Wednesday, July 11, 2012
My Flesh Tearer Army
My new army is in the mail. Kinda wish I did not get so many rhino's painted up. Really digging the Storm Ravens. I think my first game will include the two ravens. Death Company in one and Seth and assault squad in the other with a priest. 2 baal preds that I really liked in 5th and I hope are good in 6th. I also want to try out a true rhino rush list. The jury is still out on rhino's in my opinion. Especially fast rhino's. I figure for 50 points I can guarantee 10 assault marines will get up to a 24 inch boost in the first turn might be worth it. One thing I know for sure is that I can't wait to get some games in and try out the new rule set.
Sunday, July 1, 2012
Eldar Dark Eldar combo idea
Been busy reading the new book and my head is swimming with ideas. Thinking upon the multiple detachments and allies I've hobbled this list together.
2k List:
Detachment 1:
Farseer - guide, RoW
Troops:
(2) 5 man avengers - wave serpent, shurken cannons up and down
Heavy:
(3) fire prisms
Detachment 2:
same as detachment 1
Ally 1:
HQ:
Haemonculus
Troop:
3 Wracks
Heavy:
Razorwing Jetfighter
Ally2:
same as ally 1
Total Points 2k
If I drop a fire prism I can afford to give the wracks venoms with 5 points to spare. Over all though I think fire prisms have improved with the new rule set. Multiple detachments allows one to capitalize on their relatively cheep cost. Dark Eldar provide the anti-air capability and two deck chair units with feal no pain. the two Runes of Warding stack to force a 4d6 psychic test. I figure I would take a couple of random powers and if I don't like them take the signature spell that seems a little bit better than guide itself. 5-6 pie plates at bs 4 that can provide lots of different firepower as needed. The wave serpents can shoot both weapons moving 12 inches. +5 jink save across the board. Its purely a shooty list. Ultimately its just an idea. But my head is spinning with them now so its handy to type a few of them out.
2k List:
Detachment 1:
Farseer - guide, RoW
Troops:
(2) 5 man avengers - wave serpent, shurken cannons up and down
Heavy:
(3) fire prisms
Detachment 2:
same as detachment 1
Ally 1:
HQ:
Haemonculus
Troop:
3 Wracks
Heavy:
Razorwing Jetfighter
Ally2:
same as ally 1
Total Points 2k
If I drop a fire prism I can afford to give the wracks venoms with 5 points to spare. Over all though I think fire prisms have improved with the new rule set. Multiple detachments allows one to capitalize on their relatively cheep cost. Dark Eldar provide the anti-air capability and two deck chair units with feal no pain. the two Runes of Warding stack to force a 4d6 psychic test. I figure I would take a couple of random powers and if I don't like them take the signature spell that seems a little bit better than guide itself. 5-6 pie plates at bs 4 that can provide lots of different firepower as needed. The wave serpents can shoot both weapons moving 12 inches. +5 jink save across the board. Its purely a shooty list. Ultimately its just an idea. But my head is spinning with them now so its handy to type a few of them out.
Seth got a buff
Caveat first off, I've only skimmed the rules. It looks like Seth got a buff. I read the IC section and it state that unless otherwise noted an IC does not impart their abilities to a unit and vice versa (unless otherwise specified). Fearless USR now states one or all members of a unit with fearless means the unit does not roll on the pinning chart etcetera. Seth has become a true force multiplier as he (as I read it) makes the unit he is attached to fearless.
I need to now take a look and determine whether he might strike at strength 9 on the charge again.
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