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· Drills baby.
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7,103 Posts
Discussion Starter · #1 ·
Okay, an extension of a 1000pts list I posted a while ago.

HQ

Farseer.
Witchblade, Shuriken pistol, Ghosthelm and Fortune. Mounted in Serpent
81pts

Elites

Vyper x 2 (2 seperate squads)
Starcannon.
65pts

Troops

Howling Banshees
8 Banshees and 1 Exarch with Executioner.
Mounted in Wave Serpent with Spirit Stones and Bright Lances.
165pts for Banshees
135pts for Serpent
300pts

Striking Scorpions
9 Scorpions and 1 Exarch with Scorpions Claw and Stealth.
Haywire/Plasma Grenades
237pts

Warp Spiders
8 Spiders
176pts

Warp Spiders
7 Spiders
154pts

Dark Reapers
4 Reapers and 1 Exarch
Exharch w/ Missile Launcher and Fast Shot.
223pts

Heavy Support

Falcon
Starcannon, Holo-field and spirit stones.
190pts

Total: 1491pts

The Reapers from a solid firebase while the falcon and vypers provide support to the rest of the troops.
Warp Spiders take down infantry and light armour.
Scorps use infiltrate to engage enemy quickly.
Banshees take down heavy infantry.
Farseer rides in the Serpent with Banshees.
The Reapers are über-exspensive but they do their job well.
Have 9pts left to do something with, any suggestions?
 

· Favored of Tzeentch
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I don't like Reapers really, but that's up to you. I would drop the Reapers and the 7-man Spider squad and buy a 10-man Fire Dragon squad in a Wave Serpent and add 2 Spiders to the 8-man squad. That's about it. Nice list. :yes:
 

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Da Mighty Camel said:
Hmm... Yeah maybe, need some more opinions first 'cus I really love the Reapers :yes:
Well if you love 'em I see no reason to drop them really. Except that they die like flies. :shifty:
 

· The Fallen
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7,906 Posts
Viktor said:
Well if you love 'em I see no reason to drop them really. Except that they die like flies. :shifty:
Ah such subtlety.

OK I have a slightly different opinion to Viktor, I dont like reapers but that is abotu my style of play, if I want to stand still and shoot I will use IG, if you want to use them, they can be effective.
My single biggest issue with your list is the 2 spiders squads and otherwise ti looks a bit like a GW ldar army which usually are configured to showcase as many minis as possible.

What works best for you? scorpions or banshees? stick with it!

As for spiders, Personnaly I dont like em, the lack of AP means they end up pretty ineffective VS MEQs and they need a lot fo space to opperate at their best, I wiould ditch the smaller squad, use the points to brin up the numebers in the larger squad, then look at additional fire support perhaps
 

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Not bad. I would drop the reaper exarch. He is expensive and doesn't reap a high enough toll of blood. Drop the lower warp spider and put in 6 fire dragons then put them in the falcon. Also i would change the sperants weapons to a starcannon. If you have banshees inside then have a weapon similar to what they are going after. I.E. Dragons in side going after tanks = Brightlances. And give the farseer runes of Witseening. You will almost never fail a pyshic test with both ghost helm and runes. Hope this helped!!!
 

· Drills baby.
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7,103 Posts
Discussion Starter · #7 ·
Stormwind said:
Not bad. I would drop the reaper exarch. He is expensive and doesn't reap a high enough toll of blood. Drop the lower warp spider and put in 6 fire dragons then put them in the falcon. Also i would change the sperants weapons to a starcannon. If you have banshees inside then have a weapon similar to what they are going after. I.E. Dragons in side going after tanks = Brightlances. And give the farseer runes of Witseening. You will almost never fail a pyshic test with both ghost helm and runes. Hope this helped!!!
I like the Exarch with two krak/plasmas hitting on a 2+. Works great agianst most armies :yes:
Ghosthelm is there 'cus I tend to have more bad luck with perils of the warp then failing psychic tests.
The Falcon is not a transport and will not be used as one so no Dragons in it (I was informed of that when I posted my last list, thank you Viktor ;) ).
Bright Lance is there give extra AT-power (which I really need).

Cheredanine said:
OK I have a slightly different opinion to Viktor, I dont like reapers but that is abotu my style of play, if I want to stand still and shoot I will use IG, if you want to use them, they can be effective.
My single biggest issue with your list is the 2 spiders squads and otherwise ti looks a bit like a GW ldar army which usually are configured to showcase as many minis as possible.

What works best for you? scorpions or banshees? stick with it!

As for spiders, Personnaly I dont like em, the lack of AP means they end up pretty ineffective VS MEQs and they need a lot fo space to opperate at their best, I wiould ditch the smaller squad, use the points to brin up the numebers in the larger squad, then look at additional fire support perhaps
I have played several games with a 1000pts list and included the Spiders in each one, they are great IMO (they literally won a battle for me against suit-heavy Tau, and he isn't a bad player). I love the spiders and will probably not drap them :)
 

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Cheredanine said:
Ah such subtlety.

OK I have a slightly different opinion to Viktor, I dont like reapers but that is abotu my style of play, if I want to stand still and shoot I will use IG, if you want to use them, they can be effective.
My single biggest issue with your list is the 2 spiders squads and otherwise ti looks a bit like a GW ldar army which usually are configured to showcase as many minis as possible.

What works best for you? scorpions or banshees? stick with it!

As for spiders, Personnaly I dont like em, the lack of AP means they end up pretty ineffective VS MEQs and they need a lot fo space to opperate at their best, I wiould ditch the smaller squad, use the points to brin up the numebers in the larger squad, then look at additional fire support perhaps
I am subtle in a very straightforward way.

Reapers don't fit my style either, I prefer the "mobile firepower"- approach. And fluff-wise they're bad too, since I play Ulthwé. But then, this is Biel-tan... anyway, I agree with you. ^_^
I can't see what you don't like about Warp Spiders really, maybe it's because they used to kick butt in 2nd edition? They're really good nowadays too, my personal favorite aspect in fact. About their AP... their Strength makes up for it, even against marines in my experience. And then you can always go for their vehicles instead.

About the Scorpions vs. Banshees... yes, whatever works out for the person in question but I'd recommend a mixture of both.

And yes, the smaller Spider squad should go away.

Da Mighty Camel said:
The Falcon is not a transport and will not be used as one so no Dragons in it (I was informed of that when I posted my last list, thank you Viktor;)).
Well, this is mostly a matter of personal preferences. There are two schools of thought here and I belong to the one saying that the Falcon is best of on it's own. However, there is no real convincing proof of which one that is correct. Make up your own mind, or better yet, try it out.

Stormwind said:
Also i would change the sperants weapons to a starcannon. If you have banshees inside then have a weapon similar to what they are going after. I.E. Dragons in side going after tanks = Brightlances.
I partly agree, but there is more to it than that: Banshees will need to fleet and might have to rely on luck when trying to get into close combat, and killing off some members of the squad they plan to assault will only make it harder to get into close combat since the opponent can pluck away the models closest to you making the Banshee assault less impactful.
Therefore I suggest that the Banshee serpent should have a Bright lance so it can target vehicles and not bother with the Banshee's victims, besides it is a good complement for taking out transport vehicles to force out new victims for the Banshees in the shooting phase.
The Fire Dragons' serpent should have Star cannon, because they need help when taking out Marines at close quarters to make sure no one will assault you back. Against tanks they're overkill anyway once they get within 6", and a Bright lance will be of less use than a Star cannon which can shoot at some heavy infantry target instead while the Dragons waste the tank.
You where on the right track though...

Stormwind said:
Not bad. I would drop the reaper exarch. He is expensive and doesn't reap a high enough toll of blood.
I agree with this, if they are to make back their points you shouldn't make them so darn expensive. :rolleyes:

Whew, long post there...
 

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Viktor said:
I partly agree, but there is more to it than that: Banshees will need to fleet and might have to rely on luck when trying to get into close combat, and killing off some members of the squad they plan to assault will only make it harder to get into close combat since the opponent can pluck away the models closest to you making the Banshee assault less impactful.
Therefore I suggest that the Banshee serpent should have a Bright lance so it can target vehicles and not bother with the Banshee's victims, besides it is a good complement for taking out transport vehicles to force out new victims for the Banshees in the shooting phase.
The Fire Dragons' serpent should have Star cannon, because they need help when taking out Marines at close quarters to make sure no one will assault you back. Against tanks they're overkill anyway once they get within 6", and a Bright lance will be of less use than a Star cannon which can shoot at some heavy infantry target instead while the Dragons waste the tank.
You where on the right track though...

But...banshees have a hard time hitting in CC as it be. When they chage in the get a ton of attacks...but their strenght it three aganist a toughness 4. They will need to roll fours the first time the fives. The odds are not in their favor.

Although...I like the idea of putting the serpant with starcannons and dragons. It makes sence...XD
 

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But...banshees have a hard time hitting in CC as it be. When they chage in the get a ton of attacks...but their strenght it three aganist a toughness 4
Someone fight alot of MEQs.... Mind you dont we all. Although power weapons do make up for s3 alot even against 5+ svs.
 

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Stormwind said:
But...banshees have a hard time hitting in CC as it be. When they chage in the get a ton of attacks...but their strenght it three aganist a toughness 4. They will need to roll fours the first time the fives. The odds are not in their favor.

Although...I like the idea of putting the serpant with starcannons and dragons. It makes sence...XD
What I meant, is that if you use a Star cannon to kill off a few marines before you charge then not as many banshees will get into close combat as they would otherwise. That means less attacks and that the Star cannon killed what would have died anyway. Banshees are good against marines still, but against T3 with good save they are great! Sisters of battle, Tau Firewarriors etc.
 

· Drills baby.
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7,103 Posts
Discussion Starter · #12 ·
Stormwind said:
But...banshees have a hard time hitting in CC as it be. When they chage in the get a ton of attacks...but their strenght it three aganist a toughness 4. They will need to roll fours the first time the fives. The odds are not in their favor.

Although...I like the idea of putting the serpant with starcannons and dragons. It makes sence...XD
I took down 9 BT marines (the entire squad :yes: ) on the charge yesterday so I belive in my Banshees ;).


HQ

Farseer.
Witchblade, Shuriken pistol, Ghosthelm and Fortune. Mounted in Serpent
81pts

Elites

Vyper x 2 (2 seperate squads)
Starcannon.
65pts

Troops

Howling Banshees
8 Banshees and 1 Exarch with Executioner.
Mounted in Wave Serpent with Spirit Stones and Bright Lances.
165pts for Banshees
135pts for Serpent
300pts

Striking Scorpions
9 Scorpions and 1 Exarch with Scorpions Claw and Stealth.
Haywire/Plasma Grenades
237pts

Warp Spiders
8 Spiders
176pts

Fire Dragons
10 Dragons.
170p
1 Wave Serpent with Stones and Starcannon
135p

Dark Reapers
5 Reapers.
185p

Heavy Support

Falcon
Starcannon, Holo-field and spirit stones.
190pts

Total: 1574pts (to much! :O )

Okay, now I am 74pts above allowed limit, what to drop?.
If I drop the Reapers I would have 104pts left.
I could then take another Starcannon-Vyper and max out the Spiders and reach exactly 1500pts.
 

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Da Mighty Camel said:
Okay, now I am 74pts above allowed limit, what to drop?.
If I drop the Reapers I would have 104pts left.
I could then take another Starcannon-Vyper and max out the Spiders and reach exactly 1500pts.
Yes, that will be perfect. When a list reaches the exact points limit and everything comes together it feels like fate. :yes:

Good work, everyone who complied.
 

· Drills baby.
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7,103 Posts
Discussion Starter · #14 · (Edited)
Final list then. People are till wellcomed to ad a comment to it :yes:
Thanks for the comments from the rest of you. :)

HQ

Farseer.
Witchblade, Shuriken pistol, Ghosthelm and Fortune. Mounted in Serpent with Banshees.
81pts

Elites

Vyper x 3 (3 seperate squads)
Starcannon.
65pts

Troops

Howling Banshees
8 Banshees and 1 Exarch with Executioner.
Mounted in Wave Serpent with Spirit Stones and Bright Lances.
165pts for Banshees
135pts for Serpent
300pts

Striking Scorpions
9 Scorpions and 1 Exarch with Scorpions Claw and Stealth.
207pts

Warp Spiders
10 Spiders
176pts

Fire Dragons
10 Dragons.
170p
1 Wave Serpent with Stones and Starcannon
135p

Heavy Support

Falcon
Starcannon, Holo-field and spirit stones.
190pts

Model count: 41 + 6 veichles
Total: 1493pts
 

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165 Posts
Eh....I knew what you meant about them plucking away at the front lines but still i have seen banshees hit nothing before....then die.....they could use help i would think...:alien: But oh wells...

If you like the dark reapers then keep them. To solve the 74 points over drop some fire dragons. 10 Fire dragons on a tank in MAJOR overkill.
 

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217 Posts
Warp Spiders
10 Spiders
176pts
dude 10 spiders are not 176pts. but anyway a unit of them above 6 really needs an exarch with withdraw. otherwise they might get caught in cc and be truly screwed. other than that im liking this list. good work
 

· Favored of Tzeentch
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The actual cost of that list is 1523 points.

About the Fire Dragons, 10 of them is almost underkill against most Marine squads out there. But I guess you thought they were to be used against tanks, Stormwind?

farmerralph, it is not much harder to manouvre a squad of 10 spiders than a squad of 6, and an Exarch just eats up points you should be able to save using a skilful hand and those points somewhere else.

I would just... take away the grenades from the Scorpions and give the Farseer Runes of witnessing.
 

· Drills baby.
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7,103 Posts
Discussion Starter · #19 ·
Hmm, a little misscalculation from me there... Those 176pts are for that squad of 8 I had in the original list.

Victor: Grenades = gone as you read this. RoW I'm not sure about, I have an experience from my time as an Ulthwé-player that I failed more tests with them and got more often Perils of the Warp.
I will try the helm out a couple of more times and then decide.
What to do with those 7pts that I got left then?
 

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Da Mighty Camel said:
RoW I'm not sure about, I have an experience from my time as an Ulthwé-player that I failed more tests with them and got more often Perils of the Warp.
I will try the helm out a couple of more times and then decide.
What to do with those 7pts that I got left then?
What? How can you fail more tests with RoW? Besides, a Ghosthelm is a bit less useful when you don't have them. RoW psychic tests are only failed if you get 2 sixes and a five or three sixes, that is quite low chances of failure. And you definately want to keep your Banshees fortuned, I'd rather have my banshees fortuned than protecting my Farseer from taking a wound. Definately go with RoW, they are very worth it IMO.

It is easy to think that you get more Perils of the Warp with RoW, but consider this: You get a perils attack when you roll a double 1 or 6, your chances of rolling a double 1 are higher but your chances of rolling a double 6 are tremendously low instead! :yes:
 
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