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So I've had to be very slim on upgrades to "fit" what I'd like in order of the list to work. But there are things like biting blades, runes of warding and such. What do you think could be cut/managed. Or am I just best off running with what I have in the list?
Anti Monstrous creature/Dread squad
Farseer w Fortune
8 warlcoks, one with embolden, one with enhance
wave serpent w bright lances (will be fortuned and covered by other serpents or terrain until they charge)
Anti infantry squad
Farseer w Fortune and Spear
10 scorpeons exarc has claw and stalker
Wave Serpent w bright lances
10 Guardians w scatter laser
Waveserpent w scatter lasers
10 Guardians w EML
Waveserpent w scatter lasers (Same idea w this one)
10 Guardians w EML
Waveserpent w EMLs
The EML guardians will hang back behind cover, firing away and holding objectives as needed. Some troops have to stay back after all. Scatter guards might ride up a ways. DA would fit that roll a bit better, but they're far far more pricey. Though scatter guards also have the option to hold back.
The extra serpents with the Guardians may be used to whisk them away from oncoming enemies if my opponents are coming to me. If I'm having to go to them (guard, Tau) than the serpents will fly out empty in order to screen the loaded serpents, or at least give them a cover save and provide the assault units with an alternate ride if their serpent does get shot down.
Also do you think I have the right troops in the right serpents? On one hand having the assault units in the expensive serpent means I can keep it covered and fortuned at first. But I worry that right before they attack the serpents will either be too vulnerable or I'll have had to go flat out, not allowing them to shoot their expensive lances.
Last edited by sunnyside; March 25th, 2009 at 03:33.
Hurm. Lotta posts here.
Anyway I'm thinking of changing things where I pull the farseer with the scorps, and use the points to upgrade one of the Guardians with an EML to tar pit avengers and a spirit stone on the scorps serpent.
I won't have fortuned transports or re-rolls on the armor anymore. But, while not as good at ranged shooting, I'm hoping the DA will give me a little bite in close, some surviability around objectives, but mostly, if I understand the rules right, I can "tar" an opponent by charging the DA in first. Forcing powerfist seargents I can get in B2B with along with other troopers to swing at the annoying to kill DA. The scorps just need to contact a couple guys and the 2" thing should let them all attack without getting hit back by many.
By the way the list plays pretty well (one win two ties that were going well for me), but gives some very low casualty battles. Which I guess seems appropriate for a dying race.
Wow, I like this list.
This one of those lists thats say, okeej lets toss out everything I knew and lets start over.
But I would suggest some changes.
EML - shur cannon
scatterlaser - shur cannon
equipe spiritstones, you don't want your transport to be a sitting duck.
throwing a str 9 at monstrious creatures seems to be damn effective, especially for just 3pts.
so equip them with singing spears. (perhaps some more destructors)
Switch 1 (or perhaps even 2) to stormguardians to support the warlocks or scorps on close combat, equipe them with flamers.
play very aggressive, hit them fast, hard and where it hurts.
Also stay together, work as 1 team, 1500pts that is shooting/assalting 1 or 2 squads it's much more effective than each squad dealing with another squad.
First turn: flat out, try to end 100% obsecured, this reduces the return fire. Don't be affraid, the 4+ with the re-roll should be enough to keep them alive.
second turn: get out, and kick some ass. It's wise to manuvre your serpents so that is blockes line of sight from enemy models that your not planning to shoot. Try to move no more than 12" for this, beacuse this turn you want everything to shoot.
When your done shooting, you can either walk or get back in the wave serpents to go to the next squad.
The only reason to let unit break of the army is to pop a tank.
Alternative first turn:
if you face more tanks you should consider to move the serpents with out brightlances 24" ahead. The brightlance serpents should move 12" but stay behind the flat out serpent.
make sure that the brightlance serpents are obscured behind the other serpents.
So to put it more clearly (i hope)
the bright serpents will start (as example) on the left table edge, and move STRAIGHT forward (12")
The other serpents will move DIAGNOLY (24") in a way that they will block the LoS to the bright serpents, but make sure that your bright serpents still have LoS to a enemy tank/ transport.
In case you didn't know spears are a two handed weapon. So using them costs and attack in close combat. It's true in the first turn throwing would be slightly more effective than attacking with a witchblade because it'll hit on a 3+ and I don't have to worry about a high initiative critter having already killed a warlock or two.
But I expect I'll have to fleet all too often so I couldn't throw, the extra attacks help in combat resolution, and they really come in handy on subsequent rounds of combat.
But I'll bear the suggestion in mind.
ooop gotta go.
Ow damn, i have to read the codex better XD.
I asumed as it said it only replaced the witchblade it would count as wielding the spear and the pistol in CC.
but I now found the rules, so sorry for the advice that was based on wrong information.
So perhaps it's better to give just 2 or 3 models a spear? I find it always handy against high armoured tanks, and strongs troops, cause those spears often istakill with their str9.
They're only str9 vs vehicles. Against regular troops they always wound on a 2+. But not insta killing. So that's better against wraithlords, but in general, yeah, instakilling would be nice.