Post by webebuggin on Jul 23, 2012 1:28:53 GMT
So this is my first real 6th list that I have put together and would LOVE some input. First will be my list and my thoughts on how I use it:
1999 point style list
HQ
Tyranid prime, bonesword lashwhip, deathspitter toxinsacs
Elite:
Hive guard X3
Hive guard X3
Troops
Warrior brood with bs/lw and talons with toxin and adrenal glands
Termagant brood X20 devourers
Termagant brood X11
Tervigon CC, toxin, cat onslaught and dominion
Tervigon CC, toxin, cat onslaught and dominion
HEAVY
Trygon, toxin sacs
Trygon, toxin sacs
Stonecrusher carnifex
Total: 2000 flat
General Plan depending on opponent:
Decide if I want to swap out any psychic powers on tervigons first, most likely will and stick with biomancy for both
Set up
Prime joins up with warriors and start sprinting up field with either endurance or good old cat on them from a tervigon. Accompanied closely by the trygons to their sides or out in front to soak up fire power. Stonecrusher is the anvil to the warrior hammer and if left alone will clear whole squads away as he stays with one tervigon and gets gaunt screens. Hive guard constantly move up enough to be a threat and never stay still, they are really pawns that do good damage but the goal is to get my monstrous creatures to combat so they are only there to screen tervigon or harass and hopefully draw fire.
Pros: objective based games will be great for all my troop choices and the spawnable troops. Huge output of damage in CC, whatever does make it to cc with shred. Troop based armies will have trouble dealing with bodies, mech based armies will die to smash attacks since that is 5 monstrous creatures with 28 wounds essentially sprinting. Stone crusher is awesome for soaking up overwatch shots for the warriors and prime. Trygons are a huge threat and I have plenty of synapse on the field to keep them that way.
Cons: limited anti air, really just the trygons and hive guard. Hope is that if I take first turn I will have pushed everything so close turn 1 that when fliers enter they will only get one round off before I pass beneath them turn 2 and get into assault. This list is most likely weakest against an army like Tau, who have deadly rapid fire even to my MCs and lot's of high output and accurate shots.
1999 point style list
HQ
Tyranid prime, bonesword lashwhip, deathspitter toxinsacs
Elite:
Hive guard X3
Hive guard X3
Troops
Warrior brood with bs/lw and talons with toxin and adrenal glands
Termagant brood X20 devourers
Termagant brood X11
Tervigon CC, toxin, cat onslaught and dominion
Tervigon CC, toxin, cat onslaught and dominion
HEAVY
Trygon, toxin sacs
Trygon, toxin sacs
Stonecrusher carnifex
Total: 2000 flat
General Plan depending on opponent:
Decide if I want to swap out any psychic powers on tervigons first, most likely will and stick with biomancy for both
Set up
Prime joins up with warriors and start sprinting up field with either endurance or good old cat on them from a tervigon. Accompanied closely by the trygons to their sides or out in front to soak up fire power. Stonecrusher is the anvil to the warrior hammer and if left alone will clear whole squads away as he stays with one tervigon and gets gaunt screens. Hive guard constantly move up enough to be a threat and never stay still, they are really pawns that do good damage but the goal is to get my monstrous creatures to combat so they are only there to screen tervigon or harass and hopefully draw fire.
Pros: objective based games will be great for all my troop choices and the spawnable troops. Huge output of damage in CC, whatever does make it to cc with shred. Troop based armies will have trouble dealing with bodies, mech based armies will die to smash attacks since that is 5 monstrous creatures with 28 wounds essentially sprinting. Stone crusher is awesome for soaking up overwatch shots for the warriors and prime. Trygons are a huge threat and I have plenty of synapse on the field to keep them that way.
Cons: limited anti air, really just the trygons and hive guard. Hope is that if I take first turn I will have pushed everything so close turn 1 that when fliers enter they will only get one round off before I pass beneath them turn 2 and get into assault. This list is most likely weakest against an army like Tau, who have deadly rapid fire even to my MCs and lot's of high output and accurate shots.