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Discussion Starter · #1 · (Edited)
I'm new to posting in the tactica section but I would love to hear what people think about this and to clear up some quite complicated rules issues.

Note1: [I also may have totally missed something in the rules that prevents me from combining these units so apologies in advance if this is the case.]


The Combination:

110 - Archon , Blast Pistol, webway portal
Blaster: 18", str8, ap2, Lance, Assault 1
Webway: "If a model with a webway portal is in Reserves or Ongoing Reserves, then the model and any unit it has joined or is embarked upon has the Deep Strike special rule. This model, and his unit, will not scatter if arriving from Deep Strike Reserve."

132 - 6 Fire Dragons
Melta gun: 12", str8 , ap1 , assault 1, melta

Total: 242

Against an AV12 imperial knight with no saves these 7 models will inflict 6.652777778 hull points

I'd also take an autarch to modify the reserve rolls.
Thoughts?
I prefer this to trucking my fire dragons up the board and getting shot to sh** before I make it to the enemy.
 

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Rattlehead
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It does work, it's just very expensive and doesn't deliver the Melta on turn 1 which is when you need to stop a Land Raider or some such - it's also pretty clear what your plan is so you can expect your opponent to bubble-wrap accordingly.

I don't think it's worth the trade-off; few tanks are worth spending 252pts on a suicidal squad just to get rid of, and on an Imperial Knight the chances of them putting the Ion Shield on any facing other than the one the six Meltaguns are in is very low (if you split off the Archon, further bleeding VPs or at least points and FOC slots, you can Battle Focus; but again, that can be played around by any player who sees that squad in your army).
 

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Rather than Fire Dragons, why not try it with Wraithguard with Scythes?

It solves the issues that result from foot slogging, costs the same as a Wave Serpent, and will kill just about anything in the game. Especially once your Jetseer blesses them.

Admittedly, it's an expensive unit and there are some issues with placement, but that is solvable through trickiness.
 

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Rattlehead
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I'd go for Wraithcannons - even nastier against vehicles and monsters, and while less effective against infantry the D-Scythes will have a tendency to deal more wounds than their 8" template's worth of allocation range can accomodate. Also, you're Eldar, why do you need anti-infantry?
 

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Because Overwatching D3 Destroyer hits per model is fucking sick?

However, try this on for size;

Hemlock Wraithfighters Rune of Battle
Dark Eldar Tantalus, Torment Grenade Launchers, Night Shields
Eldrad Ulthran, Runes of Battle
Archon; Archangel of Pain, Armour of Misery, Animus Vitae, Phantasm Grenade Launcher
7 Wraithguard, D-Scythes

Expensive, yes; but, Scouts 12", then proceeds to Jink enemy fire on their 3+ Cover or 5++ Invulnerable and AV12/5HP, before either Flat Outing 24" and dealing S7 AP2 Armourbane hits to a target vehicle or D6 S7 Ap2 hits to any other unit it passes over. The Hemlock Wraithfighters, or some other Warlocks elsewhere in the list should have Horrify from Runes of Battle or Terrify from Telepathy.

Get the Hemlocks in positions, and then unleash hell. If both Terrify and Horrify both go off, and they are within 6" of the Archon, they are now at -8Ld; Ulthran then triggers his Mind War, killing the enemy character bringing a higher Ld Test, while the Archon either fires the Phantasm Grenade Launcher with the Torment Grenade Launcher causing on average 5 wounds each with no armour or cover saves, or plays Voodoo with the Paindoll for a potential 7, followed by 7 Strength D Flamers and 12 S5 Ap2 shots on anything left over.

Combine with Rangers to make things get pinned.



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Rattlehead
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Yeah, but given the amount of Str6 firepower your Jetbikes kick out from 36" away I don't really see what infantry threats, especially combat ones, are going to bother you (especially as they have to kill your Raider first). The Wraithguard will come in turn 2 earliest, and that's also when a Wraithknight most often hits combat, so you have melee defence covered there as well.
 

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I'd prefer the Scythes backed up by Doom. They're almost guaranteed to kill whatever you point them at and who wants to charge into 5d3 StrD hits? Especially if you put a Farseer for Invisibility or a Spiritseer for Protect in with them as well.
 
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