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Post by kazetanade on Feb 26, 2022 19:35:15 GMT
Ye OK. After some brain crunching, FotHM cannot deal with Tau. We lack the prevent OW needed to be able to interact with them, and Nids shooting isn't hefty enough itself to carry the game. Especially not single HG unit builds, Genestealers need an OW soaker and getting that is inconsistent, DS charges are off the table. I'm gonna stick with pure GSC and work around with skill - playing GSC into Tau is a unique situation and it's the first time I have to learn how to bait to succeed. I need to get his crisis suits Exposed into a not great position. Similar to Storm Surges. I can't just play safe and wait, nor can I just shove most of the army in his phase and alphastrike. I also need to cut the map like how I play Necrons. If I can't get things across safely, I either do not move across, or I give him a reason to come out. I've come to the conclusion that vehicles don't pull enough weight in the codex. They're OK and they do damage, but not enough of it, and aren't tanky enough to make up for mediocre dmg. The Grinders are pretty good but there's a reason you only see Redemptors and no small Dreadnoughts. My current list iteration, having had my fill of majorly mechanized Tau, more TAC focused: ++ Battalion Detachment 0CP (Tyranids - Genestealer Cults) [99 PL, 9CP, 2,000pts] +++ Configuration +Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) Cult Creed. Myriad Cult: Accustomed to Turmoil (1), Cold-eyed Killers (1), Industrial Affinity (1), Synaptic Resonance (1) Detachment Command Cost+ Stratagems +Gene-sire's Gifts [-2CP]: 2x Extra Relic Leaders of the Cult [-1CP]+ No Force Org Slot +Kelermorph [3 PL, 80pts]: Relic: Wyrmtooth Rounds Nexos [3 PL, 50pts]: Relic: Cranial Inlay + HQ +Magus [5 PL, 95pts]: Power: Mass Hypnosis, Power: Might From Beyond, Power: Psychic Stimulus, Proficient Planning: Meditations in Shadow Patriarch [7 PL, 140pts]: Warlord, Warlord Trait: Preternatural Speed Primus [5 PL, 95pts]: Leader of the Cult, Proficient Planning: Exacting Planner, Relic: Hand of Aberrance, Warlord Trait: Biomorph Adaptation + Troops +Acolyte Hybrids [8 PL, 145pts]: Proficient Planning: Our Time is Nigh . 5x Acolyte Hybrid: 5x Autopistol, 5x Blasting Charges, 5x Cult Claws and Knife, 5x Frag Grenades . Acolyte Hybrid (Heavy Weapon): Heavy Rock Cutter . Acolyte Hybrid (Heavy Weapon): Heavy Rock Cutter . Acolyte Hybrid (Heavy Weapon): Heavy Rock Cutter . Acolyte Hybrid (Heavy Weapon): Heavy Rock Cutter . Acolyte Leader: Autopistol, Cult Claws and Knife Acolyte Hybrids [4 PL, 65pts]: Proficient Planning: Excavate . 4x Acolyte Hybrid: 4x Autopistol, 4x Blasting Charges, 4x Cult Claws and Knife, 4x Frag Grenades . Acolyte Leader: Autopistol, Cult Claws and Knife Acolyte Hybrids [4 PL, 65pts]: Proficient Planning: Lying in Wait . 4x Acolyte Hybrid: 4x Autopistol, 4x Blasting Charges, 4x Cult Claws and Knife, 4x Frag Grenades . Acolyte Leader: Autopistol, Cult Claws and Knife Neophyte Hybrids [9 PL, 215pts]: Genomic Enhancement (Alchemist Supreme), Proficient Planning: A Perfect Ambush . 4x Neophyte Hybrid (Flamer): 4x Autopistol, 4x Blasting Charges, 4x Flamer, 4x Frag Grenades . 4x Neophyte Hybrid (Seismic): 4x Autopistol, 4x Blasting Charges, 4x Frag Grenades, 4x Seismic Cannon . 11x Neophyte Hybrid (Shotgun): 11x Autopistol, 11x Blasting Charges, 11x Cult Shotgun, 11x Frag Grenades . Neophyte Leader: Autogun, Autopistol Neophyte Hybrids [8 PL, 180pts]. 15x Neophyte Hybrid: 15x Autogun, 15x Autopistol, 15x Blasting Charges, 15x Frag Grenades . 4x Neophyte Hybrid (Seismic): 4x Autopistol, 4x Blasting Charges, 4x Frag Grenades, 4x Seismic Cannon . Neophyte Leader: Autogun, Autopistol + Elites +Aberrants [16 PL, 315pts]: Proficient Planning: A Trap Sprung . 9x Aberrant: 9x Heavy Power Weapon . Aberrant Hypermorph: Heavy Power Weapon Biophagus [3 PL, 55pts]: Proficient Planning: Alchemist Supreme Purestrain Genestealers [8 PL, 150pts]: Proficient Planning: They Came From Below . 10x Purestrain Genestealer: 10x Cult Claws and Talons Sanctus [3 PL, 70pts]: Cult Sniper Rifle + Fast Attack +Atalan Jackals [4 PL, 95pts]: Atalan Power Weapon, 2x Demolition Charge . 3x Atalan Jackal (Small Arms): 3x Atalan Small Arms, 3x Blasting Charges . Atalan Leader: Atalan Small Arms . Atalan Wolfquad (Incinerator): Atalan Incinerator Atalan Jackals [4 PL, 95pts]: Atalan Power Weapon, 2x Demolition Charge . 3x Atalan Jackal (Small Arms): 3x Atalan Small Arms, 3x Blasting Charges . Atalan Leader: Atalan Small Arms . Atalan Wolfquad (Incinerator): Atalan Incinerator + Dedicated Transport +Goliath Truck [5 PL, 90pts]++ Total: [99 PL, 9CP, 2,000pts] ++Created with BattleScribe
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Post by beetlejuice on Feb 27, 2022 9:09:04 GMT
FotHM cannot deal with Tau. We lack the prevent OW needed to be able to interact with them Nexos ability + strat? GSC relic? Still ways for soup to do it.
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Post by garg on Feb 27, 2022 9:20:48 GMT
What about covering for to ignore ow?
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Post by kazetanade on Feb 27, 2022 14:02:50 GMT
garg beetlejuiceAre you both referring to Covering Fire? Soup loses access to Xfire, so no Xfire tokens, so no Covering Fire. Spell also lost it to my surprise. The relic can only gotten with a GSC army - do you value this more, or rerolling hits on HG more? The only access to deny OW that soup has is the lictor strategem. Good luck making that work.
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Post by beetlejuice on Feb 27, 2022 14:55:24 GMT
garg beetlejuiceAre you both referring to Covering Fire? Soup loses access to Xfire, so no Xfire tokens, so no Covering Fire. Spell also lost it to my surprise. The relic can only gotten with a GSC army - do you value this more, or rerolling hits on HG more? The only access to deny OW that soup has is the lictor strategem. Good luck making that work. depends how a TO rules. They lose CROSSFIRE, but crossfire marker is a separate section with its own heading and the nexos ability is unaffected. I think a reasonable interpretation is all CROSSFIRE units lose their inherent benefits but any overlapping abilities/stratagems that don’t trigger off the CROSSFIRE keyword should still be valid imo but I can definitely see a ruling that just says everything is a no go. Edit: what I’m trying to say is Battlefield analysis just says ”put a crossfire marker on this unit”. Ofc you don’t get any of the benefits for your CROSSFIRE units as layed out on pg89. But the stratagem Covering fire just says select a unit that has a marker. I don’t see why that wouldn’t work since it doesn’t interact with the rules presented at pg 89 at all.
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Post by kazetanade on Feb 28, 2022 6:47:54 GMT
beetlejuice Pg 89 details the entire rules of Crossfire. You don't lose CROSSFIRE keyword - if your army is not 100% GSC (or 25% BB), you do not get the below rules, which includes crossfire application of markers. I think a TO would need to rule in exception that the Nexos can still place a token, despite the rest of the army not having access to xfire rules in its entirety.
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Post by kazetanade on Mar 4, 2022 19:49:06 GMT
Got a small event happening 19th March. After a lot more testing than I'm used to, finally managed to sit on what I feel is the most competitive list I can put together.
While I would like to do Impassioned Affinity, the parts I would like to use for it aren't lining up - Rockgrinders are finicky trying to make it across the board vs most armies I've faced, and with the invuls everywhere, 10 man Acolytes with Cutters aren't cutting through enough even with 2+ to hit. Then there's transhuman to consider.
With nothing to shield shooty Neophytes, the best answer I can come up with is to charge them and wrap them, and have brought tools to try and:
1. Set up Xfire and Xpose without relying on Sanctus 2. Gimp vehicles in case someone brings 3 SS and I can get a charge with 15 man on a SS (make it not move so I can wrap it safely ish) 3. Kill main auras for a turn if it messes up Obsec, or other effects 4. Keep main durable workhorse assets alive for as long as possible 5. Mess with the action economy or obsec to guarantee steals.
The only thing is that this list gives max NP I think. Or close enough to it. And also gives max Assassinate. Thank god not both.
----------- ++ Battalion Detachment 0CP (Tyranids - Genestealer Cults) [99 PL, 10CP, 2,000pts] ++
+ Configuration +
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
Cult Creed . Myriad Cult: Industrial Affinity (1), Synaptic Resonance (1), Toxin Agents (2)
Detachment Command Cost
+ Stratagems +
Gene-sire's Gifts [-2CP]: 2x Extra Relic
+ No Force Org Slot +
Kelermorph [4 PL, 95pts]: Proficient Planning: A Perfect Ambush, Relic: Wyrmtooth Rounds
Nexos [3 PL, 50pts]: Relic: Cranial Inlay
+ HQ +
Magus [5 PL, 95pts]: Power: Mass Hypnosis, Power: Might From Beyond, Power: Psychic Stimulus, Proficient Planning: Meditations in Shadow, Warlord, Warlord Trait: Alien Majesty
Primus [5 PL, 95pts]: Proficient Planning: Exacting Planner
+ Troops +
Acolyte Hybrids [12 PL, 215pts]: Proficient Planning: A Trap Sprung . 8x Acolyte Hybrid: 8x Autopistol, 8x Blasting Charges, 8x Cult Claws and Knife, 8x Frag Grenades . Acolyte Hybrid (Heavy Weapon): Heavy Rock Cutter . Acolyte Hybrid (Heavy Weapon): Heavy Rock Cutter . Acolyte Hybrid (Heavy Weapon): Heavy Rock Cutter . Acolyte Hybrid (Heavy Weapon): Heavy Rock Cutter . Acolyte Hybrid (Heavy Weapon): Heavy Rock Cutter . Acolyte Hybrid (Heavy Weapon): Heavy Rock Cutter . Acolyte Leader: Cult Bonesword, Cult Lash Whip
Acolyte Hybrids [4 PL, 74pts]: Proficient Planning: Lying in Wait . Acolyte Hybrid . 3x Acolyte Hybrid (Hand Flamer): 3x Blasting Charges, 3x Cult Claws and Knife, 3x Frag Grenades, 3x Hand Flamer . Acolyte Leader: Autopistol, Cult Claws and Knife
Acolyte Hybrids [3 PL, 45pts] . 4x Acolyte Hybrid: 4x Autopistol, 4x Blasting Charges, 4x Cult Claws and Knife, 4x Frag Grenades . Acolyte Leader: Autopistol, Cult Claws and Knife
Acolyte Hybrids [3 PL, 45pts] . 4x Acolyte Hybrid: 4x Autopistol, 4x Blasting Charges, 4x Cult Claws and Knife, 4x Frag Grenades . Acolyte Leader: Autopistol, Cult Claws and Knife
Neophyte Hybrids [8 PL, 215pts] . 3x Neophyte Hybrid (Flamer): 3x Autopistol, 3x Blasting Charges, 3x Flamer, 3x Frag Grenades . Neophyte Hybrid (Icon): Cult Icon, Cult Shotgun . 4x Neophyte Hybrid (Seismic): 4x Autopistol, 4x Blasting Charges, 4x Frag Grenades, 4x Seismic Cannon . 11x Neophyte Hybrid (Shotgun): 11x Autopistol, 11x Blasting Charges, 11x Cult Shotgun, 11x Frag Grenades . Neophyte Leader: Autogun, Autopistol, Cult Shotgun
Neophyte Hybrids [8 PL, 215pts] . 11x Neophyte Hybrid: 11x Autogun, 11x Autopistol, 11x Blasting Charges, 11x Frag Grenades . 3x Neophyte Hybrid (Grenade): 3x Autopistol, 3x Blasting Charges, 3x Frag Grenades, 3x Grenade Launcher . Neophyte Hybrid (Icon): Autogun, Cult Icon . 4x Neophyte Hybrid (Seismic): 4x Autopistol, 4x Blasting Charges, 4x Frag Grenades, 4x Seismic Cannon . Neophyte Leader: Autogun, Autopistol
+ Elites +
Aberrants [16 PL, 315pts]: Proficient Planning: Our Time is Nigh . 9x Aberrant: 9x Heavy Power Weapon . Aberrant Hypermorph: Heavy Power Weapon
Biophagus [3 PL, 65pts]: Alchemicus Familiar, Proficient Planning: Alchemist Supreme
Clamavus [3 PL, 50pts]: Relic: The Voice of the Liberator
Purestrain Genestealers [8 PL, 150pts]: Proficient Planning: They Came From Below . 10x Purestrain Genestealer: 10x Cult Claws and Talons
Sanctus [3 PL, 70pts]: Cult Sniper Rifle
+ Fast Attack +
Atalan Jackals [3 PL, 58pts]: 2x Demolition Charge . 3x Atalan Jackal (Small Arms): 3x Atalan Small Arms, 3x Blasting Charges . Atalan Leader: Atalan Small Arms
Atalan Jackals [3 PL, 58pts]: 2x Demolition Charge . 3x Atalan Jackal (Small Arms): 3x Atalan Small Arms, 3x Blasting Charges . Atalan Leader: Atalan Small Arms
+ Dedicated Transport +
Goliath Truck [5 PL, 90pts]
++ Total: [99 PL, 10CP, 2,000pts] ++
Created with BattleScribe (https://battlescribe.net)
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Post by kazetanade on Apr 19, 2022 19:24:49 GMT
Had updated in the GSC Lists, but basically took this list and won the small event. Short Batreps are there in the thread.
With the new AoC changes, Nids coming into play soon with T8 2+ monsters, and Aeldari being very hard trades, I'm less up on the Abberrants. They worked really great, and as a kill squad for something big, have been putting in the work. I think they still have play and will be continuing with them for awhile, as the Biophagus interaction with my Neophytes suits my playstyle - but off gut feel, I think dropping them and loading up on more Acos with Weapons/Neophytes would be better, and a close 2nd would be getting Ridgerunners for mobile shooting support instead.
There's possibly an event down in May - either a Tempest event locally, or a standard Nachmund event about 4 hours down south. If I go Tempest, I might take the modified Toxin list out to play, but as of now still unsure.
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Post by kazetanade on May 16, 2022 17:00:35 GMT
So ended taking up the Tempest event instead of going down south - close to home, more convenient. A few important traits to highlight: 1: it's player placed terrain, and player placed objectives. This is a huge tactical consideration which could vary heavily from game to game, and makes original terrain considerations moot. 3 obscuring and 1 dense per side. 2: terrain is based on fronteris terrain, meaning thick bricks that you can move through but can't end in. It changes some serious considerations for slower melee, and truck tactics. 3: Tempest objectives are all 5 obj, all hold 1 hold 2, but require 3 objective in NML. The catch is that the objective itself must be out of deployment zone, but you can control it from within deployment zone. 4: another point is random secondaries- I'll study it once this week but from memory it's mostly positional or kills, meaning action monkeys are worthless. Moving away from Toxins, I'm thinking of doing budget traits and going 4x1s; Affinity, Synaptic, Toil, and Convoy. Great for a heavier mechanized list, while still benefiting infantry. Another consideration is these Abbies. Moving away from the 10 man, because of traits options (they benefit nothing), and that frees up 350pts (abbies and bio), and the fact is their output suffers severely into the new AoC armies, Custodes are disappearing since bike squads aren't immortal anymore, and Tau players here are Moving away from Surges into Shadowsun boosted Crisis suits instead. They also do a bit poorly into Harlies (esp Dark which local players are favouring), and requires the full 10 man to make a dent into anything of any value. Too inefficient just right now without output buffs (but might be on track with ap-3 and +1 to hit via Impassioned - to try later). Every one seems to be up on Ridges so I'm gonna give them a try again. ++ Battalion Detachment 0CP (Tyranids - Genestealer Cults) [86 PL, 10CP, 1,750pts] +++ Configuration +Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) Cult Creed. Myriad Cult: Accustomed to Turmoil (1), Industrial Affinity (1), Synaptic Resonance (1), War Convoy (1) Detachment Command Cost+ Stratagems +Gene-sire's Gifts [-2CP]: 2x Extra Relic + No Force Org Slot +Kelermorph [4 PL, 95pts]: Proficient Planning: A Perfect Ambush, Relic: Wyrmtooth Rounds Nexos [3 PL, 50pts]: Relic: Cranial Inlay + HQ +Magus [5 PL, 95pts]: Power: Mass Hypnosis, Power: Might From Beyond, Power: Psychic Stimulus, Proficient Planning: Meditations in Shadow, Relic: The Unwilling Orb, Warlord, Warlord Trait: Alien Majesty Primus [5 PL, 95pts]: Proficient Planning: Exacting Planner + Troops +Acolyte Hybrids [12 PL, 210pts]: Proficient Planning: A Trap Sprung . 8x Acolyte Hybrid: 8x Autopistol, 8x Blasting Charges, 8x Cult Claws and Knife, 8x Frag Grenades . Acolyte Hybrid (Heavy Weapon): Heavy Rock Cutter . Acolyte Hybrid (Heavy Weapon): Heavy Rock Cutter . Acolyte Hybrid (Heavy Weapon): Heavy Rock Cutter . Acolyte Hybrid (Heavy Weapon): Heavy Rock Cutter . Acolyte Hybrid (Heavy Weapon): Heavy Rock Cutter . Acolyte Hybrid (Heavy Weapon): Heavy Rock Cutter . Acolyte Leader: Autopistol, Cult Claws and Knife Acolyte Hybrids [4 PL, 84pts]: Proficient Planning: Lying in Wait . 3x Acolyte Hybrid (Hand Flamer): 3x Blasting Charges, 3x Cult Claws and Knife, 3x Frag Grenades, 3x Hand Flamer . Acolyte Hybrid (Heavy Weapon): 2x Demolition Charge . Acolyte Leader: Autopistol, Cult Claws and Knife Acolyte Hybrids [4 PL, 85pts]: Proficient Planning: Our Time is Nigh . 2x Acolyte Hybrid: 2x Autopistol, 2x Blasting Charges, 2x Cult Claws and Knife, 2x Frag Grenades . Acolyte Hybrid (Heavy Weapon): Heavy Rock Cutter . Acolyte Hybrid (Heavy Weapon): 2x Demolition Charge . Acolyte Leader: Cult Bonesword, Cult Lash Whip Neophyte Hybrids [8 PL, 220pts]. 10x Neophyte Hybrid: 10x Autogun, 10x Autopistol, 10x Blasting Charges, 10x Frag Grenades . 4x Neophyte Hybrid (Flamer): 4x Autopistol, 4x Blasting Charges, 4x Flamer, 4x Frag Grenades . Neophyte Hybrid (Icon): Autogun, Cult Icon . 4x Neophyte Hybrid (Seismic): 4x Autopistol, 4x Blasting Charges, 4x Frag Grenades, 4x Seismic Cannon . Neophyte Leader: Autogun, Autopistol Neophyte Hybrids [4 PL, 100pts]. 5x Neophyte Hybrid: 5x Autogun, 5x Autopistol, 5x Blasting Charges, 5x Frag Grenades . 2x Neophyte Hybrid (Flamer): 2x Autopistol, 2x Blasting Charges, 2x Flamer, 2x Frag Grenades . 2x Neophyte Hybrid (Seismic): 2x Autopistol, 2x Blasting Charges, 2x Frag Grenades, 2x Seismic Cannon . Neophyte Leader: Autogun, Autopistol Neophyte Hybrids [4 PL, 100pts]. 5x Neophyte Hybrid: 5x Autogun, 5x Autopistol, 5x Blasting Charges, 5x Frag Grenades . 2x Neophyte Hybrid (Flamer): 2x Autopistol, 2x Blasting Charges, 2x Flamer, 2x Frag Grenades . 2x Neophyte Hybrid (Seismic): 2x Autopistol, 2x Blasting Charges, 2x Frag Grenades, 2x Seismic Cannon . Neophyte Leader: Autogun, Autopistol + Elites +Purestrain Genestealers [8 PL, 150pts]: Proficient Planning: They Came From Below . 10x Purestrain Genestealer: 10x Cult Claws and Talons + Fast Attack +Achilles Ridgerunners [12 PL, 240pts]. Achilles Ridgerunner: Flare Launcher, Heavy Mining Laser . Achilles Ridgerunner: Flare Launcher, Heavy Mining Laser . Achilles Ridgerunner: Flare Launcher, Heavy Mining Laser Atalan Jackals [3 PL, 53pts]: Demolition Charge . 3x Atalan Jackal (Small Arms): 3x Atalan Small Arms, 3x Blasting Charges . Atalan Leader: Atalan Small Arms Atalan Jackals [3 PL, 53pts]: Demolition Charge . 3x Atalan Jackal (Small Arms): 3x Atalan Small Arms, 3x Blasting Charges . Atalan Leader: Atalan Small Arms + Heavy Support +Goliath Rockgrinder [7 PL, 120pts]: Heavy Seismic Cannon, Proficient Planning: From Every Angle ++ Total: [86 PL, 10CP, 1,750pts] ++Created with BattleScribe
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Post by kazetanade on May 18, 2022 13:34:01 GMT
So, infonography issued a challenge for using a non-warrior list that makes use of Gaunts. Leveraging the units strengths, the best choices are either Behemoth for scary Hormagants, Hydra for high volume reroll hits and wounds, or Gorgon for flat 4+ to wound.
Considering there aren't much to leverage on in WLT, Relic, and the Strategem output of Hydra (behemoth spell achieves the same or better in most practice, other than vs T7/T8 which we can use other platforms to deal with), we can probably give that a skip. So that leaves Gorgon and Behemoth.
First trial will be for Gorgon as a meme list - Gaunts and Gants as the primary punch, Zoeys as secondary objective holders, and Harpy fire support. Devilgants get 6s autowound and 6s extra hit, with full rerolls to court the results; on nonspike turns, 3+ rr1s with no strategems. Horms likewise get 3+ rr all, 5s and 6s auto wound - they get the spell for 6s to wound Mortal, so should force nearly 6MW + 40 over saves regardless of T, so it's all about save.
SL and Harpies being the main anti-tank specifically, although Shockguard can be swapped in to round it better against vehicles.
Main issue? Terminators. But we'll probably always out number them, out obsec them, and MW generation. For 150pts? It feels like a constant trade up, with less problems from not securing the kill.
Warriors in just to fill last points, screen or hold a back objective, and potentially help HQ slots to put a Neuro in later (by moving Prime to no slot).
Adaptive choices- not sure yet. Unstoppable Swarm vs Stodes and Tau for sure. Maybe cover. Maybe not even need to change. If Harpies could hold objectives, definitely the Obsec Monsters, but sadly...
Anyway, here's our first joke list:
++ Battalion Detachment 0CP (Tyranids) [103 PL, 10CP, 2,000pts] ++
+ Configuration +
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
Detachment Command Cost
Hive Fleet: Gorgon
+ Stratagems +
Hive Predator [-1CP]: Extra Warlord Trait
Rarefied Enhancements [-1CP]: Extra Bio-artefact
+ No Force Org Slot +
Tyranid Prime [5 PL, 85pts]: Devourer, Lash Whip and Bonesword, Warlord Trait: Direct Guidance
+ HQ +
Tervigon [11 PL, 220pts]: Massive Scything Talons, Power: Catalyst, Power: Poisonous Influence, Relic: Hypermorphic Biology, Toxin Sacs, Warlord, Warlord Trait: Adaptive Biology
The Swarmlord [11 PL, 220pts]: Power: Onslaught, Power: Paroxysm, Power: Poisonous Influence
+ Troops +
Gargoyles [4 PL, 80pts] . 10x Gargoyle: 10x Fleshborer
Gargoyles [4 PL, 80pts] . 10x Gargoyle: 10x Fleshborer
Hormagaunts [8 PL, 165pts]: Adrenal Glands, Toxin Sacs . 15x Hormagaunt: 15x Hormagaunt Talons
Hormagaunts [8 PL, 165pts]: Adrenal Glands, Toxin Sacs . 15x Hormagaunt: 15x Hormagaunt Talons
Termagants [12 PL, 240pts]: 30x Termagant, Termagant Devourer
Tyranid Warriors [8 PL, 120pts]: Adrenal Glands, Flesh Hooks . Tyranid Warrior: Deathspitter, Dual Boneswords . Tyranid Warrior: Deathspitter, Dual Boneswords . Tyranid Warrior: Deathspitter, Dual Boneswords . Tyranid Warrior: Devourer, Lash Whip and Bonesword
+ Elites +
Venomthropes [5 PL, 105pts] . 3x Venomthrope: 3x Toxic Lashes
Zoanthropes [7 PL, 150pts]: 3x Zoanthrope
+ Flyer +
Harpy [10 PL, 185pts]: 2x Heavy Venom Cannon, Adaptive Physiology: Whipcoil Reflexes
Harpy [10 PL, 185pts]: 2x Heavy Venom Cannon, Adaptive Physiology: Voracious Ammunition
++ Total: [103 PL, 10CP, 2,000pts] ++
Created with BattleScribe (https://battlescribe.net)
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Post by kazetanade on May 21, 2022 17:20:37 GMT
So, I got done with the Tempest event. Foo whee.
Quick rundown: 3 matches; Tau into Nids into Orks. We had 7 AOC matchups and i met none. Won Tau 63-35 or something, lost to Nids 80 to 60, won Orks 90 to 85.
Terrain table to table was different - I was expecting 3 LOSB, but I usually got 2 and a Dense and an Obstacle instead, some being ruins and some being loaf of fat bread. Makes space planning a little awkward. Much more workable for my shooting army in general, though - but melee would have worked fine for 2/3 of my games, as long as it wasn't walking.
Purestrains performed horrendously each game - I seem to be coming up against mass T5 and its really gimping them, getting an average of 8 wounds prior to saves. (50A, 43H, 14 wounds, so i was rolling far far far below average). They died horribly in return most times, of course. I feel like they might still have a role, but its hard to champion them right now outside of TH. At least they still shred into Elves.
I swapped the Rockgrinder with Abbies out with extra RR and a Sanctus, because 1: I thought fronteris or loaf terrain lends itself poorly to truck launch melee, and 2: I wanted some insurance in case people tried to play objective games with me. For the most part no one really messed with my objectives so that became a bit of a moot point. Truck combat was also very tenable, because there's still less terrain than expected, leaving it easy to get them to angles to make straight runs at people.
The extra RR (RR in general) performed extremely poorly. Across 3 games I average 3 shots per pair, usually only forcing 1 save. I'm firmly sold on 6 or bust for them, because if 4 really isn't doing it for me, I doubt 3 in a unit will do better.
Nids was a matchup today I wasn't expecting, someone pulled an old collection and went all in on T8 monsters on Jormungandr. 3x TFexes, with SL, then a Harpy and a Flyrant - supported a a 5 man T Warrior, 5 man TG, 3 man Zoey, and 1 Neuro. 2 TFexes in deepstrike.
Nids is obscenely tough. With only 2d3 shots per unit, I wasn't putting out enough ranged power to kill Monsters. The Harpy's power is undeniable, but I reckon it falls into the same category as our Grinders - decent output that chips well. The Harpy flew up to target the RR on the ground and managed to take 1/2 out - so I'm less scared after seeing a single one in action. 2 is probably a different story.
But the TFex - dear lord. The TFex took 1 full Seismic, 2 small seismics, 1 LiW demo surprise, 1x2 Lasers unit, and a APA Kellermorph to kill it by literally 1 damage over. That's innane levels of dedication as that is *literally my whole army shooting minus RRs*. For a single 180pts model???
I thought I'd try this Lasers to kill them since S9 gets 2+ to wound, but apparently Nids also get a TransNids strategem for MC specifically - not usually a big deal, but this is an absolute (please do not swear) counter to GSC, for 1cp. Not cool. So without enough Lasers, or a much more copious amount of Missles/S6, I'm not sure how to deal with T8 2+ W17 OBSEC 5 MODELS.
And this Flyrant. Jesus. TransNids 4++ 5+++ is actually so super cray, and it trades when it dies, because every wound is a mortal wound - one turn around chopping 15 Acolytes into 5 Acolytes like a cheap magic trick. Horrifying. Has to be killed in shooting, but I don't have enough tools to deal with it.
At the end of the day, I concluded that removing the Abbies was a bad choice. The sanctus really only gave me a free Xfire marker, as he missed nearly every wound, and the places he was holding objectives, I could usually hold with something else. The Lasers on the Neophytes too, are ok, but really there needs to be average of 12+ shots of Lasers for it to be consistent at producing results. The further I skew the list, the harder it gets for me to support the shooting - as it stands with 5 shooting infantry and 1 kellermorph in setting up Xposed just fine, but lack Xfire applicators to start the ball rolling.
The shooting also has been... swingy. The Flamers have done well and not well, the shotguns work very well together with the flamers, 2 Flamers + Shotguns helping me clear 2/3s of a squad of Fire Warriors equivalent most of the time. But something I did notice is that due to how I had to attack many points at once (or risk being tabled by incoming damage), I found too many "a few wounds left" scenarios across all the weapons. I never got a really clean kill in most shooting other than with the Siesmics, then scenarios with the TFex was really just frustrating.
The LiW demo charge handflamer unit has been ace, doing a lot of damage to key figures every game- its just not been enough damage most of the time. Almost always 2 or 3 wounds left. I can't tell if this is good or not.
This last event I also found myself timing out a lot. I had to devise a new plan of attack based on the secondaries I received and its wasting a lot of time. Due to this, I will most likely not play GSC again for a Tempest event.
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Post by kazetanade on Jun 2, 2022 17:53:01 GMT
++ Battalion Detachment 0CP (Tyranids) [99 PL, 10CP, 1,999pts] +++ Configuration +[Reference] Biomorphologies. Feed: Exoskeletal Stabilisation, Relentless Hunger, Stabilising Membranes, Unstoppable Swarm, Wreathed in the Shadow . Lurk: Exoskeletal Reinforcement, Naturalised Camouflage, Synaptic Ganglia, Territorial Instincts, Unfeeling Resilience Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) Detachment Command CostHive Fleet: Gorgon + Stratagems +Hive Predator [-1CP]: Extra Warlord Trait Rarefied Enhancements [-1CP]: Extra Bio-artefact + HQ +Neurothrope [5 PL, 100pts]: Power: Paroxysm, Power: Poisonous Influence, Power: The Horror, Warlord Trait: Direct Guidance . Relic: Resonance Barb: Power: Neuroparasite Tervigon [11 PL, 230pts]: Adrenal Glands, Massive Scything Talons, Power: Catalyst, Power: Poisonous Influence, Relic: Hypermorphic Biology, Toxin Sacs, Warlord, Warlord Trait: Alien Cunning The Swarmlord [11 PL, 220pts]: Power: Onslaught, Power: Poisonous Influence, Power: Psychic Scream + Troops +Gargoyles [4 PL, 80pts]. 10x Gargoyle: 10x Fleshborer Gargoyles [4 PL, 80pts]. 10x Gargoyle: 10x Fleshborer Hormagaunts [8 PL, 180pts]: Toxin Sacs . 20x Hormagaunt: 20x Hormagaunt Talons Hormagaunts [8 PL, 209pts]: Adrenal Glands, Toxin Sacs . 19x Hormagaunt: 19x Hormagaunt Talons Termagants [12 PL, 240pts]: 30x Termagant, Termagant Devourer + Elites +Tyrant Guard [8 PL, 130pts]: Toxin Sacs . 3x Tyrant Guard (Scything): 3x Two Rending Claws, 3x Two Scything Talons Zoanthropes [7 PL, 150pts]: Power: Paroxysm, Power: Poisonous Influence, 3x Zoanthrope + Flyer +Harpy [11 PL, 195pts]: 2x Heavy Venom Cannon, Adaptive Physiology: Dermic Symbiosis Harpy [10 PL, 185pts]: 2x Heavy Venom Cannon, Adaptive Physiology: Voracious Ammunition ++ Total: [99 PL, 10CP, 1,999pts] ++Created with BattleScribeTomorrow's test. Putting 40 Hormas on the table and just testing it out. The brick of 30 devilgants and Tervigon is more for objective frustration than anything else. If it works, I might need to make 30 Spinefists just to complete my collection. Backed by 2 Harpies and probable super smites, the horma units should be able to force good saves and MWs at the same time. I should have a lot of objective frustrations- Obsec TG or Zoeys, 70 obsec bodies. Good body for psychic Ritual. Just some math hammer: 20Horms, 60A, direct guidance. 40 hit. Fishing for auto wounds - 20 keep, 40 reroll. 26 more hits. 33 auto wounds, 13 wounds rolls. 4+, 7 wounds. So 40 saves and 2 MWs. Both MW and auto wounds - 40 keep, 20 reroll. 13 more hits. 26 auto wounds, 26 wound rolls. 4+, 13 wounds. So 39 saves and 4 MWs. Fishing for MWs - 40 keep, 20 reroll. 13 more hits. 13 auto wounds, 39 wound rolls. 4+, 20 wounds. So 33 saves and 6 mortals. What about 19 Horms with AG? 74A, Direct Guidance. 49 Hits, 24.6 misses. Fishing auto wound - 24 keep, reroll 50. 33 more hits. 40 auto wounds, 16 wound rolls 4+, 8 wounds, so 48 saves and 2-3 MWs Both MWs and auto wounds - 49 keep, reroll 24.6, 16 hits. 32.5 auto wounds, 32.5 wound rolls. 4+, 16.25 wounds, so 48.75 saves and 5 MWs. Just MWs - 49 keep, reroll 24.6, 16 hits. 16.25 auto wounds, 48 wound rolls. 4+, 24 wounds, so 40 saves and 8(capped 6) MWs. Might have gotten the math wrong, but basically fishing for auto wound is *always bad* with the MW spell, and it's almost always ideal to use both the strat and the spell for maximum damage. Even without spell, as long as we're not hitting vehicles, fishing is same or worse. No One in case you ever wanted to do a check on this, you can file it away somewhere. XD Main problem is probably... how does this unit survive or reach its target. But we'll find out tomorrow.
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Post by kazetanade on Jun 4, 2022 3:57:39 GMT
Was a good run - played vs Ulthwe Aspects with 2 Farseers 2 Warlocks. Game was over T3, Eldar conceded.
Main points:
1. Harpies mobility T1 allowed them to take odd angles and snipe the scatlas bikes, taking out a big source of fast anti-infantry. It was either that, or pop a Wave Serpent and disgorge the contents. I should have been keeping an eye out specifically for flying it up to the Farseers or Eldrad to snipe them, but the player is good and I assume he didn't give me a space.
2. Termagants underperformed damage wise - they need the reroll to hit from SL to do well, and I chose to buff Hormagants instead. They did not get touched the entire game, but I had a chance to test my Necron theory but didn't take it as I overestimated the Aeldari damage. I thought it'd get wiped on contact - trauma from first experience with wyches. This unit actually works really well, and I think is low-key competitive to consistent Stranglehold.
3. I don't like Gargs. On paper they're great, on table they're eating time just trying to disentangle them from each other. They lost deepstrike so you need fo run, and my forward positions are held by Gaunts already. Going forward I plan to strategic reserve the gargs for 1cp.
4. Tervigon itself - both feels like it does, and doesn't, do well. It's impact in the game was minimal, and I made a mistake by trying Psychic Ritual when I couldn't get midfield, and against Eldar. But the Tervigon is a great TTL target that also doubles as Psy Rit if you pref, keeps Stranglehold active via Gaunts, and if you pop Heightened Senses and Maw Claws, it's melee is actually considerable. I also wanted to try the Gorgon relic + Alien Cunning, which I think would also do work.
5. Gorgon is actually a pretty good fleet. The Power and the Strat are mutually exclusive, but give it enough attacks and you can max both out anyway. Really good on Gaunts, and it allowed me to wipe a Shining Spears and a Striking Scorpion on the charge with a 19 man unit. The relic is niche but has that value on a Tervigon for T9, and the Trait for wounds on 4+ is a half wash - it works great on Gaunts, not as great on everyone else. But Gaunts actually feel pretty decent going in and hammering. Also get access to Lurk, with +1sv - this makes TG Terminator level tanky but even more so, and 3+sv Gaunts basically forced the concede when his anti-infantry drops couldn't secure the kill.
6. I gotta get used to new synapse range and Imperative range.
Next game, shelving the Tervigon because he's proven and A-ok; taking the Trygon Prime with Passenger out for a spin, and to see if I can make Gargs feel better as actioners.
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Post by Jbizzy on Jun 9, 2022 0:20:27 GMT
What other units do you think will work for Gorg? I am thinking melee raveners.
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Post by kazetanade on Jun 10, 2022 6:56:15 GMT
Warriors as always work well.
Raveners on the same token, work very well. RC helps a lot of matchup, and basically mass Deathspitters is a viable thing in Gorgon.
Genestealers of course as the world's largest number of RC attacks, assuming you're inclined to try and make them work.
Something I considered is Shockguard, since it'll be 4+ to wound anything in the game. But AoC makes that not great (would be fairly decent into the mirror match in return, since it'll ping HVC a little and ap-2 gets into 4++ territory), and I really want them to be ObSec, which they can't.
I suppose TFexes is a good alternative, since they do pretty well into the mirror match (6+d6 Flamer wounding all TMCs on 4+? Ap-3 2D is not to be scoffed at) and they are also potential obsec 5W MCs, so.
Pyrovores on the same basis.
Other than that, I'm considering a high A MC with reroll wounds to proc the spell, instead of just Horms. You are unlikely to proc 6, but being able to proc 4 or 5 off a single model is not bad. Hence the Trygon test, since its 12A base +d3A for AG, and a possible +1A and free reroll wounds from Maw Claws.
15A expected, rerolling all hits is 12H, rerolling all wounds is like 4? I think? Gimmick, but potentially funny.
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