Post by infornography on Jan 12, 2013 12:26:34 GMT
My first note is you have no good anti air. The flyrant can vector strike and maybe use a psyker power but that is it and that won't drop most flyers. In melee he would be pretty nasty, but you will pretty much be resigned to ignoring enemy flyers which can be exceptionally painful.
The hormies are probably not going to do a lot. They can no longer run and assault in the same turn so consider that they will be assaulting a full turn later than they used to and how much more firepower they are just going to have to take on the chin before that happens. Also large numbers of models in an assault unit means that the new assault rules are very likely to force you to assault through terrain, but small numbers of models in an assault unit means you will lose a lot of combat effectiveness to overwatch. I'd probably drop the toxin sacs to see if they can do well considering that you will lose a lot more wounds before engaging the enemy, the upgrade is probably not going to be worth it.
Termies are as always decent troops.
Pure melee warriors are probably going to be S8 fodder in this list. Then and the carnifexes are the only things that will really get anti tank weapon attention so they will get burned down fast.
Genestealers got nerfed four ways this edition, no longer assaulting from outflank, no longer assaulting after runs, random charge lengths, and overwatch. They just are no longer the boogeymen they once were and have no real hope of making up their points.
Raveners actually are still pretty decent. Not a top tier unit but not shabby. Should still hold their own.
Zoeys got better and worse this edition. Enemies can now deny the witch against them, but they have the added versatility of taking biomancy, telepathy, or telekinesis powers instead of their offensive capabilities. Biomancy is probably your best bet. You can keep them in the back providing synapse to your termagants and biovores while buffing them or if you need the extra firepower, leave them with their codex powers and wreck tanks and space marines.
The carnifexes are lack luster now. For the price of those fexes you can take much better tervigons who can wreck just as much face in melee, throw out psyker abilities, spawn troops, provide synapse, give Shadow in the Warp, have two more wounds, be a scoring monstrous creature, buff termagants, and fire a ranged attack. All at the cost of a a single attack or two as compared to the fex when smashing which makes the tervigon have HIGHER strength and the loss of those two attacks when smashing a vehicle is all but irrelevant since it is extremely likely to wreck an entire squadron as is. Plus if the terv ended up with the warp speed power, could actually get MORE attacks when smashing.
Terv with AG, TS, Cat, Crushing Claws, and stinger salvo weighs in at the exact same points cost.
Carnifexes with 2x twin linked devs ARE still a viable option however and can provide a lot of firepower on the field without sacrificing too much melee capabilities.
Lictors are not great. They weren't in 5th either. But Deathleaper is pretty effective in 6th so you could field it as him and have fun with 2+ cover saves.
Biovores are GREAT. They are not amazing vs 3+ or 2+ armor saves, but they can destroy pretty much any other infantry. I love them.
The hormies are probably not going to do a lot. They can no longer run and assault in the same turn so consider that they will be assaulting a full turn later than they used to and how much more firepower they are just going to have to take on the chin before that happens. Also large numbers of models in an assault unit means that the new assault rules are very likely to force you to assault through terrain, but small numbers of models in an assault unit means you will lose a lot of combat effectiveness to overwatch. I'd probably drop the toxin sacs to see if they can do well considering that you will lose a lot more wounds before engaging the enemy, the upgrade is probably not going to be worth it.
Termies are as always decent troops.
Pure melee warriors are probably going to be S8 fodder in this list. Then and the carnifexes are the only things that will really get anti tank weapon attention so they will get burned down fast.
Genestealers got nerfed four ways this edition, no longer assaulting from outflank, no longer assaulting after runs, random charge lengths, and overwatch. They just are no longer the boogeymen they once were and have no real hope of making up their points.
Raveners actually are still pretty decent. Not a top tier unit but not shabby. Should still hold their own.
Zoeys got better and worse this edition. Enemies can now deny the witch against them, but they have the added versatility of taking biomancy, telepathy, or telekinesis powers instead of their offensive capabilities. Biomancy is probably your best bet. You can keep them in the back providing synapse to your termagants and biovores while buffing them or if you need the extra firepower, leave them with their codex powers and wreck tanks and space marines.
The carnifexes are lack luster now. For the price of those fexes you can take much better tervigons who can wreck just as much face in melee, throw out psyker abilities, spawn troops, provide synapse, give Shadow in the Warp, have two more wounds, be a scoring monstrous creature, buff termagants, and fire a ranged attack. All at the cost of a a single attack or two as compared to the fex when smashing which makes the tervigon have HIGHER strength and the loss of those two attacks when smashing a vehicle is all but irrelevant since it is extremely likely to wreck an entire squadron as is. Plus if the terv ended up with the warp speed power, could actually get MORE attacks when smashing.
Terv with AG, TS, Cat, Crushing Claws, and stinger salvo weighs in at the exact same points cost.
Carnifexes with 2x twin linked devs ARE still a viable option however and can provide a lot of firepower on the field without sacrificing too much melee capabilities.
Lictors are not great. They weren't in 5th either. But Deathleaper is pretty effective in 6th so you could field it as him and have fun with 2+ cover saves.
Biovores are GREAT. They are not amazing vs 3+ or 2+ armor saves, but they can destroy pretty much any other infantry. I love them.