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Made in ca
Elite Tyranid Warrior




Edmonton AB

I was playing against an Iyanden (sp?) serpent spam and got completely obliterated. Was hoping for some input on a list I hope holds up better and advice on shaving off the last point for this 1500

Ethereal 50

XV104 Riptide: ion accelerator; twin-linked fusion blaster. 185

XV104 Riptide: ion accelerator; twin-linked fusion blaster. 185

10 Fire Warriors 90
• Devilfish: disruption pod; twin-linked smart missile system. 105

10 Fire Warriors 90
• Devilfish: disruption pod; twin-linked smart missile system. 105

7 Pathfinders 77
7 Pathfinders 77
7 Pathfinders 77

Sky Ray Missile Defence Gunship:
disruption pod; twin-linked smart missile system. 130

Hammerhead Gunship: Longstrike; disruption pod; railgun (submunition rounds); twin-linked smart missile system. 190

Hammerhead Gunship: disruption pod; ion cannon; twin-linked smart missile system. 140

1,501 points
   
Made in ca
Enigmatic Chaos Sorcerer





British Columbia

Missile sides instead of the Hammerheads would go a long way.

 BlaxicanX wrote:
A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.


 
   
Made in ca
Elite Tyranid Warrior




Edmonton AB

Can you give reasons? I've only got 2 broadsides

6200
6th: 127/17/21 - 7th: 1/0/0
4800
6th: 6/0/1 - 7th 0/0/0
1820
WIP
1427
WIP

All points are base units with no upgrades



 
   
Made in ca
Enigmatic Chaos Sorcerer





British Columbia

They put out a disturbingly large number of high strength shots.
That approach is the only reliable way to bring down the serpents with their holo fields and serpent shields.

 BlaxicanX wrote:
A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers. He betrayed and murdered Games Workshop.


 
   
Made in ca
Elite Tyranid Warrior




Edmonton AB

Would 3 work or should I roll more than that?

6200
6th: 127/17/21 - 7th: 1/0/0
4800
6th: 6/0/1 - 7th 0/0/0
1820
WIP
1427
WIP

All points are base units with no upgrades



 
   
Made in us
Executing Exarch





The Twilight Zone

I disagree. Broadsides can be kited by serpent spam, and the number of shots they put out IS high, but not a lot will stick between Av12, holo fields and the shield if it is up. Serpents can also outrange broadsides and force pinning checks with the shields. If the sides break or pin, they are worthless for a turn and with enough fire, they will go down.

However, armor 13 is very hard for serpent spam to deal with as the shield is the only way to glance unless they have bright lances or EMLs. Once the shield is down, the serpent is easily killed with ignoring cover shooting from your markerlights.

Pathfinders are a dilemma, on one hand you need the markerlight support to ignore cover and make the shots count, but on the other hand serpents will rip the pathfinders apart quickly. They are easy targets, so consider running just 2 squads and investing in something else.

Skyrays and hammerheads are both good, as the skyray is durable markerlights and seeker missiles, and the hammerhead can drop the serpents. Not sold on the ion cannon, as you really want the hard shot to take em out, although 3 broadsides here is OK.

If your running an ethereal, hide him in a fish and have him use the 6+ FNP bubble for the riptides

The most important rule of 40K-Page XVII of the 6th edition rulebook, the figure at the top right of the page. "Shake hands with your opponent and thank them for a good battle and fun experience." Then go out for a beer.
Shine bright like Iyanden  
   
Made in ca
Elite Tyranid Warrior




Edmonton AB

Yeah I was gonna stick the tides and tanks in front of the pathfinders to protect them. the ion was to help with mobs, I'm thinking maybe submunitions could be just about as effective...


Automatically Appended Next Post:
Sorry was late basic strategy is to keep the devil fish with the fire warriors and ethereal moving and out of range of the major threats till the 4th or 5th round and then snag objectives unless its relic then grab and run

The tides and tanks will block the pathfinders; sponge shots and focus fire threats down.

This message was edited 1 time. Last update was at 2013/09/17 14:46:26


6200
6th: 127/17/21 - 7th: 1/0/0
4800
6th: 6/0/1 - 7th 0/0/0
1820
WIP
1427
WIP

All points are base units with no upgrades



 
   
 
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