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Thoughts on Dark Footdar Part 4: List Ideas

In the fourth part of this article, we discuss some list ideas for the Dark Footdar.

Hey everyone, back again with some list ideas.

Thanks to BigToof for giving us some feedback on running the Malys star against a Draigowing. With the interpretation that her ability stops NFWs and Hammer Hand (which I believe it would as it protects she and her unit from the EFFECTS of any psychic power) he reported that with the aid of a unit of Wyches coming out of a WWP, they destroyed the Draigowing, but it was a Pyrrhic victory, losing most of their unit, too. However, that is encouraging as I believe that the remaining units the Dark Footdar would have on the table, due to WWPs and speed, should be able to destroy the typical remaining units in a Draigowing list. That is pure speculation of course, but I believe that would hold true in most engagements.

So, with that data, we have 4 stand-out choices for HQ’s, largely depending on the meta you play in or are anticipating at an event. All lists assume you will be using a maxed Grote squad.

1.) Grey Knights: Malys and 2-3 Haemonculi or a single Archon. With Haemis you have fearless, FC, and 2-3 WWPs but no Phantasm. With the Archon, you are vulnerable to leadership attacks (led 10 has a 1 in 12 chance of failing without modifiers) and only a single WWP which limits tactical flexibility, but you do have the Phantasm which makes a huge difference against your average MEQ list (Grey Hunters can kiss their asses goodbye in cover or not). This choice depends on your meta. If you play lots of Grey Knights, this is the choice as this obliterates Purfiers and gives you a fighters chance against a Draigstar which is a hell of a lot more fun that running from it like most armies must do.

2.) Durability and extra killy: Urien and 2 Haemis or an Archon. Again, good options here. Urien with Haemis means multiple WWP entry points, increased durability and possibly offense through Urien’s abilities, and you can split off Haemis to join other units and take Pain Tokens with them. Wracks as troops would be a good choice here. No Phantasm can hurt, but as above, you are SO durable, particularly with Urien, that often it won’t matter. I can’t stress enough how powerful Urien can be on the defensive when used properly. Clone field, tough5 and auto-helaing a wound a turn is huge for wound allocation shenanigans and surviving tough combats. The Archon reduces tactical flexibility but increases hitting power significantly with the Phantasm and his attacks, although in this set-up, no need to fear leadership attacks.

3.) Special rules a-g0-g0: The Baron and the same options as above. Here, you would almost always go with Haemis for two WWPs as the bargain basement Baron has a Phantasm, stealth, +1 to go first and gives you the added bonus of Hellions as troops, which is awesome. An Archon cold work, but I wouldn’t go that route. I would rather the fearless.

4.) General Purpose/Flexibility: The hyv3mynd special! DIY Archon and 2-3 Haemis. This load-out is very flexible, give you more hitting power than the baron setup, but less defense, Phantasm, and multiple WWPs. An excellent choice.

Heavy Support options would depend on preference. Ravagers and Taloi jump out as me as the best choices. I lean towards Taloi as the are multi-functional. Coming out of a WWP, they can shoot a transport dead, then charge what’s inside. A tough7 monster that can grab FnP, can be such a PITA to take down, and they force your opponent to react to them. They are threats that must be dealt with in some way, even if only running from them.

Fast Attack for me would be a mix of Reavers for the various benefits they offer such as movement attacks, high speed, and OK fighting power for taking out weakened or non-dedicated shooting units. A Beast Pack I see as pretty much mandatory in this list as a WWP allows them to be a HUGE threat. Razorwing flocks and Fiends will smash MEQs and light mech, while Kymheras are great for soaking wounds.

Elites, well you know the Gortes are in. Outside of that, Blasterborn squads are incredibly points efficient. Not quite Firedragons, but still excellent.

And then the troops. This is a spot where I don’t feel as confident about the choices. Honestly, I will have to play-test this to really feel like it’s the right choice when I finally decide on what to run. Right now, I am going with tactically flexible 10 man Warrior squads equipped with a Blaster and a Splinter Cannon as suggested. This is a unit that can take out vehicles, infantry, is mobile, and has enough bodies to sit on an objective and take more than casual effort to dislodge. I may switch one of these out for some Wychs of Wracks after playtesting, but for now, this is what I would like to try out.

So, without further ado, here is my version of Dark Footdar, version 1.0! If you guys have any choices, just holler and I will be happy to answer why I chose what I chose. Also, any suggestions too, please let me know. And thanks again for all the great feedback! We will be play-testing this list in the next day or two.

Dark Footdar 2000pts
Unit Description Size Cost
HQ
Haemonculus WWP, Agonizer 1 105
Haemonculus WWP, Agonizer 1 105
Archon Agoniser, Blaster, Shadowfield, Haywire, Phantasm 1 155
Troops
Warriors Blaster, Splinter Cannon 10 115
Warriors Blaster, Splinter Cannon 10 115
Warriors Blaster, Splinter Cannon 10 115
Elites
Grotesques Liquifier, Aberation 10 370
Trueborn Blasters x 4 4 108
Fast Attack
Beastmasters Master x 5, Kymera x 5, Razor x 6, Fiend, Agoniser 12 270
Scourges Haywire Blaster x 2 5 130
Reavers Heat Lance x 2, Arena Champion, Venom Blade 6 171
Heavy Support
Talos Chain Flails, Heat Lance 1 120
Talos Chain Flails, Heat Lance 1 120
Totals 72 1999
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