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Post by Halollet on Dec 5, 2018 19:36:51 GMT
I would maybe lose the warriors, you dont need the extra synapse since half of your list is synapse and genestealers dont have instinctive behaviour, Either that or the malceptor maybe. Not sure how good they are. Well, the malceptor is a distraction carnifex, just expect him to absorb some firepower first turn. As for the Warriors, what would I swap them out for?
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Post by Halollet on Dec 2, 2018 2:14:28 GMT
Hmmm, board control is a bit of a concern. What would I drop to get a brood of rippers or two?
Here's ver 2
++ Battalion Detachment +5CP (Tyranids) ++
+ No Force Org Slot +
Hive Fleet: Kraken
+ HQ +
Hive Tyrant: Adrenal Glands, Chameleonic Mutation, Heavy Venom Cannon, Monstrous Rending Claws, Power: Catalyst, Power: Paroxysm, Toxin Sacs, Warlord, Warlord Trait: Mind Eater, Wings
Malanthropes: Malanthrope
The Swarmlord: Power: Psychic Scream, Power: The Horror
+ Troops +
Genestealers: 4x Acid Maw . 18x Genestealer: 18x Rending Claws
Genestealers: 5x Acid Maw . 20x Genestealer: 20x Rending Claws
Tyranid Warriors . Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter . Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter . Tyranid Warrior: Adrenal Glands, Boneswords, Deathspitter . Tyranid Warrior: Adrenal Glands, 2x Scything Talons . Tyranid Warrior: Adrenal Glands, 2x Scything Talons . Tyranid Warrior: Adrenal Glands, 2x Scything Talons . Tyranid Warrior (Bio-cannon): Adrenal Glands, Lash Whip and Bonesword, Venom Cannon . Tyranid Warrior (Bio-cannon): Adrenal Glands, Lash Whip and Bonesword, Venom Cannon . Tyranid Warrior (Bio-cannon): Adrenal Glands, Lash Whip and Bonesword, Venom Cannon
+ Elites +
Maleceptor: Massive Scything Talons, Power: The Horror
Zoanthropes: Power: Onslaught, 5x Zoanthrope
+ Heavy Support +
Carnifexes . Carnifex: Enhanced Senses, Heavy Venom Cannon, Two Devourers with Brainleech Worms . Carnifex: Enhanced Senses, Heavy Venom Cannon, Two Devourers with Brainleech Worms
++ Total: [107 PL, 2000pts] ++
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Post by Halollet on Nov 30, 2018 22:40:49 GMT
Yeah, that's the big debate in my head. The venomthropes will be shot down pretty quick, I don't have any more to boost the brood so I'm concidering sealing the venoms and neurothope for a malanthrope. Probably a good ideas right?
As for the zoans, I only have 5.
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Post by Halollet on Nov 20, 2018 15:40:45 GMT
I love the rush of Kraken. Taking the board and forcing my opponent to fight out of a corner. Especially since Maelstrom is common in my Meta.
I tried with T-fexs but I want to do something a little different. Plus, I've been seeing Swarmy popping up more and more, would love to run him.
So, first turn; Swarmy commanders himself Flyrant Advances and Onslaughts Genestealers get the double run via Kraken strat Maleceptor double moves via strat
Second turn, everything else is there all the while shooting and smiting along the way.
Battalion
Flyrant, AG, Chameleonic Mutation, HVC, MRC, TS, Warlord: Mind Eater (Trying this out too!), Catalyst, Paroxysm Swarmlord, Psychic Scream, The Horror
Genestealers x17, 4 Acid Maw Genestealers x20, 5 Acid Maw Warriors x9, AG; 4 with Boneswords and deathspitter, 2 with 2x talons, 3 with Sword & Whip and venom cannon
Carnifexes x2 - AG, Bone mace, Crushing Claws, Tusks, Devourers (I'd happily trade the -1 to hit vs the +2 to wound against things T7 and up, plus with Kraken I can charge every turn)
Vanguard
Neurothrope - Catalyst
Maleceptor, The horror Venomthropes x3 Zoanthrops x5, Onslaught
Getting first turn would be ideal, but going second isn't terrible as I'll Prepare Defences and except for the warriors, Venomthropes, and fexes, everything has an invunerable save. I hope Swarmy will be alright with 2+/4++ and a -1 to hit for a turn. Thoughts?
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Post by Halollet on Oct 13, 2018 16:00:45 GMT
I got Tooth and Claw as well as well as the kill team starter for Cults. I have a big Nid collection and guard, but the only tank I have is a HellHammer. Go big or go home. But lots of dudes.
So just wondering about quite a few things. And I know the logical thing would be to wait for the codex, but I'm impatient. Plus with the rules included in Tooth and Claw, I doubt they're going to change that much. Rules were probably lifted from the codex right? So...
1. Aberrants; the hammers seem to hold them back quite a bit in the way of attacks, but would adding two in in a squad of 5 still be worth it just got that wounding bonus? The improvised weapon also seems really good. 6 attacks at STR 10 and 2 damage? Yes please. So does that sound good?
2. Is there any point in taking Metamorphs over acolytes? Acolytes are troops and have awesome melee weapons while Metamorphs have... An extra attack? They seem to squishy to pour points into. Am I missing something?
3. For neophytes. They seem like a guard player's dream come true. Two special weapons, an array of heavy weapons, and up to 20 dudes in a squad? Oh my! So fire support units would be like two grenade launchers with auto cannon? Ambush would have sesimic cannons/mining lasers? Any general tips or hints with these guys?
4. For the iconward, would it be at least a fun tactic to ambush him with 2 units of 20 neophytes with flamers and icons? Give him the relic as well to make them an annoying lump of dangerous dudes?
5. What should I get next? I'm guessing figure out a Magus for sure right? What about just running broodlords as patriachs? How are primus? Should I get the hq box? Maybe another toothache claw to fill out the acolytes, aberrants and get another Abominant because those guys seem pretty dangerous.
6. Would it be worth bringing my HellHammer for some first turn fire power?
7. What from nids compliments GSC?
Thanks!
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Post by Halollet on Nov 4, 2017 0:42:53 GMT
I'm kinda glad that I'm not the only one that feels like trygons are lack luster.
But now that leaves me with a question, what do we have to punch tanks? Crushing claws are still a joke, Swarmy only does 3 damage, we have trygons, kinda... What else is going to deal d6 damage with high strength?
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Post by Halollet on Nov 4, 2017 0:04:05 GMT
Can we agree that it's a good sign that we don't know what better, enhanced sense of acid maw, is that the dex is fairly balanced and suits different play styles?
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Post by Halollet on Nov 2, 2017 21:46:05 GMT
Question about the pharamone trail, its sounds a little odd, but what if lictors had an infiltration like set up? Where you deploy them x inches away from the enemy. Then you could deploy any unit next to them for a cp?
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Post by Halollet on Nov 2, 2017 11:50:37 GMT
As for the pathfinders, do they need cover to get that bonus? Because we can spend a command point and just melt their terrain. Also, pyrovores might become more of a thing with all these minus to hit.
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Post by Halollet on Nov 2, 2017 11:44:21 GMT
Commissars aren't really a thing anymore. Also, morale shenanigans are too much hassle to get all the moving pieces in place. For a (please do not swear)'n'giggles game maybe, but even in a casual meta I wouldn't really build for it. Well that's the thing, what do you really need to build for it? A unit of rippers, a screamer killer, and being Jor... That's it. Everything else you take on the fly if the opportunity arises.
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Post by Halollet on Nov 2, 2017 11:11:30 GMT
.... Whoa, hold up.
Infrasonic Roar Jorgmungandr Monster only.
Enemy unit within 6 inch of this model must subtract 1 from LD.
Sooooo... That, with screamer killer adding to the moral, plus the +1 from the feast strat near a ripper or haruspex, and with the horror... That a difference of 4, that's taking ld8 and making it ld4. Helluva way to deal with elite armies, or even swarms for that matter. Commissar reroll isn't going to mean anything when you remove the conscript's leadership!
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Post by Halollet on Nov 1, 2017 6:15:51 GMT
So, from the rumors I've heard, the Haruspex is the same but now only 200 points. The big question now, is he worth it? We can compare him to two screamer killers with sporecysts as they're the same price I think. Which does more damage but also looking at what strats each can work with. Strats can only affect one fex at a time and there's a unique one for rippers and haruspex that give a moral penalty.
Any gut feelings on how he'll do? Is he just going to stay on the shelf?
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Post by Halollet on Oct 31, 2017 11:47:19 GMT
While I'm really sad that Warriors, Prime, and shrikes got less than no love, I'm trying to put my optimistic hat on.
Kraken seems to work well with a flying circus. Able to charge and shoot anything anywhere any time you want seems awesome. jormungandr is screaming (pun intended) for a Nidzilla list. I'm thinking OOE and 18 Screamkillers; whole army with plama, -1 to hit, and 2+ save. Hyrda and hormaguants seem to be great, just drown the enemy. And if you can make use of Feeder Tendrils, you can farm characters for Endless swarm. Guard would hate this army. Kronos Hive Tyrant with Horror, psyhic scream, and Kronos WL trait, and Against Shadow seems to be the bane of any psyker. I'm looking at you Magnus! In one round you can remove a power and force him to cast another on 1d6-1 and he'll take d3 MW if he fails. Brutal, if situational. Though all that can be picked before battle so you can tailor your abilities to your opponent. The reroll 1 to hit is Cadia all over again. Lots of dakka.
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Post by Halollet on Oct 30, 2017 21:46:14 GMT
In my opinion, all this changes are good, but not enough to be competitive against other codices ... Agreed. After recently getting stomped by Eldar, Gulliman, and Magnus, I don't see anything really amazing, just more quality of life or (please do not swear) that should have been in the index changes.
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Post by Halollet on Oct 30, 2017 19:35:56 GMT
Ehh I would like higher strength on the screamer killer as I think fexes should do better against tanks otherwise they will bounce off dreadnoughts and most vehicles. Screamer Killer is a pretty dedicated anti-MEQ/TEQ unit. If you want to kill vehicles take Crushing Claws, Tusks, and a Bonemace on a normal Fex. 5+1 attacks on the charge hitting on a 4+. I think the carnifex in general is best against the bulky units, Terminators, Ogryns, Wraithguard, other Nid Warriors, etc. The ones that have a lot of wounds. So we have GEQ for t3, 5+ save, MEQ for t4 3+ save, maybe we need a Fat Equivalent? Something with 2-5 wounds, less than tough 6, and a decent save?
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