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Aberrant Official Forums > Rezolution Forums > Rezolution - General Discussion
Sikil
EDIT: Removed Damned in favour for an extra (and in this list, legal) unit of Lektras





Dravani

no name yet, Human Form - 72

no name yet, Bride of Lilith - 74

no name yet, Bride of Lilith - 74


Vassals

Executor - 21
Executor - 21
Executor - 21
Executor - 21
Executor - 21
Executor - 21
Executor - 21

Wraith - 19
Wraith - 19

Lektra Vassals (4) - 64
Lektra Vassals (4) - 64
Lektra Vassals (4) - 64


Totals up to a total of 597 pts.




smile.gif



(Gotta love them Brides... )
Gimp
You should probably go with more Lektra Vassals for this concept.

You can't take the Damned without Baggers, and only one team per Bagger team.
Sikil
Don't like them baggers...


I'll edit to accomodate...
General M@yhem
QUOTE(Sikil @ May 1 2006, 03:43 PM)
Don't like them baggers...
I'll edit to accomodate...
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The actual figures or the stats?I love 'em but haven't tested them in combat.
GhostandDarkness
I could do without the dancing one, but otherwise I really like the models.
...easiest thing to do would be to just replace the damned with another 4 man pack of Lektras. Nice list though, I might try it sometime, if I can get the guys at my LGS to play again.
Sikil
QUOTE(General M@yhem @ May 2 2006, 08:30 AM)
The actual figures or the stats?I love 'em but haven't tested them in combat.
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Figures andsomewhat the fluff...

They don't fit the Lilithian theme...



QUOTE(GhostandDarkness @ May 2 2006, 02:12 PM)
I could do without the dancing one, but otherwise I really like the models.
...easiest thing to do would be to just replace the damned with another 4 man pack of Lektras. Nice list though, I might try it sometime, if I can get the guys at my LGS to play again.
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Done that... tongue.gif

Look at main post... wink.gif
Arabin
The setup looks interesting... could you explain your choices please? I'm curious why some things are there and others missing. For example, there are a lot of Executors, but no Souless?

What are the strengths and weaknesses of this setup?

Arabin
Sikil
Arabin:


Main strenght
Theme! Lilith has no love for the soulless... It is her husband who has... wink.gif



The role for hte units are as follows:

Dravani are the shocktroops and "lead" the army from behind a screen of lektras (one unit each... wink.gif ) Screen inpacts on the enemy line and do some damage, then the Dravani engages what remains after the lektras has died (or done as much damage as possible and there is no time for "holdups")... (Very.. Dravani-ish IIRC? tongue.gif )

The Wraith head for a terminal each and gets some Executor buddies to cover them. The few Executors left will cover the flanks... That's the general idea...




Gimp
You could also lead with the Dravani, as they can take punishment better than the Lektra Vassals, and Feed from them if they need to.

The Executors can use suppressive fire to pin the enemy down, extend the Dravani's powers with Conduit, and screen the Wraiths who will be hiding most turns with Sneak. Your troops will automatically pass any morale tests from the suppressive fire if they are in range of Presence, and you have seven Executors and two Wraiths that could panic enemy units with massed suppressive fire. NRV 5 will fail a test 1 in 6 times on average.

When you get close, push the Vassals past the Dravani to engage with group attacks, and move in the Dravani to finish things off.

Your Brides of Lilith can either move in after the Lektra Vassals, or use Twitch to injure and stun enemy units for automatic kills when the Vassals engage. Per the FAQ Twitch causes damage as well as stuns the target.
Sikil
QUOTE(Gimp @ May 3 2006, 01:25 AM)
You could also lead with the Dravani, as they can take punishment better than the Lektra Vassals, and Feed from them if they need to.

The Executors can use suppressive fire to pin the enemy down, extend the Dravani's powers with Conduit, and screen the Wraiths who will be hiding most turns with Sneak.  Your troops will automatically pass any morale tests from the suppressive fire if they are in range of Presence, and you have seven Executors and two Wraiths that could panic enemy units with massed suppressive fire.  NRV 5 will fail a test 1 in 6 times on average.

When you get close, push the Vassals past the Dravani to engage with group attacks, and move in the Dravani to finish things off.

Your Brides of Lilith can either move in after the Lektra Vassals, or use Twitch to injure and stun enemy units for automatic kills when the Vassals engage.  Per the FAQ Twitch causes damage as well as stuns the target.
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Ah! Good points! smile.gif Thanks!
dedindahed
I'm playing dravani at the moment,
to me baggers seem like an excellent choice,

They're very hard to hurt (armour 3 and bdy4)
have a great damage track, 4 hits before fatal damage, if someone does
manage to hurt one, they can take cheap vassals (damned) as a kind of
anti-cannon fodder, they're immune to morale checks through sufference and presence as well as having regenerate and awesome CC weapons

I love the models (voldo anyone?) especially the leader
poses which are awesome.
i'm thinking of running with

3 x 4 baggers
3 x 5 damned
1 executor
597 points.

i can see the look on the cso troopers face as they just keep closing
unphased by mere ballistic weapons!

When are we going to see the damned previews?????
Gimp
QUOTE(dedindahed @ May 26 2006, 01:14 PM)
I'm playing dravani at the moment,
to me baggers seem like an excellent choice,

They're very hard to hurt (armour 3 and bdy4)
have a great damage track, 4 hits before fatal damage, if someone does
manage to hurt one, they can take cheap vassals (damned) as a kind of
anti-cannon fodder, they're immune to morale checks through sufference and presence as well as having regenerate and awesome CC weapons

I love the models (voldo anyone?) especially the leader
poses which are awesome.
i'm thinking of running with

3 x 4 baggers
3 x 5 damned
1 executor
597 points.

i can see the look on the cso troopers face as they just keep closing
unphased by mere ballistic weapons!

When are we going to see the damned previews?????
[right][snapback]10448[/snapback][/right]

I'm unconvinced about the 'unphased by mere ballistic weapons,' bit. Without cover, a 5d6 P1 is still going to average over 1.5 wounds per hit. A shotgun at medium range would average over 2. Flamethrowers would be a bit of a problem, too.

The army could work, but you're giving your opponent a big advantage in intiative, both with no REP and with only seven activations in 600 points. You also are either keeping your units tied down with the Damned and their MVE 4, or advancing without the benefit of Feed. A single Executor won't help much.

You'll need to worry about scenarios. While a straight up fight might work, how will you deal with data missions or doors, etc, that need to be hacked?

It might be fun to try, but I don't think that much overspecialization will work in the long run. A balanced opposing force will have a lot of advantages you'll need hard work and luck to overcome.
dedindahed
QUOTE(Gimp @ May 26 2006, 10:38 PM)
I'm unconvinced about the 'unphased by mere ballistic weapons,' bit.  Without cover, a 5d6 P1 is still going to average over 1.5 wounds per hit.  A shotgun at medium range would average over 2.  Flamethrowers would be a bit of a problem, too.

The army could work, but you're giving your opponent a big advantage in intiative, both with no REP and with only seven activations in 600 points.  You also are either keeping your units tied down with the Damned and their MVE 4, or advancing without the benefit of Feed.  A single Executor won't help much.

You'll need to worry about scenarios.  While a straight up fight might work, how will you deal with data missions or doors, etc,  that need to be hacked?

It might be fun to try, but I don't think that much overspecialization will work in the long run.  A balanced opposing force will have a lot of advantages you'll need hard work and luck to overcome.
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Well, firstly i'm thinking it as a fun to try list than a catch all superlist,
i firmly believe in and enjoy variety, and will generally write a new list for every game i play.
Baggers have a reasonable sag of 3, so at 1.5 wounds per hit will need to be hit
an average of3 times before needing to sacrifice a damned.

Rezolution is reccomended in dense terrain setups, closing a significant distance of the table under cover should be no problem.

I dont see the lack of initiatve as a major problem, with a rep of only 1 anyway dravani are weak in this area, not taking the human form is effectively only a -1 to the initiative roll, secondly there can be an advantage to having more models move sooner, what you lose in flexibility can often rob the opponent of activations by simply taking out their models.

The damned can run at 8" a turn, so it's not as if the amy will be pitifully slow,it's still faster than a shambler screen approach.

Obviously some tweaking will be required for missons, but again i never run a single list on a permanent basis.

One of my favorite factors in rezolution is the fact that weapon damage is deadly,
but the baggers definately seem to be the humanoid model that will be least phased by ballistic weapons, sure a medium range shotgun will cause 2 wounds, but by then it's too late, you're in charge range, and a bagger can take 2 such hits
without being slowed or phased in the slightest, if you do take the third hit, just sacrifice an 8 pt damned and you're good to go again.
caffeinated
QUOTE(dedindahed @ May 26 2006, 05:14 PM)
When are we going to see the damned previews?????
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Jeez man, language!!!


They match up with the book art fairly well, though I took some liberties with the hidden facings.

Best,
Steve
Gimp
@dedindahed,
It is a workable list, and as I said, could be fun to try, just not a very solid list. Fighting a tougher fight can be interesting, and can also work as a player experience handicap.

If you have lots of funds, or friends that don't mind proxies, go for it, but I wouldn't suggest it as a budget concious player's list.

With initiative being a 2d6 bell curve, the change from a 1-2 point REP difference to a 2-3 point REP difference is a lot more statistically significant. Winning against a one point difference has about a 28% chance. Winning against a two point difference drops it to a 17% chance. A three point spread drops to 8%. Overall averages are masked more in a double bell curve roll, but they still exist.

Combining that with only seven activations in 600 points adds another catch. People play differently in various areas, but it's common to pass seven activations at 500 points here (my norm at 500 ranges from 9-12). First activation can be good, but final activation can frequently be better, especially with multiple final activations. Final activations become more important to an army with limited ranged threats. Any units getting close to being threatened can wait to activate until after the smaller force has completed all its activations to limit their risk. Baggers have a maximum 11" threat range. Moving first when you can pose no immediate threat is a liability more often than an advantage.

A single Executor gives you a 21" ranged attack threat, and suppressive fire can be a wonderful thing for a close combat army, but a single target with SAG & BDY 2 is not likely to last long.

Pairing Bagger and Damned teams can allow you to advance along multiple axis, but being tied to the Damned for support makes it easier for an opponent to concentrate fire on small elements of your force. Running them along a shared axis makes your army easier to outmanuver. 8" per turn is faster than a Shambler advance, but will have a hard time cornering bounding teams from your opponent.

Lots of cover can screen your advance, but also hinder your ability to close.

Baggers can take damage better than anything but a Stomper or TADS, but as you noted, Rezolution combat is deadly. Flamethrowers could trash a team advance, and the CSO has access to plenty. Shotguns are dangerouas at medium to close range individually, but APAC brings them in teams. A local player complains APAC shotguns are the bane of his Stomper's existence.

Baggers are good in close combat, but not so significantly better that they do not need help against other forces. If they waste their Damned in closing, they are likely to be outnumbered if they do reach close combat, and offset the CCA advantage they might have started with. CSO Troopers need to bound and stay away, but a 22" range can help with that, at least until the Damned are neutralized. APAC Enforcers caught by themselves can parry with a higher effective CCA until help arrives unless outnumbered, and they have a lot of ways to eliminate the Damned. Ronin simply need to do what they do best.

With the right opponents it could be a fun list to experiment with. I'd be willing to use it against a less experienced player, or for a special scenario where it fit with fluff.

Try it and let us know how it goes where you are.
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