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- res orb
2x5 Scarab swarms
- diruption fields
Any advice would be greatly appreciated.
Too many scarabs, just one squad of 5-7 is fine, no D fields, if you want tank busting go for 2 squads of 3 destroyers! Also, lose the warscythe and spend the points on something useful. Your staff of light is best for the support lord as you have.
My 1k list looks like this
2x3 Destroyers (Destroyers are just DEVASTING!!)
Tomb Spyder (could use these points for scarabs, I just don't like scarabs much anymore).
"There is only do, or do not. There is no try." - Yoda
nah that number of scarabs is fine so long as you know how to use 'em.
Scarabs are good for one main thing... Locking up enemies in combat.
with 3 wounds and 3 attacks each they are bound to do some damage... and with the speed of a jetbike for 12 points and a 5+ save thats a steal. Sure they dont have WBB or a 3+ save, but your just comparing the saves there... they have 3 wounds to make up for it and 3 attacks (warriors only have 1). So basically... send them flying into any heavy hitting shooty troops, and/or into any fast moving or deadly assault units. Just remeber that they are jetbikes so they can move up to 24", forgoeing assault and shooting for that turn, but getting a 4+ cover save for moving flat out (i think they still do in the new rules right?). Anyways, if the rule is changed, they cant shoot, so move em as far as u need to to get close to the enemy.
The rest of ur list is fine, no qualms here. I actually quite like ur list... I would normally play the way the guy above me just suggested, but I have tried ur list b4 and it works... often very well.
ps. scarabs are also FEARLESS... meaning they have to kill every single bugger, coz they wont run away... that means 15 successful wounds unsaved against your 5 scarab swarms. Unless they are ork, it will probably take them a couple of turns minimum...
Last edited by Smurphy; November 1st, 2008 at 00:43.
Orks: W7/D2/L3, Necrons: 6/0/1, Eldar: 4/1/2, Marines: 0/0/0
Ogres: 1/0/1, Bretonnians 0/0/0