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Silver Tide VS. Skitarii Hordes


Gloomfoe

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Doooom!! DooOoOoommm!! The age of the silver Tide is ending!! A 20man Skitarii vanguard unit can completely wipe out a 20man warrior blob easily, denying us our star-god given right to reanimate! The main culprit here is a strat that makes them auto-wound on a 4+(!!!!). So how can we make the silver Tide resist this new martian threat?

 

Seems to me the best thing to do is try to increase the armor save. Their shots don't have the best AP I believe. So starting off in the protocol of the eternal guardian for the cover save might not be a bad idea(although something tells me they can ignore cover somehow??). Stacking this with the dynastic code "Immovable Phalanx" which will give you another +1 to armor saves as long as you don't move. I would team that up with the one that increases your range by 3", since you won't be moving(veil of darkness is key here). I believe their weapons are ap -1, so if they don't ignore cover, our warriors would have a 3+ save vs the 30+ auto-wounds.

 

Another thing we can do is give a cryptek the arcana that makes a unit -1 to hit. I think they are already gonna be hitting on 2's rerolling ones, but any help to reduce incoming wounds is needed. Remember, toughness and reanimate aren't going to help. Probably throw it on a chronomancer or technomancer with cloak, cuz they are the fastest and the thing only has a 12" range I believe.

 

Another option is deathmarks, a lot of these buffs are given out by squishy dudes who can be sniped fairly easily.

 

Alternatively you can run sautek and use the Nemesor dude who can shut down one Stratagem for a turn. Honestly might be the best route(depending on whether or not they can ignore cover or increase the AP of their gun). That means you can always shut down that alpha strike and then retaliate and wipe that unit on your turn. And then just pray they don't have another squad of 20...

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If their characters have any sort of invuln, character sniping with deathmarks will never be points efficient. If you can keep him from getting charged, the Nightbringer may be the go to character assassin to deal with ad mech. Although they have at least bombers to wound him in the movement phase. Not sure if they have other ways to wound him outside shooting and CC.

 

Going forward I think either 5 man immortals to fill troop slots or just 10 man warriors. Both DE and AdM have no problems removing a 20 warrior blob with one unit. We’re probably better off splitting into 2 10s since they’ll die anyway. This saves points on Rez orbs and Technomancers lol. Ghost arks could be an answer. However their mass s6-7 shooting negates the QS rule.

 

Life as the proto 9th/first codex is never easy. Best solution is to stop buying Necrons. When GW sees a drastic drop in sales of the new line of beautiful models they’ll have no choice but to make them Op in 10th.

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  • 3 weeks later...

Ok hear me out...Ghost Ark spam....

A ghost ark is only 15 pts more than a 10man warrior squad and it is the equivalent in shooting. All you're really losing is bodies and objective secured(you still have obsec bodies inside....). And you're gaining mobility and quantum shielding, and 4 wounds, a 3+ save, and +2 T

 

So I'm thinking 3 10man warriors, each inside a ghost ark. It's only 60 pts more than running 3 20man blobs and it is significantly more durable than even a 20man blob vs the Skitarii shenanigans. And you could still have a 20man hiding in the corner with reapers next to your "veil of darkness" character of you want.

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I think it makes sense, my plan is to spam Scarabs and quantum shielding against them. I think the GA can benefit from a few dynastic traits and stratagems so I'm even tempted to run them without any warrior.

 

Edit: Isolationist and disintegrating capacitors are interesting.

 

Edit 2: Maybe not so far as running it empty, especially with Isolationist + gauss flayers.

Edited by Miek
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Isolationists would really help vs battle-servitors and the horse guys.

 

I'm starting to think "immovable Phalanx" isn't as limiting as it sounds. It only cares that you don't make a "normal move, advance, or fall back". Looking at the rules for reinforcements and disembarking, they both state that you count "as having moved"(this is to address stuff like heavy weapons and leman Russ double shooting abilities), so long story short, you don't count as having made a "normal move"(unless you make a normal move after you disembark of course)

 

So if I'm understanding this correctly you can veil of darkness a big blob and they'll get the +1 to their saves vs dmg 1 weapons(so long as you didnt make a normal move). And also pop warriors out of a transport and still get the armor buff.

 

This could pair well with "isolationists"

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I believe you're right about disembarking, and you get immovable phalanx' bonus each of your opponent's turns if you play second. It's also interesting for an overlord on foot with eternal will (it would thus also work on D2 weapons). Edited by Miek
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