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:
Well if you love 'em I see no reason to drop them really. Except that they die like flies. :shifty:Da Mighty Camel said:Hmm... Yeah maybe, need some more opinions first 'cus I really love the Reapers :yes:
Ah such subtlety.Viktor said:Well if you love 'em I see no reason to drop them really. Except that they die like flies. :shifty:
I like the Exarch with two krak/plasmas hitting on a 2+. Works great agianst most armies :yes: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 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 themCheredanine 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 am subtle in a very straightforward way.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
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.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).
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.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 agree with this, if they are to make back their points you shouldn't make them so darn expensive.Stormwind said:Not bad. I would drop the reaper exarch. He is expensive and doesn't reap a high enough toll of blood.
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...
Someone fight alot of MEQs.... Mind you dont we all. Although power weapons do make up for s3 alot even against 5+ svs.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
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.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 BansheesStormwind 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
Yes, that will be perfect. When a list reaches the exact points limit and everything comes together it feels like fate. :yes: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.
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 workWarp Spiders
10 Spiders
176pts
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.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?