ya really don't need rend-clws on a 'fex...they're monsterous creatures. If the Nurgs are for hth, i'd drop the rend-clws and glands and go with 2 sets of scy-tals, spine banks, and the miasma...@ 12" get 2 STR 6 attacks w/ "hit" re-rolls followed up with a 5 dice charge w/ no armor saves...always fun!
The TL barbs on the reaps gives you just 1 shot with a re-roll if it misses, i'd suggest making them long ranged snipers, keep the En-Sen(BS)...but, put a barbed strangler/venom cannon combo on them...both have 36" rng and you still get the STR 8 big blast, but the VC also give you 2 STR 10 shots...good for taking out problem targets, ie. heavy weapon teams. All that reaper fun for 138 pts.
On the Flyrant, I'd drop the En-Sen and miasma and take Warp Blast...never know when ya gotta bust a tank...and thats perfect for a flyrant...keep him hopping all over the board behind cover!
And the warriors...need 'em for synapse, but damn if they ever survive a game...without having wings to move 'em fast...i always go bare bones with little mods and get as many as possible. Figure less than half will ever get close enough to actually assault...so i kit 'em out for ranged combat...spitters and scy-tals with a ven-can for a lil extra pop...
synapse is gonna be the tricky thing...IB only helps some of the time...
good luck and happy hunting!
__________________ |