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 Sslyth options

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Painjunky
Archon Rixec
darthken239
The_Burning_Eye
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RikuXIII
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PostSubject: Sslyth options   Sslyth options I_icon_minitimeThu Oct 09 2014, 06:27

#1) 10 Sslyth, Raider w/ splinter racks & night shields = 335 points

#2) Two units of 5 Sslyth each with a venom w/ Splinter cannon = 380 points

Which would your choose? Or perhaps only one 5 man unit in a venom?

Is the first option too big of a point sink for one unit?
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The_Burning_Eye
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PostSubject: Re: Sslyth options   Sslyth options I_icon_minitimeThu Oct 09 2014, 08:35

Is either unit going to cause enough damage/absorb enough fire to make things easier for the rest of your army? I'd say no. In my opinion, Sslyth are really good, but most useful as a bodyguard for Medusae and your HQ, making the unit majority toughness 5 (which combined with a shadowfield and FNP makes a seriously tough unit!)
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darthken239
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PostSubject: Re: Sslyth options   Sslyth options I_icon_minitimeThu Oct 09 2014, 09:21

I agree with The_Burning_Eye better of as HQ body guards. Im thinking of running 5 Sslyth, 3 medusa and archon for deep strike shenagians.

Deep strike in, flame and shoot and the majority T5 for the inevitable counter attack.
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Archon Rixec
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PostSubject: Re: Sslyth options   Sslyth options I_icon_minitimeThu Oct 09 2014, 09:36

I would say, for a nasty "bomb" unit, dangerous even to 2+ armours:
Succubus, archite glaive
5 SSlyths
3 Medusae
1 Llamean
Raider, splinterracks, nightshields, disintegrator

390 pts, lots of wounds, T5, FnP, stealth, 3 nasty templates, a cc AP2 weapon, a ranged AP2 weapon, 15 poisoned TL shots, a possible ID weapon... A mixed bag unit, costly, but certainly capable of dishing out a great amount of pain. For less points, remove succubus and add allamean. Still the same function, but less deadly.
If we want to stay cheap and dish out pain, i'd go for
Venom, 2 spl cannon
3 sslyths
2 medusae
(190)
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Painjunky
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PostSubject: Re: Sslyth options   Sslyth options I_icon_minitimeThu Oct 09 2014, 13:24

As others have said elsewhere I would take the court as a bodyguard for a WWP toting HQ.

I would go slyth heavy, with maybe a medusa or 2, in a raider with splinter racks.

Drop where you want, waste a unit, grab an OBJ and be a giant PITA to get rid of thus taking the focus off the rest of your force.
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Shinobi_8745
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PostSubject: Re: Sslyth options   Sslyth options I_icon_minitimeSun Oct 12 2014, 21:44

I'm thinking of 7 Sslyth, 2 Lhameans and an Archon with a Webway Portal.

Throw them into a Raider with Splinter Racks, enjoy 21 shots with re-roll to hit, T5 and FNP, and with the Lhamean duo you should be able to handle monsters too.
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The_Burning_Eye
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PostSubject: Re: Sslyth options   Sslyth options I_icon_minitimeSun Oct 12 2014, 23:15

Only reason to take a WWP with a court is for the Medusae. Chances are with deep strike it's not going to throw you so far off you're out of range of any targets, so I'd say (and it's just my opinion) that if you want the WWP, take the medusae.
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Larndorn
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PostSubject: Re: Sslyth options   Sslyth options I_icon_minitimeMon Oct 13 2014, 03:16

I would consider the 10m unit of Sslyth (or something between 5-10) but I would avoid putting an Archon in that unit. I agree with Burning Eye, WWPs should be saved for things that really really need to not scatter (Such as Fire Dragons/Blasterborn/HL Scourges, and Wraithguard/Medusae/Grotesque bombs)
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darthken239
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PostSubject: Re: Sslyth options   Sslyth options I_icon_minitimeMon Oct 13 2014, 03:27

I run the court bomb on sunday, 4 Sslyth, 3 medusa and archon, raider
The majority T5 made a big difference when the raider finally exploded and the damage output with accurate DS was above expectations. 1 or 2 more Sslyth would have made them even better.
In both games i played the unit was eventually destroyed but not before killing more than double their points costs and not till at least turn 5
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attackdrone
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PostSubject: Re: Sslyth options   Sslyth options I_icon_minitimeMon Oct 13 2014, 10:27

Sslyth are amazing. I just used 9 Sslyth in a Raider with Night Shields (no other upgrade) to smash some serious face.

9x Sslyth + Raider + Night Shields = 295 Points.

1x Archon + Webway Portal + Shadowfield = 135 Points.

Total Cost of Unit = 430 Points.

They dropped in and wiped out over 3 turns of shooting and assaulting: A squad of 3 Crisis Suits + Drones, Crisis Suit HQ / Warlord, a 20-model Kroot Blob, a squad of 12 Pathfinders, and a Hammerhead. I fear that if I look at my display cabinet with anything but the utmost respect, the Sslyth will claw their way out of their box and murder me in my sleep. They were about that level of frightening.

In a 1500 point game, I ended with 7 surviving Sslyth.
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Archon Rixec
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PostSubject: Re: Sslyth options   Sslyth options I_icon_minitimeMon Oct 13 2014, 14:03

how the hell did you managed to kill even the hammerhead?? did you...did you went berzerk and attacked in melee?? affraid
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El_Jairo
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PostSubject: Re: Sslyth options   Sslyth options I_icon_minitimeMon Oct 13 2014, 17:25

I reckon he did. If your transport is blown, why not charge for fun Wink

But on a serious note: you didn't find a way to include splinter racks on the Raider? Even if you would need to drop one Sslyth, it would net 5.33 extra hits in Poison Shooting, which is more than 1 Sslyth can try to hit for. Then you will have enough points to give the Archon HwG or something like that.

On another note: do you really need WWP for Shardcarbines?
It does make sense to stay away from counter charge more efficiently though. Range 18" is the maximum charge range for standard infantry, so being able to exactly place that raider where you need it, is worth it.
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attackdrone
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PostSubject: Re: Sslyth options   Sslyth options I_icon_minitimeMon Oct 13 2014, 19:00

I did not include splinter racks because I did not expect the raider to survive very long. Next time I likely will put Haywire Grenades on the Archon, as well as the Armor of Misery and the Archangel of Pain. He might get a Huskblade and Soul Trap as well, but I am not sure if the points are worth it.

Turn 2 Movement: Deep Strike the "Pimp Ship" (Duke Sliscus' old ride) INTO the enemy army. I landed it where there were 2-3" clearance on three sides of the ship before touching enemy models. Not scattering was critical because 3/4 of the scatter directions were guaranteed mishaps. I hid the rest of my army in the back and refused to move up until this point, waiting for the diversion to arrive. The Pimp Ship survived the landing unscathed due to a series of lucky rolls from Jink (the Tau player fired interceptor shots). A squad of 8 Swooping Hawks lands as another diversion.

Turn 2 Shooting: The Sslyth shoot and kill 70% of a pathfinder unit that is entrenched in some nearby ruins.

Turn 3 Tau: The Tau fire everything they have at the Raider, destroying it, and manage to kill 1 Sslyth and would 2 other Sslyth. They kill a few swooping hawks to try and save the Hammerhead.

Turn 3 Dark Eldar: The Sslyth fire into the 3-man Crisis squad + HQ, killing some drones and three Crisis suits. A disorganized charge is declared against the HQ, the remaining drones, and some pathfinders. Another Sslyth is killed by the overwatch. In the ensuing melee, every opponent model except for their Warlord is slain, due to the attached Archon challenging the Warlord.

Turn 4 Tau: The desperate Tau charge a 20-man Kroot Blob into melee. The Sslyth kill most of the Kroot before they have a single action. The warlord passes his leadership with a Heroic Success.

Turn 4 Dark Eldar: The Sslyth pack kills the remaining Kroot, but the Warlord survives with two wounds remaining.

Turn 5 Tau: The Hammerhead shoots at a random Raider on the other side of the board, gets "Crew Stunned". The Swooping Hawks are finished off by the Fire Warriors. The Tau Warlord is slain by the Sslyth pack.

Turn 5 Dark Eldar: The Sslyth charge into the Hammerhead, delivering 35 Str 5 attacks against its rear armor. It is predictably wrecked. The game is concluded at this point.
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PostSubject: Re: Sslyth options   Sslyth options I_icon_minitime

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