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Monday, December 20, 2010

The Basic List of the Kabal 1850

So, the basic list of the Kabal under the new book is almost unchanged from the list that I used to run in the old book, bar the inclusion of a few of the new gadgets. First a Picture:



So the new list:

Archon (Shadow Field, Agonizer, Combat Drugs, Haywire Grenades, Phantasm Grenade Launcher)

This is your basic killing machine, he joins the incubi... basically a point and click unit, they have been the MVP's in more games that I can remember, both in this book and in the last one.

6 Incubi
Raider with Flicker Field

They run with the Archon, and kill things. They are at the forefront of the army and it has been hard to try and develop a list without their killing power... Little can match the power of the incubi. The power from pain rule really makes these a powerful unit, once they have acheived the furious charge, they are absolutely amazing.

10 Kabalite Warriors, Sybarite, Splinter Cannon, Blaster.
Raider splinter racks

Two of these units make the backbone of the army, they are all round good units. The splinter racks make these two units quite formidable when shooting, especially at short range. They will usually stay in reserve and come into the battle where their powerful shooting can turn the tide of the battle. They can wipe out tough opponents (thanks to poison and sheer number of wounds).

10 Kabalite Warriors, Sybarite, Darklance, Blaster
Raider, Flicker Field, Shock Prow

This third unit of Kabalite warriors is the stand in for the old sniper squad of old. Yes, it is 40 points more expensive at the core... but it still provides a good anchor to the army. The raider is there as another lance, and the shock prow is for last turn contesting and tank shoking off of objectives on the last turns of the game.

6 Wyches, Hexatrix, Agonizer
Raider with Flicker Field

Two units of wyches, they provide good additional close combat potential and additional pressure on the enemy. They used to be in the elite section, but now that they are troop, if they ever survive they can go on to take objectives that they have previously cleared. They work best in conjunction and in close support of another unit, say Kabalite Warriors or Incubi.

4 Reaver Jebtibes. Blaster, Champion with a power weapon.

This unit is one of the hidden gems in the list. They are very fast... they hit things as they fly over them making them great to take on smaller depleted units over the course of the game or those campers in the backfield. The power weapon makes the unit a threat against smaller units, and the blaster makes it a threat to tanks, but this is not their primary role and should only be used when in dire need, like against an armored column. Always keep this unit in reserve and put them into play where they can be the most effective when they arrive.

2 Ravagers, Flicker fields and Night Shields

One with triple lances, one with triple dissintegrators. They are the workhorses of the army, they eliminate, or soften things that need softening or eliminating, the enemy will know this, and they are targeted a lot, the night shields and flickers help a lot, just use them wisely to get the most out of them.

1 Razorwing, Flicker field, Night shield, Splinter cannon, dissintegrators.

This is the alfa striker in the list... with 4 large blasts at str 6 and 6 dissintegrator shots and 6 splinter cannon shots, the turn this arrives any one unit will feel the pain. I put 22 wounds on a 20 man guard blob the last game I played... and killed 11... even with the unit having gone to ground. Statistically improbable yes. This unit is a great unit, expensive points wise and so must be used wisely but it covers one of the things that the Dark Kin struggle with, horde control.

Ok so this is the rundown of my tournament list. With it I am usually placing in the top spots. Its not only about the list it is also about each individual situation and it is always good to have a variety of units that will help in a variety of situations.

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