ing you every ten seconds saying
Is it working yet?
How about now?
Now?
Do you think you could maybe wrap some tin foil around your head?
Are you feeling anything now? Anything at all?
Is your mouth even getting a little dry?
What about now?
You can just lie to me, you know - I'll never know for real
Anyway, after that departure..
Kabal of the Snake Headed Mountain - 2000 pt Dark Eldar[/u]
HQ
Baron Sathonyx
Haemonculus (liquifier gun, venom blade, scissorhand)
Haemonculus (liquifier gun, venom blade)
Haemonculus
Troops
x10 Hellions (helliarch with phantasm grenades, splinter pistol + power sword)
x9 Wracks (liquifier gun, acothyst w agonizer, raider transport)
x9 Wracks (liquifier gun, acothyst w agonizer, raider transport)
x5 Kabalite Warriors (blaster, raider transport)
x5 Kabalite Warriors (blaster, raider transport)
x5 Kabalite Warriors (blaster, raider transport)
Elite
x3 Kabalite Trueborn (x3 blasters, venom transport)
x3 Kabalite Trueborn (x3 blasters, venom transport)
x3 Kabalite Trueborn (x3 blasters, venom transport)
Heavy
Ravager (flickerfield)
Ravager (flickerfield)
Ravager (flickerfield)
I guess this is what you would call a 'glass hammer' or I guess 'run and gun' would be more apt. I'm not really good at coming from behind in games so the idea here is to hope to overwhelm early on with a lot of firepower spread over a huge number of targets to make it hard to easily de-fang the army and abate the onslaught of shooting, while at the same time being highly mobile with lots of and scoring units able to run around grabbing up the objective. Essentially I want to come out strong and then hopefully be able to hang on by keeping them on the defensive. (and if I don't at least I'll be able to have fun blowing stuff up for a turn or two) I already know that the kill points mission (or whatever the current equivolent is in 6th ed) is going to be an automatic loss, since I would probably have to table the opponent to win, but since I generally win zero to ten percent of my games in tournaments, it seemed like pretty much a no-brainer to sacrifice one game to give myself a better chance in all the others.
I'm not really planning on throwing the wrack units at any unit that hasn't been softened up a lot by shooting, so I'm trying to determine how many points I should be throwing at them to make them tough as I'm going to need them to be to fill their role in the army, which is basically to bat clean-up and finish off units after I've whittled them down with shooting and to take and hold objectives.
My biggest question is the third haemonculus. Before he was there basically to do that trick Bob was using where he starts with the Baron's hellion unit and then leaves first turn, giving them his pain point so that they all now have Feel No Pain. This was back in 5th ed, so I have no idea if that trick still works in 6th (like there might be something now preventing a model on foot from joining the jump infantry or whatever the hellions are considered as. That's really the only purpose of that third haemonculus so I would drop him for more hellions (I can do up to 15) if that tactic doesn't work anymore.
The other two haemonculi are going to be with the wracks, although really I only absolutely need to have one in the army to make the wrack units Troops if people think the points might be better used for more hellions or raider upgrades. In that case I would drop a haemonculus for a tenth wrack with a second liquifier gun for the unit. Really what the haemonculus gives the wrack unit is a little extra punch and a second pain point from the get-go, which will give them Furious Charge, though I have no idea how much that is worth in 6th ed or how much value it has for this list.
The agonizers on the acothysts are there to give the unit some power weapon attacks. Now since the wracks wound on a 4+ anyway, all I'm getting from it is just the power weapon, which for 20 points is a little overpriced. I would get more for the points by putting it on the haemonculus and making him now wound on a 4+ in addition to having the power weapon. But the haemonculus can be targeted and eliminated in a a melee where I have no idea if the acothyst can in 6th ed.
The current venom blade and scissorhands combo gives the haemonculus an extra two attacks and makes him wound on a 2+ (3+ for the one attack granted by the scissorhand) It's the same 20 pts as an agonizer would be for that combo. The liquifier gun is just to make up for not having a tenth wrack with a second liquifier gun in the unit.
The flickerfields on the ravagers seemed a like a good investment for 10 points to give them a 5+ invulnerable save, since they're probably going to remain fairly stationary to use all of their weapons each turn. Again I haven't even picked up the 6th ed book yet so I have no idea if that moving and shooting stuff for vehicles has changed at all. For all I know they may now be able to move enough to get some kind of a defensive bonus while still bringing their three dark lances to bear every turn. (kinda doubt it though)
All my kidding earlier aside, I'll really appreciate any feedback you guys can give me, since it'll be over two years since I've played a 40K game in a previous edition, and while I have no illusions of winning it all, I would like to win at least a couple games.
Again, most of the list is set in stone here - I've spent the last two years sculpting half of the models for it mostly from scratch, so if I see anything about how I should put in a couple talos pain engines, I will seriously do my damndest to Darth Vader grip someone over the internet by glowering at the monitor and IM'ing you every ten seconds saying
Is it working yet?
How about now?
Now?
Do you think you could maybe wrap some tin foil around your head?
Are you feeling anything now? Anything at all?
Is your mouth even getting a little dry?
What about now?
You can just lie to me, you know - I'll never know for real
Anyway, after that departure..
Kabal of the Snake Headed Mountain - 2000 pt Dark Eldar[/u]
HQ
Baron Sathonyx
Haemonculus (liquifier gun, venom blade, scissorhand)
Haemonculus (liquifier gun, venom blade)
Haemonculus
Troops
x10 Hellions (helliarch with phantasm grenades, splinter pistol + power sword)
x9 Wracks (liquifier gun, acothyst w agonizer, raider transport)
x9 Wracks (liquifier gun, acothyst w agonizer, raider transport)
x5 Kabalite Warriors (blaster, raider transport)
x5 Kabalite Warriors (blaster, raider transport)
x5 Kabalite Warriors (blaster, raider transport)
Elite
x3 Kabalite Trueborn (x3 blasters, venom transport)
x3 Kabalite Trueborn (x3 blasters, venom transport)
x3 Kabalite Trueborn (x3 blasters, venom transport)
Heavy
Ravager (flickerfield)
Ravager (flickerfield)
Ravager (flickerfield)
I guess this is what you would call a 'glass hammer' or I guess 'run and gun' would be more apt. I'm not really good at coming from behind in games so the idea here is to hope to overwhelm early on with a lot of firepower spread over a huge number of targets to make it hard to easily de-fang the army and abate the onslaught of shooting, while at the same time being highly mobile with lots of and scoring units able to run around grabbing up the objective. Essentially I want to come out strong and then hopefully be able to hang on by keeping them on the defensive. (and if I don't at least I'll be able to have fun blowing stuff up for a turn or two) I already know that the kill points mission (or whatever the current equivolent is in 6th ed) is going to be an automatic loss, since I would probably have to table the opponent to win, but since I generally win zero to ten percent of my games in tournaments, it seemed like pretty much a no-brainer to sacrifice one game to give myself a better chance in all the others.
I'm not really planning on throwing the wrack units at any unit that hasn't been softened up a lot by shooting, so I'm trying to determine how many points I should be throwing at them to make them tough as I'm going to need them to be to fill their role in the army, which is basically to bat clean-up and finish off units after I've whittled them down with shooting and to take and hold objectives.
My biggest question is the third haemonculus. Before he was there basically to do that trick Bob was using where he starts with the Baron's hellion unit and then leaves first turn, giving them his pain point so that they all now have Feel No Pain. This was back in 5th ed, so I have no idea if that trick still works in 6th (like there might be something now preventing a model on foot from joining the jump infantry or whatever the hellions are considered as. That's really the only purpose of that third haemonculus so I would drop him for more hellions (I can do up to 15) if that tactic doesn't work anymore.
The other two haemonculi are going to be with the wracks, although really I only absolutely need to have one in the army to make the wrack units Troops if people think the points might be better used for more hellions or raider upgrades. In that case I would drop a haemonculus for a tenth wrack with a second liquifier gun for the unit. Really what the haemonculus gives the wrack unit is a little extra punch and a second pain point from the get-go, which will give them Furious Charge, though I have no idea how much that is worth in 6th ed or how much value it has for this list.
The agonizers on the acothysts are there to give the unit some power weapon attacks. Now since the wracks wound on a 4+ anyway, all I'm getting from it is just the power weapon, which for 20 points is a little overpriced. I would get more for the points by putting it on the haemonculus and making him now wound on a 4+ in addition to having the power weapon. But the haemonculus can be targeted and eliminated in a a melee where I have no idea if the acothyst can in 6th ed.
The current venom blade and scissorhands combo gives the haemonculus an extra two attacks and makes him wound on a 2+ (3+ for the one attack granted by the scissorhand) It's the same 20 pts as an agonizer would be for that combo. The liquifier gun is just to make up for not having a tenth wrack with a second liquifier gun in the unit.
The flickerfields on the ravagers seemed a like a good investment for 10 points to give them a 5+ invulnerable save, since they're probably going to remain fairly stationary to use all of their weapons each turn. Again I haven't even picked up the 6th ed book yet so I have no idea if that moving and shooting stuff for vehicles has changed at all. For all I know they may now be able to move enough to get some kind of a defensive bonus while still bringing their three dark lances to bear every turn. (kinda doubt it though)
All my kidding earlier aside, I'll really appreciate any feedback you guys can give me, since it'll be over two years since I've played a 40K game in a previous edition, and while I have no illusions of winning it all, I would like to win at least a couple games.