Kharne the Befriender wrote:Wow, this looks like it could be fun. I would recommend making the
CAD a Reclamation legion. You could drop a
TB from each squad and an immortal or 2 then bring a min unit of Flayed Ones or Deathmarks.
I actually started with a Decurion and one Phalanx on my initial list, but didn't feel that the Phalanx supported the Rec Legion very well, and would be more of a sideshow, than any real threat. So I looked at getting 2 Phalanx in, and then cut down accordingly. The whole thing became a mess, since I had this 4th Warrior unit around and not able to do much with it.
So I went with a
CAD, and found it easier to make all 3 Formations mesh together MUCH better in my mind. Szeras with the 20 Block of ObSec Warriors will still have the 4+
RP and will form the core, with the Overlord from each of the Phalanx in them for protection. 'Immortal Hubris' as the
WL Trait isn't bad for them, and They will be straight up unequipped for this first game. That unit will be sandwiched between the Ghost Arks, so if they take any hits, then the
GA's will replace the harder Warriors. The Phalanx Warriors will hop out and Rapid Fire at the first chance they get, while the Scarabs will be around to generally irritate my opponent. At this point, depending on how the game is going, I might have their Overlord hop out of the squad and into the Ghost Ark. The Stalkers will sit form a second line with the Tesla Immortals. I had JUST enough points to spare to get a 2nd unit of Tomb Blades, which worked out great. Each unit of
TB's will support each Phalanx Warriors. The HOPE is that my opponent won't know what to shoot.
Zimko wrote:So the key to the list is keeping those Overlords alive. I don't see any restrictions there regarding Scarabs being unable to charge once they return to the battlefield? So I'd run a
CAD with a cryptek and 20man Warrior squad. Then take Zhandrekh for one of your Overlords to make the unit fearless. Then take full squads of Scarabs in each Phalanx and have fun throwing them at the enemy while they respawn next to your brick of warriors and immediately charge whatever is close by.
You'd be able to lock a deathstar in close combat indefinitely.
You can't sub out the Overlords in the Phalanx, it has to be an Overlord. So I'd have to take Zahndrekh in the
CAD to do that. As above, Szeras covers both the 4+
RP, and with 'Immortal Hubris' I should be okay. The tricky part with the Scarabs is that I want them to die in his assault phase, to take advantage of all the guns before tying him up again. I don't want them dying on the turn they charge, or in my following assault phase. So it'll take some balancing to figure that out, this is just the starting point.
I'm pretty fortunate to not have many 'Deathstar' players around, and I generally don't play them when they are. We mainly play 'Maelstrom' missions so they're pretty uncommon, as they will often hurt more than they gain in that formal. If that opens an eye about why the list is this way then it might make a bit more sense. Either way yes, if I balance the number of Scarabs with the Shooting, then I should be able to tie up most units indefinitely.
col_impact wrote:You can definitely add a Ghost Ark or a Night Scythe to the unit of Warriors since they are listed as options on the Warrior ALE. However, the Ghost Ark or Night Scythe will not come back if destroyed.
While I smile at statements like these, it's not Black and White. This isn't the first time they've been VERY ambiguous, and won't be the last. Just look at the Tau debacle. This comes down to what is the intent of the new formations? Is it a way to start playing with the new army deals, leading to the other formations once you buy more? Or is it something that you can keep adding on to, and making it as powerful as possible? BOTH are valid interpretations, and we've been discussing it for all the formations is all. It's not Black and White, and we'll make that decision later. Thanks for the input though.