Showing posts with label Dark Eldar: Rave Review. Show all posts
Showing posts with label Dark Eldar: Rave Review. Show all posts

18 Jan 2011

Rave Review: Trueborn Warriors

Colour by MajesticChicken
Ahh yes, Trueborn warriors. They are in almost every list I'm seeing at the moment and I'm finding it hard not to take 2 units every single game...

Why are they so attractive ?

Well for me it allows me to up the quantity of lances in the army though I feel they may have other uses too, I hope to start experimenting with some ideas soon.

Lets have a look.

Stats wise they are just 'elite' warriors, so like with marines its an extra point of LD and an extra attack for 3 more points , as the extra attack seems pointless in what is i feel mostly going to be a shooty unit I feel the extra points are probably being paid for access to the bewildering array of weaponry available to them.

no point really examining their basic kit as its identical to warriors, I'm almost certain you are not going to be buying them as a splinter rifle platform as warriors do it just as well and score.

So what can they have and why would you want to take it.

Shard carbines- 5 points gets you a three shot 18" range assault weapon, now , I'm fairly intrigued by these and find myself increasingly tempted to use a carbine equipped unit with a CC Dracon as an escort for sliscus, maybe even go for a couple of cannons too as they are also assault weapons, 27 3+ poison shots + a blast pistol followed by a charge, needs to be tried as running some rough numbers on an meq squad would suggest that only one or two models would survive to swing back , leaving you un shootable in the following turn where you will finish the squad in cc and gain FNP ,  they can also put a stupendous amount of wounds on MC's , I had plain splinter warriors with , splinter racks and Serpents venom shoot Fateweaver off the table today, pure torrent ftw ! In theory an agressive use trueborn/bodyguard unit like this could work.

CC wep and pistol - nah , Ill give it a miss thanks, more str 3 = more fail.

Shredders - Not a big fan of most things relying on the scatter dice , I find them woefully erratic, shredders are cheap and 'can' put alot of wounds on big huddled squads , I feel the rest of the army has anti infantry  well covered with all the poison you can build in, truborn are better used to provide something you do not have so much ready access to.

Blasters - seems more or less everyone is buying these and in most armies you will too, some folks get them with two blasters, but I have found lance weps to be so unreliable I have only been really 'happy' with performance when they take the full four, most of my WIP builds involve 2 units of four always in a transport of some kind. If points were tight you could try three, simply running the numbers should convince you hat more is better , without cover as a factor you need 9 lances on average to destroy a vehicle.

Splinter cannon - I like these , not sure how much they will be of use but I keep finding myself trying to sneak a couple on to my usual Blaster squad, think I'm just getting greedy for Moar poison , but its something I want to test the usefulness of , my head is saying it wont be useful most of the time but my cold dead shriveled black heart does enjoy massed poison ....

Colour by MajesticChicken
Dark lance - Not really found myself using these thus far as I am very aggressive with my DE , current thinking is to buy just two of these to increase the long ranged lance fire available to your army, they can't score so sitting objective is comparatively less handy than with say a unit of warriors with a lance, buying a small squad to sit with the lances opens up the opportunity to buy a transport also , I think the venom will be most popular as it can bring a load of splinter to balance the lances, will also help get them into position in DoW games , of course if you need yet more AT in the army plump for a Raider.

Dracon - does very little for the squad really, no LD boost and gains an attack , as they will mostly be used in a dakka role he's going to spend alot of time twiddling his thumbs.

He does have a ream of options that will help if you decide to experiment with dakkassault  Tborns, 5 points for the extra attack is ok , cheapest upgrade to sgt in the book.
he can have ghostplate , which I think is overpriced and unnecessary. Again the phantasm launcher is a cool upgrade but 20 points is pretty hefty , if going the dakkassault route plain assault grenades will do for half the price, if you are getting assaulted "your doing it wrong". He can have a blast pistol, again 15 points for a gun that will get fired maybe twice a game seems pointless, AT can be handled by others.

Lastly we have the CC options , best overall is possibly the venom blade , it allows the unit to further threaten Mc's and can kill a suprising amount of marines etc through reliable wounding . Second up is a power weapon - not bad and 10 points is ok , just think of it as rending on a 5+ that gets better once you have furious charge ....... lastly the agoniser, 20 points ..... 20 points , sorry I just cant get over it costing as much as a power fist while essentially being a str 4 power wep . I have yet to be able to bring  myself to pay for these on anything in the book , they simply cost too much, its not like MC's are ever going to be a problem for DE. I would bring it at that cost IF it did something to vehicles.

Transport

They have access to both transports and I tend to base my choice on how big the squad is and weather I need more AT or more poison. I like both and they are of comparative points, mostly I have been taking 4 blasters in a venom, however the list I am currently trying has them in a Raider as I needed more AT and had plenty of poison and torrent elsewhere in the list, this applies to any DE list you may run and gives you an easy way to tweak the level of anti infantry or AT.



Overall a very solid Elites choice , a fairly certain staple of most lists which allow you to tailor the type of firepower in your army like no other unit. Mostly being bought for massed blaster access, true most of the time you simply need the blasters that much , However I am keen to discover if they have more than one string to their bow.

6 Jan 2011

Rave Review: Mandrakes

Colour by MajesticChicken
First real post of 2011 !

Ok These guys have been contentious even from before the book came out.

People seem fairly divided by these consisting of the "My god what suck is this ? " and the "They are ok and can be made to work" camps.

Im right there in camp number one, I really think they blow, they annoy me with their sheer crapness, the rules are so godawful that GW has insured irrespective of how tasty the models may or may not be I shall not be owning/painting any time soon.

Best use I can think of If you have bought some, wracks ? ....

Okay so I suppose the above is a pretty sweeping statement, so I suppose i will attempt to break down the squad and justify my feelings.

Stats, cant complain too much STR4, I5 with 2 attacks fresh outta da box, 15 points is a bit heavy for a T3 model no matter how you shape it ......

The squad can have a Nightfiend for an extra 10 points , annoyingly as with the incubi there is no model for this supplied with the box, poor show really given that the older aspect warrior boxes all contain a suitable exarch model, Hopefully GW will rectify with a later blister release...... hopeful much ?

He gets an extra attack and brings LD 9,  so as I imagine they are shaping up to only be remotely useful as objective campers it will be a worthwhile investment to prevent them fleeing from shooting casualties.

Thats it for him, exciting huh

They all come with a single cc wep as standard, making their cc ability borederline underwhelming, oh yeah NO GRENADES ?!
Uh, Phil.... you sure ?
Infiltrate , uh yeah , I just dont know how useful this is on a unit forced to stay in cover to mitigate its t3 and lack of grenades, will help with setting them up somewhere they will get cover I guess , as for outflanking, dunno I don't see it working on anyone with a brain, no meltaguns no flamers and no grenades, T3 , sounds like suicide 101 to me, suicide is acceptable if a unit is going to do something in the process (melta) I just see them being shot up and beat up by meq badly and vs geq they may get the jump on a unit or something then die horribly to counter fire , hardly a good exchange , they have to be the worst setup unit to really get any benefit from outflank in existence.

Power from pain , this is a bit of a conundrum for manderps as to get it they need to kill something , to kill something they will have to leave cover and then likely die so thats not going to work, they could use their bale blast to finish something off , oh wait,  you need that first token to get their pointless shitty gun too ...... So you are pretty much forced to put a haemo with them to make them actually difficult to shift from cover with shooting a flat 3+ cover save on t3 is not that great really when you consider a basic meq is harder to kill with standard weapons, the fnp tips the balance and makes them actually hard to kill with torrent, course they are pretty shit vs meq in cc so you could just assault them. they need to be the ones charging to really do anything approaching effectual on meq (sadly the game standard), again they need their silly gun attack to really be rolling enough dice to do much , just charging a unit of tacs is only going to net you 2ish kills before they beat your t3 5++ ass into the floor, if you allow for a round of shooting from the bale Failblast your total kills for the turn will crawl upto 4-5 which should just about tip the balance so you should eventually win the close combat.... Furious charge will help but I can see actually getting it being a struggle for them.

I think maybe the intention for them is to use move through cover to charge stuff that strays too close to the terrain they will be forced to hug, weakened units are going to be par for course.

I just cant work out what the hell they are supposed to offer an army, especially given that they are another elites choice, Just look at the other stuff in elites ? are you really ever going to sacrifce that to take this tripe ? they are worse than the troops choices.....

I honestly cannot see a way they are ever going to be useful and getting them to be worthwhile is too much of a faff for competitive play,  If they were troops I would consider them for camping duties,  currently they don't even score, I suppose contesting ? god knows what Kelly intended for them Either he ran out of ideas or this was one of the units 'fixed' in the re-write.

Bale Failblast- It would actually be alright if you did not have to essentially jump through burning hoops to have it , if they all got flamers as I thought they would from the description I would understand the need for the pain point , but the gun is underwhelming, ap 4 as we know is pointless 99.99 percent of the time as is pinning, they are just poor mans pink horrors , I would rather have bloody pink horrors. To have any hope of starting with some use from it you have to fork out yet more points to get a haemo, which should really be factored into their cost, so 50 points minimum for a heamo = essentially 20 point mandrakes: supping from the fail pail :oS

Stealth- I forgot to mention this early, yes the shadow deamon-things are exactly as stealthy as a man draped in a bit of unwashed green cloth, a + 1 cover save is nice enough and they do get a 5++ too which is better than a poke in the eye with a sharp stick I suppose, as I said poor mans horrors.

As we are on the subject I'll discuss the Derp-Crapitator  here too, he sure puts the 'special' into special character, best thing about him is the background fluff and the artwork, for an HQ slot and 140 points you get a t3 character with no armour save and a 5++ ....... he cannot even join a squad, has a Marbo style derp-loyment, but is so 'special' that he cannot assault the turn he does and unlike Marbo does not have a decent ranged attack to drop the turn he arrives either.... he does have the failblast.

Not picked for the team again 
Hunter of heads - An ability that lets him get pref enemy vs one enemy IC, how he is supposed to get there let alone actually kill them when he gets there is beyond me , he also has NO fething grenades either.

He would be fine just the way he is if you was an upgrade for a mandrake unit and maybe made the scoring, I would 'consider' using him then, as he is currently he is a hot contender for worst character in 40k

Other than the usual manderp stuff he has a powersword that does ID on a roll to wound of a 6+ woopity doo ..... I rolled a bunch of test dice, against chars without an invun (they even exist ?) he can have a tough time vs them, let alone someone with a decent save,  Furious charge makes him hit harder on the charge, but again , getting a second pain point and somehow getting into cc with his chosen target who hopefully has no invun seems incredibly hopeful....

Big steaming pile of Self-Edit.

As much as overall the books internal balance is about right I just don't know what went wrong here, yet more things that make me question GW's design process,or lack thereof ... Do wonder if they got the now infamous late stage 'edit' Xeno nerfbat.


Mandrakes: The Ginger stepchild of the DE

15 Dec 2010

Rave Review: Dark Eldar Bloodbrides & Wyches

Colour by MajesticChicken
Hello again folks, bit late with the DE review this week as I have been on a bit of a cooldown as I did a bunch of articles in a short space of time this past seven days, including compiling the photo's for my upcoming Spacewolves Showcase on Mindofthedeamon, and  I also did a feature article for Hop on Monday about paint scheme / palette selection and implementation.

Going to be talking about Wyches today and including the Bloodbrides as they are essentially the same thing. May as well kill to birds with one stone.....

Stats wise Wyches are fairly unremarkable , well in all stats bar one they have I6 which Im sure you will agree is fairly hectic for a troops choice , if you loose a combat to these girls, bad times ahead.

Some people complain about the str3 , I tend to agree with the frustration that a predominantly T4 gaming environment brings , if the balance of armies being played were more even I think str3 would be, well average.... Fortunately there are a couple of things that help the girls strike with a bit more sting than half trained, very depressed human cannonfodder.

Actually it could be worth mentioning the fragility 'issue' here too, as it is largely caused by their stats, T3 and a 6+ save out of combat ? Im not going to lie to you, they die horribly if caught in the open or their transport explodes which is alot as DE seem to think manufacturing their vehicles out of an advanced version of nitro glycerine is a jolly good plan .....

One option which you can use to mitigate this somewhat is to start them off with a haemo in the unit, his pain token will confer FnP (assuming you dont get one from drugs) which makes them three times less likely to be vaporized by their own ride and/or most small arms, in this instance it is a trade off though, as in order to have a haemo along you will have to drop a unit member to fit in a raider, which means less special weps and also if you want him moving with them, you loose fleet. So a downside if coming in on foot from a portal, although I guess you can move him away on the turn they arrive leaving the token with them, this has an advantage in that outside a raider you can run a much larger squad, more models benefiting from a pain point is a good use of resources.  Otherwise in a raider squad the should probably just leave him behind if you are not sure they can reach with a standard move + assault, you DO NOT  want to get stranded as your opponent will end them extremely easily outside of combat, plus the haemo can still fly around in his shiny new raider liquifying things and giggling.

Basic stuff that comes in their package includes:

Close combat weapon, pistol and plasma grenades - run of the mill basic kit for a cc unit .

Combat drugs:

  hypex look, shoes !!- errr not a huge fan of this one but it does make your run moves more reliable ? I recommend throwing models around and kicking tables when you roll this, perhaps accuse your opponent of rigging the dice .....

Serpentin Sexist comment ! - not terrible, it helps slightly with the 'hitting like a girl' problem as you will get more hits on your predominantly ws 4 opponents and therefore more chances to wound it will also offer a little protection from ws5 opponents, so not bad there will be no need to try and knock your opponents models over with dice rolls to make yourself feel better.

Grave lotus YOU forgot my birthday!- Now they are angry @ str 4 they can also glance down vehicles as well as actually wound t4 FC wyches have str5 with this ;o) maybe not time to break out the special dice and elastic tape measure... some chocolate perhaps ?

Painbringer Crimson tide !- This is hands down my favorite, statistically slightly better chance of wounding T4, and much better on anything they will need 6's on, also makes for far more stable amounts of wounds generated. Also the agoniser you may or may not have bought the unit just got real ugly. - you are perfectly justified to get those people you hired to come and heckle your opponent to join in on this one , you will no doubt impress everyone and earn the respect and love of everyone.

Adrenalight The toilet seat was up !! Another good one , helps with getting more hits /wounds/kills than you would without. I think you are ok to just note it down and continue here, though snide remarks about Spaze marehnz are always acceptable if unsure how to proceed.

Splintermind Omnomnom chocolate - free pain token , fnp will do nicely , if you already packed your haemo then they will have FC too , but if not, no worries its a short trip to FC and you will loose less girlies on the way. - the dice have obviously decreed your opponent is unworthy cattle, refuse to make eye contact for the rest of the game and only communicate through your 'mouthpiece'-one of the guys you hired to do cheer routines in the background will do .....

So yeah the drugs can help , sadly they are random , which means I'm tempted to shy away from them in competitive lists , however, wyches do not really perform their function by killing stuff , I mean its nice but not the point to including them in a list , the last and possibly most important thing they get as standard is a 4++ in CC , yup ,a troop with 4++ in cc that costs 10 points per model, nice 

At this point you can probably see they wont be killing much of anything in cc, however with a 4++ and the potential for FNP also they are a brilliant tarpit unit, chuck em at some Termies or Twolves etc to bog them in combat, with the addition of some other upgradess they can tie up almost anything for a while . Some people rely on powerful cc units to win games, wyches can seriously hamper that anything with massed power weapons are wasted points on wyches. If nothing else the main purpose of wyches is to blunt the cc effectiveness of your opponents derp stars and main combat units, this allows the rest of your army to go to work, and hopefully if the wyches hold them up for long enough, assuming they eventually die you should often be in a position to destroy the remains of the enemy squad on your own terms.

Upgrades:

Razorflails - costs ten points - get re rolls to hit and wound - not  really sold as it clashes with some of the drug results not really worth a whole wych Imo.

Hydra gauntlets - these are the gamble weapon , a potential d6 plus 3 attacks on the charge and gains benefits from all the drugs, I tried them in a couple of games but my rolling was terrible so they did nothing of note, More str 3 attacks does not seem to do very much, again not convinced they are worth 10 points 

Shard net + impaler - For me this is the best upgrade as it makes wyches better at what they are good at in the first place, tarpit central by making them even  harder to kill in cc, it also makes them a good home for Characters, careful and clever positioning of the nets can really help you out and reducing attacks at a character with shadow or clone fields is golden.... shenanigans to be had for all ;o) , take as many as you can. Thne learn to use them.

Haywire grenades - these are actually starting to grow on me, a unit with these and nets will beat down a dreadnought quite reliably if my tests are anything to go by, it is an expensive upgrade, but pending more testing I feel they are largely worth it as its more or less the only anti tank CC you gonna get, one trick you can use is multi charges charge the tank and aim to 'clip' an enemy squad, dump as many grenade attacks onto the tank as you can and then avoid retaliation in cc with a unit. with dark lances it seems there will be quite a few immobilized and stunned vehicles going around, massed haywires can really speed up the process of finishing them off, there is one small thing that makes me hesitate, there is some debate online weather the 4++ will protect them from explodes results, pending Faq this could effect your decision to equip them, though in my experience you are far more likely to glance it to death by immob and wep destroyed than actually exploding it... first outing for my wyches they killed a demolisher and a chimera, can't complain. 

Obviously if you are tight on points and just specifically want them to tarpit then the grenades can be dropped, 20 points for a squad IS expensive.

Hekatrix- one more attack and LD nine, I would get her for the LD9 alone, due to your poor damage output, you may find the wyches loosing by small margins over protracted combats quite alot, to be effective as a tarpit they need to stay put, ld 9 is well worth the extra points, you can consider dropping her if their is an IC with the unit of course.

Colour by MajesticChicken
Blast pistol - Not keen on these usually as the range of 6 is crap and you will be running often, the circumstantial opportunity to fire these let alone the fact that inferno pistols piss all over them makes it hard to justify the 15 points down the toilet, However, I feel there are some reasons to consider them in wych squads if you can afford it. For starts they offer them a chance to either pre stun/immobilise a dreadnought, making it a simple job to haywire the jesus out of it, they also gives a last chance to open a transport and assault if your lances fail (they will often) obviously you are better if you have a character along with one too, a succubus is still cheap with one, also a couple of blast shots will help thin out tougher opponents  on the way in making your job easier as wyches are best when they outnumber. In this mech environment its nice to have a cc unit that can still effect tanks as it is conceivable that they wont have a non mech unit to assault.

Phantasm launcher - essentially 10 points for defensive grenades as the squad had offensives anyway, dunno, not sure I see the point, it does indeed make them even better tarpitters when charged, but GW recently faq'd that defensive grenades wont work vs counter charge, wtf ? and they (spaze mareenhz) can stack FC with it ?!?!  so as essentially due to the inherent mobility of DE I think this of situational use at best, shame as it would have been nice in mach ups with spaze wolves.

Venom Blade - Cheap , always a good choice as it threatens mc's and kills with wound saturation.

Power wep - half the price of an agoniser and will benefit from FC and all the drugs results , defo worth consideration.

Agoniser - The 'safe' default, reliable choice, but god DAMN its costly, for what is effectively a str 4 power wep (or worse vs t3) most of the time, its like british car insurance, they know you need it so get away with charging twice what its worth, some of the pricing in this book I find highly questionable. Pending much testing I may consider only running pow weps or Vblades instead as 20 points is ridiculous , its nothing anywhere near as good as a power fist. 

Blood Brides - I look on this as upgrading wych squad to 2 attacks a piece and increased access to special weapons, really quite good bodyguard unit as you can get three shardnets and a character in a transport where with plain wyches you will only get one, also it's actually not as bad shelling out the 20 points for the agoniser here as the Syren has 3 attacks basic so better points to kills ratio, I bet it hardly edges out the venom blade. So consider these hitty Wyches, with a suitably tooled character they can tie up and likely kill any cc unit in the game. Having Lelith with a unit almost certainly means anyone trying to target her is at -3 attacks, lol 

In all honesty a plain 2 net build wyche unit is essentially just as tarpitty as Bloodbrides if not more so with points a factor. I find it hard to include Bloodbrides in my lists as Incubi outright kill shit better which I like, not to mention those pornographic models,  I also cant not take at least 2 Trueborn squads, hell I find it hard not to take 3 every single game. Incubi do often justify their inclusion by largely brutalizing everything they touch. I would honestly just reserve Bloodbrides for a cult theme list, though I suppose they are worth a try as escorts for a clone field Archon as I have yet to make more than one or two saves with a shadow field and am starting to give up on it.

Lelith, There's a new kid in town... "Show's over, Motherfethers" 

An interesting unit, nothing else quite like them in 40k, their killing power is quite low but killing power is not often a strong point of most troop units anyway, the ability to give even dedicated CC units a hard time can be golden if you know how to work the advantage, shardnets used well will have people tearing their hair out.

I get the feeling most people will either love or hate them depending on what they are trying to do, attempts to force a square peg into a round hole may result in some hating.

Coming next !! Next DE unit review is likely wracks, as for Eldar Its dire avengers, 

El Diablo is frenziedly cobbling together our spacewolves army showcase, you may even see part one before christmas.

night 








6 Dec 2010

Rave Review: Grotesques

You would be angry too.
 If someone replaced your pee pee with a steriod injector for lulz
Colour By Majestic Chicken
Hmm Grotesques , I can't really put my finger on it , but I love the 'feel' of this unit , they are essentially ogryns only...not. I feel they have their roots in polp culture characters like Pyramid head and the Abomination or the berserkers from Requiem.

Dunno if these steroid guzzling flesh juggernauts are some kinda DE sick parody of spess marheens or what, but they both delight and amuse me.

This unit is essentially a living battering ram and a wonderful if not totally unsubtle blunt instrument.

lets have a poke around ....

Stats: The stats are pretty nice, more or less direct comparable to ogryns with the main differences being higher I but lower LD and save, no one cares about the save as they come with a free pain point to start with and therefore feel no pain which due to their high tougness will save them from quite alot of stuff, including missile launchers.

They are also a short trip from FC which will bump the 'vanilla' Grots to str 6 and I 5 on the charge  ..... Its fairly easy to start them off with this as due to their pitifully awful LD you are likely going to want a Haemo to lead the unit. Hell bring them up to a decent Ld give them furious charge from the get -go  and bring another liquefier to the party, whats not to like? he'll even benefit from majority toughness 5.

Another rule they come with as standard is Berserk Rampage, essentially , If they are not lead by a character of some description you if you fail a test at the start of the turn another good reason to consider a haemo 'babysitter', the grots go PMT and smash everything within 2d6 for 2d6 str 5 hits... even allies, before essentially dying and they'll hit vehicles on the side facing. I really want to to get a unit to 'go off' in a parking lot ...The only other rule they have understandably makes them count as 2 models for transportation.

Abberation Conversion ?
At 35 points a pop, jury is out wether they are a reasonable price or not , yes its three T5 wounds, but they can still be ID'd with str 10 or ID weps, ten will cost you over 300 points with no toys.

Options-

Liquefier - We like these, may as well get one as small ish units of grots will struggle to kill meq through their saves not to mention the possibility of FnP marines .....

Abberation - 10 points gets you an extra attack and a rather pointless additional point of LD, not fabulous in and of itself but he now gets access to some toys. Its worth mentioning that in larger foot squads you may be better off simply buying an extra Grotesque, he becomes more useful in smaller squads in transports.

Venom Blade - cheap and cheerful and as he has high str you will even get to re-roll those 1's

Mindphase gauntlet - pointless rubbish

Scissorhand - expensive but possibly worth it if you are going the Abberation route , with these on he will potentially get 7 attacks on the charge that wound everything on 3's and re-roll to wound anything T6 or less .....
Scissorhand, early prototype

Flesh glove- This could work , as he gets 6 attacks on the charge anyway that wound everything on 4's which gets the str based poison re rolls, I imagine he will be a fairly serious threat to any multi wound non eternal character /MC.

Its essentially a choice of improved infantry killing with the scissors or character/Mc splattering with the Gauntlet, I think overall the scissors are the better choice as they offer flexibility and are also slightly cheaper.


Transport - They can have a raider, worth thinking about, MoAr dark lances are always nice as is a potential 20 odd inch charge. I think Abberations may go well in transported squads.

There is one more upgrade to consider, In lists which contain Urien Rackarth, Grots can be upgraded to base str 6 at the princely sum of 5 pts per model, Dunno str 7 charges ? Its going to mangle anything thats not a landraider / Lith. I have a theory I would like to test which involves 1 or two large upgraded squads of grots belting out of portals and multi charging several vehicles , or maybe a couple of vehicles and an infantry unit in order to dodge return fire. I think they have the potential to smash parking lots and will playtest them asap, possibly tomorrow down ze club. Also if Urien is in the squad he can act as a sort of medipack for the unit by soaking a wound for them every turn, as he will get it back.

I think Grots will be great in Haemo/WWP focused lists, generally as it stands I can see them being overlooked in favour of other elite choices in most lists. I really like the sheer amount of str 6-7 these guys can pump out, a raider squad can assault out to 20-24 inches and dish out 19 str 6-7 attacks, if your target tank is in range and has not moved fast enough, it be dead.
Grot SMASH !! hur hur hur

There are a few set ups I would like to try with them the usual Haemo with liquifier ,v blade + 4 grots with liqui's plus an Aberration with scissors in a raider , I think these smaller squads may benefit from the Urien Str bonus more than larger squads as they dont have the volume of attacks, it will surely help them VS armour. The above squad with the Str upgrade is over 300 points ..... seems a bit much to me, I'll at least give it a run out once or twice.

The other setup is just a giant blob rushing out of a WWP, even if they dont make combat they are a threat that cannot be ignored , and to have any hope of reducing them sufficiently your opponent may end up using stuff he would rather shoot at your Raiders etc ....

As they are also missing grenades another thing to consider is an Archon with a phantasm launcher , he can also bring a bunch of power weapon attacks which Grots also lack , there is even space in the raider squad above for him, as there is a space for an extra single char, Im not sure vs most enemy objective campers that lack of grenades is a big deal, but its always going to be better to go first with that lovely I5 on the charge.

For me at least an interesting unit , I'm not sure how much they are going to be seen in competitive play I'll need to play them a bit to see how comfortable with them I will be outside of casual /pickup games at the club I think its going to be hard to justify their inclusion in a non haemo style list.

For me, potential massed str 7 hits on rear armour is just plain sexy.


Small update- The first part of my space wolf showcase will be on El D's blog at some point this week.

Next up for Eldar retro are the Rangers and Pathfinders and For DE Its Manderps.

see you soon