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I really like your list. It presents a very solid, and balanced threat. Giving your scarabs furious charge is pretty boss, but so is tank hunters on warriors/wraiths/anything. Stealth the spiders, an A barge or his own ark if your in danger. Remember, even if you give a unit hit and run, you only pass the test 1 in 3 times. Better to hand out the buffs elsewhere, as your wraiths/scarabs are either rolling the unit they assaulted, or will die trying.
I would take those deathmarks you are considering. With Zandy, you can deep strike them after anything shows up from reserves, in case you absolutely need them must have them. Deploy them in a safe spot, then use the veil to pop in to the danger zone and waste their marked target. I would also add 3 bases to your scarab unit. Scarabs are a great unit as they are dirt cheap, expendable, but deadly as sin. You want to max out on them, and further buff them in game as your spyders make more. Lots of S6+ weapons can ignore cover these days, so a lot of scarabs will die to certain armies. If they shoot them, you want a few for the spyders to keep adding on bases, and you don't want to lose first blood. They die, whatever, they soaked fire. They make it, they kill/tie up units(again, furious charge!).
With any remaining points, juice out your warrior squads. Give zandy 9 bodyguards, and pump the scythe units. Alternatively, take a harbinger of destruction for a lance in the ark.
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