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So, the army is graciously allowing my friend to come home for Christmas, and he'll be coming in this weekend. Usually, we'd be hanging out a whole bunch over the holidays, but I'm living with my fiance now so time to play test lists and units will be cut short. As I've mentioned elsewhere, until I have my army painted and assembled and can make it down to the nearest GW (about 1.5 hours away), he's really the only person I've played with on a consistent basis. So.. there's a bunch of stuff I want to test, but without the time to test it all, I thought I'd list a few of the units here to see if anybody has experience with these specific load outs.
Without further ado:
The first unit I want to test (but likely won't get to) is the Triarch Stalker, upgrading the Heat Ray to Particle Shredder. I probably won't be testing this one because I'll be too busy running them with the Heat Ray, but I've been thinking the Particle Shredder could have its uses for the Targeting Relay. The Heat Ray is all around superior, in my opinion, to either of the other options; however, I'm curious if the Stalker can makes its points back explicitly via Targeting Relay, and not as 1) additional AV13 (target priority obfuscation) because it is also 2) awesome at popping tanks with its heavy 2 melta. The Particle Shredder should statistically be better at landing at least 1 hit than TL assault 1 or heavy 2, and has the added benefit of possibly hitting multiple units, ergo allowing 1 Stalker to allow other units light up 2 or more enemy units in the same turn.
The second unit I want to test (but likely won't get to) is 3x Canoptek Scarab bases supported by 3x Canoptek Spyders kitted out for wound allocation (and because Fabricator Claws are nice for when there's nothing more pressing for the Spyder to do than pop out babies, and because the Gloom Prism should be nice and dandy for preventing Njal Stormcaller from pissing me off). Now, it is obvious that the Scarab / Spyder combo is effective, so long as the Spyders & Scarabs stay alive I'm effectively gaining 45 points per turn. But therein-lies my concern, is 3x Scarab bases enough? Or have your opponents said "Oh look, lets kill them now while its easy." I can keep the unit concealed in cover, by other units, and generally protected long enough via 1x or 2x Solar Pulses, but Drop Pod melta/flamer Grey Hunters can still mess me up, especially if I don't get first turn to add 3x more bases to the Swarm before the Pods arrive. After that, once my Solar Pulses have expired, they can still be messed up by Long Fang missile launcher spam, but by that point I'll be happy to let my opponent shoot at all of those free models, rather than.. say.. a Bargelord, or Ghost Ark which will likely be repairing the hell out of a unit of Warriors.
The final unit I want to test (not saying it again..) is the Night Scythe. Its main drawback is (aside from being AV11) that units cannot disembark when it is destroyed. That's not even so much a concern to me as that I still have to roll for reserves, the unit doesn't just immediately arrive from my table edge. I want to run this tryhard failmuch transport with a unit of Pyrrhian Eternals (tangent: don't know where GW got that name from.. if the root word was Pyrrhic.. well that wouldn't make any sense O.o) lead by (maybe) a Phaeron, and (definitely) a Veiltek and HoDest with Gaze of Flame. The unit is inspired by Dark Trainer's explanation of how he uses his unit, with counter attack and gaze of flame, they look like an easy unit to assault, but then you gain charge bonuses and the opponent loses theirs, which makes them ideal to plant next to a priority threat and let loose the gauss while inviting retaliation rather than fearing it. My thoughts are that the Eternals don't need the transport, they just veil around and shoot at stuff. So the Night Scythe is pretty much a mobile TL Tesla Destructor (with 36" effective 1-turn firing range and 72" effective 2-turn firing range , as opposed to the Annihilation Barge's 30" effective 1-turn firing range and 42" 2-turn firing range) with transport capacity large enough to move around a Necron Blob. Assuming the Night Scythe survives long enough, this could be ideal for putting that scoring unit on a distant objective late game. If it doesn't survive, it probably means my Command Barge, Stalker, Ghost Ark, and Annihilation Barges have all been destroyed already... so GG anyways.
Triarch Stalker w/ Particle Shredder -- Can the Stalker make back its points by using the Shredder as a "better" targeting array? Or is the Heat Ray just that much better?
3x Scarab Bases + 3x Spyders -- Of course the combo is awesome, but has anybody had problems keeping the 3x Scarab Bases alive long enough to stack up a huge swarm? Do I need more than 3x bases in my starting unit?
Night Scythe w/ Pyrrhian Eternals + Veiltek -- It's not a transport, just a weak but mobile TL Tesla Destructor delivery method. Then late game it can transport a Necron Blob. Worth it for the late game transport? Or just take another Annihilation Barge and leave the Blob to slog it?
Last edited by BossGorestompa; December 15th, 2011 at 14:59.
3 Scarabs and 3 spyders is AWESOME and unless they have a no line of site weapon, it's very easy to protect them. Solar flare, hide them out of line of sight, etc. I usually can't get into range til turn 2 or 3 anyway meaning I spit out 6-9 EXTRA scarabs by the time they engage. ALSO, since there's no rule about them being in CC and creating scarabs, if they are still around turn 4 and egaged in CC created 3 more (keeping the spyders out, etc). I love getting 135-180 points EXTRA in models in a game. Makes me feel like I cheated... lol. I would never do it, but imagine 9 spyders....mwa ha ha!
"There is only do, or do not. There is no try." - Yoda
I decided that I did want to include the Scarabs / Spyders in my 1500 point test list, though I don't have the room for a third Spyder (or enough bases for 3x Scarabs / turn) so I'll be testing it out against SW with 3x Scarabs and 2x Spyders in a mech + blob list.
I'm much more interested to hear opinions about the Night Scythe though. I want to like it, but it has its limitations. Not sure if its worth it to take with Immortals w/ a Veiltek though. A bit redundant and expensive for a weaker Annihilation Barge, but the potential to move 36" as a late game transport is very appealing.
Sadly the Particle Shredder can only light up 1 unit, the unit you are aiming for, (the primary unit is the one you have a model under the hole on the template)
if you score any hits on THAT unit its lit up.
My main quandary is whether or not it is worth the points for a sub-par weapon, just to mark units. Don't get me wrong, Str 7 AP 4 is nothing to scoff at, but it's sub-par compared to the marginally cheaper heavy 2 multi-melta / heavy flamer. Also note, I'm not counting the heavy flamer template as a viable method of marking targets, as it is far too circumstantially beneficial. However, having said that, in the right circumstances it can be devastating I am sure.
but if the only requirement is that it manages A HIT then Why cant it mark two units. It doesn't say shoots at an enemy unit and manages a hit on that unit, it says shoots an enemy and manages a hit. hell the way i see it is if you get an [un]lucky enough scatter you could have marked your own unit except it says it has to be an enemy's.
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