Bug fast attack swarm list 2000p

Galatea

Mongoose
Well I thought a bit how to make a 'fast' themed mobile Bug Army and I endet up with this:

40 Firefries (in Squads of 5-10)
3 Infiltrator
6 Hoppers
10 Acid Rippler
2 Mantis Hunter
1 Ambushing Warrior

It's a 'wipe out anything in sight so no one can shoot back' army.
The only 'slow' bugs are those Infiltrators - but they don't have to walk all the way to the enemy, so it's allright.

It's an army I'd like to play, so what do you think of it?
 
I like it, but I don't love it. There is a lot of room for improvement.

1) I'd change the acid ripplers to kamikaze ripplers. It'll save you 100pts and it'll give you 3 rippler units which will allow you to dominate the skies.

2) I'd take out about 200 more points or so and get 30 Worker bugs. This will allow you to have a nice screen for your Firefries, hoppers, and hunters, so that more will make it to your front line without dying.

The rest looks ok. A brain is always helpful in a a fast force as it allows you to move your army at ridiculous speeds. If you attack or probe, you can move Hoppers 48" on the turn they arrive (Hover, Ready, Hover), and firefries have 31" range from the board edges.
 
But Worker Bugs would slow down the firefries, when they jump.
Though I don't think it's necessary to screen a 20p model with a 10p model (Firefries are so cheap, they are expandable).
And it would greatly reduce the amount of mobilty. Non-jumping worker are nasty in an army that's intended to outmanouvre it's enemy.
(and it's also a question of style - everyone has workers)

For Sky Defense that's what the Hoppers do (and kill exos/maros).
The Acid Ripplers are there for targeting weakened enemy squads - when thy open fire, no one will be there to react any more.
 
Galatea said:
But Worker Bugs would slow down the firefries, when they jump.
Though I don't think it's necessary to screen a 20p model with a 10p model (Firefries are so cheap, they are expandable).
And it would greatly reduce the amount of mobilty. Non-jumping worker are nasty in an army that's intended to outmanouvre it's enemy.
(and it's also a question of style - everyone has workers)

Well, they'll only slow them down if you have to move over difficult terrain along the way, and the real purpose of them is just to allow them to survive on turn 1. Most 2000pt armies can kill 30 bugs in one turn in the right situation, so having that screen is just to protect them on turn 1. Remember, your enemy won't ALWAYS be PL1, so you can't count on only having to face half of his force on turn 1, AND remember that he'll likely go first, so you'll want to deploy so as to leave your valuable units in safety.

Furthermore, having 6 units of 5 Worker bugs allows you to keep 6 more units off the board before the game begins in order to negate your enemy's advantage of going first.



Galatea said:
For Sky Defense that's what the Hoppers do (and kill exos/maros).

Hmmm, have you ever used hoppers against air units? It doesn't work as well as you seem to think. That 300pt squad attacks a 250pt TAC fighter, and the TAC fighter will likely kill a couple, and the Hoppers will need a miracle to take down the TAC. This is ALL only if the hoppers actually get the jump on the TAC fighter, which is EXTREMELY unlikely. If the MI player has fleet liason, the hoppers will have to act first. If the MI player has a missile, then he can use that first, then the hoppers come in, the a TAC comes and shoots down hoppers, or uses AA fire next turn to shoot them down. The only real way that you have a chance is if you get lucky and win the roll and your opponent has only 1 air unit AND you get lucky on the Close combat rolls. That's just too many ifs for my liking.

Galatea said:
The Acid Ripplers are there for targeting weakened enemy squads - when thy open fire, no one will be there to react any more.

Acid ripplers cost more than twice as much as firefries... are they really that valuable to you? Are they worth more than 50% more regular Ripplers?

Average kills...

3 Normal Rippler v. LAMI - 3.66
2 Acid v LAMI - 2.66

3 Normal v. PAMI - 1.5
2 Acid v. PAMI - 1.66

3 Normal v Exo - .333
2 Acid v Exo - .666

So, Normal are better vs. LAMI pt for point, vs. PAMI they are near equal, and vs. Exo's Acid are better. HOWEVER, with 40 firefries, you have more than enough D10 firepower to wipe out an exosuit platoon, so the ripplers won't be used against them, and against PAMI, I bet having 50% more models with a 6+ target and 5+ dodge save will more than outweigh the slight loss in killing power. Vs. LAMI, the choice is clear.

Ok, just my 2 cents. Feel free to tell me to shut up any time you like :)
 
my fast attack force is

2 overlord bugs
45 ripplers and then left over points split on upgrades for ripplers

thats fast
 
Mr Evil said:
my fast attack force is

2 overlord bugs
45 ripplers and then left over points split on upgrades for ripplers

thats fast

No, that's insane.

But that's why we like you so much Mr. E! :D :lol:
 
Normal Rippler vs CAP
0.5 Kills Average (2W6vs 4: 1 -> 4+ Save: 1 x0.5 -> 0.5) x3 = 1.5

Acid Rippler vs CAP
Kills Average (2W6vs 4 : 1-> 6+ Save: 1 x 0.84 -> 0.84) x3 = 2.52

Don't know what you did to get 1.66

Looks like they're quite effectiv. 10 Ripplers will kill 25 CAP Troopers on average. That's enough to ensure that nobody will shoot back when you do it right.
 
Galatea said:
Normal Rippler vs CAP
0.5 Kills Average (2W6vs 4: 1 -> 4+ Save: 1 x0.5 -> 0.5) x3 = 1.5

Acid Rippler vs CAP
Kills Average (2W6vs 4 : 1-> 6+ Save: 1 x 0.84 -> 0.84) x3 = 2.52

Don't know what you did to get 1.66

Looks like they're quite effectiv. 10 Ripplers will kill 25 CAP Troopers on average. That's enough to ensure that nobody will shoot back when you do it right.

Normal Rippler = 30pts
Acid Rippler = 45pts

That means you get 3 normal ripplers for every 2 Acid ripplers. The comparison I made above was point for point, not model for model. You wouldn't compare a Thorny Tanker's CC ability to a Single warrior bug's ability would you?

Multiply 2.52 by 2/3 and you'll see where I got 1.66

Where are you getting that they'll kill 25 CAP troopers on average?

10 Ripplers * 2 attacks * 1/2 target * 5/6 fail save = 8.3333 dead CAP troopers.

I guess if you get to attack with ALL of them for 3 turns, then you'll kill 25 CAP troopers, but that seems unlikely (especially because your firefries will probably get them first)


Mr. E... Overlords are slow :wink:
 
I refuse to play against that force :shock:

ignoring the fact that a rebel colony army will die like flies against this killer swarm, the goddamn hoppers, infiltrators and assasins will cripple any command structure you field within one or two rounds...

so i don't see it being that bad just because it isn't min/maxed to the death.

i also like (like? love! actually had that one myself but didn't want to play bugs) mr. evils force idea, that army at least has style, i hate people who choose their army based on mathematics...
 
Voracioustigger said:
Mr. E... Overlords are slow :wink:

true but with 45 ripplers heading your way neither side are gona be concerned with how slow a overlord is traveling :)

and its all about theme :)
 
Uops, that's my fault. 8 dead caps yes.

But with piercing/2 you can be sure most of those you hit will die. With normal Ripplers it's gamble. I think that's worth the points.

@cOwgummi
That army wasn't created to fight against your force. It's just an idea how to play my bugs, maybe in April, near Holland.
I won't play against Rebels with an army that is 90% jumping or flying.

I think it's an army that has style and is still effectiv to a degree (although not maxed out).
 
Galatea said:
I think it's an army that has style and is still effectiv to a degree (although not maxed out).

I agree that it will still be an effective army, but you can still have an "effective" army even if there are better choices available.

If you want to keep the "fast" theme, then the Workers aren't really necessary, but I still think you should go for the Kamikaze ripplers.
 
@galatea
yeah i know, but I wouldn't really want to fight that army with anything

skinnies maybe, as they're totally imba :P
 
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