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Discussion Starter · #1 ·
here is a list i have been making for a soon to come 2v2 match. teams havent been decided yet but the other armies will be space wolves and 2 tyranids. any suggestions would be helpful.


1 Jain Zar
9 Howling Banshees
1 Howling Banshee Exarch
1 Wave Serpent tl bright lance TL Shuriken Catapults

4 Harlequin Troupe
1 Shadowseer
1 Troupe Master

10 Pathfinders

10 Guardians
1 Weapon Platform (Bright Lance)
1 Wave Serpent TL Shuriken Catapults TL Starcannons

1 Falcon Holo-Field; Spirit Stones; Starcannon; TL Shuriken Catapults; Pulse Laser)

1 Falcon Holo-Field; Spirit Stones; Starcannon; TL Shuriken Catapults; Pulse Laser)

1 Fire Prism Holo-Field; Spirit Stones; Shuriken Cannon; Prism Cannon)

1745
 

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Why 2 falcons? you only need one if it going to carry the Harles, get another fire prism or add more harlies they are to small and will die easy. Getting more Harlies would be the best advice i can give. Drop the path finders, they are shite against nids and Meq space wolves. Get some DA or another squad of Guardians with Scatter laser. Replace Guardian Bl with Scatter laser better against nids. Fire dragons are always a good option aswell instead of Harlies.

Hope that helps.
 

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i would not take this list.

the Banshees are a great hammer unit, but you have 10 Guardians that don't have enough numbers to withstand getting shot at and 10 Pathfinders that can be broken with two flamers as your scoring units.

Harlie unit is too small to be effective, IMO.

certainly take another Prism or another Serpent.

good hunting.
 

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I agree with Lord Rahl and the Inquisitor

Wolves and Nids are close combat armies. The best strategy would be to deny them what they excel at. I would take a close combat unit but I would bulk up on avengers and I personally would keep the pathfinders but shrink the unit. they are effective at taking down the big beasties.

I would ditch the harlequins and the falcon. a fire prism or even a Night spinner would be good. Nids do not like the night spinner. although its new I have gotten a couple games in with it and the hampering of movement has helped keep CC armies so swamped I can gun them down at my leisure.


I would add a farseer. Runes priests are a pain and I have had great fun with runes of warding wounding them every turn as they try to cast their powers.
 

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Discussion Starter · #5 ·
thanks guys definitely considering your changes. played a quick game with my space wolves friend with a different list and he was prepared for my pathfinders. we are gonna play the match today.
 

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"On a different tack, you list many weapons as twin-linked that can't be. When you add a nose-mounted shuriken cannon to a wave serpent or falcon, that's all you get - it's not twin-linked."


In the list xtycox hasn't mentioned Twin-Linked Shuriken Cannons, so I fail to see the point you're making.
 

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"On a different tack, you list many weapons as twin-linked that can't be. When you add a nose-mounted shuriken cannon to a wave serpent or falcon, that's all you get - it's not twin-linked."


In the list xtycox hasn't mentioned Twin-Linked Shuriken Cannons, so I fail to see the point you're making.
There are, thats what the TL means.

But i agree with everyone so far. Theres not enough harles to do anything, and the falcons arn't nesseary in this. There are too many pathfinders in that squad to. drop 5 an of them and get some DA's, maybe with a serpent to have more mobility.

Reapers or anothers prism are a good option. Reapers ap3 weapon will kill anything not in termy armor and good againt warriors and steelers. Add a tempest launcher and fast shot/crack shot and that wil put a big dent in any big squad.

Finally, give the guardians a scatter laser instead of a bright lance, and put the lance on the serpent. Guardians aren't that accuate so spam fire is a better option while the BL becomes twin linked. I don't know about you guys, but i almost always fail the first shot :/
 

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"1 Wave Serpent tl bright lance TL Shuriken Catapults

1 Falcon Holo-Field; Spirit Stones; Starcannon; TL Shuriken Catapults; Pulse Laser)

1 Falcon Holo-Field; Spirit Stones; Starcannon; TL Shuriken Catapults; Pulse Laser)

1 Wave Serpent TL Shuriken Catapults TL Starcannons

1 Fire Prism Holo-Field; Spirit Stones; Shuriken Cannon; Prism Cannon)"


Okay. I give in. Where EXACTLY does he mention Twin Linked Shuriken Cannon?
I can see Twin Linked Shuriken CATAPULTS. In fact I can see that four times. But unless I'm missing something, the only time he mentions "Shuriken Cannons" is on the Fire Prism and there most certainly is no Twin Linked mentioned there.
 

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If it's an objective based game against Tyranids, place the objectives as far apart as possible and as close to your table edge as possible.
Definitely drop one of your Falcons and replace it with a War Walker Squadron. Your Falcon gives you 2 Pulse Laser and 2 Starcannon shots per turn. You can pretty much ignore your 2 Shuriken Catapult shots. If something is within range of them you can guarantee they'll be assaulting you next turn and you don't really want that. Even if you take them into account you've only got six shots total, 2 x St. 8, 2 x St. 6 and 2 x St. 4 (TL).
For almost equivalent points cost three War Walkers armed with two Scatter Lasers each will give you 24 St. 6 shots per turn. You've got an excellent range with them which should easily cover two objectives. When you're placing terrain at the start of the game try to put a piece of Dangerous Terrain midway and slightly behind the objectives and deploy the War Walkers in there. Depending on the nature of the terrain you'll get a cover save. Which is always nice. Then add insult to injury by casting "Fortune" on them to re-roll your failed cover saves.
To put a stop to your 24 x St.6 shots per turn he'll have to shoot you up which will slow his advance by stopping a brood or two from running while they shoot. Or he'll have to split off a brood or two in order to assault you, which makes defending your objectives that much easier because there's that much less approaching them. Oh, and when he finally get's to assault you don't you just love that area terrain slowing his assault? He may choose to completely ignore your War Walkers, in which case blast away to your heart's content with total impunity. What's that? Only BS 3? Did somebody mention "Guide"?...
 

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surely if you playing a 2v2 game with 2 nid players and a SW player, it's a safe bet you'll be partnered with the the SW player.

with that in mind, bin all the anti marine stuff and load up on anti horde. my advice would be to shelve the banshees and swap them out for scorpions. take DA instead of guardians and pathfinders. snipers are no good against nids really as they don't have the weight of fire you need to deal with large broods.

definately take a night spinner as the movement restrictions it causes will come in extremely handy. a squad of dual scat-las walkers are a given too IMHO, it gives you the option to get behind their lines and cause some havoc.

another option you might consider is a squad of spiders, 22 S6 shots is something to consider. and before anyone says they're AP-, i realise that but you're pretty much odds on to cause a few wounds on MCs regardless of the AP-

get rid of the lances on the transports and consider taking EML. the pinning templates could provide some nice synergy with the nightspinner

hq wise, it might be worth taking a seer council loaded with destructors. feasibly 10 HF in one squad is nothing to baulk at. plus, it gives your opponent a massive threat to try and take out ASAP, leaving you free to manouvre the rest of your forces into position.

and harlies? forget it, they're not worth the points IMHO

hope that gives you a bit more to think about
 
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