|
Post by calbanite on Dec 7, 2019 21:35:17 GMT
Gorgon aura is melee AP+1 only sadly...
|
|
|
Post by topaxygourouni on Dec 7, 2019 21:39:39 GMT
Gorgon aura is melee AP+1 only sadly... Sure. Gimme. Ap-4 on monstrous scytals. Ap-5 on oversized physiology. Yessir. Ap-2 on my stealers.
|
|
|
Post by N.I.B. on Dec 7, 2019 21:41:27 GMT
Aux detachment Neuro and a Ravener taxi. That's 2CP and 144pts. Sounds like a bad deal.
|
|
|
Post by topaxygourouni on Dec 7, 2019 21:54:11 GMT
Aux detachment Neuro and a Ravener taxi. That's 2CP and 144pts. Sounds like a bad deal. Raveners cannot bring the neuro if not in jormungandr. Battalion with flyrant, something else and 9 rippers? 5 CP gain, flyrant to deepstrike itself... Yeah? No?
|
|
|
Post by N.I.B. on Dec 7, 2019 23:24:55 GMT
I'm considering semi-board-control. Not sure if the new toys are enough to stand against SM Aggressor reroll to infinity sillyness, but I'll give it a shot.
Leviathan Brigade
Malanthrope Neurothrope - Resonance Barb. The extra cast is wasted but the +1 is still good. Tyranid Prime - Deathspitter, Bonesword&Lashwhip
25 Termagants 25 Termagants 25 Termagants 8 Warriors – Deathspitters, Boneswords 8 Warriors – Deathspitters, Boneswords 8 Warriors – Deathspitters, Boneswords
6 Hive Guard – Enhanced Resistance Lictor Maleceptor
Mucolid Mucolid Mucolid
3 Biovores 2 Biovores 2 Biovores
15CP
-1 to hit and -1S aura for the expensive units along with army wide 6+++. Hive Guards and Biovores should give Aggressors a hard time.
Should burn 4Cp per turn, 5 if opponent targets a Warrior unit with multi-wound weapons (Unyielding Chitin).
|
|
|
Post by calbanite on Dec 8, 2019 0:21:34 GMT
Question:
Kraken Synaptic Lure
Would this help Multi Charges? It says if we charge this unit targeted by the power, we can reroll the result.
Cast it on the closest unit. Declare other charge targets? Profit?
|
|
|
Post by topaxygourouni on Dec 8, 2019 0:23:08 GMT
Question: Kraken Synaptic Lure Would this help Multi Charges? It says if we charge this unit targeted by the power, we can reroll the result. Cast it on the closest unit. Declare other charge targets? Profit? Yup.
|
|
|
Post by kazetanade on Dec 8, 2019 2:55:08 GMT
N.I.B. do the warriors in the new Jorm, it will work much better than 6+++ I think. Giving them the ignore modifier adaptation is a big win, much more than HG IMO. TBF I'd do the Gaunts there as well but I understand reasons not to.
|
|
|
Post by garg on Dec 8, 2019 9:11:00 GMT
I think the new stuff would be comp if it weren't for marines. The more stuff is released the past few months the more marines seem like an aberration. The three PAs and adepteus sororitas have some powerful stuff in them but a lot of it you have to build around.
|
|
|
Post by xtztxtxz on Dec 8, 2019 9:32:54 GMT
I think the new stuff would be comp if it weren't for marines. The more stuff is released the past few months the more marines seem like an aberration. The three PAs and adepteus sororitas have some powerful stuff in them but a lot of it you have to build around. I've yet to see an example of a likely hard-counter to our discussed lists that didn't mention marines. Shows how much they're warping the meta atm.
|
|
|
Post by topaxygourouni on Dec 8, 2019 10:16:17 GMT
N.I.B. do the warriors in the new Jorm, it will work much better than 6+++ I think. Giving them the ignore modifier adaptation is a big win, much more than HG IMO. TBF I'd do the Gaunts there as well but I understand reasons not to. Agree. 2 units of 9 iso 3 of 8, all jorm with the ignore ap. Stronk!!
|
|
|
Post by N.I.B. on Dec 8, 2019 16:21:10 GMT
N.I.B. do the warriors in the new Jorm, it will work much better than 6+++ I think. Giving them the ignore modifier adaptation is a big win, much more than HG IMO. TBF I'd do the Gaunts there as well but I understand reasons not to. Agree. 2 units of 9 iso 3 of 8, all jorm with the ignore ap. Stronk!! 'the new Jorm'? Jormungandr gains nothing, part from a reserve play psychic power. Ignore AP -1 and -2 is great for Warriors, but I'm undecided. Are you sure we can take the same Physiology twice? I haven't seen the exact wording. Leviathan is better against cc units, against being markerlighted, against Thousand Sons (mortal wound spam) and when already in cover. Better against everything that ignores cover of course. Jormun gives more freedom with movement and deployment, which I like. I'll probably test both.
|
|
|
Post by kazetanade on Dec 8, 2019 19:13:11 GMT
Agree. 2 units of 9 iso 3 of 8, all jorm with the ignore ap. Stronk!! 'the new Jorm'? Jormungandr gains nothing, part from a reserve play psychic power. Ignore AP -1 and -2 is great for Warriors, but I'm undecided. Are you sure we can take the same Physiology twice? I haven't seen the exact wording. Leviathan is better against cc units, against being markerlighted, against Thousand Sons (mortal wound spam) and when already in cover. Better against everything that ignores cover of course. Jormun gives more freedom with movement and deployment, which I like. I'll probably test both. I've got the PDF, my copy is coming next week, but it has no restrictions. The strategem is the only way to get the 2nd Adaptation, you need to pick a unit without an Adaptation and just give it one. I was thinking of the new Jorm rerolls, hence "new Jorm", because it changes the dynamics of the drop. Sadly, I made the mistake in assuming you'd shoot and charge different thing, the spell being casted on the Warrior unit instead. It's actually casted on the target you want dead, so it makes more sense to have several Jorm drops that will benefit from this (or to drop in several turns to use the spell more than once). On further consideration, though Jorm is not the efficiency I was thinking, its probably still the better choice. Leviathan's fnp is trash tier, so if you want a unit to actually live you need to pop Catalyst on it anyway, so Jorm would still make it more tanky overall since you get that 5+++. 3+ 5+++ ignore ap-1/2, -1dam is an almost ridiculously tanky statline, as we know from Abberants. This unit doesnt hit as hard but has guns to compensate, is cheaper (even compared to pre-CA Abbys), and is hardier, and can get even get a -1 to boost its survivability, while Abbys cannot. This is our best area control unit - even HG dont control it as well, since HG can just be charged to be taken out of commission.
|
|
|
Post by conquest on Dec 8, 2019 19:52:45 GMT
Saw a lot of comments on how the new changes stack up against marines/aggressors. Got a game in Friday and figured Id give a quick batrep
My list: broodlord with resonance barb, malanthrope, swarmlord, 3 units of 18x genestealers, mawloc, exocrine with dermic symbiosis. GSC battalion with 3x basic acolytes, magus w/familiar, primus, clamavus, kelermorph, and a 5man aberrant squad with a stop sign.
Opponents list: Deathwatch; watchmaster, watch captain, 2 "kill teams"; 1 without advance and shoot ability, small 10man intercessor squad and 3 repulsors.
Deployment: search and destroy, ITC mission 1 Turn 1: deathwatch wins roll off and I fail to seize(expected). He is just castling moving out his first kill team that can advance and shoot(2nd kill team in DS) around the front of his repulsors. In shooting phase he was only able to get a few aggressors in range of stealers with swarmy and the exocrine hidden, but not from the repulsors. He ends his turn with halving 2 of my genestealer squads(7 and 8 left), 6dmg to the exocrine, and 5dmg to swarmy. My turn; running everything that has hooves(I should mention my whole GSC detachment is in DS aside from an acolyte unit giving me hold 1), psychics go off without a hitch, although I am now wondering why I didnt leave the magus on the table....Exocrine is pretty much my only shooting and at 6W and not budging him he is operating at max efficiency and takes out 4 of his 10man killteam that was up front. Charge phase...So I have an 18x man, a 10x man, and a 5x man squad left of stealers. I catalyst the 10x man and not the 18x man, which I now realize was dumby dumb. I charge the 18xman first and...NOT A SINGLE ONE MADE IT BECAUSE AGGRESSORS DUMBASS 12+2D6 SHOTS. The 10x man with catalyst squeaks in with 1 guy left...(not expected) Between the broodlord and a whole 4 stealers left in my army I am finally able to eliminate the first kill team(total I lost 49 stealers in one round)
Turn 2: not much for Deathwatch, except I got the 2nd killteam to deal with now. repulsors are still all bunched up and he dont wanna move them because re-rolls and he can only move 4.9in so has no good LoS on my big bugs so he spends 2cp to target my malanthrope with a repulsor and pops him. Oh and he brings the smash captain up front to slay my broodlord in glorious hand to hand. My turn 2 was fuuuuun, I move the exocrine just so his gun is around the corner of ruins(opposite side of ruins from the repulsors), Swarmy moves towards closest repulsor. Mawloc with strat comes up in a perfect hole around his 2nd killteam, repulsors, and watchmaster. Roll a 4+, everyone looking 3MWs weaker. Aberrants with Perfect Ambush and primus with clamavus come up behind his castle(5man is easier to place *shoulder shrug*) Magus comes up next to swarmy for the Mass Hypnosis, Kellermorph comes up close to watchmaster(kept all my stuff out of range from his auspex). Psychic phase I smite with the Magus onto his watch captain then MH the repulsor for Swarmy. Swarmy feeling lucky so he smites...AND GETS A 12! I accept the caveman bonk on the head that is perils of the warp and blast his watch captain back to Terra! Exocrine continues doing his job chipping at the 2nd killteam, kellermorph booty-blasts the watchmaster (repulsors are waaaay less scary without re-rolls)! I charge back 10man intercessor squad with the abbys, but they not quite as killy (no surprise, but a great distraction!) Swarmy made combat, but degraded before he made combat, so didnt do anything to the repulsor lol.
Turn 3: deathwatch shoots up the mawloc because he is terrified of what he doesnt know, THE MAWLOC LASHES OUT IN DEATH THROES and procedes to chunk his killteam and repulsors(Rolling that D3 like all the pips are either 5 or 6)! Swarmy takes the next 1-1/2 repulsors to the chest and decides to take a digestive pool nap. He charges the 2nd killteam into my aberrants to save his lone intercessor(and said killteam). Aberrants barely stay in combat 2 left. My turn 3 and basically the conclusion is fast. Magus uses Mass Hypnosis again on the same repulsor. Exocrine takes pop shots and takes that repulsor down to its last damage table. I charge primus and clamavus into the powerfist rave goin on. I kill his lone intercessor with clamavus MW aura(literally never had to use it) and wipe the second killteam. This is pretty much game as my 3 acolyte squads are all hiding in ruins on objectives. Deathwatch has 3 repulsors left, but we talk it out and he wouldnt even be able to draw LoS on anyone if he moved them. The third repulsor was right in front of my magus and exocrine, but hitting on 6s and only 3W left.
Final score was 31-17 Thoughts: 1 mawloc is almost an autotake for the pure utility. My exocrine sat on 6W the whole game, because of my mawloc halving his watchmasters Wounds. Exocrine with Dermic Symbiosis is the tits and I only had to move the exocrine once with the strat. I did have adrenal webs on a stealer squad, but doesnt do much against a castle list; especially with 3 repulsors being used as a screen. I wanna say the more prevalent list builds will include more monsters that take advantage of the mutations rather than infantry.
|
|
|
Post by topaxygourouni on Dec 8, 2019 20:03:12 GMT
Agree. 2 units of 9 iso 3 of 8, all jorm with the ignore ap. Stronk!! 'the new Jorm'? Jormungandr gains nothing, part from a reserve play psychic power. Ignore AP -1 and -2 is great for Warriors, but I'm undecided. Are you sure we can take the same Physiology twice? I haven't seen the exact wording. Leviathan is better against cc units, against being markerlighted, against Thousand Sons (mortal wound spam) and when already in cover. Better against everything that ignores cover of course. Jormun gives more freedom with movement and deployment, which I like. I'll probably test both. Yes, no restriction in physiologies except you can't give two to the same dudes. Jorm has another advantage: If the enemy has something specifically anti-warrior, you can always bring them in turn 2 with a bunch of raveners and you can get rerolls to hit to make your entrance impactful.
|
|