Saturday, April 7, 2018

DE: A different take on Wyches

I mean sure, why not?  Let's give these girls another try.

Maybe I have been going after this all wrong.  I've been thinking to myself for a while now:  How do I get Wyches into my army while still being effective.  Well, maybe with Succubi down to 54 points with an Agonizer, it's time to start bringing more HQs, in general, to make up for this loss?  What about Wyches?  Should I go big or go small with them?  If I go big with them, they certainly take advantage of their Obsession bonuses and Combat Drugs more, but they lose out on their ability to be easily transported by Raiders.  I feel that's a big loss because you need something that can reposition them when they need to around the battlefield without exposing them to enemy fire.

The more I think about it, the more I want to try MSU Wyches instead of running larger units of them.  My reasoning is this:
  • What do they really gain after they pass their min units really?  There's definitely more bodies to soak up during Overwatch, but that's about it.  It's only when they get to 10 do they get to take additional Wych weapons.  However, if you take 10, you can't really fit more in the Raider now, can you?
  • If you keep them in min units, not only do you fill out your Troop choices easier, but you can take more Agonizers and Blast Pistols in a squad.  For example, you can run 2x5 and get double the amount of Agonizers and Blast Pistols.  The only downside is that your drugs are going to be more dispersed.
  • For smaller units, it's really the HQs that do the most heavy lifting.  I guess you should start asking yourself what are you really using Wyches for?  IMO, the more competitive lists can kill MEQ just fine by shooting them to death, so what are you doing with them?  At this stage, I think we're just styling.

I think that kinda settles it:  I don't think Wych units are all that competitive, but they're not terrible either.  Reavers are some of the best units in the codex I think, but the Wyches themselves are decent at best.  Regardless, I think you can take a setup that is cheap enough, especially from an HQ perspective, that you can afford to take a Battalion for them if you're planning to use them in the first place.

Quick note:  I think Strife and Red Grief are the best for this.  They both have really nice Warlord Traits.  Strife gives you Blood Dancer and the 9-attack Succubus build with the Whip, whereas the Blood Glaive is just a fantastic weapon to have.  In general, I see +1A is very useful all around, especially with Agonizers because Strength doesn't matter for it and neither do Blast Pistols.  As always, I think anything that can Advance and Charge and re-roll the results of both after T2+ is just amazing.  I am definitely more inclined to take these two cults over Cursed Blade.

This is what I mean:

1990 // 10 CP
Black Heart Battalion +3 CP

HQ:
Archon, Agonizer, Blaster = 91
Warlord Trait: Cunning

Archon, Agonizer, Blaster = 91

TROOP:
10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

PARTY BUS:
Raider, Dark Lance = 85
Raider, Dark Lance = 85

+++

Black Heart Spearhead +1 CP

HQ:
Archon, Agonizer, Blaster = 91

FLYER:
Razorwing, 2x Dark Lance = 145
Razorwing, 2x Dark Lance = 145

HEAVY:
Ravager, 3x Dinsintegrators = 125
Ravager, 3x Dinsintegrators = 125
Ravager, 3x Dinsintegrators = 125

+++

Strife Battalion +3 CP

HQ:
Succubus, Adrenalight, Whip = 54
Warlord Trait: Blood Dancer

Succubus, Painbringer, Agonizer = 54

TROOP:
5x Wyches, Agonizer, BP, Shardnet = 59
5x Wyches, Agonizer, BP, Shardnet = 59
5x Wyches, Agonizer, BP, Shardnet = 59

>>>

Firepower:
12 Dark Lances at BS3+
9 Disintegrators at BS3+
6 Blasters at BS3+
3 Blasters at BS2+
3 Blast Pistols at BS3+
2 Razorwing Missiles at BS3+
25 Splinter Rifles at BS3+

Face it:  There's nothing that this list can do that the pure Kabal list can't do from a pure damage perspective.  Killing things at range is satisfying for sure, but killing them in close combat with some of the most ridiculous melee heroes in the game so far might be very worthwhile as well.

So what does deployment actually look like?  Well, the 2x5 unit of Wyches goes into a single Raider while all the Archons and Succubus pile into another Raider with the rest of the Wyches.  Yes, 3 Archons and 2 Succubus go into a Raider:  The beginning of every dirty film.

From there, you just treat the 2x5 unit as a single Raider unit while remembering that you will probably get murdered if you try assaulting before you Raider gets a chance to get in there first.  You charge in with the Raider, tie up whatever was trying to shoot your ass, and then run your naked girls in for some good damage with Agonizers.  Don't forget to bring you super killy Succubus along for the ride too.  The Archons can come if they want, but most of the time they will be running around the rest of the Kabal spreading good stuff 6" bubbles while totting Blaster fire down on your opponents.  However, always remember that they're not shy to getting their feet wet, so if you need them to take on a big unit of MEQ for whatever reason, hook them up with some Huskblades and throw them into the fray.

I'm just going to leave this list right here and let it marinate for a while.  This is just a theory list and I think it can do pretty decent.  One thing's for damn sure:  10 CP sure makes me happy.

Friday, April 6, 2018

DE: Dark Eldar list building advice

Alright boys, school's in session again!

Warning: Long-ass post ahead.  Get ready to read, or not, up to you.

Alright everyone, this is the long-awaited guide for how to build Kabal and Cult lists with the new book.  This is my personal advice for building lists and I know the book is still super young, but please bear with me.  I have over a decade of competitive Dark Eldar play and have been doing this game for a long time.  I've played through the bi-polar 3rd edition book, enjoyed the awesomeness that was Phil Kelly's 5th, to the god damn terrible flavorless books of 6th and 7th.  Now I'm back after playing extensively with the 8th Ed. Index and now the time has finally come:  The 8th Ed. Codex is here.  What can I say?  I've been enjoying the hell out of the book so far.  Of course, there are some misses just like every other book, but there are also a few things that are absolutely great.  I want to tell you what those great things are.

Brainstorming is one thing, but having played 5 games already, I'm feeling damn good with what we have now compared to the garbage we had before.  For the most part, I can only speak from my experience so far using Kabals, pure Kabals, and minor using Cults.  The last game that I had was using some minor Wych support again (dual Raiders), but there's also some opportunity over the weekend to bring in my Eldar for some more rigorous games.  This Dark Eldar pain train has no brakes and I don't see myself stopping any time soon.  I'm back and excited for the first time in a long time.

Without further bullshit, let's get down to it.  This is how I think we should design a successful list.  Keep in mind again, I'm primarily a Kabal player but I dabble heavily in Cults.  Check my old school 5th Ed. articles if you don't believe me!

All in all, there are 6 key steps:
  1. Define theme and list goals
  2. Build a unit bucket to accomplish those goals
  3. Build a skeleton list
  4. Balance your list's firepower
  5. Perform a firepower analysis
  6. Min-max your list and adjust

Here is my recipe for success:

The FIRST thing you should do is come up with a theme and set yourself up with some list goals.  Do you enjoy shooting a lot and heavy firepower from range?  Do you like more melee and assault units?  Do you like a lot of resilience and having great attrition and durability?  Check out this earlier post of mine for ideas for how to pick a theme.  If you come to this blog a lot, it's probably because you like shooting shit to death and assaulting once in a while.

Also part of this exercise is to come up with list goals.  These goals are what you aim to accomplish with your army that is similar, but more specific than your theme.  If you chose speed and firepower for example, what units would you take to get this done?  What Obsessions are you going to focus on?  What are some of your must-have and must-includes?  Sometimes, these must-haves don't have to be completely competitive in nature.  People have pet units all the time, as in units that are not really competitive but they take them in every game because their girlfriend painted it for them, or maybe they like the fluff, or whatever else.  These are just some of your own personal must-takes.

I'll provide you with my example for list goals:
  • Must be "pure" Kabal
  • Must have Cunning and Agents of Vect
  • Must have amazing Alpha and follow-up (1-2 punch)

Side note - Aesthetics are important:
Remember this above all else:  Build the army you enjoy aesthetically (this includes theme).  I can't stress this enough.  I've taught GW Academy for years and one of the first things I teach to anyone jumping into the hobby is to pick the army you enjoy visually and thematically.  You will be building these units, painting these units, listhammering with these units, and playing with these units for a long time.  You will bond much faster with the army if it's the same one you wanted from the get-go.  You invest a lot into this hobby and quite honestly, money is the last thing I think about.  It's the time and energy that really stands out, and that is what will drive your need to improve your game.

Still with me?  Good.

The SECOND thing I suggest you guys do is to build a competitive unit bucket.  No, seriously, get out a piece of paper and write down all the units that have the most impact on your game.  It doesn't matter what it is, but it should look something like this:

Archon, Blaster = 89
5x Warriors, Blaster = 47
5x Trueborn, 4x Blasters = 123
Venom = 65
10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
Razorwing, 2x Dinsintegrators  = 135
Ravager, 3x Dinsintegrators = 125
...etc

These units should have their costs laid out according to the bare minimum for what you will never leave home without.  Everything else is considered EXTRA points and therefore LUXURY.  You only add points when you have your skeleton list in place.  You don't build a house with all the bells and whistles first.  You must lay the foundation with what you know for sure works and go from there.  I will always, especially to new players, recommend they write their unit costs and abilities on pen and paper over something like BattleScribe.  BS is great and I'm not a dinosaur:  I only advocate the pen and paper route because it helps build familiarity and knowledge with your units so you're not reliant on your applications.  Think about it like driving to a new place to work:  Do it enough times and it will stick; the same could be said about unit stats and point costs.  Yes, I wrote all those above off the top of my head.

Side-note: Warriors, 5 or 10?
Always take 10 unless you need the cargo space in a Command Raider (space for your HQs), intend on taking Venoms, or you don't have enough points.  Obviously, if you take a Venom you're kinda forced into a 5-man getup, but otherwise always take 10 because it unlocks the heavy weapon choice.  The only time I would not recommend taking the heavy weapon is if you need a Battalion happen with 1 more Troop choice for example.  Since you can fit 2 5-man units into a single Raider, you can spend the points to pile into the same transport.

Die, filthy Mon-keigh.

The THIRD thing you should do is build a skeleton list.  What I mean by this is to put down the list that will make your list work at a bare minimum.  For starters, I will always recommend following a Battalion layout because our Troops are actually good, and we'll want to have Archons in our list for those sick 6" bubble re-rolls.

The one thing to keep in mind here is redundancy.  You want to make sure that you're not taking 1-ofs everywhere unless you're experimenting or going for a very specific goal with a very specific combo.  Only when you can't make something redundant due to points restrictions do you hold back.  This is why most competitive lists tend to look spammy, but this truly is the most effective way to build lists that are durable and threatening.  Single targets are easy to isolate in terms of targets and you want to increase your threat level by giving your opponent a larger array of dangerous targets.  The more you make them think of the game, the higher your chance of winning.  This is because the more things there are to think about, the higher the chances they will make a mistake and therefore, make a poor decision that will benefit you.

A sample skeleton Battalion:

HQ:
Archon, Blaster = 89
Archon, Blaster = 89

TROOP:
10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

There you have it.  This is all I'm going to take to reach Battalion requirements so you can unlock that sick +3 additional CP.  You want CP to be a factor in your game, but it should not be a requirement.  You should not enter list building with a mindset that you're going to shoot for 9 or 12 CP or something like that.  You run the risk of taking a lot of ineffective units that do not jive with your theme and/or doesn't provide your army with the kick that it needs to be effective.  How do we determine what's effective and what's not?  Well, for one, look at what other people take and write about (such as this blog) and above all, experiment yourself in your local meta.  I don't know what's best for your friends or enemies, but I can sure tell you what I personally find to be great.  If we want to put some data behind this, we'll have to do a firepower analysis, which I'll talk about in a bit.

Side note - Raider vs. Venom:
There's a lot of discussions about which one is the better choice.  Frankly, this depends a lot on your meta first and foremost, but it also depends on whether or not you need the cargo space.  With the new book, the Raider got a massive points drop so it's more comparable to the Venom (who also got a points drop).  If you do some quick addition, a 5x Warrior squad with a Blaster in a Venom is 112 points vs. 132 from a Raider with a Dark Lance carrying the same units.  The only big difference there is not durability, it's actually about the armament and purpose.  The Dark Lance is an anti-tank weapon whereas the Venom is better at killing infantry.  However, a Raider has the ability to take Splinter Racks and Disintegrators as well so I would say that it's generally more flexible.  Keep in mind that unlike the Raider, the Venom does not degrade in potency once it takes damage.

Slayin' ain't ez.  For Dark Eldar, it is.

Now that you have a skeleton list established, the FOURTH thing I would do is to balance your firepower.  What do I mean by this?  I mean you should always build for balanced lists.  Don't go too heavy in any one direction (anti-tank vs. anti-infantry), try and balance it out so you can fight a multitude of different foes.  I like to think of this balance as the PUG-ready list.  This meaning that you can show up at any local game store and throw down the gauntlet for who wants to take a beating at 2K points.  You should then feel confident that no matter what the other dude puts on the table, you should feel like you have a decent chance to win if you're playing right.  I'm not even going to talk about potential mismatches where you show up and want to play with like a 7/10 power level list and the other dude has 9 bubble-wrapped Ravagers or some other shit next to his Adepticon Tryhard trophy.  No, we want to build lists that are nice and balanced against similar-minded opponents.  That's where the true challenge of the game is at.

So what does this list expansion look like?  Something like this:

2000 // 8 CP
Black Heart Battalion +3 CP

HQ:
Archon, Agonizer, Blaster, PGL = 94
Archon, Agonizer, Blaster, PGL = 94

TROOP:
7x Warriors, Blaster = 59
Raider, Dark Lance = 85
144

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

+++

Black Heart Spearhead +1 CP

HQ:
Archon, Blaster, PGL = 92

HEAVY:
Ravager, 3x Dinsintegrators = 125
Ravager, 3x Dinsintegrators = 125
Ravager, 3x Dinsintegrators = 125

+++

Black Heart Air Wing +1 CP

FLYER:
Razorwing, 2x Dinsintegrators = 135
Razorwing, 2x Dinsintegrators = 135
Razorwing, 2x Dinsintegrators = 135

What I did here was:  Look at my skeleton list and build on what was missing.  I calculated the points there and added in competitive units from my unit bucket that covers my list's weaknesses.  I wanted to add more killing power through ranged attacks so I added Ravagers and Razorwings.  I'm on a Dissie kick right now because of their killing potential (and I recommend them too!), but I also caution that we should balance that around with some Dark Lances.  Lances are better against heavier targets, but you can always supplement that shooting with a high volume number of Dissies.  Again, this is a meta call:  If your meta is saturated with IG Tank spammers running dirt-cheap Brigades, show up with a list with 20+ Dark Lances and feel no pity.  You shouldn't anyway!

Add the core elements from the unit bucket first before adding on anything else!  All the PGLs, Agonizers, and even extra 2 Warriors that started from a unit of 5 in a Command Raider is LUXURY.  It is not part of what you consider a core part of army construction and should be purchased only when you have spare points.  A mistake that I see people do after so many years in the hobby is going upgrade heavy on a single unit.  DO NOT do this!  Buy everything barebones for it to be fully functional (as in, does it fulfill the role you bought it for), then add on the upgrades only after you've done this with everything else in your list.

Pro-tip: Always buy PGLs on your BS2+ Archons and Succubus first.  All you need is for them to hit and you're golden.  Why not hit with the best chance you have?

Side note: Dissies vs. Dark Lances:
I like data and mathhammer for determining which targets you will frequently encounter and which weapons you should take to deal with them.  Generally, the Dissies are much better now for the cost than they were before, but you will still need Dark Lances to punch through that T7/T8 and to deliver those killing blows with burst damage (6 on a D6 for example).  Check out the calculator that I linked to analyze what targets saturate your meta and prepare for it accordingly.

Take no prisoners.

The FIFTH thing I do at this point is to double-check my math and weigh in your firepower.  You do this by performing a firepower analysis of what you have on the alpha with respect to the range band.  You do this by listing out all your weapons (including ranges if you want), their Strength/AP/Damage if you don't know them by heart, and the BS that they're shot with.  You don't need to write absolutely everything, you only need to write what you think is the most relevant.  It should look something like this:

Firepower:
15 Disintegrators at BS3+
9 Dark Lances at BS3+
9 Blasters at BS3+
3 Blasters at BS2+
3 Razorwing Missiles at BS3+
41 Splinter Rifles at BS3+

For me, I've been playing this damn army enough to know all the stats of these by heart, but if you want to get more elaborate you should follow my formula above.  Write out all the stats, on paper (it will help you remember) with how many, from what range, at what BS, and what their stats are.  This will also help you during deployment so you know what you can realistically dish out from your total THREAT range, which for shooty armies, is your move + your weapon's range.  Don't forget that most of our shit is open-top and our guys inside should factor into that equation as well.

This exercise right here is also a damage/gear check.  Just like a raid boss in an MMORPG, you should have something that tells you if you're putting out enough damage for the points.  If you're at 2K points and not within half of what I'm throwing out here, you know that you're at a huge disadvantage if I'm going first (Alpha).  This can also tell you if you're CP whoring and your list is actually "ineffective" at putting down shots down range.  From all the games I've played in 8th, I can tell you that the damage and lethality of the game is a lot higher than it was in the previous editions.  Everything tends to die really quick and there's a much larger emphasis on getting those potential backbreaking blows in the first couple of turns.  This is why the firepower analysis with respect to range bands is important:  You need to know what you can do on your first turn from as far away as you can (because you're wearing T-shirts flying around in paper planes), and what you can do as a follow-up strike when you get near your opponents.

The example here is that by looking at the firepower analysis above, I know that:
I can open at 36" range (14"+36" for 50" threat from my vehicles, with my Razorwings being pretty much unlimited range) with 9 Dark Lances at BS3+ if no one moved, less if I moved due to -1 to Hit for guys inside moving vehicles, 15 Dissies, 3 Razorwing missiles.  I know that if I move all my Raiders up into max range, and my opponent also moves up, potentially next round I can bring 12 additional Blasters into play in addition to X amount of Splinter shots.

This right here is how you should think about playing out your game.  I'm not saying go full rainman on your opponent and trip out midgame, I'm saying that you should be aware of all your weapons ranges so you can better prepare for the next turn and maximize your damage potential.

Pro-tip:  If you're up against a list with higher "alpha damage" than you, it's best to deploy defensively and seek shelter and line of sight blockers.  Alpha damage is someone's killing potential in that first volley of the game.  You want to be highly aware as a Dark Eldar player if you're at a disadvantage here.  You literally afford to eat shit like the other races.  Likewise, you should also be aware when you have the firepower advantage.  This means you can afford to be more aggressive (for that 1-2 punch) if you're the one with the alpha advantage.

Cult of Strife is just.. beauty and pain incarnate.

The SIXTH AND FINAL thing I do now is:  Count up the CPs AFTER the army is complete and see what more I can squeeze out of them.  This is the min-maxing portion and where I spend 70% of my list construction time.  This is because a lot of this comes from experience building lists as a primary aspect of my hobby, but also because a lot of this comes from post-battle reports where I sit back and think really hard about what changes I want to make.

For example, I ran a very similar list during my first game with the new book and that's with a Venom.  However, after playtesting, I found the Venom to be kinda lonely and didn't really serve too much of a service except for the Blaster guy inside.  I thought this through and came to the conclusion that I would rather have another Archon to unlock a Spearhead Detachment to bring my total CP up to 8 from 7, at a cost of a few Poison shots for sure, but I gain a better BS2+ Blaster, another PGL, and another 6" bubble.  The costs were very similar: 112 vs. 92, so the 20 extra points for me was even more worthwhile because I gained a CP at a net "loss" of a few Poison shots.  This is also when I go back and tweak those "luxury" upgrades to different units or replace them with things I feel works better against my opponents.

Welp, I think that's it.  Just keep in mind that this is not meant to be a definitive guide to the Dark Eldar book in the new edition, but it was more like a brain-dump of how I go about building lists that so far, has been working great for me.  Of course, feel free to let me know what you guys think, and I welcome you all to learning the game with me in the next couple of weeks!

Thursday, April 5, 2018

DE: Black Heart Kabal with Alaitoc allies

Eldar brings the pain.

With the new book coming over very soon and with my experience with it so far, I've decided to visit some old comrades of mine to see how they can benefit us to the fullest.  One thing's for damn sure:  Our cost savings have been huge and Black Heart Kabal has been absolutely fantastic for me.

To give you guys an idea how kick-ass Black Heart has been, last night I must have saved at least 15 or so wounds from rolling those 6+++ on my vehicles over the course of THREE turns.  I also started with 5 CPs since I was trying a hybrid Wych build and taking extra Relics and Warlord traits, but ended the game on T3 with 4 CPs AFTER casting a counterspell and multiple Cunning rolls on all the Strategems that were being thrown out.

I stand by firmly what I said before:  Kabal of the Black Heart is the best Kabal.  It's just too flexible and gives you a fantastic amount of protection for free.  The Wych Cult that I brought yesterday was also freaking insane.  I had a unit of Wyches with the Succubus in a Raider and the Succubus herself with the Whip and Blood Dancer threw out 14 freaking attacks (6s to hit turn into 3 hits!).  Check out the article from yesterday to get some better insight into my thought process there.  Sure, my friend had SS Termies eating all those Agonizer wounds (I think 9 or so) and saved like a boss, but if they were any single-wound model, she would have annihilated everyone.  That felt awesome.. especially since you can look at her cost and just shake your head how cost-effective that is (she's 54 points).

With that said, I've been having a blast with Dark Eldar so far.  They feel like they're in a good place so how do we turn it up a notch?  Well for one, we should look to our nearest kin who is CW Eldar.  Harlequins is right around the corner and there might be some good synergy there, but let's first look at what Psykers can bring to our army.

Here's the list:

1999 // 7 CP
Black Heart Battalion +3 CP

HQ:
Archon, Agonizer, Blaster, PGL = 94
Cunning, Living Muse

Archon, Agonizer, Blaster, PGL = 94

TROOP:
5x Warriors, Blaster = 47
10x Warriors, 2x Blaster, Dark Lance = 114
10x Warriors, 2x Blaster, Dark Lance = 114
10x Warriors, 2x Blaster, Dark Lance = 114

+++

Black Heart Spearhead +1 CP

HQ:
Archon, Blaster, PGL = 92

HEAVY:
Ravager, 3x Disintegrators = 125
Ravager, 3x Disintegrators = 125
Ravager, 3x Disintegrators = 125

PARTY BOATS:
Raider, Dark Lance = 85
Raider, Dark Lance = 85
Raider, Dark Lance = 85
Raider, Dark Lance = 85

+++

Alaitoc Patrol +0 CP

HQ:
Farseer Skyrunner = 135
Doom, Mind War

TROOP:
5x Rangers = 60

FLYER:
Hemlock Wraithfighter = 210
Jinx

Hemlock Wraithfighter = 210
Jinx

+++

Firepower:
9 Disintegrators at BS3+
6 Dark Lances at BS3+
7 Blasters at BS3+
3 Blaster at BS2+
26 Splinter Rifles at BS3+
4 Heavy D-Scythes at Auto

Yes, I was always an Alaitoc player.  Said no Eldar ever.

Here's what the Alaitoc Patrol offers:
  • Hemlocks - These things are insane with the -2 to Hit from Alaitoc and their auto-hitting S12 AP-4 D2 damage weapons.  Not to mention they can Smite, have Jinx and have built-in Spirit Stones.  Let's also not forget that they debuff leadership within 12" of them and that works very nicely with our sped up PFP table thanks to Black Heart, PGLs and Mind War.
  • Doomseer - This is damage consistency at its best.  The Skyrunner gives you movement to keep up with our army and Doom is arguably one of the best spells in the game.  It drastically increases the killing potential of all of your units on a single target and works perfectly with Disintegrators due to needing 5s in some cases vs. heavier armored targets.  This works very nicely in conjunction with Jinx because you're just increasing damage so much higher, turning Dissies into AP-4 in most cases vs. 2+ armor or removing that cover save bonus.
  • Mind War - With leadership debuffs, you can actually get this off pretty reliably and kill key targets before they ever get a chance to hit your lines.  When you have the right kinds of debuffs, this becomes a much more reliable Smite that can seriously threaten even the most daunting of foes i.e. Magnus.
  • Psychic Protection - Let's not forget that the Farseer can dispel twice a turn and so can the Hemlocks.  Enough said there I think.

Sure, I lose firepower overall, but I also gain Heavy D-Scythes that are utterly ridiculous in their own right.  I also gain the ability to turn up the damage big time on key targets when I want to and that cannot be underestimated.  What do you guys think?  Is this more powerful than pure Kabal?

Wednesday, April 4, 2018

DE: Time to try out some Wyches

This is the type of girl you bring home to mom.

For tonight's game, I'm going to introduce a unit of Wyches to support my Kabal.  I've bounced and forth on which Cult I would like to get into my game, and I think I settled upon the Cult of Strife.  Yes, this was a big change to what I was thinking before (Red Grief) but this is primarily because I want to justify taking a CC unit in a predominately shooty army.

My general philosophy with army building is this:  The more you detract from the focus of your army (in my case, it's shooting), the less effective your army will be overall.  I will be covering this topic more in-depth in Friday's post, but for now, let's talk about why I'm going to take the Cult of Strife.

First, the list:
1998 // 7 CP

Black Heart Battalion +3 CP

HQ:
Archon, Djin Blade, Blaster, PGL = 96
Warlord Trait: Labyrinthine Cunning

Archon, Huskblade, Blaster, PGL = 96
Raider, Dark Lance = 85

TROOP:
10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

HEAVY:
Ravager, 3x Dinsintegrators = 125
Ravager, 3x Dinsintegrators = 125
Ravager, 3x Dinsintegrators = 125

+++

Black Heart Air Wing +1 CP

FLYER:
Razorwing, 2x Dinsintegrators = 135
Razorwing, 2x Dinsintegrators = 135
Razorwing, 2x Dinsintegrators = 135

+++

Strife Patrol +0 CP

HQ:
Succubus, Adrenalight, Whip = 54
Warlord Trait: Blood Dancer

TROOP:
9x Wyches, Grave Lotus, Agonizer/BP, Shardnet = 91

The rest of the army should be pretty explanatory since it's pretty much the same old same old.  Where this is really different is that I'm spending 243 points for a CC component in the army that is delivered using a Raider.  For the delivery of Wyches, I want to try both:  Footslogging an epic ton of 20 girls up the table and see what happens to them, or just have them ride in a Raider that can hopefully protect them from harmful fire.  For tonight's game, I want to try the Raider because that's what I know.  Don't worry though, I absolutely plan on trying a 20-girl footslog and just run them up the board like cats on fire (or laced with drugs).

Cunning and Blood Dancer.  Why not, let's try it.

I'm also going to commit 2 CPs to take an extra Warlord trait for Blood Dancer and take an extra Artifact.  The reason why I'm doing this is to keep Cunning in play so I can hopefully get a refund for this upfront expenditure on precious resources.  I'm also crazy about Blood Dancer on Strife because that Warlord trait is INSANE with the Triptch Whip.  The whip is basically a +3 attack Agonizer that when you factor in Strife's +1 attack bonus and Adrenalight's +1, you have a 9 attack Succubus that hits on 2s, re-roll 1s, and Blood Dancer (Cult specific Warlord trait) allows you to count each 6 to Hit as 3 hits instead of 1.  I'll let you do the math for this because this makes her one of the most destructive single-wound infantry blenders in the game.  Is it worth the 2 CP?  Probably not.  Does she still die like a bitch if she fails her 4++ and subsequent 6+++?  Of course.  However, I'm feeling extra greedy tonight and I also want to keep Writ of the Living Muse for extra lels.  Otherwise, I might try keeping 6 KP so I have 2 for sure uses of Agents of Vect and just keep the Warlord trait and not the artifact (Living Muse).

Oh, and Shardnets.  Shardnets got a huge improvement because as long as you have this in the unit, your opponent only rolls D3 to get away while you roll D6.  Get dunked on son.  The more I type, the more inclined I am to take a giant unit of Wyches and just say F it.  For now, I'm going to buy a Black Heart Raider for my Archons that I'll end up lending to the ladies to use since transports (like Raiders and Venoms) are not cult specific.  That means anyone can use them and they still retain their bonus (like the 6+++).  This also means you might be able to pull off some potentially crazy combinations in the future (like Flayed Skull lending a +3" movement Raider for the Wyches!) but that's another story for another time.

Let me know what you think:  Should I go big and walk the Wyches?  Are Raiders still the best delivery mechanism?  Yes, I'm very aware of WWPs as an option as well.

Tuesday, April 3, 2018

DE: Black Heart might be the best Kabal

At first, I was afraid, I was petrified.

That's right folks, you heard it here first.  While I was balls deep in Flayed Skull in the beginning of all the rumors and previews, but now I think I might be some kind of Black Heart convert.  OK, hear me out, I can justify it I think.

Here is my reasoning:
  • The 6+++ bonus literally affects everything, from flesh to metal, right from the get-go to the rest of the game.  You always have it.
  • You don't need additional Archon tax to access the best Strategems, Warlord traits and artifacts in the book.  Instead of paying Archon tax, you're one step closer to buying a Warrior unit in a Venom.
  • With the improvement to our weapons, our damage certainly went up for the points. However, one thing remains unchanged and that's our durability.  Spirit Stones on everything will help keep our important pieces alive longer so we don't attrition as hard.
  • The Living Muse artifact makes that one Archon the single biggest damage amplifier in the codex (gives all Black Heart units within 6" of the Warlord re-roll 1s to Wound).  It affects every weapon type and is super good, but you have to walk around like a baller.

Just one little note about Writ of the Living Muse:  It's a huge damage amplifier but keeping everything that I can within 6" of the damn Archon might be a huge challenge.  It also makes that particular HQ a huge pain in everyone's ass and everyone is going to be gunning for him.  However, I'll just have to play him well and use all the long-range firepower that I have to really deliver some results in the opening phases of the game.  Otherwise, I'm kind of screwed!

Now when I look back at Flayed Skull, I think that the 3" extra move is the single best bonus it provides.  The re-roll 1s for Rapid Fire only really kick in with Splinter Rifles and if I'm not taking many Venoms or Warriors double-tapping, I'm not getting the best out of it.  The ignore cover part is also really nice since there's always some crap out there like CW Rangers, but I've been thinking back to all the 8th games where cover was game-changing.  Can't really think of times where it decided the game if I'm to be honest.

With that being said, I could argue that Agents of Vect and Labyrinthine Cunning was enough to win me over, but the sustained durability of all our units really did it for me.  Not paying additional Archon tax means that I can fit in more units and I think my next game will be full Kabal of the Black Heart.

Case in point, I'm going to roll with this in my Weds game this week:

2000 // 7 CP
Black Heart Battalion +3 CP

HQ:
Archon, Agonizer, Blaster = 91
Archon, VB, Blaster = 89

TROOP:
5x Warriors, Blaster = 47
Venom = 65
112

5x Warriors, Blaster = 47
Raider, Dark Lance = 85
132

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Dark Lance = 85
199

HEAVY:
Ravager, 3x Dinsintegrators = 125
Ravager, 3x Dinsintegrators = 125
Ravager, 3x Dinsintegrators = 125

+++

Black Heart Air Wing +1 CP

FLYER:
Razorwing, 2x Dinsintegrators = 135
Razorwing, 2x Dinsintegrators = 135
Razorwing, 2x Dinsintegrators = 135

>>>

Firepower:
15 Disintegrators at BS3+
9 Dark Lances at BS3+
10 Blasters at BS3+
2 Blasters at BS2+
1 Splinter Cannon at BS3+
44 Splinter Rifles at BS3+
3 Razorwing Missiles at BS3+

If you look at the firepower arrangement of this list compared to the other ones I've poured out over the last couple of days, I think this is the most optimized and most balanced.  I got my command Raider where my Archons can go chill and I'm able to fit an extra Venom in there due to the points gained from not having a third detachment.  This also allowed me to take 4x full gunboats instead of the previous 3 while still having my 3/3 ratio of Ravagers and Razorwings.

I think tomorrow, I'll talk about shoving Wyches into someone's face at the start of the game because why not.  It only costs 160 points for 20 of them and Succubi are much cheaper now!

Monday, April 2, 2018

DE: Dissing the night away

How long before you think someone ragequits with this many shots?

Alright, after much debate, I've been tempted to try out a list with not so many Dark Lances and more Disintegrators.  In fact, there's been a lot of mathhammer being thrown around and everyone's got me thinking about all the choices I've been taking in a big way.

The first one is optimizing the list a bit more by taking out all extra Splinter Cannons from my Venoms.  For the math reasoning here's why:  If you look at the 10 extra points spent, you're pretty much only getting more Poison shots from 36"/18" away, and even still you're getting 3 extra shots compared to the standard cannon.  It isn't until 18" that you have 4 extra shots from the Splinter Cannon, but otherwise, the damage is negligible for 10 more points at almost all range bands.

Yes, I did include the free Twin Splinter Rifle this time!

5x Warriors, Blaster = 47
Venom, 2x SC = 75
122 vs. 112 (without extra SC)

36" = 6 shots vs 3 shots
24" = 10 shots vs 9 shots
18" = 16 shots, 1 Blaster vs 12 shots, 1 Blaster
12" = 20 shots, 1 Blaster vs 18 shots, 1 Blaster

As you can see, we can free up some points by just taking a stock Venom.  This is pretty much the same with the Index, but now you have a better Blaster and slightly more consistent damage thanks to our new Obsessions.

The next topic will be to talk about removing all Splinter Racks from the Raiders.  This is crazy talk right?  I thought so at first until someone showed me the math.  You typically get 1.17 extra splinter hits at ranges >12" and 2.33 inside and equal to 12".  Furthermore 7 splinter rifles re-rolling 1s to hit will roll 2.785 6s within 12". Outside of 12" it is 1.39.  Is this worth the 10 additional points per Raider?  Maybe not.

Lastly, let's ditch all the Dark Lances for Disintegrators.  Well, not really all of them, but since Blasters went up to D6 damage and I still have a crap ton of them, why not make the list much more killy against smaller targets?  If I turn all the Dark Lances I have on vehicles into Dissies, I can absolutely maul infantry units (especially MEQ) as well as one-shot all these fancy new Primaris Marines.  I make all those 2W Terminators extra sad, light vehicles sadder, and with the sheer amount of volume that you can put out with re-roll 1s to Hit and other stuff, things just might get kinda ridiculous.

The new "hotness".  Get it?!

What does this get you at the end of the day?  Apparently, it buys you another Razorwing Fighter that you can turn into an Air Wing now.

1998 - 8 CP
Flayed Skull Battalion - 3 CP

HQ:
Archon, Agonizer, Blaster = 91
Archon, Agonizer, Blaster = 91

TROOP:
5x Warriors, Blaster = 47
Venom = 65
112

5x Warriors, Blaster = 47
Venom = 65
112

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Disintegrator = 80
194

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Disintegrator = 80
194

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Disintegrator = 80
194

+++

Flayed Skull Air Wing - 1 CP

FLYER:
Razorwing, 2x Disintegrators = 135
Razorwing, 2x Disintegrators = 135
Razorwing, 2x Disintegrators = 135

+++

Black Heart Spearhead - 1 CP

HQ:
Archon, Agonizer, Blaster = 91

TROOP:
7x Warriors, Blaster = 59
Raider, Disintegrator = 80
139

HEAVY:
Ravager, 3x Disintegrators = 125
Ravager, 3x Disintegrators = 125
Ravager, 3x Disintegrators = 125

>>>

Firepower Analysis:
19 Disintegrators at BS3+
3 Dark Lances at BS3+
9 Blasters at BS3+
3 Blasters at BS2+
2 Splinter Cannons at BS3+
46 Splinter Rifles at BS3+
3 Razorwing Missiles at BS3+

After a certain point, you have to ask yourself if 57 BS3+ S5 AP-3 D2 shots from 36" are worth it.  I'm not sure, but I'm damn ready to try to see if it all works out.  You know what I think this list needs?  A Farseer with Doom.  If I can find someway to fit that in there, I think we'll have some even more interesting results.

Sunday, April 1, 2018

DE: Min-maxing Pure Kabal

Some really nice art from the new book.

Maybe I've been going about this all wrong.  Maybe just unlocking the Air Wing for the Agents of Vect was not enough and I need to do more.  Maybe I don't actually need to have so many Flyers even though I think they're excellent with the Black Heart Kabal.

At the end of the day, maybe I just need to put another Raider in there to replace a Razorwing so I can actually put my Archons in there and use it as a mini-Ravager?  According to most, I can still take Blasters on my Archons since they exist in the Index data entry.

Let's try to min-max this with some goals:
  • Must have Black Heart for Agents of Vect and Labyrinthine Cunning
  • Have as many CP as possible
  • Maximize firepower

Here's what I came up with:

1998 - 7 CP
Flayed Skull Battalion - 3 CP

HQ:
Archon, Agonizer, Blaster = 91
Archon, Agonizer, Blaster = 91

TROOP:
5x Warriors, Blaster = 47
Venom, 2x SC = 75
122

5x Warriors, Blaster = 47
Venom, 2x SC = 75
122

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Splinter Racks, Dark Lance = 95
209

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Splinter Racks, Dark Lance = 95
209

10x Warriors, 2x Blaster, Dark Lance = 114
Raider, Splinter Racks, Dark Lance = 95
209

FLYER:
Razorwing, 2x Dark Lances = 145
Razorwing, 2x Dark Lances = 145

+++

Black Heart Spearhead - 1 CP

HQ:
Archon, Agonizer, Blaster = 91
Warlord: Labyrinthine Cunning
Artifact: Writ of Living Muse

TROOP:
7x Warriors, Blaster = 59
Raider, Dark Lance = 85
144

HEAVY:
Ravager, 3x Dark Lances = 140
Ravager, 3x Dark Lances = 140
Ravager, 3x Dark Lances = 140

>>>

Firepower Analysis:
20 Dark Lances at BS3+
9 Blasters at BS3+
3 Blasters at BS2+
4 Splinter Cannons at BS3+
21 Splinter Rifles at BS3+ with Flayed Skull + Splinter Racks
19 Splinter Rifles at BS3+ elsewhere
2 Razorwing Missiles at BS3+

>>>

I think this might be the best list yet.  Sure, I lost a Razorwing, but now I'm able to bring in a Raider and just load it with fluffed up Warriors holding a Blaster.  I didn't particularly find Splinter Racks for 10 points worth it there because I would rather fit some extra Splinter Cannons in there.  However, one thing is for damn sure:  I want to make my Warlord Black Heart just so I can take Labyrinthine Cunning.  I seriously think it's one of the best Command Traits in the entire game and works so perfectly with Agents of Vect.  The biggest boon of this trait for DE is that you can use it while inside a transport.. and we all know how limited our HQ transport options are.

IMO the best Warlord trait for DE.

For Artefacts of Cruelty, I've taken the Writ of Living Muse.  It's basically a 6" aura of re-roll 1s for Wound, which works in conjunction with re-roll 1s to Hit.  This allows me to sit back with my fleet of Ravagers or Raider boats just so I can start pouring out more consistent damage.  While my current firepower analysis looks pretty horrifying for MEQ players and possibly even troublesome for some more horde armies, firepower counts for nothing if you can't do reliable damage with it.

Thankfully, that's why I have Flayed Skull and Splinter Racks in as many places as I can fit them.  Re-rolling 1s for Rapid Fire is no joke and having them explode into double hits when I roll a 6 means more wounds overall.  This gives you more value per Warrior because they'll be outputting more damage overall over the course of the game.  For now, I've allocated all my heavy armor under the Black Heart so they can stay alive longer and be more useful over the course of the game.  What do you fellas think?

Now, I've reached out to a couple of people to confirm what happens when 2 Flayed Skull Archons decide to hop into my Black Heart Warrior bus.  Not really too worried because that boat was supposed to just be my Warlord's retreat bus since most of the time I plan on having my Archons spread out providing that sweet re-roll for all my heavy weapons.