It's time to once again unleash the Haemonculi, full of webway portals teeming with monstrous minions waiting to unleash straight into the enemies lines. Thought I would share my list for my upcoming Saturday match up. The purpose of this list, field control. Webways holding back some of the biggest and baddest. Here is the list.
Dark Eklar 2500 Pts
1 Asdrubael Vect @ 240 pts ((C:DE, pg. 55); Unit Type: Infantry; Fleet; Night Vision; Power from Pain; Independent Character; Fearless; Master Tactician; Ancient Nemesis; Ghostplate Armour; Haywire Grenades; Plasma Grenades; Shadow Field; Splinter Pistol; Obsidian Orbs; Scepter of the Dark City)
1 Haemonculus Ancient @ 315 pts ((C:DE, pg. 85); Unit Type: Infantry; Night Vision; Power from Pain; Independent Character; Altered Physique; Gnarlskin; Splinter Pistol; Power Weapon; Shattershard; Crucible of Malediction )
1 Haemonculus (Night Vision; Power from Pain; Independent Character; Altered Physique; Gnarlskin; Close Combat Weapon; Splinter Pistol; Liquifier Gun x1; Webway Portal x1)
1 Haemonculus (Night Vision; Power from Pain; Independent Character; Altered Physique; Gnarlskin; Close Combat Weapon; Splinter Pistol; Liquifier Gun x1; Webway Portal x1)
3 Kabalite Trueborn @ 86 pts ((C:DE, pg. 88); Unit Type: Infantry; Fleet; Night Vision; Power from Pain; Splinter Rifle x1; Kabalite Armour; Dark Lance x2)
4 Incubi @ 88 pts ((C:DE, pg. 86); Unit Type: Infantry; Fleet; Night Vision; Power from Pain; Incubus Warsuit; Klaive)
5 Grotesques @ 175 pts ((C:DE, pg. 86); Unit Type: Infantry; Night Vision; Power from Pain; Altered Physique; Berzerk Rampage; Bulky; Gnarlskin; Close Combat Weapon)
10 Kabalite Warriors @ 195 pts ((C:DE, pg. 89); Unit Type: Infantry; Fleet; Night Vision; Power from Pain; Splinter Rifle x9; Kabalite Armour; Dark Lance x1)
1 Raider ((C:DE, pg. 91); Unit Type: Vehicle (Skimmer, Fast, Open-topped); Transport Capacity: 10 models; Night Vision; Dark Lance x1; Shock Prow; Enhanced Aethersails; Flickerfield)
10 Kabalite Warriors @ 195 pts ((C:DE, pg. 89); Unit Type: Infantry; Fleet; Night Vision; Power from Pain; Splinter Rifle x9; Kabalite Armour; Dark Lance x1)
1 Raider ((C:DE, pg. 91); Unit Type: Vehicle (Skimmer, Fast, Open-topped); Transport Capacity: 10 models; Night Vision; Dark Lance x1; Shock Prow; Enhanced Aethersails; Flickerfield)
10 Wracks @ 185 pts ((C:DE, pg. 87); Unit Type: Infantry; Night Vision; Power from Pain; Altered Physique; Gnarlskin; Poisoned Weapon (4+) x2; Liquifier Gun x2)
1 Raider ((C:DE, pg. 91); Unit Type: Vehicle (Skimmer, Fast, Open-topped); Transport Capacity: 10 models; Night Vision; Dark Lance x1; Shock Prow)
5 Kabalite Warriors @ 125 pts ((C:DE, pg. 89); Unit Type: Infantry; Fleet; Night Vision; Power from Pain; Splinter Rifle x4; Kabalite Armour; Blaster x1)
1 Raider ((C:DE, pg. 91); Unit Type: Vehicle (Skimmer, Fast, Open-topped); Transport Capacity: 10 models; Night Vision; Dark Lance x1; Shock Prow)
5 Kabalite Warriors @ 125 pts ((C:DE, pg. 89); Unit Type: Infantry; Fleet; Night Vision; Power from Pain; Splinter Rifle x4; Kabalite Armour; Blaster x1)
1 Raider ((C:DE, pg. 91); Unit Type: Vehicle (Skimmer, Fast, Open-topped); Transport Capacity: 10 models; Night Vision; Dark Lance x1; Shock Prow)
5 Scourges @ 130 pts ((C:DE, pg. 90); Unit Type: Jump Infantry; Fleet; Night Vision; Power from Pain; Shardcarbine x3; Ghostplate Armour; Plasma Grenades; Haywire Blaster x2)
5 Scourges @ 130 pts ((C:DE, pg. 90); Unit Type: Jump Infantry; Fleet; Night Vision; Power from Pain; Shardcarbine x3; Ghostplate Armour; Plasma Grenades; Haywire Blaster x2)
5 Scourges @ 130 pts ((C:DE, pg. 90); Unit Type: Jump Infantry; Fleet; Night Vision; Power from Pain; Shardcarbine x3; Ghostplate Armour; Plasma Grenades; Haywire Blaster x2)
1 Talos Pain Engine @ 135 pts ((C:DE, pg. 92); Unit Type: Monstrous Creature; Night Vision; Power from Pain; Fearless; Move Through Cover; Random Attacks; Armoured Carpace; Chain-flails; Close Combat Weapon x1; TL Heat Lance)
1 Talos Pain Engine @ 135 pts ((C:DE, pg. 92); Unit Type: Monstrous Creature; Night Vision; Power from Pain; Fearless; Move Through Cover; Random Attacks; Armoured Carpace; Chain-flails; Close Combat Weapon x1; TL Heat Lance)
1 Cronos Parasite Engine @ 110 pts ((C:DE, pg. 92); Unit Type: Monstrous Creature; Night Vision; Power from Pain; Fearless; Move Through Cover; Armoured Carpace; Close Combat Weapon; Spirit Syphon; Spirit Probe; Spirit Vortex)
Total Roster Cost: 2499
Here is how it works.
From the webway
Both Talos and Cronos go into reserve, along with Vect and his Incubi Guards. The Master Haemonculi and his minion Grotesque's also go into reserve, giving me 5 units in reserve. It would be nice to get a pain token or two onto a talos the round it appears (possible with the cronos) and making them very hard to get rid of. If all else fails, get them feel no pain.
The Grotesques will have two pain tokens to start, and will get furious charge, putting them at S6 I5. With 15 wounds plus the Haemonculi's 3 that is a lot of hard to get rid of wounds. The master is wielding a shattershard and crucible of malediction for some arcane goodness.
Vect is there to launch out into the enemies ranks with his 4 incubi
The idea is to split the portals under most circumstances to give maximum assault potential for units coming out of the webways. The webways can be used to limit access through areas as well.
Round 1.
Good chance of going first to gain the initiative and field position with the webways, but it won't kill me to go second here.
The Wracks stay on board to move forward and only get out when forced. Dual liquifiers from anywhere on the hull means they stay in as long as possible during the game. These will move forward for hard to get rid of troops moving towards objectives or targets.
Both Haemonculi carry liquifiers, and are there to open up a webway portal. They are in the 5 man warrior squads, so that these tiny squads can move forward hopefully into cover with feel no pain.
10 man warrior squads. Their job along with the trueborn are to sit there and throw out suppression fire from the backfield. The warriors raiders are both set up with Aethersails and shock prows. Their first round job is to ram enemy transports. I find this tactic fun, and more effective than shooting a lance. The flickerfield means that I sometimes survive the hit. Also it is nice to ram tanks that have poped smoke rather than shoot at them.
Last but least the scourges are there for vehicle fire suppression, and anti-infantry shooting once that is done. 9 shots with the carbines and 2 haywire S4 AP4 shots from 3 units is nothing to sneeze at.
Oh yea, Josh, if you do check the blog before Saturday, this is the army you will be facing.