I’ll apologize in advance for not having my models painted. Here’s the list I’ll be using in the report(s):
HQ: Dracon (1#, 90 pts)
1 Dracon @ 90 pts (Agoniser; Splinter Pistol; Hell Mask; Shadow Field; Haywire Grenades)
Elite: Wyches (10#, 270 pts)
8 Wyches @ 270 pts (Close Combat Weapon; Splinter Pistol; Wych Weapons; Blaster x2; Combat Drugs; Haywire Grenades; Plasma Grenades)
1 Succubus (Agoniser; Splinter Pistol; Wych Weapons; Haywire Grenades (Squad); Plasma Grenades (Squad))
1 Raider (Dark Lance; Nightshields)
Troops: Raider Squad (6#, 120 pts)
5 Raider Squad @ 120 pts (Splinter Rifle x4; Splinter Cannon; Raider)
1 Raider (Dark Lance; Nightshields)
Troops: Raider Squad (6#, 120 pts)
5 Raider Squad @ 120 pts (Splinter Rifle x4; Splinter Cannon; Raider)
1 Raider (Dark Lance; Nightshields)
Troops: Raider Squad (6#, 120 pts)
5 Raider Squad @ 120 pts (Splinter Rifle x4; Splinter Cannon; Raider)
1 Raider (Dark Lance; Nightshields)
Heavy Support: Ravager (1#, 140 pts)
1 Ravager @ 140 pts (Disentegrator x3; Nightshields)
Heavy Support: Ravager (1#, 140 pts)
1 Ravager @ 140 pts (Disentegrator x3; Nightshields)
Validation Report:
1. Dark Eldar Army: Kabal; c-1. File Version: 1.04a For Bug Reports/www.ab40k.org; b-1. Roster Options: Special Characters; a-1. Scenario: Normal Mission
Roster satisfies all enforced validation rules
Total Roster Cost: 1000
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The biggest change from the last list is: I’ve taken the suggestion of moving down to a Dracon saving 25 points where I can now give Haywire Grenades to various models along with saving another 25 points from removing Combat Drug dispenser.
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I also don’t have faith in my Wych Weapons as most critters out there I’m fighting have a WS of 4, which won’t do a thing for me when they’re making attacks against the ladies. However at 1 point a pop, it’s not a huge investment (even at 1000 points, 0.9% of the party)–and against the less than WS 4 armies I get them into scrapping, they’ll need 5’s to hit the Wyches.
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I like the idea of the Combat Drugs, but at this low point level one has to be very, very lean on the choices that go into a competitive list.
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I’m pretty sure that this time I won’t be balls-to-the wall reserves entry only (although I think this tactic fits their background fluff quite well). If the opponent has a good amount of 48″ weaponry (yes, I know it’ll be only 42″ after the Nightshields, that’s still a substantial amount across the table) I think I’ll have them on the table and the far edge so I can get a few shots in turn 1. If I expect a few drop pods and I don’t get first turn…..Reserves it is!
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This is the time to experiment before the league starts up in December. Which reminds me I’ve got to get this force painted and based by the end of the month!!!! No if’s, and’s or but’s about it I’ve got to get the rest of the modeling completed by next week and perhaps a test Raider completely painted (and maybe the passengers).
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I’ve got to order my 25mm bases a.s.a.p. (right now I’m just putting a magnet on the bottom of a blank base to hold them on when a Raider is shot down) so I can install the magnets for the Raider-sharers. For those of you who know my use of magnets: I’m not magnetizing the whole army–just the ones that are meant to come off the Raiders. I’ve (mostly) always been practical (but not frugal!) in my use of Magnets the last 10 years.
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<b><span style="color: #eeeeee;">On a modeling note</span></b>:<br />I did complete the installation of the magnets for the Dark Lances/Disintegrators on my Raiders and Ravagers (the bow points, not the port and starport points on the Ravagers–I’m still deciding my angle of attack on those weapon mounts). So my raiders will have Dark Lances on them in the photos (although I still need to sand and fill in the cracks and create the sails).
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Also, I’ve noticed that the pewter models on the raiders are still quite wobbly. I’ll probably end up adding a metal pin to the foot next to the magnet to help stabilize the models while on the raider and on their bases.
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