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31 October 2012

Who are these Eldar dudes?

Nick speaking,

I found these two cool looking Eldar dudes lurking at the back of a shelf at my local hobby store the other day. I just had to buy them up as they were only a pound each, but I actually have no idea what models they are? Can anyone out there shed any light on what they are for me please? They seem to be holding heavy weapons of some sort...



I also found an old weapons platform on the same shelf, and as I plan on experimenting with Support Weapons now that 6th edition has come out, I thought these two dudes with the platform would work well as a proxy until I get the real thing. I know the platform is a bit small, but it will do for a while whilst I try them out...

Read more ...

28 October 2012

Getting the most out of Warlord Traits!

Nick speaking,

I don't know about you, but I really think I haven't put enough thought into my Warlord traits so far in 6th Edition. I started off just randomly choosing one of the three categories in my first few games, sometimes I got a useful one, but mostly they were doing nothing. From then on, I got it into my mind that Personal Traits were the best ones for me and just stuck to using them! Now that I am more familiar with how 6th is running, I think it's time for me to really assess the Traits to make sure I am getting the most I can out of them!

First, I want to examine all the traits as a whole to find which category is generally the best one to choose. I want to be in a position where if I am pressed for time and need to quickly choose one, I know which category to run with without having to read them all. After that I am going to have a look at the traits from my specific army's point of view (Necrons, Tyranids, Space Wolves and Eldar) to see if I can find a trait category that will suit them even better.

So let's have a look at the traits and see which category is generally best...    

COMMAND TRAITS

1 - Friendly units within 12" of the Warlord can use his leadership
Pretty good unless your army has the same leadership value all round
 
2 - Enemy units within 12" of the Warlord must use their lowest leadership
Could be very useful 

3 - Warlord and all friendly units within 12" have move through cover
Very useful for units that don't have it already

4 - Warlord and all friendly units within 12" roll an extra dice when they run and use the highest
Useful, especially if you have a foot army that needs to move quickly 

5 - Warlord and all friendly units within 12" re-roll ones to hit when shooting units 3" from objectives
Very useful

6 - Warlord and all friendly units within 12" add one to the charge distance result
Could make a difference

Pretty much a 6/6 in usefulness! 

PERSONAL TRAITS

1 - Warlord and his unit have counter attack whilst in their deployment zone
Only good if your Warlord is defensive and stays in your deployment zone
 
2 - Warlord and his unit have furious charge whilst in enemy deployment zone
Only good if your Warlord is active and likes to attack in your enemies deployment zone

3 - Warlord and the unit he joins when deployed have outflank
I wouldn't recommend anyone changing their army tactics last minute for this one  

4 - Your army gains one victory point for each enemy character slain in a challenge
Always good

5 - Warlord and his unit gain feel no pain whilst within 3" of an objective
Always good 

6 - Warlord is a scoring unit even if he is a vehicle
Generally very good when the mission requires scoring units 

An average 3 to 4/6 in usefulness! 

STRATEGIC TRAITS

1 - Your units have move through cover and stealth when using ruins
Could be useful if there are any ruins, of which you can see before you roll your trait 

2 - Can choose to have night fight for the first turn without rolling
Always a good option to have

3 - All flanking units have acute senses whilst your Warlord is alive
Useful, but only if you plan to flank

4 - Can re-roll any reserve rolls whilst your Warlord is alive
Very useful, as most of us will reserve at least one thing

5 - Enemy has a minus one modifier to their reserve roll whilst your Warlord is alive
Very useful, as most of us will reserve at least one thing

6 - Redeploy one unit 3D6" or three units D6" of their current position within deployment zone
Sounds useful, but I am not convinced by it. Could be ok under the right circumstances

A average 3/6, but could be a solid 5/6 depending on circumstances!

So after all that, I was choosing the weakest category out of the three, with Command traits coming out on top, Strategic Traits second and my Personal Traits coming in last. Well, from a general point of view anyway! Next then, I want to have a look at the categories for my specific armies...


 NECRONS


COMMAND TRAITS

1 - Friendly units within 12" of the Warlord can use his leadership
Useless, as everything is leadership ten anyway
 
2 - Enemy units within 12" of the Warlord must use their lowest leadership
Useful 

3 - Warlord and all friendly units within 12" have move through cover
Useful

4 - Warlord and all friendly units within 12" roll an extra dice when they run and use the highest
Useful

5 - Warlord and all friendly units within 12" re-roll ones to hit when shooting units 3" from objectives
Useful

6 - Warlord and all friendly units within 12" add one to the charge distance result
Useful

A nice 5/6 in usefulness! 

PERSONAL TRAITS

1 - Warlord and his unit have counter attack whilst in their deployment zone
Useful, unless my Overlord is in a Command Barge!
 
2 - Warlord and his unit have furious charge whilst in enemy deployment zone
Could be useful if I had a Destroyer Lord with Wraiths charging forward!

3 - Warlord and the unit he joins when deployed have outflank
Maybe, but probably not 

4 - Your army gains one victory point for each enemy character slain in a challenge
Useful

5 - Warlord and his unit gain feel no pain whilst within 3" of an objective
Useful

6 - Warlord is a scoring unit even if he is a vehicle
Useful

An average 4/6 in usefulness! 

STRATEGIC TRAITS

1 - Your units have move through cover and stealth when using ruins
Could be useful if there are any ruins

2 - Can choose to have night fight for the first turn without rolling
Always a good option to have

3 - All flanking units have acute senses whilst your Warlord is alive
Useless, I don't flank

4 - Can re-roll any reserve rolls whilst your Warlord is alive
Useful

5 - Enemy has a minus one modifier to their reserve roll whilst your Warlord is alive
Useful

6 - Redeploy one unit 3D6" or three units D6" of their current position within deployment zone
Sounds useful, but I am not convinced

An average 3/6, but could be 4/6 depending on circumstances!

It is a close one, depending on circumstances, but the Command Traits for Necrons seems to be the best option overall.


TYRANIDS

COMMAND TRAITS

1 - Friendly units within 12" of the Warlord can use his leadership
Useless, as you probably will be within Synapse if you are within 12" anyway
 
2 - Enemy units within 12" of the Warlord must use their lowest leadership
Useful 

3 - Warlord and all friendly units within 12" have move through cover
Useless, as most have it anyway

4 - Warlord and all friendly units within 12" roll an extra dice when they run and use the highest
Most Nids have fleet anyway

5 - Warlord and all friendly units within 12" re-roll ones to hit when shooting units 3" from objectives
Useful

6 - Warlord and all friendly units within 12" add one to the charge distance result
Useful

An average 3/6 in usefulness! 

PERSONAL TRAITS

1 - Warlord and his unit have counter attack whilst in their deployment zone
Maybe, although unlikely
 
2 - Warlord and his unit have furious charge whilst in enemy deployment zone
Furious charge on Nids is always good, unless you've purchased it already

3 - Warlord and the unit he joins when deployed have outflank
Nids no longer flank in protest to 6th edition


4 - Your army gains one victory point for each enemy character slain in a challenge
Useful

5 - Warlord and his unit gain feel no pain whilst within 3" of an objective
Useful

6 - Warlord is a scoring unit even if he is a vehicle
Useful

An solid 4/6 in usefulness! 

STRATEGIC TRAITS

1 - Your units have move through cover and stealth when using ruins
Could be useful if there are any ruins

2 - Can choose to have night fight for the first turn without rolling
Always a good option to have

3 - All flanking units have acute senses whilst your Warlord is alive
Nids no longer flank in protest to 6th edition

4 - Can re-roll any reserve rolls whilst your Warlord is alive
Useful

5 - Enemy has a minus one modifier to their reserve roll whilst your Warlord is alive
Useful

6 - Redeploy one unit 3D6" or three units D6" of their current position within deployment zone
Sounds useful, but I am not convinced

A solid 3/6, but could be 4/6 depending on circumstances!

Again it is close, but my original Personal Traits seem to win for the Nid as the best overall category.


SPACE WOLVES

COMMAND TRAITS

1 - Friendly units within 12" of the Warlord can use his leadership
Useful
 
2 - Enemy units within 12" of the Warlord must use their lowest leadership
Useful 

3 - Warlord and all friendly units within 12" have move through cover
Useful 

4 - Warlord and all friendly units within 12" roll an extra dice when they run and use the highest
Useful

5 - Warlord and all friendly units within 12" re-roll ones to hit when shooting units 3" from objectives
Useful

6 - Warlord and all friendly units within 12" add one to the charge distance result
Useful

An amazing 6/6 in usefulness! 

PERSONAL TRAITS

1 - Warlord and his unit have counter attack whilst in their deployment zone
Useless, I have it anyway
 
2 - Warlord and his unit have furious charge whilst in enemy deployment zone
Could be good for a Thunderwolf based Lord

3 - Warlord and the unit he joins when deployed have outflank
Can't see it myself


4 - Your army gains one victory point for each enemy character slain in a challenge
Useful

5 - Warlord and his unit gain feel no pain whilst within 3" of an objective
Useful

6 - Warlord is a scoring unit even if he is a vehicle
Useful

A solid 4/6 in usefulness! 

STRATEGIC TRAITS

1 - Your units have move through cover and stealth when using ruins
Could be useful if there are any ruins

2 - Can choose to have night fight for the first turn without rolling
Always a good option to have

3 - All flanking units have acute senses whilst your Warlord is alive
Useless, I have it already

4 - Can re-roll any reserve rolls whilst your Warlord is alive
I don't really reserve my Wolves

5 - Enemy has a minus one modifier to their reserve roll whilst your Warlord is alive
Useful

6 - Redeploy one unit 3D6" or three units D6" of their current position within deployment zone
Sounds useful, but I am not convinced

An average 3/6 in usefulness!

It is pretty obvious that Command Traits is the way forward for the Wolves


ELDAR (Saim-Hann)

COMMAND TRAITS

1 - Friendly units within 12" of the Warlord can use his leadership
Useless, as the JetSeer will be pushing forward out of range
 
2 - Enemy units within 12" of the Warlord must use their lowest leadership
Useful 

3 - Warlord and all friendly units within 12" have move through cover
Useful

4 - Warlord and all friendly units within 12" roll an extra dice when they run and use the highest
I won't be running

5 - Warlord and all friendly units within 12" re-roll ones to hit when shooting units 3" from objectives
Useful

6 - Warlord and all friendly units within 12" add one to the charge distance result
I don't charge much with my Saim-Hann

A solid 3/6 in usefulness! 

PERSONAL TRAITS

1 - Warlord and his unit have counter attack whilst in their deployment zone
Useless, The JetSeer will not be hanging back
 
2 - Warlord and his unit have furious charge whilst in enemy deployment zone
Useful

3 - Warlord and the unit he joins when deployed have outflank
Can't see it myself


4 - Your army gains one victory point for each enemy character slain in a challenge
Useful

5 - Warlord and his unit gain feel no pain whilst within 3" of an objective
Useful

6 - Warlord is a scoring unit even if he is a vehicle
Useful

A solid 4/6 in usefulness! 

STRATEGIC TRAITS

1 - Your units have move through cover and stealth when using ruins
Could be useful if there are any ruins

2 - Can choose to have night fight for the first turn without rolling
Always a good option to have

3 - All flanking units have acute senses whilst your Warlord is alive
Useless, I won't be flanking

4 - Can re-roll any reserve rolls whilst your Warlord is alive
Useful

5 - Enemy has a minus one modifier to their reserve roll whilst your Warlord is alive
Useful

6 - Redeploy one unit 3D6" or three units D6" of their current position within deployment zone
Sounds useful, but I am not convinced

An average 3/6 in usefulness!

Nothing here that stand out as amazing, but the Personal Traits seem to have the edge over the others for quantity of usefulness


ELDAR (Footdar)

COMMAND TRAITS

1 - Friendly units within 12" of the Warlord can use his leadership
Useful
 
2 - Enemy units within 12" of the Warlord must use their lowest leadership
Useful 

3 - Warlord and all friendly units within 12" have move through cover
Useful

4 - Warlord and all friendly units within 12" roll an extra dice when they run and use the highest
Useful

5 - Warlord and all friendly units within 12" re-roll ones to hit when shooting units 3" from objectives
Useful

6 - Warlord and all friendly units within 12" add one to the charge distance result
Useful

An amazing 6/6 in usefulness! 

PERSONAL TRAITS

1 - Warlord and his unit have counter attack whilst in their deployment zone
Useful
 
2 - Warlord and his unit have furious charge whilst in enemy deployment zone
I doubt I will be there much

3 - Warlord and the unit he joins when deployed have outflank
Can't see it myself


4 - Your army gains one victory point for each enemy character slain in a challenge
Useful

5 - Warlord and his unit gain feel no pain whilst within 3" of an objective
Useful

6 - Warlord is a scoring unit even if he is a vehicle
Useful

A solid 4/6 in usefulness! 

STRATEGIC TRAITS

1 - Your units have move through cover and stealth when using ruins
Could be useful if there are any ruins

2 - Can choose to have night fight for the first turn without rolling
Always a good option to have

3 - All flanking units have acute senses whilst your Warlord is alive
Useful for the War Walkers

4 - Can re-roll any reserve rolls whilst your Warlord is alive
Useful

5 - Enemy has a minus one modifier to their reserve roll whilst your Warlord is alive
Useful

6 - Redeploy one unit 3D6" or three units D6" of their current position within deployment zone
Sounds useful, but I am not convinced

A solid 4/6 in usefulness!

All three are solid, but the Command Traits win easily.


ELDAR (Mechdar)

COMMAND TRAITS

1 - Friendly units within 12" of the Warlord can use his leadership
Maybe, but only after all the tanks have been destroyed
 
2 - Enemy units within 12" of the Warlord must use their lowest leadership
Useful 

3 - Warlord and all friendly units within 12" have move through cover
Useful

4 - Warlord and all friendly units within 12" roll an extra dice when they run and use the highest
I won't be running much

5 - Warlord and all friendly units within 12" re-roll ones to hit when shooting units 3" from objectives
Useful

6 - Warlord and all friendly units within 12" add one to the charge distance result
Useful

A solid 4/6 in usefulness! 

PERSONAL TRAITS

1 - Warlord and his unit have counter attack whilst in their deployment zone
Useful if my bikes get assaulted
 
2 - Warlord and his unit have furious charge whilst in enemy deployment zone
Unlikely

3 - Warlord and the unit he joins when deployed have outflank
Can't see it myself


4 - Your army gains one victory point for each enemy character slain in a challenge
Useful

5 - Warlord and his unit gain feel no pain whilst within 3" of an objective
Useful

6 - Warlord is a scoring unit even if he is a vehicle
Useful

A solid 4/6 in usefulness! 

STRATEGIC TRAITS

1 - Your units have move through cover and stealth when using ruins
Could be useful if there are any ruins

2 - Can choose to have night fight for the first turn without rolling
Always a good option to have

3 - All flanking units have acute senses whilst your Warlord is alive
I won't be flanking

4 - Can re-roll any reserve rolls whilst your Warlord is alive
Useful

5 - Enemy has a minus one modifier to their reserve roll whilst your Warlord is alive
Useful

6 - Redeploy one unit 3D6" or three units D6" of their current position within deployment zone
Sounds useful, but I am not convinced

An solid 4/6 in usefulness!

So it's neck and neck for my Mechdar, although on the face of it, I think the best traits within the categories for them are the Command Traits.

Right, well that was a lot of work, but I think it was worthwhile. I now have a very clear vision of  what trait tables I will be rolling on for each of my armies. Hopefully I will be giving myself the best chance of getting something useful, without having to think about it when it's time to choose the table at the beginning of a game.

Here is the list of my final conclusions

Necrons: Command Traits

Tyranids: Personal Traits

Space Wolves: Command Traits

Eldar (Saim-Hann): Personal Traits

Eldar (Foot and Mech): Command Traits

So what do you think? Have I missed anything? Is there something about the Strategic Traits I haven't taken into account? Am I going about this the right way? Is it worth planning like this? How do you choose your traits?
Read more ...

25 October 2012

IDIC is Everywhere!

Nick speaking,

I have had some amazing things done for me on both my Blog and YouTube Channel from around the world. Stuff that really makes you realise how fantastic our community really is. I have recently had an IDIC Grey Knight Paladin named after me by Catattafish, an IDIC Sanguinary Priest named after me by TheKnightKage and I am currently waiting for my IDIC Necron to arrive from TomasGessler. I have received an amazing amount of support from so many people that I can't name them all, but here are a few of my favourite videos for you to check out. The last video in this list is one of my very favourite videos on YouTube, of my mate Dunk receiving a few items in the post, including the Magnetised Belial work I did for him. I think his video sums up how great our community is, as well as making me laugh! Thank you everyone for your support and generosity...

Read more ...

22 October 2012

Scarab Farm Battle Report

Nick speaking,

Continuing on from my previous post where I looked at making the Scarab farm work in 6th Edition, I take my Scarabs up against Blood Angels in this 1750pt battle report. I also had a bit of fun making a little shout out for my YouTube buddy madgolem, with a little prelude at the start of the video. I have had a good response to the prelude on YouTube, so I hope you enjoy it also. Here is a little refresh of my Scarab Wave list...

HQ
1 x Overlord/Scythe/MSS/Weave/Labyrinth/Orb (180)
Royal Court:

1x Stormtek/Lightning Field (35)

TROOPS
10 x Warriors (130)
10 x Warriors (130)
10 x Warriors (130)
16 x Warriors (208)

ELITES
9 x Deathmarks (171)

FAST
10 x Scarabs (150)
10 x Scarabs (150)
10 x Scarabs (150)

HEAVY
2 x Spyders/Gloom Prism (115)
2 x Spyders (100)
2 x Spyders (100)

1749 points



 
Read more ...

19 October 2012

Reaper Bones Minis from Madgolem!

Nick speaking,

It seems like my luck hasn't run out yet, as once again I win another YouTube competition! This time my video entry was randomly drawn out as the winner in madgolem's 100 Subscriber giveaway competition. Madgolem also has a Blog with the same name as his YouTube Channel hulupainting, and it has to be said that he is not only a fantastic painter, but is also a really great guy. We have been commenting on each others videos for sometime now, and it is great to have the support of someone in the community to help keep you motivated in this way. Here is a video of me opening up my prizes, which were three Reaper Bones miniatures, Garrick The Bold, an Ogre Champion and a Cave Troll.

Please check out madgolem's Channel and Blog and give him some support...

Read more ...

16 October 2012

The Scarab Farm in 6th - Wave List!

Nick speaking,

Well, from what I have seen and read, the Scarab farm has pretty much been written off in 6th Edition. I am not talking about a few Scarabs and Spyders here and there in a list, I am talking about using three maxed out Scarab units backed up by as many Spyders as you can get! I was reading an excellent article over on 3++ by Kirby a while back about the Metatransition of the Scarab Farm. The article was discussing how 6th Edition has effected Scarabs and the best way to use them now, which got me thinking about my old 5th Edition Scarab Farm list and how I could possible find a way to use my 60+ Scarabs now in 6th!


Kirby wrote...

"Right so let's look at what changes we have specifically for Scarab Farm...
  • vehicles are hit on a 3+ at worst. Scarabs chew through vehicles now. Think the Mummy series and imagine those human beings are tanks and those scarabs are...soulless scarabs. Ya, vehicles hate combat now and Scarabs are one of the best at it.
  • Fearless rocks - Fearless sucked before for Scarabs as they would often lose combat and then lose several more bases for their efforts. Anything which could ID them would wipe out entire farms in a matter of seconds but now, well now they are a great tarpit. They aren't going to kill infantry still but they can at least stick around and annoy the crap out of them.
  • movement & charge changes make Scarabs faster over a period of turns thanks to a 12" move plus RCL (Random Charge Length) but in a given turn, RCL reliability can bite Scarabs on the bottom. They generally aren't engaging infantry units though so Overwatch isn't that scary despite their poor statline.
  • Cover changes hurt Scarabs a lot - they used to be cheap with an annoying durability but now getting such a good cover save is harder. Still possible but harder. 
  • And Night Fight is no longer what it was. Although most armies generally had a counter to Night Fight through things like Searchlights, it's a lot easier to completely IGNORE Night Fight on some very specific units. You know, like a building Scarab farm which coupled with the above change, makes growing the farm a lot harder to do.
  • Spyders are scarier with RCL however since they got potential movement gains though cover reduction hurts them as well - they were pretty easy to get a 4+ for before base on 50%.
And then of course you have all the awesome changes for Necrons in general with Gauss & Tesla loving Hull Points, fake AV13, Jink saves, etc. So what's this mean for Scarab farm?
So if you were really looking to add something like this to your army, I'd be looking at keeping it as simple as possible. Scarabs have some pretty nice upsides in 6th edition and make a nice tarpit unit for your normal Necrons but if you go for a full farm you're losing a lot of extra firepower by not taking the Barges. Rather than consider this an army template, I'd more think of it as a plug-in for a basic Necron army. Hell, it could even be used as an Ally plug-in though you'd obviously only have one Fast Attack unit.

2x8x Scarabs

3x Spyders, 1 w/Gloom Prism

Totals: 395 points

You don't want Imotekh as he stops your own shooting. You don't want mass Spyders as that takes away from Annihilation Barges. You want two Scarabs so you have a 3rd Fast Attack slot for Wraiths if you want and you have a second layer of Scarabs. One works as well though, particularly if you're running it as an Ally plug-in. You're not fiddling around with all the extra goodies Necrons can get like a Writhing Worldscape C'Tan + Tremorteks (Crypteks with Tremor staves) because that takes points away from things which actually drop crap dead in the Necron codex. It's a simple mini-farm which can plug into lists if you're looking for a screening option and back-up MCs all for less than 400 points. Hell, the Spyders aren't even needed - I'd still rather another Annihilation Barge and let the Scarabs do their thing - pop some vehicles, delay the opponent." 

Most of what Kirby said what pretty much spot on, but even so, it doesn't mean I can make a full farm list work, does it? Well lets have a look at what I can come up with. First up, I am going to ignore my previous list, which rightly so, included Imotekh. As Kirby said the Stormlord list concept isn't going to work like it used to. So, with that said a new army build template is required, and I think a Wave template fits in perfectly for a Scarab Farm army and that it the direction I am going to go...

My list is going to be for 1750 points as that is the main level I play at, I have found that six Spyders is about the maximum that I can fit into the Farm at this points level and still have enough points left over for everything else needed, plus I only own six Spyders anyway! So the front Core of my army will be three groups of ten Scarabs, backed up by three groups of two Spyders. Back to the Scarabs themselves and the biggest benefit they now have is being Fearless, no more Fearless wounds means these guys will be around much longer, so Scarabs in numbers is what we are after...


Turn one and two will be used to bolster two units of Scarabs as the full Phalanx moves forward. These two large Scarabs units will be the first wave in the list and will probably end up out of range of the Spyders, so the Spyders will start to boost the numbers of the third group from turn three ready to send them out as the next wave. All three groups of Spyders will make the next wave behind them, spawning as many bases as robotically possible. So that's the Farm section of the list out of the way, and obviously I don't expect any of it to still be around at the end of the game, it's job is to push forward to kill and hold up as much of my opponents army as it can for as long as it can!

Running behind the Farm will be the next wave, sixteen Warriors and a Jacked up Overlord. I have had a huge success with this unit so far, with the Overlord being amazing in Challenges with Mindshackle and Labyrinth doing what they need to do very well, whilst his Resurrection Orb helps to keep the Warriors alive for longer. I have also added a Stormtek to the unit to help with any challenge issues. I don't want the Overlord attacks wasted due to being tied up in a challenge with a nobody! Following up at the rear, is the last Wave of three groups of ten Warriors. There main job it to offer some mid range fire support and to take any mission objectives at the end of the game...


The last wave is going to be nine deep striking Deathmarks. They will be wave two, three or four, depending on when they arrive from reserve, and they will be aiming to come down near or in my enemies deployment zone offering a wave from a different direction!

So what about Flyers? Well, I am not seeing many Flyers in my gaming group at the moment so I am not too concerned with them, if one turns up I will have to hang on and hope that the Warriors will throw down a lot of sixes! If I do find it becomes an issue, I can always group the Spyders into two sets of three and then drop some Warriors for an Annihilation Barge, or maybe even take an Aegis Defence Line with a Quad Gun.

Here is my final Scarab Farm Wave list and army deployment strategy. Of course it all depending on circumstances, but at least I will be going to the table with a plan of some sort...

HQ
1 x Overlord/Scythe/MSS/Weave/Labyrinth/Orb (180)
Royal Court:
1x Stormtek/Lightning Field (35)

TROOPS
10 x Warriors (130)
10 x Warriors (130)
10 x Warriors (130)
16 x Warriors (208)

ELITES
9 x Deathmarks (171)

FAST
10 x Scarabs (150)
10 x Scarabs (150)
10 x Scarabs (150)

HEAVY
2 x Spyders/Gloom Prism (115)
2 x Spyders (100)
2 x Spyders (100)

1749 points 


WAVE 1 (turn 1 and 2)
10 x Scarabs (16x after Spawning!)
10 x Scarabs (16x after Spawning!)

WAVE 2 (turn 2, 3 or 4)
9 x Deathmarks

WAVE 3 (turn 3)
10 x Scarabs (16x after Spawning!)

WAVE 4 (turn 3 or 4) 
2 x Spyders 
2 x Spyders  
2 x Spyders 

WAVE 5 (turn 5) 
1 x Overlord 
16 x Warriors

WAVE 6 (turn 6+)
10 x Warriors
10 x Warriors
10 x Warriors
Read more ...
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