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Post by N.I.B. on Jul 16, 2012 19:52:37 GMT
Actually that would end up at 2150 points if you mean I keep 2 Crushigons. I have a 5 FMC list on Armybuilder, but it leaves voracious' template far behind and probably deserves a thread of it's own.
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Post by N.I.B. on Jul 17, 2012 22:16:22 GMT
Had a game against Necrons tonight. He had allies in the form of 7-8 CSM Bezerkers in a Rhino, a flying Daemon Prince and 2 Obliterators. The rest was 2 A-barges, 2 unit of Immortals, Trazyn the Immortal, 3 Mindshackle lords, 10-ish Lyche Guards. 2 Heavy Destroyers.
I used a version of the list
Flyrant - 2xTL Devourers, OA, Biomancy Flyrant - 2xTL Devourers, OA, Biomancy
3 Hive Guards 3 Hive Guards Doom in a spore
10 Termagants 10 Termagants 10 Termagants Tervigon - AG, TS, Cluster Spines, Crushing Claws, 3 Biomancy powers Tervigon - AG, TS, Cluster Spines, Crushing Claws, 3 Biomancy powers Tervigon - AG, TS, Cluster Spines, Crushing Claws, 3 Biomancy powers
15 Gargoyles - AG, TS
1975 points
Yeah, something aint right. As you see I forgot Regeneration and messed up with the Gargoyles and my third Elite choice, oh well.
Mission #3, Big Guns Never Tire. 5 Objectives (3 of them turned out to be Skyfire!). Deployment Dawn of War (pitched). It strikes me that GW has built in these equalizers, that if you spam Heavy Support (and Fast Attack) you risk becoming more vulnerable one game out of six.
I tabled him by turn 5, by then I owned all objectives and had all secondary missions except First Blood (lost the Gargoyle screen). Also lost a unit of Termagants. That was it.
I rolled meh Biomancy spells (got Haemorrhage on all 5 psykers! Traded for #0. Only a single Endurance and 0, 4 and 0, 2 on my Flyrants.
An A-barge scared me as it put two wounds on my Warlord turn 2, but Life Leech worked great as a substitute for Endurance and I regained the wounds later. I missed reg though and kicked myself for messing up my list. Hive Guards and Flyrants downed the A-barges.
Having two FMC's was just great, much easier to keep one around and deal out PE.
Doom was miserable, I gave him Psychic Shriek and all but he only did one wound before he bit the pillow. He's being traded for Hive Guards or Zoans.
Units inside transports aren't scary anymore (unless they are open topped). Just ignore them as they can't disembark and charge in the same turn.
Lyche Guards with Trazyn took a few wounds in my turn 1, then they charged a fresh unit of 15 Gants within range of a Tervigon and PE Flyrant - ouch. I wiped them in the following round with help from Enfeeble and a fresh unit of Gants. Trazyn popped up again in a backline Immortal unit, charged a Flyrant that Glided. But I passed my Mindshackle test, beat them and ran them off the table. Flyrants and Hive Guards pulled out the mech teeth and I basically drowned everything else in Gants. Fearless/Termagants/Tervigons/Biomancy are so freakin badass right now.
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Post by reallysorry on Jul 17, 2012 22:56:07 GMT
So what where the Gargoyles screening in this list? Your Tervis ?
Imho i'd get rid of the DoM and the Gargoyles in this list and instead put Regen on both Flyrants and Implant Attacks on the Tervigons.
How would that sound ?
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Post by webebuggin on Jul 17, 2012 23:55:31 GMT
That sounds silly actually. Garg screen is awesome just as a distraction and fast assaulting. Implant on tervigon already cam go Str 10 with smash implant is extra points for no more bang.
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Post by thereader on Jul 18, 2012 3:03:00 GMT
Don't count on a lot of those psyker powers when you start running into the cheap farseer with Runes of Warding ally. I'm already seeing signs of it, and it makes me wish really really hard that they rewrite that damn codex.
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Post by N.I.B. on Jul 18, 2012 11:52:43 GMT
Gargoyles screen the whole army but in particular Tervigons and Flyrants turn 1, even when going first - you don't want to be Seized and caught with your pants down before you have your Iron Arms/Endurance/Swooping up. As I said DoM wasn't supposed to be in the list, and both Flyrants were supposed to have reg. Implant Attacks make no sense. Don't count on a lot of those psyker powers when you start running into the cheap farseer with Runes of Warding ally. I'm already seeing signs of it, and it makes me wish really really hard that they rewrite that damn codex. Yup, Warding is my biggest fear with a list like this. That's one of the reasons why I will switch Doom against 2-3 additional Hive Guards. Hive Guards are extremely consistent, they can't be Deny the Witch-ed or Warded off, they don't care about Night Fighting or any cover whatsoever (I just remembered that I once again forgot that A-barges don't get any Jink save against Impaler Cannons, oh well). Those 9 Hive Guards will go after the Farseer transport and once she's sitting on her cute butt, she's mine. Until then I'll be counting on standard cover saves and Swooping, to survive enemy shooting. Also Hive Guards synergizes very well with this list for other reasons, they provide 25% cover to Tervigons and they are great offensively against Biker/Thunderwolf units in combo with Enfeeble, plus OA makes them even nastier. I feel I have anti-infantry pretty covered, might as well dedicate the Elite slots to anti-mech. Another thing I took from the game last night, is that two Flyrants feels pretty solid as a disruption element. Turn 5 I had my Warlord Swooping into the left corner of his deployment zone at the table edge, torrenting down the last Destroyers. Two turns before that he was at the other flank taking out an A-barge. That 42" threat range is absolutely intoxicating, not something I'm spoiled with as a Tyranid player.
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Post by bebe on Jul 18, 2012 14:20:57 GMT
Well I play tested a similar list last night against a mixed Coteaz list ...
2x Flyrant – 2xTL Devourers, OA, Regen, Biomancy 610
3x 3 Hive Guards 450
3x 10 Termagants 150
3x Tervigon – AG, TS, Cluster Spines, Crushing Claws, 3 Biomancy 675
14 Gargoyles – AG, TS 112
2000
Man, does a tooled up Flyrant cost a lot. I could have got an LoC and Fateweaver for the same points but that's another topic. I have to adjust to the nuances of the list. I take it you are putting your hive guiard behind the tervs. Then you are swooping in with Flyrants with Garg cover? I'm curious how you deployed. Overall I liked the list but I know I made mistakes. I've been playing Nids for so many years a particular way that it is hard to adjust to 6ed. I was happy with biomancy but it is random. I did like the devourers ... almost makes me want to play Carnifexen but ... not enough points. I found FMCs were not that tough to take down. Enough dakka will ground them. Still. overall it was great fun. Now I did not use Doom - he is a distraction that is better served using HG. I'm also still getting to grips with the new psychic powers. I used crushing claws as it was in your list ... not sure they are needed. Can elaborate on deployment, tactics and load outs more.
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Post by doomarn on Jul 18, 2012 22:18:45 GMT
Hope you have time to test that list against my Necrons this weekend N.I.B , Sounds like it will be a hard game.
//Stefan
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Post by N.I.B. on Jul 23, 2012 22:23:53 GMT
I take it you are putting your hive guiard behind the tervs. Then you are swooping in with Flyrants with Garg cover? I'm curious how you deployed. I used crushing claws as it was in your list ... not sure they are needed. Can elaborate on deployment, tactics and load outs more. Turn 1 Typically I deploy Gargoyles screening everything in a long line, although I can make layers with Gants/Hive Guards/Tervigon too. Hive Guards can screen Tervigons but it's better to use Gargoyles as they wont slow you down and push you back further (one line of Gants plus one line of Hive Guards push you back further than one line of Gargoyles). If I go second, I will deploy the screening Gargs in terrain. Remember that it's harder to screen in 6th ed as you can't cherry-pick which models in the screening unit to remove as casualties to shooting. Turn 2 The Gargoyles should be dead and your monsters should be protected from shooting by Biomancy/Invisibility, or area terrain. I like Crushing Claws as they turn the Tervigon from the equivalent of a Psydread that you can just tie up in combat with a weak unit to prevent it from doing something else, to a cc beast that you need to react to, unless it will rampage through your army. The 1-3 extra attacks really makes the difference (and OA helps too). My current build: Flyrant - 2xTL Devourers, Old Adversary, Regeneration, Biomancy Flyrant - 2xTL Devourers, Old Adversary, Regeneration, Biomancy 3 Hive Guards 3 Hive Guards 3 Hive Guards 10 Termagants 10 Termagants 10 Termagants Tervigon - AG, TS, Cluster Spines, Crushing Claws, 3 Biomancy powers Tervigon - AG, TS, Cluster Spines, Crushing Claws, 3 Biomancy powers Tervigon - AG, TS, Cluster Spines, Crushing Claws, 3 Biomancy powers 14 Gargoyles 1997 points
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Post by webebuggin on Jul 24, 2012 0:40:39 GMT
What r Ur ideal powers on the tervigon?
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Post by N.I.B. on Jul 24, 2012 7:31:38 GMT
I hate l33t speech, please don't do it. But on a Tervifex the ideal Biomancy power is Endurance. I would put Iron Arm on second place, Enfeeble on third and Warp Speed on fourth place.
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Post by N.I.B. on Jul 27, 2012 20:31:16 GMT
voracious, I noticed you checked back on us today. Feel like chiming in with your thoughts of Nids in 6th ed, if you still play?
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Post by voraciousapathy on Jul 28, 2012 19:49:26 GMT
I'm working on some stuff in that regard with my girlfriend, actually. We're playing around with a "Psychic Overload" army, actually, and will be playtesting it today. The idea is to essentially be able to fire off so many psychic powers from so many multiwound models that no amount of psychic protection will be sufficient -- Runes will sting a little, but by God, we'll just overwhelm them with 12-14 psychic powers a turn.
I like your approach, actually, but my girlfriend is still using the Swarmlord -- 4 rolls on the Telepathy table is key, and Hallucination and Invisibility are godly, and you tend to get those very, very often -- nothing like having Paladins and TH/SS Terminators kill themselves for you from 24'' away.
I think people are worrying too much about psychic defense -- it either sucks (i.e., Hoods), or is annoying (i.e., Runes or Runestaff), but you still have a 50-60% success rate, and variance often swings in your favor.
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Post by N.I.B. on Jul 29, 2012 9:20:27 GMT
The Swarmlordstar build is still a strong candidate for this list, and as more counters to flying MC's will come, I will probably go back to it.
Runes are bad, but the Farseer can be killed.
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Post by creep on Jul 29, 2012 12:34:55 GMT
Good to have you back VA^^
At 2000 k points I actually tend to take a Flyrant + Tyrant with 3 Guards (both Tl Devs), 2-3 Tervs for troops and as usual either 6 or 9 Hiveguard plus an occasional Trygon/Alphatrygon to fill points.
Flyrant is awesome but he needs Endurance and or Iron Arm you can't be sure to support 2 flyrants as you need Endurance to defend and heal your other stuff as well. So it seems for me that Tyrant with Shell, OA, Tl Devs and Endurance is the way to go (and my key to make Necrons suffer - Mindshackele Scarabs are just annoying).It has by far the most benefit from endurace - you can have 6 dice to roll for "it will not die" and have a 2+ save which is just awesome now combined with FnP against everything. Make him your warlord and roll on the combat table. Everything there is nice to have, but if you get the roll that makes him a scoring unit you hit the jackpot.
The Swarmlord is nice, but its still to slow too expensive and does nothing until turn 3 or 4. Invisibility is (please do not swear) because it defends the most endurable unit you have just further and does nothing to protect the rest of your army which will get lit up instead. It buffs something that is already on top of the foodchain in CC. I would always prefer Biomancy. Malediction and witchfire both suck because everything can "deny the with" them at least on 6es, a masterlevel 2 librarian with a hood can even do so on 3+. Blessings are what you want, they don't care.
Space wolves are annoying. Even more with Nyal. At least they are limited to 24".
Eldar are something else. They hurt a lot more than anything else. If you roll an 12 or higher with your 3d6 psychic tests you suffer perils in the warp. 3d6 mens an average of 10,5 per roll. You have abour 40% possibility to not cast your psychic power and damage yourself. I wouldn't cast anything maybe exept endurance as long as this damn little rascal is alive.
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