Sunday 1 September 2013

Revised Kroot 'counts as' Dark Eldar list

Having a look around the web and looking more at the DE codex, i have come to change some bits in my list. I realise that pulling of an assualt army (especially a DE one) will be difficult. I need to be smart and lucky to make it work. So this is the revised list:

x2:
Archon - Master shaper
Blaster
Djiin blade - Ancestral blade
Shadow field - Blessing of some sort?
Combat drugs - Evolutionary traits
Soul trap - ?

x2:
x9 wyches - Carnivores
haywire grenades
hekatrix - shaper
venom blade
phantasm grenade launcher

x2:
raider - Hunter-skiff
dark lance
night shields - Camo?

x3:
x5 wyches
hekatrix
venom blade

x3:
venom - Scout-skiff
splinter cannon
night shields

x3:
ravager - War-skiff
dark lances
night shields

1491

The Archons jump in with the wychs are zoom forward, get out, blast and tank or try to precision shot a character (not an independant one!) so that in combat when he issues a challenge he doesn't have to waste himself on a crappy sergeant. He will also rarely miss with his blaster. On a charge the archons pump out 8 ap3 hits, on average dealing 2 wounds to power armour or less. Against IC such as Rune priests he should be able to cut him in 2, gain double strength, then help the wyches out of combat and rip everything apart. Also, it gives the squad a pain token so after killing the IC and the squad, the archon and wyches have feel no pain and furious charge giving the archon S7 on the charge (on average killing 5 marines on the charge!)!!!

The venoms zoom forward aswell and pepper stuff the archons units are going to charge while the wychs bust tanks they dont like. The ravagers take out heavy fire power or transports for archons/wychs to charge.

Yes, the archons are the core of the army. Yes, they need to be lucky to kill the IC to become awsome. Yes he is soft (other then his shadow field). But when i do pull it off he becomes a killing machine and i can see it being very fun to use!

The night shields are an interesting one. If i go second my opponent will want to move forward to hurt them with bolters and what not. He needs to move the extra 6'' toward me. Hoping they survive, the transports then rush forward and are almost certaintly going to be able to charge them first turn! And if he doesn't move them forward he has less chance of killing the transports as they are definitely going to be hiding from big guns!

I can see this army being hopefully effective and fun to use, just need to get the 8 tanks and 2 master shapers now!

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