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With the 5th Edition stating that if there is no majority of one toughness in a unit, use the highest score instead of the lowest score that was in 4th, I thought of abusing this new ruling in this army in regards of Tomb Spyders.
Gaze of Flame
10 Flayed Ones
3 Tomb Spyders
3 Tomb Spyders
(Not sure if you can do this as I don't have a codex with me atm. I recall reading that you can take 3 as a single Heavy choice but I don't remember reading a limit to the number you can outfit.)
(I could be wrong....Again I don't have a codex with me atm and I forgot the point cost of Gaze of Flame and Tomb Spyders)
Phase Out: 12
Basically, the Tomb Spyders stand up front spread out across the board. The 3 squads of Warriors follow the Tomb Spiders with the Lord in the middle group and the Immortals behind the middle group. The Tomb Spyders being monstrous creatures block line of sight, protecting your more valuable units from enemy fire and if there is a gap, you can claim a 4+ cover save or better. Flayed Ones are either infiltrated to distract deadly enemy units or split up into two groups of 5 and kept near the line if the enemy has outfitted large numbers of CC units. Basically it looks like this...
[Tomb Spiders] [Tomb Spiders]
[Warriors] [Warriors + Lord] [Warriors]
(*Doesn't look like it lined up correctly but the idea was the Immortals are behind the Warriors+Lord Unit)
The Tomb Spyders spawn Scarab Swarns each turn unless they have 1 wound left or they already have one. By doing this, each Tomb Spyder has a total of 5 Wounds of T6 if they haven't taken a wound, making them really resilient, and with 6 of them, you have a total of 30 Wounds of T6, plenty to protect your Warriors and Immortals.
Against an army not entirely based on CC, the Tomb Spyders and Warriors runs forward each turn until the Warriors are within 12" of the enemy. The Immortals provide covering fire whilst the infiltrated Flayed Ones are busy preventing heavy weapons from destroying your army. Once the Warriors are within 12", they start rapid firing and the Tomb Spyders are allocated to either defend against CC attacks, assault enemy units or destroy vehicles.
Against a CC army,the Tomb Spyders will again protect your more precious troops. The Warriors and Immortals would move back a bit when the enemy gets too close and the Flayed Ones will be used to counter assault or help the Tomb Spyders in CC.
Please give C&C, they are always welcome...
!!! Accidentally pressed enter before it was finished!
Found the Tomb Spyder Tactica thread. I did not steal from you but I do acknowledge that you considered the shielding before me. This list was created without knowledge of your post.
Changed Phase Out
Last edited by tukchen; April 30th, 2009 at 11:12.
Hahahaha, if I tried to claim ownership of every tactical realization I came upon in 40K I'd probably have gone insane by now. I can't hold it against you for figuring it out on your own.
Your list is legit and comes out to 1495. I'm iffy about the chronometron and it's effectiveness personally. I'd just drop it for the time being.
I'd put the Immortals on a side flank, this way you can bring their guns to bare without a bunch of goofy maneuvering and they're tough enough to take any punishment your opponent might try to force upon them (except powerfists, don't get hit by powerfists)
Also, don't be shy about marching your spyders down EVERYONE's throat, they can take on just about anything after all, especially if you triple team an enemy squad with them.
So in the end, I think it's a great list, good luck with it and i hope you enjoy your spyder-spamming!
Ah...so Gaze of Flame is 15 points...I thought it was 20 so Chrono was a point filler. In that case I'm not sure what to spend 15 points on. I guess some wargear on the Lord...nothing else I can take with 15 points.
Also I'll be taking your suggestion of running the Immortals on one flank... good idea.
Seems like a fun list to me, you will definately want that clear line of sight for the Immortals, don't hide them away at the back!
Also your Phase out is 12, your post says 7 but I'd assume that's a typo? One thing I'd be really worried about with this list is fast armies, not everyone is going to sit still and wait for your lumbrers to trudge up for rapid fire/MC CC. Outflanking and/or infiltrating Flayed Ones will be useful for grabbing a unit and keeping him there so that your Tomb Spyders can catch up, but against a cautious enemy it still might not be enough. You're going to have to have excellent herding skills to round up your enemy and force them into a corner, if the points limit increases I'd definately add some scarabs to give a cheap bit of speed that can bog down fast and annoying units to be smashed by Tomb Spyders later.
Yeah it should be 12...multiplied by 0.15 instead of 0.25 by mistake
Hmmm I hadn't thought of that...probably drop a Tomb Spyder and a few Immortals and Destroyers and get 2 units of Scarabs or something
I love this trick with the tomb spyders! I only recently started mukking around with more than one and simply stopping at one base, you can keep dumping wounds onto it as long as you don't take a torrent of fire and by this token a load of wounds. But yes I love tomb spyders, before they were a points filler but now they're a battering ram and they can be tough as nails.