Post by N.I.B. on Oct 9, 2012 12:39:13 GMT
Got home from the autumn Fantasia Fanatic two days ago. FF is one of the major tournaments in Sweden, held twice a year. It usually brings a lot of locals and a bunch of the better players in the country.
5 matches, 1999 points, allies, fortifications allowed. No double FOC slots. 85 attendees in 40K. Three hours per game.
Hive Fleet Ragnarök
Tyrant – Wings, OA, 2 TL Devourers (Biomancy)
Tyrant – Wings, OA, 2 TL Devourers (Biomancy)
3 Hive Guards
3 Hive Guards
3 Hive Guards
10 Termagants
10 Termagants
10 Termagants
Tervigon – AG, TS, Cluster Spines, Crushing Claws, 3 powers (Biomancy)
Tervigon – AG, TS, Cluster Spines, Crushing Claws, 3 powers (Biomancy)
Tervigon – AG, TS, Cluster Spines, Crushing Claws, 3 powers (Biomancy)
10 Gargoyles
10 Gargoyles
1995 points
Game 1
was against a good Necron player. Spearhead formation (God how I hate it, why can’t we pass it to the dust bin?) Primary mission was 5 objectives and secondary Warlord, First Blood and Target: Fast Attack (FA units were scoring but gave away 1 matchpoint if dead).
I think I seized first turn. He only had two A-barges, one surflord and no Flyer, so it could be worse. Sadly my list plays so slow we only had time for 3 turns. The horde was starting to get the upper hand but I had to give up on 2 objectives as he had the last turn, which dropped the end score to a 13-7 win for Tyranids.
Notes: Scarabs died turn 1 to S6 spam. Tervifexes with Gants met the Necrons midtable and started to grind them down, while Flyrants went around the flanks. One Flyrant dropped on his ass and died turn 1, but drew all fire for that turn.
Hive Guards grounded the surflord and Gants swarmed him.
Wraithstar with Destroyer Overlord (Warlord) was drowning in Gants and Gargoyles midgame. Gants dragged the Overlord down to his death after softening him up with massed S4 shots (leading in the front has its drawbacks).
One Tervifex got into a scrap with a teleporting Necron unit behind my lines, but I couldn’t roll enough hits to break them. The other Tervifexes were blocked from combat by Hive Guards and Gants, or put-off by the Mindshackle Overlords.
Game 2
I faced a guy with Chaos Space Marines, using the old soon-to-be out of date codex. He had some IG allies (Marbo among them) that didn’t do much, a flying Daemon Prince, 4 Obliterators, a bunch of Terminators and a lot of CSM on foot or in Rhinos. He got the first turn, but after 4 turns he only had a single Obliterator left. Tyranids win 20-0.
Notes: A Flyrant denied the Witch on Lash, I Enfeebled the Daemon Prince and shot his T4 ass to pieces turn 1. Hive Guards de-meched him. The rest of Chaos’ Finest drowned in a sea of Gants, I had a Tervifex in combat with some Guardsmen in the end, took them out with help of Gants.
My Flyrants wiped out 10 CSM with shooting in one round. Hive Guards also doubled out a couple of Obliterators.
I spawned out on Gant models in both the first games (I have 65 models painted). Must remember to paint up more if I ever go with 3 Tervigons again.
Game 3
Against the guy who I believe have won the tournament most times, playing Space Wolves with two 2+ save Jawspriests on Bikes and IG allies (cheap scoring units and a Vendetta). This would be a challenge for sure.
Diagonal deployment. I had the first turn and wise from my loss against Jaws in the tournament final last week I made sure all my Tervigons were at least 37” from the Jawspriests (12” Bike move, 24” Jaws = 36”). I focused most shooting against the closest Priest and his unit, wiping out all Bikes turn 1 but the Priest held his morale check.
On the left flank my second Flyrant shot up the Jawspriest standing in a unit of Guardsmen. We forgot that the Priest should’ve taken all 11 wounds as he was the closest model, but things happen. What I didn’t expect was the unit to fail panic, run 6” in a bow towards his table edge, as an intervening unit forced them to move a bit closer to my right flank. Then he rallied and moved 3”straight to my closest Tervigon, and the following 12” move took him just barely within 24” for a Jaws. Dead Tervifex turn 1. Disaster. I had hoped to contest the left side objective with it, the other two Tervigons were busy with Thunderwolves + Lord and anchoring my back objectives, staying in area terrain in preparation for the Vendetta (which never showed up).
Anyway, my left Flyrant dropped on his butt from the first shot from Guardsmen (who couldn’t even wound him at T8, the insult!) and again in the second turn from the first Guardsmen salvo, Longfangs with lascannons could then finish it off, while 10 Gargoyles failed to take the last wound from a Jawspriest in combat, even with Preferred Enemy from the Flyrant.
My Warlord Flyrant killed the other Jawspriest in combat on the right flank.
This was the slowest game I’ve ever had in a tournament, I had to point out rules changes to my opponent and we searched stuff in the book, Termagant spawning, moving, positioning, shooting and fighting took ages for me. Thunderwolves were oh so slowly grinded down (they had FNP next to the objective, from a lucky Warlord trait) when we had to call the time after only 2 turns! He had killed a couple more units than me at that time so got two game points from a secondary mission (having scored more kill points netted two match points). 8-12 loss.
Notes: I’m so focused moving stuff around and I usually have a blast playing, that I keep losing track of the time. I made at least a couple of mistakes in this game, I’m not sure I could see that panic-rally to gain movement-Jaws coming, but I should’ve remembered to allocate all wounds on the left Jawspriest, plus I should have shot him again with the Flyrant instead of leaving it in the incapable hands of Gargoyles. Also, I dropped the ball slightly on the secondary objective and wasted Hive Guards on Thunderwolves instead of popping Rhinos for easy kill points.
Day 2, game 4
Against a friendly, boisterous Ork player. I’ve never played against Orks in a tournament before and was really glad to get the chance and the variety from power armour was a welcome break. Orks actually die when you shoot them! Deployment was pitched battle and primary objectives were old fashion victory points (spawned Gants were ruled to cost 0 points) and first blood + warlord secondary and holding a random flank secondary.
He had a really shooty army with 2x30 Boyz, cannons or various kinds, mortar-type things, 3x10 Lootas, and a dude with Kustom Force Field (Impaler Cannons says hi!) plus a big-ass unit of Nob Bikers with Warboss, making them troops.
After deployment we rolled to see which flank that ended up important, and it turned out to be the my right flank (the side opposite from the Bikers, lucky me). I could grab first turn and rolled forward.
Hive Guards started to work on Lootas, I sent Flyrants down to work on the right side and inwards to the center while Termagants were spawned to stop the Boyz and Nob Bikers from getting anywhere at all. Time was up after 3 turns but by then I had cleaned out most of his deployement zone and his Warlord, with only some assortment of war machines left.
Nob Bikers surprised me moving unhindered through terrain (I could’ve prevented it easy but was sloppy with Termagant positioning) and got a combo-charge in on a Tervifex with T8, and a bunch of spawned Gants. I challenged but he declined with the Warboss (wise decision) and I took a couple of wounds, but doubled out a couple of Bikers with S10, and there it ended. In the other combat my own Termagants prevented me from having Tervifexes beat up the Boyz and they ended locked up in combat with Gants.
I lost first blood, both Gargoyle units, a unit of Hive Guards sitting in a fortification and a unit of deployed Gants IIRC. Tyranids win 15-5.
Notes: Shooty Orks is about always going to ground and boosting cover saves with KFF. Orks spit out so many shots that the difference between hitting on 5’s and Snapshots is minimal.
He was kind of disappointed that he didn’t knew my Flyrants were so shooty and said he would perhaps had deployed more centered (getting everything within KFF) if he had. (The only thing outside of KFF that mattered was a unit of Lootas on the right flank). Before the game he asked about some units and I explained, but didn’t think of explaining the Flyrants. I had full WYSIWYG on them and I was really tired from getting little sleep so the thought never crossed my mind, I probably took it for granted that he knew everything he didn’t specifically ask about. He took the loss in good stride though and I’d be more than happy to play him again.
Game 5
Necrons again! Could be worse, there was a Venom-spamming DE player going really good in the table next to me in the previous game. This match used a wacky 6”/15” deployment that divided the long sides, primary objectives was to control the table by having more units (points) on the sides turn 3 and in the quarters at the end of the game. Scoring units were 2 points each and other units were 1 point (no points for dedicated transports). Secondary were Warlord and ’Big Guns Never Tire’. On top of that Heavy Support was worth 1 match point each, and if you didn’t have at least 2 Heavy Support, all your HQs would be worth 1 extra match point each. Ouch. So my Warlord was worth 2 game points and his brother 1 point.
Opponent had from memory Azrahyr the special rules-stealer, 2x10 Warriors in 2 Ghost Arks, 5 Destroyers, 3 Heavy Destroyers, 2x10 Immortals with Crypteks, 2 Night Scythes, 2 A-barges and a Monolith.
I grabbed the first turn again and forced Night Fighting with a Warlord trait. He focused his deployment on my left flank with a Ghost Ark and 2 A-barges on my right.
Hive Guards popped A-barges and Ghost Arks, Flyrants drew a lot of fire but remained in the air, I spawned Gants and easily scored the first game points turn 3 when we checked who dominated table sides.
I made a mistake and deployed the only Tervigon without Endurance or Iron Arm on my left flank were he would put most of his army, it spawned out on the first to and died mid-game to shooting without doing much of anything. Azrahyr also stole the Stealth save of the Tervigon in the first turn (Night Fighting) which might have hurried up its death. Afterwards a friend pointed out that he shouldn’t be able to do that since you don’t get Stealth until you’re being shot at. Easy mistake to make and it made no difference. This was a game of Flyrants staying alive while I de-meched him and whittled down his troops and spawned scoring units to dominate the quarters. I netted a couple of bonus points from his A-barges and could pick up a 20-0 win after 5 turns.
Notes: Both Flyrants survived the Nightscythes coming in turn 2 and shooting them up. I had Endurance on both and he rolled below average.
Throughout the tournament I found a use for the Gargoyles – usually I have models alive by the time the Flyrants can charge something, so I charge in first with the Gargoyles to soak Overwatch (Flyrants are often down a few wounds so I don’t want to risk a melta or a lucky bolter in the face when going in).
As a sidenote my nids were picked out as one of the armies that you could vote for in Best Painted, and I got a full 30/30 painting score as one of 5 armies. Didn’t win though, that went to a beautifully converted and painted Tau army (looked like Transformers). Regardless it’s nice getting some credit for those long night hours at the kitchen table.
I took a nice overall #5 place (#7 in pure battlepoints) which I’m happy with, a single point from third place. A brutal Necron Nightscythe army won the whole thing, DE Venomspam second and GK third place. Both the winner and the third placer are 40K veterans and have been around the world to compete at ETC and Adepticon and there were other ETC vets at the top 10.
What I realize is that my list is extremely slow. It’s really hard to speed things up with distances being so important and having so many models to move. This list evolves around grinding the enemy down in combat and winning big in turn 5+, and when I don’t get more than 3 turns I lose out, usually a lot more than my opponent. I would have to cut all that pleasant small talk during games to make it within 5 turns, which doesn’t sound like much fun at all. Having strange terrain pieces also add to the total time consumed, as you inevitably end up having different opinions on what type it should count as (“area terrain?” Yeah I think so. “I don’t”.)
Will have to train to up my speed, the last thing I want is an opponent feeling robbed of a win because of not getting all turns, albeit they usually end up gaining on it.
*Must remember It Will Not Die!
About the list, as suspected it was really strong and I’m pretty happy with it overall. What I found is that the Tervifexes didn’t get to fight a lot, they were in most cases blocked by their own Gants. They need 4-5 turns to get into the important fights. So I think I can take out the Crushing Claws and lose very little performance, replacing them with Scything Talons. The most important thing for a Tervigon is to stay alive, after all.
I want to try out a few changes that can perhaps speed things up a bit and add a lot more long range shooting.
So, new improved version of Hive Fleet Ragnarök
Tyrant – Wings, OA, 2 TL Devourers (Biomancy)
Tyrant – Wings, OA, 2 TL Devourers (Biomancy)
3 Hive Guards
3 Hive Guards
3 Hive Guards
10 Termagants
10 Termagants
10 Termagants
Tervigon – AG, TS, Cluster Spines, Scything Talons, 3 powers (Biomancy)
Tervigon – AG, TS, Cluster Spines, Scything Talons, 3 powers (Biomancy)
Tervigon – AG, TS, Cluster Spines, Scything Talons, 3 powers (Biomancy)
2 Biovores
2 Biovores
1995 points
I plan to leave the time consuming Spore Mines at home, the initial blasts will be enough.
But currently I’m more interested to test the Swarmstar Stealers, and as usual after tournaments I feel like going beer& pretzels for a while. Dusting off the old Sea of Claws perhaps, or going T4 models.
5 matches, 1999 points, allies, fortifications allowed. No double FOC slots. 85 attendees in 40K. Three hours per game.
Hive Fleet Ragnarök
Tyrant – Wings, OA, 2 TL Devourers (Biomancy)
Tyrant – Wings, OA, 2 TL Devourers (Biomancy)
3 Hive Guards
3 Hive Guards
3 Hive Guards
10 Termagants
10 Termagants
10 Termagants
Tervigon – AG, TS, Cluster Spines, Crushing Claws, 3 powers (Biomancy)
Tervigon – AG, TS, Cluster Spines, Crushing Claws, 3 powers (Biomancy)
Tervigon – AG, TS, Cluster Spines, Crushing Claws, 3 powers (Biomancy)
10 Gargoyles
10 Gargoyles
1995 points
Game 1
was against a good Necron player. Spearhead formation (God how I hate it, why can’t we pass it to the dust bin?) Primary mission was 5 objectives and secondary Warlord, First Blood and Target: Fast Attack (FA units were scoring but gave away 1 matchpoint if dead).
I think I seized first turn. He only had two A-barges, one surflord and no Flyer, so it could be worse. Sadly my list plays so slow we only had time for 3 turns. The horde was starting to get the upper hand but I had to give up on 2 objectives as he had the last turn, which dropped the end score to a 13-7 win for Tyranids.
Notes: Scarabs died turn 1 to S6 spam. Tervifexes with Gants met the Necrons midtable and started to grind them down, while Flyrants went around the flanks. One Flyrant dropped on his ass and died turn 1, but drew all fire for that turn.
Hive Guards grounded the surflord and Gants swarmed him.
Wraithstar with Destroyer Overlord (Warlord) was drowning in Gants and Gargoyles midgame. Gants dragged the Overlord down to his death after softening him up with massed S4 shots (leading in the front has its drawbacks).
One Tervifex got into a scrap with a teleporting Necron unit behind my lines, but I couldn’t roll enough hits to break them. The other Tervifexes were blocked from combat by Hive Guards and Gants, or put-off by the Mindshackle Overlords.
Game 2
I faced a guy with Chaos Space Marines, using the old soon-to-be out of date codex. He had some IG allies (Marbo among them) that didn’t do much, a flying Daemon Prince, 4 Obliterators, a bunch of Terminators and a lot of CSM on foot or in Rhinos. He got the first turn, but after 4 turns he only had a single Obliterator left. Tyranids win 20-0.
Notes: A Flyrant denied the Witch on Lash, I Enfeebled the Daemon Prince and shot his T4 ass to pieces turn 1. Hive Guards de-meched him. The rest of Chaos’ Finest drowned in a sea of Gants, I had a Tervifex in combat with some Guardsmen in the end, took them out with help of Gants.
My Flyrants wiped out 10 CSM with shooting in one round. Hive Guards also doubled out a couple of Obliterators.
I spawned out on Gant models in both the first games (I have 65 models painted). Must remember to paint up more if I ever go with 3 Tervigons again.
Game 3
Against the guy who I believe have won the tournament most times, playing Space Wolves with two 2+ save Jawspriests on Bikes and IG allies (cheap scoring units and a Vendetta). This would be a challenge for sure.
Diagonal deployment. I had the first turn and wise from my loss against Jaws in the tournament final last week I made sure all my Tervigons were at least 37” from the Jawspriests (12” Bike move, 24” Jaws = 36”). I focused most shooting against the closest Priest and his unit, wiping out all Bikes turn 1 but the Priest held his morale check.
On the left flank my second Flyrant shot up the Jawspriest standing in a unit of Guardsmen. We forgot that the Priest should’ve taken all 11 wounds as he was the closest model, but things happen. What I didn’t expect was the unit to fail panic, run 6” in a bow towards his table edge, as an intervening unit forced them to move a bit closer to my right flank. Then he rallied and moved 3”straight to my closest Tervigon, and the following 12” move took him just barely within 24” for a Jaws. Dead Tervifex turn 1. Disaster. I had hoped to contest the left side objective with it, the other two Tervigons were busy with Thunderwolves + Lord and anchoring my back objectives, staying in area terrain in preparation for the Vendetta (which never showed up).
Anyway, my left Flyrant dropped on his butt from the first shot from Guardsmen (who couldn’t even wound him at T8, the insult!) and again in the second turn from the first Guardsmen salvo, Longfangs with lascannons could then finish it off, while 10 Gargoyles failed to take the last wound from a Jawspriest in combat, even with Preferred Enemy from the Flyrant.
My Warlord Flyrant killed the other Jawspriest in combat on the right flank.
This was the slowest game I’ve ever had in a tournament, I had to point out rules changes to my opponent and we searched stuff in the book, Termagant spawning, moving, positioning, shooting and fighting took ages for me. Thunderwolves were oh so slowly grinded down (they had FNP next to the objective, from a lucky Warlord trait) when we had to call the time after only 2 turns! He had killed a couple more units than me at that time so got two game points from a secondary mission (having scored more kill points netted two match points). 8-12 loss.
Notes: I’m so focused moving stuff around and I usually have a blast playing, that I keep losing track of the time. I made at least a couple of mistakes in this game, I’m not sure I could see that panic-rally to gain movement-Jaws coming, but I should’ve remembered to allocate all wounds on the left Jawspriest, plus I should have shot him again with the Flyrant instead of leaving it in the incapable hands of Gargoyles. Also, I dropped the ball slightly on the secondary objective and wasted Hive Guards on Thunderwolves instead of popping Rhinos for easy kill points.
Day 2, game 4
Against a friendly, boisterous Ork player. I’ve never played against Orks in a tournament before and was really glad to get the chance and the variety from power armour was a welcome break. Orks actually die when you shoot them! Deployment was pitched battle and primary objectives were old fashion victory points (spawned Gants were ruled to cost 0 points) and first blood + warlord secondary and holding a random flank secondary.
He had a really shooty army with 2x30 Boyz, cannons or various kinds, mortar-type things, 3x10 Lootas, and a dude with Kustom Force Field (Impaler Cannons says hi!) plus a big-ass unit of Nob Bikers with Warboss, making them troops.
After deployment we rolled to see which flank that ended up important, and it turned out to be the my right flank (the side opposite from the Bikers, lucky me). I could grab first turn and rolled forward.
Hive Guards started to work on Lootas, I sent Flyrants down to work on the right side and inwards to the center while Termagants were spawned to stop the Boyz and Nob Bikers from getting anywhere at all. Time was up after 3 turns but by then I had cleaned out most of his deployement zone and his Warlord, with only some assortment of war machines left.
Nob Bikers surprised me moving unhindered through terrain (I could’ve prevented it easy but was sloppy with Termagant positioning) and got a combo-charge in on a Tervifex with T8, and a bunch of spawned Gants. I challenged but he declined with the Warboss (wise decision) and I took a couple of wounds, but doubled out a couple of Bikers with S10, and there it ended. In the other combat my own Termagants prevented me from having Tervifexes beat up the Boyz and they ended locked up in combat with Gants.
I lost first blood, both Gargoyle units, a unit of Hive Guards sitting in a fortification and a unit of deployed Gants IIRC. Tyranids win 15-5.
Notes: Shooty Orks is about always going to ground and boosting cover saves with KFF. Orks spit out so many shots that the difference between hitting on 5’s and Snapshots is minimal.
He was kind of disappointed that he didn’t knew my Flyrants were so shooty and said he would perhaps had deployed more centered (getting everything within KFF) if he had. (The only thing outside of KFF that mattered was a unit of Lootas on the right flank). Before the game he asked about some units and I explained, but didn’t think of explaining the Flyrants. I had full WYSIWYG on them and I was really tired from getting little sleep so the thought never crossed my mind, I probably took it for granted that he knew everything he didn’t specifically ask about. He took the loss in good stride though and I’d be more than happy to play him again.
Game 5
Necrons again! Could be worse, there was a Venom-spamming DE player going really good in the table next to me in the previous game. This match used a wacky 6”/15” deployment that divided the long sides, primary objectives was to control the table by having more units (points) on the sides turn 3 and in the quarters at the end of the game. Scoring units were 2 points each and other units were 1 point (no points for dedicated transports). Secondary were Warlord and ’Big Guns Never Tire’. On top of that Heavy Support was worth 1 match point each, and if you didn’t have at least 2 Heavy Support, all your HQs would be worth 1 extra match point each. Ouch. So my Warlord was worth 2 game points and his brother 1 point.
Opponent had from memory Azrahyr the special rules-stealer, 2x10 Warriors in 2 Ghost Arks, 5 Destroyers, 3 Heavy Destroyers, 2x10 Immortals with Crypteks, 2 Night Scythes, 2 A-barges and a Monolith.
I grabbed the first turn again and forced Night Fighting with a Warlord trait. He focused his deployment on my left flank with a Ghost Ark and 2 A-barges on my right.
Hive Guards popped A-barges and Ghost Arks, Flyrants drew a lot of fire but remained in the air, I spawned Gants and easily scored the first game points turn 3 when we checked who dominated table sides.
I made a mistake and deployed the only Tervigon without Endurance or Iron Arm on my left flank were he would put most of his army, it spawned out on the first to and died mid-game to shooting without doing much of anything. Azrahyr also stole the Stealth save of the Tervigon in the first turn (Night Fighting) which might have hurried up its death. Afterwards a friend pointed out that he shouldn’t be able to do that since you don’t get Stealth until you’re being shot at. Easy mistake to make and it made no difference. This was a game of Flyrants staying alive while I de-meched him and whittled down his troops and spawned scoring units to dominate the quarters. I netted a couple of bonus points from his A-barges and could pick up a 20-0 win after 5 turns.
Notes: Both Flyrants survived the Nightscythes coming in turn 2 and shooting them up. I had Endurance on both and he rolled below average.
Throughout the tournament I found a use for the Gargoyles – usually I have models alive by the time the Flyrants can charge something, so I charge in first with the Gargoyles to soak Overwatch (Flyrants are often down a few wounds so I don’t want to risk a melta or a lucky bolter in the face when going in).
As a sidenote my nids were picked out as one of the armies that you could vote for in Best Painted, and I got a full 30/30 painting score as one of 5 armies. Didn’t win though, that went to a beautifully converted and painted Tau army (looked like Transformers). Regardless it’s nice getting some credit for those long night hours at the kitchen table.
I took a nice overall #5 place (#7 in pure battlepoints) which I’m happy with, a single point from third place. A brutal Necron Nightscythe army won the whole thing, DE Venomspam second and GK third place. Both the winner and the third placer are 40K veterans and have been around the world to compete at ETC and Adepticon and there were other ETC vets at the top 10.
What I realize is that my list is extremely slow. It’s really hard to speed things up with distances being so important and having so many models to move. This list evolves around grinding the enemy down in combat and winning big in turn 5+, and when I don’t get more than 3 turns I lose out, usually a lot more than my opponent. I would have to cut all that pleasant small talk during games to make it within 5 turns, which doesn’t sound like much fun at all. Having strange terrain pieces also add to the total time consumed, as you inevitably end up having different opinions on what type it should count as (“area terrain?” Yeah I think so. “I don’t”.)
Will have to train to up my speed, the last thing I want is an opponent feeling robbed of a win because of not getting all turns, albeit they usually end up gaining on it.
*Must remember It Will Not Die!
About the list, as suspected it was really strong and I’m pretty happy with it overall. What I found is that the Tervifexes didn’t get to fight a lot, they were in most cases blocked by their own Gants. They need 4-5 turns to get into the important fights. So I think I can take out the Crushing Claws and lose very little performance, replacing them with Scything Talons. The most important thing for a Tervigon is to stay alive, after all.
I want to try out a few changes that can perhaps speed things up a bit and add a lot more long range shooting.
So, new improved version of Hive Fleet Ragnarök
Tyrant – Wings, OA, 2 TL Devourers (Biomancy)
Tyrant – Wings, OA, 2 TL Devourers (Biomancy)
3 Hive Guards
3 Hive Guards
3 Hive Guards
10 Termagants
10 Termagants
10 Termagants
Tervigon – AG, TS, Cluster Spines, Scything Talons, 3 powers (Biomancy)
Tervigon – AG, TS, Cluster Spines, Scything Talons, 3 powers (Biomancy)
Tervigon – AG, TS, Cluster Spines, Scything Talons, 3 powers (Biomancy)
2 Biovores
2 Biovores
1995 points
I plan to leave the time consuming Spore Mines at home, the initial blasts will be enough.
But currently I’m more interested to test the Swarmstar Stealers, and as usual after tournaments I feel like going beer& pretzels for a while. Dusting off the old Sea of Claws perhaps, or going T4 models.