Welcome to Librarium Online!
Join our community of 80,000+ members and take part in the number one resource for Warhammer and Warhammer 40K discussion!
Registering gives you full access to take part in discussions, upload pictures, contact other members and search everything!
hey there id like to start out with a few things, im a long time tyranid player. but i wanted a second army. this army i bought is from a friend of mine who played a 3rd ed static list. so id very much like ideas on
1. how to use what i have to be effective NOW as im already entered into a campaign ill need to be able to win with what i have.
2. what units i might want to look into getting to be more effective.
2 shas'o crisis suits
5 crisis suits
6 stealth suits
36 fire warriors
7 path finders
2 path finders w/ rail rifle
8 unit gun drone squad
lots of various drones
this is the list i was going to use please comment freely
-fusion-plasma, shield gen, bonding stim injector HW-mt,HW-tl
BC-cib-,drone controller->gun,gun. bonded HW-mt
air burster-TL-bc, HW-mt
3. stealth teamx6
bcx6, bonded HW-drone->gun, gun
crisis team x3
team leader-HW-drone, -> gun,gun
4 missle pod, fusion, plasma
4.missle pod, fusion, plasma
4.missle pod, fusion, heavy flamer
5. 12 fire warriors
8 rifles, 4 carbines, bonded,shas'ui
6. 12 fire warriors
7 rifles, 5 carbines, bonded,shas'ui
8. 12 fire warriors
7 rifles, 5 carbines, bonded,shas'ui
gun drone squad
2 rail rifles
shas'ui-black sun, Hw-drone, -> gun-gun
Railhead w/ black sun
broad side sms,blacksun,MT, hw-drone -> shield shield, adv stabilizer, multi tracker
ok well thats my list and im 0-2 with it =). one loss due to first time playing second loss was the will of the dice gods.
ok here are some pointers. most of this is my opinion so be wary
HQ: take out the body guards. there not worth there points plus your commander loses his independent character status. same with the gun drones. if you really want a 4+ inv. save get a sheild drone. inv. save and extra wound for 5 points less. but you do lose independent character status. no bust cannons on crisis suits. your crisis suits are for more exotic weponry like MP's and PR's. leave the str5 ap 5 shots to your fire warriors. stim injector is not that usefull. points are better spent elsewhere. finally make your shas'o's into shas'el's with targgeting arrays. you save 15 points per model for something with same wargear options and bs.
Elite: makeyour crisis teams two man teams at most. esier for moral checks and hiding in cover and behind things. i always twin link my weapons and ad a targgeting array. they almost always hit and are less of a price then multi weapon models. and hitting all the time with your crisis suits is critical. it can make you or break you.
Troop: always have your warriors with pulse rifles. the range is unbeatable for a basic weapon and the pinning checks from the pulse carbines almost never go your way. everthing else is good.
Fast: good with the drone squad. very effective when used right. pathfinder team on the other hand is a different story. make all your pathfinder regular ones. NO RAILRIFLES! at bs 3 you need all the markerlight shots you can get. and dont put any exstra stuff on the team besides shas'ui and maby bonding. warfish is alright.
Heavy: need some serious work on this one. only put avanced stabilization on broadsides. it very key to winning games and it has saved my butt many times. anything else is almost useless besides maby target lock for teams of two or three. the hammerhead you NEED to put on a multi traker. it makes it much more mobile. also target lock and decoy launchers are also avery good idea.
Last edited by greektlake; February 28th, 2007 at 05:44.
Take my love, take my land, take me to where I cannot stand; I don't care I'm still free, you can't take the sky from me.
"The difference between gods and daemons largely depends upon where one is standing at the time."- Lorgar
Member of the Fluff Masters Clan
dark reaver thanks for the post! i should also add my 2 forces ill face in this campaign are going to be eldar 3 players marines 5 players and guard 1 player.
greektlake hey awesome response thats exactally what i was looking for!
HQ 1st off, no sh1t i can save 30 points by making my to shas'o into 'el? and lose basically nothing? i really missed that one!
2nd for one of the HQ i WAS planning on attaching the monat to my broadside squad to give the broadside 4 shield drones and just detach the HQ once the first two shield drones were taken out then run him free as an ind. charater ( any comments on this tactic?)
ELITE. i was thinking here of making team 4 anti-armor/anti-meq deep strike squad, was hoping to eliminate the marker lighted target on the Deep strike and the missle pods were there just incase the target was WAY in the corner so i could keep shooting while i moved back into the fight, but i agree i think id rather have ALL my plasma hit. instead of having 1 missle pod to shoot for 1 turn while i moved back in range. also heavy flamer ok for a DS squad i dont see anyone using them, there has to be a use for them?
TROOPS completely agree (this was an army i bought so they came like that) also im getting a warfish do FoF one of the squads.
FAST ok got ya no rail rifles! on a side note where should i deploy the pathfinders lol they always get assulted turn 1-2?
HEAVY Hmm ok i'll re tool them and see how they end up tonight!