The original list I've been playing:
Imotekh 225
Cryptek, Lance, Solar Pulse 55
Cryptek, Aeonstave, Chronometron 40
(15) Warriors 195
(5) Warriors 65
(5) Warriors 65
(5) Warriors 65
(6) Wraiths, 2x Whip coil, 2x Particle caster 230
(6) Wraiths, 2x Whip coil, 3x Particle caster 235
(10) Scarabs 150
(3) Tomb Spyders, 1 Fabricator Claw, 1 Gloom prism 175
(3) Tomb Spyders, 1 Fabricator Claw, 1 Gloom prism 175
(3) Tomb Spyders, 1 Fabricator Claw, 1 Gloom prism 175
= 1850
So, after playtesting the Scarabswarm for a while I've ended up with this:
Imotekh 225
Cryptek, Lance, Solar Pulse 55
Cryptek, Aeonstave, Chronometron 40
Destroyer Lord, Warscythe, 2+ save, Mindshackle scarabs 160
(10) Warriors 130
(5) Immortals, tesla 85
(5) Immortals, tesla 85
(5) Immortals, tesla 85
(5) Immortals, tesla 85
(6) Wraiths, 2x Whip coil, 1x Particle caster 225
(5) Scarabs 75
(5) Scarabs 75
(3) Tomb Spyders, 1 Fabricator Claw, 1 Gloom prism 175
(3) Tomb Spyders, 1 Fabricator Claw, 1 Gloom prism 175
(3) Tomb Spyders, 1 Fabricator Claw, 1 Gloom prism 175
= 1850
I've found that against lists containing lots of missiles the Wraiths just tend to keel over and die pretty quick, plus they really can't hold their own against dedicated
CC units. Even large units of Grey Hunters w/ a fist
WG beat them one on one. So I dropped one squad, and picked up a Destroyer Lord to hang with them. He has a couple of uses: catching missiles for the Wraiths, being able to generate 2-3 wounds per turn in
CC that ignore armor saves and have
2D6 pen (a great help against some units, as you just can't always rely on rending: Dreads, Mephiston, THSS) and he's able to slingshot the Spyders into combat if necessary (by joining the unit and bridging the gap between them and an enemy unit, giving the Spyders an extra ~4.5" of range). Though the extra Wraiths might be better against some lists,
IMO the Destroyer Lord gives you quite a bit of extra options, and against bad matchups he helps more than an extra Wraith squad.
Using the points left over I upped the warriors to Immortals, as especially during late-game I find that there are usually quite a few beaten up squads running around the field, ie. 2-3 man
MEQ squads, small
GEQ squads etc. The only anti-infantry the list really contains is in
CC units, and if you can't reach those squads in
CC you can't remove them. In objective games its invaluable to be able to torrent off small squads that are sitting on objectives, instead of having to dedicate a whole Spyder squad to removing one marine. Plus Immortals are able to move and fire, which lets them maneuver and still shoot for the whole game, unlike warriors who will just be running around, and maybe taking a few potshots if they're already on objectives. All for 20pts etra over Warriors,
IMO a fair enough price. The 3+ save is also nice, allowing them to take objectives in the open if necessary, instead of getting torn apart by
HB's/autocannons like warriors.
One thing you need to remember when moving you Scarabs is always make sure they're withing 6" of your Spyders. Seems simple, but often they will end up too far away, its pretty much inevitable that it'll happen at some point during the game. Combat especially will pull them out of range very quick. Thus, the reason for 2 scarab squads is twofold: first off it gives you a bigger footprint. 2 scarab squads can be in two places at once, as opposed to one. More importantly, however, it allows you to always keep one squad back by your Spyders, meaning you have far more leeway in maneuvering the other squad. It allows you Spyders to spawn Scarabs for several turns longer than if you just had one squad, which is nice. Spawn into one squad until its out of range, then into the second squad. Send out the second squad when necessary. Just don't charge both squads into the same combat, as you'll be taking double fearless saves, and it'll suck
The Spyders are great at beating up non dedicated
CC units, and even units with a single fist will get beaten up by them. Use the Wraiths to give them cover and move up. The 4+ nullify against Psy powers is awesome, especially as it stacks, its saved me against
JotWW several times. With clever positioning you can make sure pretty much your whole army is withing range of all your nullifiers, making you almost immune to
JotWW and the like.
Imotekh got a very nice buff thanks to the
FAQ, allowing the Chrono to reroll his Storm. Thus he has his own big Warrior squad to hang with, giving them Phaeron while allowing him to reroll and keep his Storm alive. When it does end, detach him and join a Spyder squad, he's good at catching bullets for them and is a nice tarpit in
CC.
Sorry for the wall of text
Comment, thoughts, musings welcome =)