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| | #1 (permalink) |
| Banned ![]() Join Date: Mar 2008 Location: Slyvania
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| Well here is a fun list i came up with that should make most people cry when they face it Due to the fact by turn two im going to be chargeing you with 63 units well my ground tryrant and his 3 guards slowly advance blasting anything in there path. Ground'Rant -187pts enhanced sense toxin sacs bone sword\whip venom cannon warp feild the horror (auto) Tyrant Guard x3 -135 Dragon'Flyrant-203pts Add glands (I\Ws) Toxin sacs toxic miasma winged 2 sets of scything talons Warp Feild Elites ------ Lictor x3 240 Heavy Support --------------- Zoanthrope x3 Warp Field (duh) Synapse Warp Blast Troops ------- 36 genestealers (3 broods) 828pts Scuttle Extended Carpace 21 Hormagaunts 200pts total:1998 Points Last edited by Vlad Von Carstein; 04-30-2008 at 05:48 PM. |
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| | #2 (permalink) |
| Trooper ![]() Join Date: Sep 2007 Location: Lakeview, Michigan
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| I personnally would get extended carapace on the ground tyrant instead of warp field. That 6+ inv save isn't really worth the 10 extra points. In fact, he might not even need ext carapace due to the 3 gaurd. I also dont really see why he has the bone sword and lash whip. Since he's walkin seems to me another ranged weapon would be nicer, and catalyst isn't going to be helping anyone until he gets there. I also wouldn't get both scuttlers and carapace on the stealers. I would say one or the other. With those points you could put toxin sacs on the hormagaunts or get more of them. That's my opinion. Hope I could help.
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| | #3 (permalink) |
| Banned ![]() Join Date: Mar 2008 Location: Slyvania
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| Thanks for the info, but i have tested it your way the bone sword\lash whip are mostly to take out termys since they lose an attack well in base combat, and the warp field has saved my ass more times then i can count since no one expects it. As for stealers i use both carp and scuttlers since its a very very very mean combo when you have 36 ticked off rending minions in cc on turn 2. |
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| | #4 (permalink) |
| Trooper ![]() Join Date: Sep 2007 Location: Lakeview, Michigan
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| Well that's cool then, if it's worked for you then it's good enough for me. I'm still not quite convinced that anyone should use warp field over ext carapace for a walking tyrant, but that's just my opinion. Anywho, yea if you can make all the stealers to the enemy lines that's really scary for them. I was wondering what, in your opinion, is better for stealers scuttlers or ext carapace? I've always put ext carapace in my lists, but it doesn't help against anything more than bolters and I'll probably be hugging cover whether or not I have that 4+ save. Yep, I think I just talked myself into it. Good thing I did now just before I put ext cara on all my 30 stealers. Ok, I'll stop rambling. I still want your opinion though on scuttlers vs ext cara for stealers.
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| | #5 (permalink) |
| Banned ![]() Join Date: Mar 2008 Location: Slyvania
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| Um i use both....so i would say there both great, the carp makes it so they have a better chance of not geting smacked around before they make it to the target, and the scuttle helps them get to the target all the faster, hell with out scuttle i wouldn't run stealer's.... |
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| | #9 (permalink) |
| Sergeant ![]() ![]() Join Date: Feb 2008 Location: Dark side Pennsylvania
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| The list seems very nasty, and I like your take on them. Too many people are running "zilla" lists and most everyone @ this point is prepared for it. Zilla list we awesome initially, but not anymore, it is just not a surprise any longer.
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| | #11 (permalink) | |
| Filthy, Dirty Radical ![]() ![]() ![]() ![]() Join Date: Nov 2006 Location: lost in a blizzard, somewhere near toronto!
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| Quote:
think about it: flyrant + 4 'fexes and a total model count of 90 gribblies at 1500pts! ![]() the real key is to never take extended carapace on anything but warriors. why? well; a) only an idiot doesn't point every ap2 gun at your monstrous gribblies anyways, so the carapace is pointless! b) again, typically any half-decent opponent shoots multi-shot mid-strength weapons at 'stealers. a key feature of the weapons is their ap4 OR S6 meaning you're taking too many wounds for the carapace to really handel. having proxied my plague fleet list, it's absolutely brutal! there's two ways the game goes; - my opponent concentrated on the total of 20 T6 3+ save monstrous wounds, thus leaving the greater whole of the swarm itself unharmed - my opponent tries to eliminate the smaller gribblies and is then left with maybe 1 turn to take care of those 3-4 surviving monstrous gribblies! not a good option either way! plus, i like to pack lots of devourers - the ultiment 'nid 'small arms' gun... 2x shots + living ammo?! my flyrant throws out 12 twin-linked, S5, living ammo shots/turn. even MEQ's can't stand upto that for long. cheers!
__________________ "Who are you to question my methods?! A 'Puritan' is simply a coward who hides behind a veil of pretended faith and denounces his loyal brother as a traitor out of simple jealousy!" - Inquisitor Odion ![]() | |
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