True, flyers aren't such a massive thing at the moment. True, they can be annoying, but on 4x4s their mobility is restricted. At the moment they're a bridge I'll come to. I hope I don't sound ignorant or naive there. I know my list lacks good anti-flyer, and I knew that when I made it. It's just something I have to work around.
Now, today I got a game in. Still no pics or big battle reports, I need to decide on a theme first!
But yeah, I played a game, got 3 turns in due to time restraints, and effectively won 5-1. I controlled one primary objective worth 3pts, my opponent controlled none but got Linebreaker, while I snatched First Blood and Linebreaker as well. This is the list I used:
HQ
Swarmlord = 280
Tyrant Guard w/ lash whips = 65
Tyranid Prime w/ dual boneswords, deathspitter, toxin sacs, regen = 115pts
Elites
2x Hive Guard = 100
2x Zoanthropes = 120
6x Ymgarls = 138
Troops
5x Genestealers w/ toxin sacs, Broodlord w/ toxin sacs, scything talons = 150
5x Genestealers w/ toxin sacs, Broodlord w/ toxin sacs, scything talons = 150
24x Hormagaunts w/ toxin sacs = 192pts
10x Termagants = 50
Tervigon w/ scything talons, stinger salvo, toxin sacs, Catalyst = 190
Heavy Support
Trygon = 200
Total = 1750pts
So I followed wisdomseyes' advice re stingo salvo on the Tervigon, and tried out fragile's Swarmy Deathstar combo. Now, the first I'm not fussed about, the second just didn't work, and I don't think I'll try it again. The reason is didn't work is that I simply didn't roll Iron Arm. In fact, I didn't roll a single combat buff for Swarmy, although I did get both Endurance and Enfeeble which was nice. But for those 115pts I can get another Tyrant Guard with lash whips and another Hive Guard, so I think I won't go for the tactic which requires a bit of luck to pull off.
The main problem in this game, IMO, were my psychic powers. I'll admit I probably did pick the wrong disciplines for my certain creatures though. Swarmy got a not bad roll, Endurance and Enfeeble are amazing, but Haemorrhage and Life Leech (w/e it is) not so much, a combat power would have been nice. Then the Zoanthropes. The only two vehicles my opponent was running was a Stormtalon and Razorback, neither turned up from Reserve in the game. Knowing it was a foot heavy list I chose for both my Zoanthropes to have Psychic Shriek, and then rolled on the Telekinesis table, hoping I'd net OM. I rolled a 4 twice, so swapped to Assail both times, which I wasn't really going to use thanks to having Psychic Shriek. I then chose to take Telepathy with the Broodlords, as advised earlier in this thread, and rolled Terrify with both. Awesome I thought. I then went to Biomancy as I didn't want to risk Telepathy, and rolled Haemorrhage on one, and Iron Arm on the other. So I was reasonably pleased, until I found out that Terrify is basically useless against Marines. Terrify ignores Fearless, but not ATSKNF, and so it was basically forcing morale tests and that's all. I should have made the Broodlords take straight Biomancy in the hope of more Endurance or Enfeeble plus combat powers, or Telekinesis as they can at least (arguably, but lets not argue it here) use Assail. But this is something that was always going to take a while to sort out.
Other than that, I was in an area congested with terrain. Normally good, as less casualties, but it did make my army slow. Swarmlord only handed out Endurance a couple of turns, the Trygon didn't get anywhere, neither did the Stealers, the Hormagaunts eventually managed to charge some Terminators but did nothing. The Hive Guard killed one Marine, the Zoanthropes got to use Psychic Shriek one turn, passing both tests but having one denied and the other miss, and in total only about 6 models from each side died, it was a boring game. It was also my worst unit of the game, the Ymgarls, that won it. They leaped out of terrain Turn 2, charged a unit of Assault Marines and killed one, making them run off the board, endured some firepower thanks to Endurance, and then charged a combat unit on his objective, killing one and pulling the unit off the objective, and also earning me Linebreaker in edition to First Blood. But why worst? Because in all the game they only caused about 6 wounds, of which one 2 Marines died (average), got no rending hits, and worst of all, they hit about 15 times out of 18 the first combat they were in, and 10 out of 12 (I only had 4 then) in the second combat. It seems that all they do is turn up, do hardly any damage, and then die, they certainly would have died next turn. Despite their contribution they're under consideration, and I may replace them, maybe with Ravs.
So, what I learnt. Choose Psychic Disciplines a bit more easily. If you want a specific Psychic Power you're guaranteed to not roll it. Don't go for the odd gimmick even if you think you can pull it off, and especially if you can spend the points better elsewhere.
So here's the revised Swarmlord list:
HQ
Swarmlord = 280
2x Tyrant Guard w/ lash whips = 65
Elites
3x Hive Guard = 150
2x Zoanthropes = 120
6x Ymgarls = 138
Troops
5x Genestealers w/ toxin sacs, Broodlord w/ toxin sacs, scything talons = 150
5x Genestealers w/ toxin sacs, Broodlord w/ toxin sacs, scything talons = 150
24x Hormagaunts w/ toxin sacs = 192pts
10x Termagants = 50
Tervigon w/ scything talons, stinger salvo, toxin sacs, Catalyst = 190
Heavy Support
Trygon = 200
Total = 1750pts
So basically, I lost the Prime for another Tyrant Guard to keep up wounds, while also taking a third Hive Guard, which may help a little against flyers by giving me a greater volume of shots. I really like the fact that I've got lots of psychic powers, potentially, from the BGB, which can really help the list. Also, I'm considering dropping the Ymgarls for another Broodlord unit, or some Ravs who will be able to push up quickly and support the Stealers much like the Ymgarls, but with more attacks. Either way I may need to lose some Hormagaunts to balance points.
Any thoughts? Particularly on the subject of the Ymgarls? Thanks again.
EDIT: @ rendy, I meant to reply to your point in my last post, but forgot to, sorry! At the moment I put the Broodlord in the middle, to protect from shooting. I'm playing them as Broodlord Commandos, so the Stealers are a delivery system, I want the Broodlord alive and using Blessings and Maledictions and in combat. Plus, my luck is too bad to risk using his save! I do agree that running a few of those units can make them quite durable, and I'm highly considering taking another one in place of my Ymgarls, recently my Broodlords have been outstanding, although I do seem to be entering a dry spell re. rending!