Post by gunthor on Mar 26, 2017 0:15:35 GMT
This is one of my first swings at a tryhard list that complies with ITC standard 3 max formations rule.
puu.sh/uYki1/b14732df8a.html
Hive Fleet Detatchment: 890
Hive Tyrant w/ Wings, TLD, TLD = 230
Hive Tyrant w/ Wings, TLD, TLD = 230
Hive Tyrant w/ Wings, TLD, TLD = 230
Hive Crone = 155
Mucolid Spore = 15
Mucolid Spore = 15
Mucolid Spore = 15
Subterranean Uprising: 656
5 Acolytes w/ 2 Rock Saws and Icon = 100
20 Acolytes w/ Icon = 170
6 Acolytes w/ 5 Handflamers = 73
6 Acolytes w/ 5 Handflamers = 73
5 Hybrid Metamorphs w/ 5 Claws = 55
5 Hybrid Metamorphs w/ 5 Claws = 55
5 Hybrid Metamorphs w/ 5 Claws = 55
Primus = 75
Subterranean Uprising: 457
6 Acolytes w/ 5 Handflamers = 73
6 Acolytes w/ 5 Handflamers = 73
6 Acolytes w/ 5 Handflamers = 73
6 Acolytes w/ 5 Handflamers = 73
5 Hybrid Metamorphs w/ 5 Claws = 55
5 Hybrid Metamorphs w/ 5 Claws = 55
5 Hybrid Metamorphs w/ 5 Claws = 55
Overview:
The general MO of the army isn't actually to slam the opponent in a ridiculous alpha strike, though it can do that quite well depending on the opposing army composition. The primary goal of the 1k points of SubUp to dig itself into the opposing army and rip out whatever they have for Anti-Air. Be it Grav Centurions or Hydras nothing on the ground enjoys being charged by dozens of rending claw models and it takes a lot of dedicated bubblewrap to weather 35 flamers to keep their more sensitive assets protected. Once the air countermeasures are down the Flyrants have free reign of the map and can mop up whatever enemy force is required.
As a backup, if your three Flyrants plus whatever ground force you have left isn't enough to table your opponent then 15 units that can all disappear and reappear at whim can play missions extremely well and are very difficult to outplay objectives for in a maelstrom game. Normally 2-3 units will always be coming in from ongoing reserves every turn and with two Ambush dice to roll you will almost always get them to a point you need to score on and they force the opponent on the defensive to keep their squishy units wrapped, or simply lose them.
Justifications:
5 Acolytes w/ 5 Handflamers
The hammer of the army. With two dice on the Ambush a minimum unit of 5 acolytes can put out a surprising about of dakka, being able to make use of 3, sometimes 4 results on the ambush table instead of only one they have a 75~88% chance of being useful on a Cult Ambush, which goes up to a 97.5% to be useful if you have initiative for everything except vehicles or MCs. They strip bubblewrap like no other and they're still acolytes on the charge, which means they can bring down a Wraith Knight if push comes to shove. Lastly, they are a difficult unit to charge for the wall of death and fast open topped transports provide no defense against what would normally shut acolytes down hard due to No Escape.
vs
T3 5+ = .333 wounds per model hit
T3 4+ = .25 wounds per model hit
T4 3+ = .11 wounds per model hit
T4 2+ = .05 wounds per model hit
5 Hybrid Metamorphs /w 5 Claws
The Scalpel of the unit. Once the wrap has been peeled back the Metas go in an turn whatever was threatening to dust. Few things can stand up to 20 S6 rending attacks, from Centurions to Landraiders they threaten almost everything that walks on the ground that isn't I5 and half decent at assault. Since they have less to do than the Acolytes, only 30% connecting per turn on an assault that can't be responded to, they will normally be doing a bit more objective work than your Acolytes will unless you're drowning your opponent in bodies and they have very little they can do about it.
5 Acolytes w/ 2 Rock Saws and Icon
A unit dedicated to Knight killing. Their sole purpose is to be thrown at an Imperial Knight with a Primus behind them and make back four times their cost in one turn. Outside of that they're generally worse in assault than your Claw Metamorphs, so throw them at something that isn't going to punch back like a Landraider, Monolith, or atleast a squad of Unwieldy weapons so they get to swing at the same time and CrossCounter them.
Primus
Since I can't run three Subterranean Uprisings I'm trying to get as much out of the two I do have as possible. I never expect him to live past the first turn he's actually providing his hatred aura to my army, but the extra bonuses he provides lets whatever does make it into contact with the enemy ensure that much more of an advantage. In addition, being able to give extra odds to the Tankbuster unit, a Metaclaw unit, or a flamer unit to get exactly what I need where I need it on turn 1/2 is a nice bit of added assurance. I tend not to make him my warlord since he's pretty squishy and I don't want to give up the VP.
Mucolid Spore
5char
Hive Crone
By virtue of not being able to run 4 Hive Tyrants in a single detachment the Hive Crone gets to make a special appearance as additional leverage to air superiority. She's not too shabby on her own, since haywire attacks threaten Knights and a S8 Vectorstrike is nothing to sneeze at, while a S6 AP4 flamer can clean up backfield objective holders rather well. She's a bit squisher than I'de like considering most AA weapons tend to wound on 2s and force her to jink making her flamer useless, but she doesn't bring a bad amount of value for her point total and she's another somewhat tough body the enemy has to snapfire at to hurt. Special note to her being able to handle AV13-14 flyers while the Hive Tyrants cannot, assuring full coverage of the opponent's possible air threats.
Hive Tyrant w/ Wings, TLD, TLD
The workhorse of the army. With a dozen decently strong and accurate dice in every shooting phase, greater flexibility in positioning than nearly any other flyer in the game, saves better than most AA options that lets it keep from jinking, and a total of 6 warp charges to throw 7-12 charges at stopping a gate or invisibility cast on a deathstar to let me hose them down in my flamers the Hive Tyrant holds the whole list together. Its great mobility coupled with average range lets it re-position and apply pressure where needed and its most prominent quality as a light AV popper perfectly compliments the SubUp ground forces looking to get at the gooey center of those metal boxes. The list is built to maximize the Flyrants strength by removing as many of their obstacles as possible, so they should be a hell of a force for the opponent to deal with in any capacity. I generally make one of these my Warlord as +1 to reserves is good if I'm null deploying against an opponent marine's turn 1 drop, infiltrate is ok if I need the extra movement to hit a key target on turn 1, or the potential FnP is always swell.
There you go. Have at it.
puu.sh/uYki1/b14732df8a.html
Hive Fleet Detatchment: 890
Hive Tyrant w/ Wings, TLD, TLD = 230
Hive Tyrant w/ Wings, TLD, TLD = 230
Hive Tyrant w/ Wings, TLD, TLD = 230
Hive Crone = 155
Mucolid Spore = 15
Mucolid Spore = 15
Mucolid Spore = 15
Subterranean Uprising: 656
5 Acolytes w/ 2 Rock Saws and Icon = 100
20 Acolytes w/ Icon = 170
6 Acolytes w/ 5 Handflamers = 73
6 Acolytes w/ 5 Handflamers = 73
5 Hybrid Metamorphs w/ 5 Claws = 55
5 Hybrid Metamorphs w/ 5 Claws = 55
5 Hybrid Metamorphs w/ 5 Claws = 55
Primus = 75
Subterranean Uprising: 457
6 Acolytes w/ 5 Handflamers = 73
6 Acolytes w/ 5 Handflamers = 73
6 Acolytes w/ 5 Handflamers = 73
6 Acolytes w/ 5 Handflamers = 73
5 Hybrid Metamorphs w/ 5 Claws = 55
5 Hybrid Metamorphs w/ 5 Claws = 55
5 Hybrid Metamorphs w/ 5 Claws = 55
Overview:
The general MO of the army isn't actually to slam the opponent in a ridiculous alpha strike, though it can do that quite well depending on the opposing army composition. The primary goal of the 1k points of SubUp to dig itself into the opposing army and rip out whatever they have for Anti-Air. Be it Grav Centurions or Hydras nothing on the ground enjoys being charged by dozens of rending claw models and it takes a lot of dedicated bubblewrap to weather 35 flamers to keep their more sensitive assets protected. Once the air countermeasures are down the Flyrants have free reign of the map and can mop up whatever enemy force is required.
As a backup, if your three Flyrants plus whatever ground force you have left isn't enough to table your opponent then 15 units that can all disappear and reappear at whim can play missions extremely well and are very difficult to outplay objectives for in a maelstrom game. Normally 2-3 units will always be coming in from ongoing reserves every turn and with two Ambush dice to roll you will almost always get them to a point you need to score on and they force the opponent on the defensive to keep their squishy units wrapped, or simply lose them.
Justifications:
5 Acolytes w/ 5 Handflamers
The hammer of the army. With two dice on the Ambush a minimum unit of 5 acolytes can put out a surprising about of dakka, being able to make use of 3, sometimes 4 results on the ambush table instead of only one they have a 75~88% chance of being useful on a Cult Ambush, which goes up to a 97.5% to be useful if you have initiative for everything except vehicles or MCs. They strip bubblewrap like no other and they're still acolytes on the charge, which means they can bring down a Wraith Knight if push comes to shove. Lastly, they are a difficult unit to charge for the wall of death and fast open topped transports provide no defense against what would normally shut acolytes down hard due to No Escape.
vs
T3 5+ = .333 wounds per model hit
T3 4+ = .25 wounds per model hit
T4 3+ = .11 wounds per model hit
T4 2+ = .05 wounds per model hit
5 Hybrid Metamorphs /w 5 Claws
The Scalpel of the unit. Once the wrap has been peeled back the Metas go in an turn whatever was threatening to dust. Few things can stand up to 20 S6 rending attacks, from Centurions to Landraiders they threaten almost everything that walks on the ground that isn't I5 and half decent at assault. Since they have less to do than the Acolytes, only 30% connecting per turn on an assault that can't be responded to, they will normally be doing a bit more objective work than your Acolytes will unless you're drowning your opponent in bodies and they have very little they can do about it.
5 Acolytes w/ 2 Rock Saws and Icon
A unit dedicated to Knight killing. Their sole purpose is to be thrown at an Imperial Knight with a Primus behind them and make back four times their cost in one turn. Outside of that they're generally worse in assault than your Claw Metamorphs, so throw them at something that isn't going to punch back like a Landraider, Monolith, or atleast a squad of Unwieldy weapons so they get to swing at the same time and CrossCounter them.
Primus
Since I can't run three Subterranean Uprisings I'm trying to get as much out of the two I do have as possible. I never expect him to live past the first turn he's actually providing his hatred aura to my army, but the extra bonuses he provides lets whatever does make it into contact with the enemy ensure that much more of an advantage. In addition, being able to give extra odds to the Tankbuster unit, a Metaclaw unit, or a flamer unit to get exactly what I need where I need it on turn 1/2 is a nice bit of added assurance. I tend not to make him my warlord since he's pretty squishy and I don't want to give up the VP.
Mucolid Spore
5char
Hive Crone
By virtue of not being able to run 4 Hive Tyrants in a single detachment the Hive Crone gets to make a special appearance as additional leverage to air superiority. She's not too shabby on her own, since haywire attacks threaten Knights and a S8 Vectorstrike is nothing to sneeze at, while a S6 AP4 flamer can clean up backfield objective holders rather well. She's a bit squisher than I'de like considering most AA weapons tend to wound on 2s and force her to jink making her flamer useless, but she doesn't bring a bad amount of value for her point total and she's another somewhat tough body the enemy has to snapfire at to hurt. Special note to her being able to handle AV13-14 flyers while the Hive Tyrants cannot, assuring full coverage of the opponent's possible air threats.
Hive Tyrant w/ Wings, TLD, TLD
The workhorse of the army. With a dozen decently strong and accurate dice in every shooting phase, greater flexibility in positioning than nearly any other flyer in the game, saves better than most AA options that lets it keep from jinking, and a total of 6 warp charges to throw 7-12 charges at stopping a gate or invisibility cast on a deathstar to let me hose them down in my flamers the Hive Tyrant holds the whole list together. Its great mobility coupled with average range lets it re-position and apply pressure where needed and its most prominent quality as a light AV popper perfectly compliments the SubUp ground forces looking to get at the gooey center of those metal boxes. The list is built to maximize the Flyrants strength by removing as many of their obstacles as possible, so they should be a hell of a force for the opponent to deal with in any capacity. I generally make one of these my Warlord as +1 to reserves is good if I'm null deploying against an opponent marine's turn 1 drop, infiltrate is ok if I need the extra movement to hit a key target on turn 1, or the potential FnP is always swell.
There you go. Have at it.