Post by wolvesoffenris on Oct 8, 2012 16:06:43 GMT
With the changes in 6th for terrain placement and the fact that reserves arrive on turn 2 with a 3+ normally I am relooking at running Ymgarls for all of my elite spots in my 2000pt list. They will assault turn 2 on a 2+ with the Swarmlord and are very effective at taking out vehicles and shooty units to allow the rest of the swarm to advance uninjured. Below is my current build.
Swarmlord (Swaps for Biomancy to get iron arm and/or endurance)
1 Tyranid Prime with 2xBoneswords
1 Tyrant Guard
(These join up into one indestructible multi toughness/WS unit)
8 Ymgarls
8 Ymgarls
8 Ymgarls
10 Termagants
1 Tervigon w/ Catalyst, TS, AG (may swap for Biomancy)
10 Termagants
1 Tervigon w/ Catalyst, TS, AG (may swap for Biomancy)
23 Hormagaunts w/ TS
23 Hormagaunts w/ TS
10 Gargoyles w/ TS, AG
10 Gargoyles w/ TS, AG
The plan is for the swarmlord to grant +1 reserve rolls to the Ymgarls who make turn 2 charges on vehicles and shooty units. The Gargoyles act as very fast screens for the hormagaunts and also charge on turn 2 to try and glance vehicles/tie up shooty units. Hormaguants follow the Gargoyles for the cover save and will assault turn 3 to mop up vehicle occupants or with furious charge from the swarmlord to pop vehicles. In the meantime, the SL and his crew march toward the enemy while the tervigons spawn gaunts to grab objectives and take overwatch fire for my assualt units. So far it has performed well as the turn 2 assault is very difficult to avoid and can severely hurt your opponent.
I have nothing to hurt flyers, but unless I am up against a flying circus, that isn't necessarily a problem. Thoughts?
Swarmlord (Swaps for Biomancy to get iron arm and/or endurance)
1 Tyranid Prime with 2xBoneswords
1 Tyrant Guard
(These join up into one indestructible multi toughness/WS unit)
8 Ymgarls
8 Ymgarls
8 Ymgarls
10 Termagants
1 Tervigon w/ Catalyst, TS, AG (may swap for Biomancy)
10 Termagants
1 Tervigon w/ Catalyst, TS, AG (may swap for Biomancy)
23 Hormagaunts w/ TS
23 Hormagaunts w/ TS
10 Gargoyles w/ TS, AG
10 Gargoyles w/ TS, AG
The plan is for the swarmlord to grant +1 reserve rolls to the Ymgarls who make turn 2 charges on vehicles and shooty units. The Gargoyles act as very fast screens for the hormagaunts and also charge on turn 2 to try and glance vehicles/tie up shooty units. Hormaguants follow the Gargoyles for the cover save and will assault turn 3 to mop up vehicle occupants or with furious charge from the swarmlord to pop vehicles. In the meantime, the SL and his crew march toward the enemy while the tervigons spawn gaunts to grab objectives and take overwatch fire for my assualt units. So far it has performed well as the turn 2 assault is very difficult to avoid and can severely hurt your opponent.
I have nothing to hurt flyers, but unless I am up against a flying circus, that isn't necessarily a problem. Thoughts?