Post by topaxygourouni on Dec 9, 2019 12:15:47 GMT
This is my personal opinion:
Swarmlord: Since he will be an enabler, whatever Fleet the units he will be pushing will be. Best targets to push: Stealers, Toxicrene
Tervigon: Custom fleet. Options: 6++ on termagants, heal 1 wound per turn, reroll 1 hit if you are in synapse. Physiology: 5++.
Broodlord: Kraken. Physiology: 2d6 consolidate
Neurothrope: Custom: Reroll 1 psychic, -1 to hit against FLY units in hth.
OOE: Behemoth / Kraken / Custom: +1 to hit on charge, heal 1 wound per turn. Physiology: +1str/ap/dmg
Hive Tyrant walking: Kronos / Custom: advance + shoot no penalty, rr 1 hit if in synapse. Relic: +8" range or always max shots.
Flyrant: Behemoth, Jorm (to reroll hits when entering). Relics: Resonance barb. Physiology: +1str/ap/dmg
Tyranid Prime: Whatever fleet his warriors are (Jormungandr).
Stealers: Kraken (if pushed) / Behemoth (if dropped) / custom: reroll advance, 6" pile in.
Hormagaunts: Custom: -1 ap / -1ap when outnumbering / 6++.
Termagants: Custom: 6++ save / +3" pile in / reroll advance
Ripper Swarms: Kronos (deepest shadow).
Warriors: Jormungandr. Physiology: ignore ap-1 and ap-2.
Deathleaper / Lictor: Custom: +3" pile in, reroll advance
Haruspex: Behemoth / Kraken (reroll charge spell), custom: +1 hit on charge, heal 1 wound/turn. Physiology: +1str/ap/dmg
Hive Guard: Kronos / Jormungandr (reroll when dropping). Physiology: +2 to cover (if jorm), ignore ap-1 and ap-2.
Maleceptor: Whatever HF you want to take the unique spell from - Custom: reroll 1 psychic, 6+++ if not moved.
Pyrovore: Anything. No synergies.
Red Terror: Behemoth / Kraken / custom: ap-1, reroll advance. Physiology: 2d6" consolidate?
Tyrant Guard: Jormungandr. Physiology: +2 cover save / ignore ap-1, ap-2.
Venomthropes: Any.
Zoanthropes: Custom: reroll 1 psychic / -1 to hit in hth / reroll advance.
Gargoyles: Custom: 6++, +3" pile in.
Spore mines / mucolid: Kraken
Raveners: Jormungandr (drop pod strat), custom: ap-1, reroll advance.
Biovore: Kronos (deepest shadow).
Dakkafex devourers: Custom: Advance + shoot no penalty, heal 1 wound per turn.
Dakkafex HVC: Kronos / Custom: Advance + shoot, rr 1 hit when in synapse.
Meleefex: Kraken.
Exocrine: Kronos. Physiology: 5++ / 1d3 MW after shooting.
Mawloc: Jorm (2+ armor). Physiology: 5++
Toxicrene: Kraken (if pushed) / Behemoth (if dropped) / Custom: 4++ against overwatch, reroll advance. Physiology: 5++
Trygon / Trygon Prime: Behemoth. Physiology: 5++ / +1 str/ap/dmg Relic: 3d6 charge on Prime.
Tyrannofex Rupture cannon: Kronos / custom: rr 1 hit if in synapse, 6+++ if not moved. Physiology: 5++
Tyrannofex Acidspray: Jormungandr, Custom: Advance + shoot, reroll advance. Physiology: 5++.
Swarmlord: Since he will be an enabler, whatever Fleet the units he will be pushing will be. Best targets to push: Stealers, Toxicrene
Tervigon: Custom fleet. Options: 6++ on termagants, heal 1 wound per turn, reroll 1 hit if you are in synapse. Physiology: 5++.
Broodlord: Kraken. Physiology: 2d6 consolidate
Neurothrope: Custom: Reroll 1 psychic, -1 to hit against FLY units in hth.
OOE: Behemoth / Kraken / Custom: +1 to hit on charge, heal 1 wound per turn. Physiology: +1str/ap/dmg
Hive Tyrant walking: Kronos / Custom: advance + shoot no penalty, rr 1 hit if in synapse. Relic: +8" range or always max shots.
Flyrant: Behemoth, Jorm (to reroll hits when entering). Relics: Resonance barb. Physiology: +1str/ap/dmg
Tyranid Prime: Whatever fleet his warriors are (Jormungandr).
Stealers: Kraken (if pushed) / Behemoth (if dropped) / custom: reroll advance, 6" pile in.
Hormagaunts: Custom: -1 ap / -1ap when outnumbering / 6++.
Termagants: Custom: 6++ save / +3" pile in / reroll advance
Ripper Swarms: Kronos (deepest shadow).
Warriors: Jormungandr. Physiology: ignore ap-1 and ap-2.
Deathleaper / Lictor: Custom: +3" pile in, reroll advance
Haruspex: Behemoth / Kraken (reroll charge spell), custom: +1 hit on charge, heal 1 wound/turn. Physiology: +1str/ap/dmg
Hive Guard: Kronos / Jormungandr (reroll when dropping). Physiology: +2 to cover (if jorm), ignore ap-1 and ap-2.
Maleceptor: Whatever HF you want to take the unique spell from - Custom: reroll 1 psychic, 6+++ if not moved.
Pyrovore: Anything. No synergies.
Red Terror: Behemoth / Kraken / custom: ap-1, reroll advance. Physiology: 2d6" consolidate?
Tyrant Guard: Jormungandr. Physiology: +2 cover save / ignore ap-1, ap-2.
Venomthropes: Any.
Zoanthropes: Custom: reroll 1 psychic / -1 to hit in hth / reroll advance.
Gargoyles: Custom: 6++, +3" pile in.
Spore mines / mucolid: Kraken
Raveners: Jormungandr (drop pod strat), custom: ap-1, reroll advance.
Biovore: Kronos (deepest shadow).
Dakkafex devourers: Custom: Advance + shoot no penalty, heal 1 wound per turn.
Dakkafex HVC: Kronos / Custom: Advance + shoot, rr 1 hit when in synapse.
Meleefex: Kraken.
Exocrine: Kronos. Physiology: 5++ / 1d3 MW after shooting.
Mawloc: Jorm (2+ armor). Physiology: 5++
Toxicrene: Kraken (if pushed) / Behemoth (if dropped) / Custom: 4++ against overwatch, reroll advance. Physiology: 5++
Trygon / Trygon Prime: Behemoth. Physiology: 5++ / +1 str/ap/dmg Relic: 3d6 charge on Prime.
Tyrannofex Rupture cannon: Kronos / custom: rr 1 hit if in synapse, 6+++ if not moved. Physiology: 5++
Tyrannofex Acidspray: Jormungandr, Custom: Advance + shoot, reroll advance. Physiology: 5++.