- Drager wrote:
HQ
Haemonculus (Goes with Wracks)
Venom made, Liquifier Gun
65 pts
I switched out the LG for a Shattershard in the actual tourney. For the first 4 games I was not playing this guy as my warlord (as the TO had told me it had to be my Farseer as he was Ld 10) halfway through game 5 someone found the sentence on page 109 that says warlord must be from primary detachment, that ended up forcing the draw.
If this unit (or the one with the shattershard) is not your warlord it is a great distraction unit, I often put him in a venom on his own and sent him down the field turn one a 30" move always put him in a threatening position with a dangerous template weapon. I pulled 2 long fang squads worth of fire into the venom and a thrid into the haemie (he survived) in one game, similar amounts of firepower in others. At 130 points keeping the rest of your army much safer or being a threat if ignored puts a difficult choice in front of your opponent and its mostly heads you win tails they lose.
If he IS your warlord, either keep him backfield (where the template weapon acts as good backfield defence against outflankers/drop podders) or give him a hexrifle and stick him in the pathfinders for Night Vision). These strategies both worked well in the practice games I had before and after the tourney.
- Drager wrote:
Farseer
Prescience, Runes of Warding
90 pts
Again a slight change, I gave this guy Spirit Stones and an extra power.
Performance = awesome. Psychic tyranids stop using their powers. Rune Priests take a nap. Inquisitors keep it in their pants and Psychic Battle Squads and/or Psykers in Inquistourial Retinues are just shut down.
Additionally giving pathfinders rerolls or ignore cover is fantastic. Both is better. Doing that for a Razorwing... Yes Please!
- Drager wrote:
Elites
5 Trueborn
3 Blasters, 2 Splinter Cannon
Venom, 2 Splinter Cannon
190 pts
5 Trueborn
3 Blasters, 2 Splinter Cannon
Venom, 2 Splinter Cannon
190 pts
Slight change here -1 Blasterborn each to pay for Spirit Stones and extra power.
These units are phenomenal. They kill... everything. Tervigon? No Problem. Deathwing? We Got That! Drop Pod? Free Victory Point. Flyers? Many shots + Prescience = Bye Bye Birdy. Big grey hunters pack? What Pack?
Just, splinter cannons. Stay back outrange your opponent, you outrange everyone as no one can output the same firepower at this sort of range and you can target anything that can hit you first. Splinter Cannons rule. As a side note they are better against 2+ Svs with 5++ than a blaster they are MUCH better against 2+/3++.
- Drager wrote:
Troops
4 Wracks
Venom, 2 Splinter Cannon
105 pts
3 Wracks
30 pts
Dropped one wrack from the 4 wrack squad, otherwise no change.
Reserve these, walk them on to grab an objective. If you get the reroll reserves warlord trait reroll successes. You want these off the board, not on.
They are a competent little counter assault unit (as a pair) if neccessary, but mostly jsut objective claimers that are almost entirely ignored by opponents.
- Drager wrote:
5 Pathfinders
120 pts
5 Pathfinders
120 pts
Took a 6th pathfinder in one squad, otherwise identical.
5 Pathfinders in the opposite corner of the board from your army is great, they are distracting and they are linebreaking. your opponent has to deal with them. These I am considering dropping in my new list as they, whilst very good are not great.
6 Pathfinders buffed by a farseer and on an objective are a nightmare for anyone without plenty of Flamer. 2+ cover, rerollable shots that sometimes ignore cover, ~1/2 ignore armour, and you can place AP1 shots on a 6 to hit. Only lost thsi squad once and that was to Coteaz and a load of heavy bolter servitors who got the ignore cover divination and pushed through Runes of Warding to successfully cast it. He deserved that kill. These are almost a must include.
- Drager wrote:
Fast Attack
5 Scourges
2 Haywire Blasters
130 pts
5 Scourges
2 Haywire Blasters
130 pts
The one game I played against alot of armour these were brilliant, the rest they were solid. Not much more to say really.
- Drager wrote:
Heavy Support
Razorwing Jetfighter
Splinter Cannon, Flickerfield
165 pts
Razorwing Jetfighter
Splinter Cannon, Flickerfield
165 pts
The question is no longer do I take two planes, it is which two planes do I take and should I take a third. These arrive and remove a target, they are solid anti enemy flier and great anti infantry as well as solid anti tank/MC. Not much more I could ask of them really. Oh except when they are buffed by a Farseer twinlinked S6 Large Blasts that ignore cover are great!
I found you often got marines in ruins going to ground for a 2+C rather than using 3+ sv so its good even agianst MEQ.