Post by ctrlaltdel337 on Feb 29, 2020 14:42:54 GMT
Hello fellow Hive Minds,
The usual clichés; getting back into the game, devouring all kinds of battle report and blog content, looking to carve open some pompous Primaris tin cans.
Here's what I've cooked up, primarily with Space Marine opponents in mind, so any feedback on other potentially problematic matchups (or maybe I'm terrible at list creation, and this wouldn't work against SM meta) would be appreciated.
++ Battalion Detachment +5CP (Tyranids) [46 PL, 7CP, 762pts] ++
+ Configuration +
Battle-forged CP [3CP]
Detachment CP [5CP]
Hive Fleet
. Other: Metamorphic Regrowth, Prey-sight
+ Stratagems +
Progeny of the Hive [-1CP]
+ HQ +
Hive Tyrant [11 PL, 219pts]: 2x Monstrous Scything Talons, Adrenal Glands, Power: Catalyst, Power: Onslaught, Power: Smite, Resonance Barb, Toxin Sacs, Wings
. Adaptive Physiology: Accelerated Digestion
Hive Tyrant [11 PL, 219pts]: 2x Monstrous Scything Talons, Adrenal Glands, Power: Psychic Scream, Power: Smite, Power: The Horror, Toxin Sacs, Wings
+ Troops +
Ripper Swarms [2 PL, 33pts]: 3x Ripper Swarm
Ripper Swarms [2 PL, 33pts]: 3x Ripper Swarm
Ripper Swarms [2 PL, 33pts]: 3x Ripper Swarm
+ Elites +
Haruspex [10 PL, 150pts]
. Adaptive Physiology: Murderous Size
+ Dedicated Transport +
Tyrannocyte [8 PL, 75pts]: 5x Deathspitter
++ Vanguard Detachment +1CP (Tyranids) [36 PL, 1CP, 717pts] ++
+ Configuration +
Detachment CP [1CP]
Hive Fleet: Kronos
+ HQ +
Neurothrope [4 PL, 90pts]: Power: Smite, Power: Symbiostorm, Warlord
+ Elites +
Hive Guard [7 PL, 129pts]
. 3x Hive Guard (Impaler): 3x Impaler Cannon
Hive Guard [13 PL, 258pts]
. 6x Hive Guard (Impaler): 6x Impaler Cannon
Zoanthropes [12 PL, 240pts]: Power: Paroxysm, Power: Smite, 6x Zoanthrope
++ Spearhead Detachment +1CP (Tyranids) [28 PL, 1CP, 521pts] ++
+ Configuration +
Detachment CP [1CP]
Hive Fleet
. Other: Hypermetabolic Acceleration, Metamorphic Regrowth
+ HQ +
Old One Eye [10 PL, 200pts]
+ Heavy Support +
Carnifexes [6 PL, 107pts]
. Carnifex: 2x Monstrous Scything Talons, Adrenal Glands, Bone Mace, Spore Cysts, Tusks
Carnifexes [6 PL, 107pts]
. Carnifex: 2x Monstrous Scything Talons, Adrenal Glands, Bone Mace, Spore Cysts, Tusks
Carnifexes [6 PL, 107pts]
. Carnifex: 2x Monstrous Scything Talons, Adrenal Glands, Bone Mace, Spore Cysts, Tusks
++ Total: [110 PL, 9CP, 2,000pts] ++
Created with BattleScribe
So yeah, a few threat compartments that require significant firepower to bring down.
Option 1: Twin Flyrants, one of which is equipped to stay alive forever, casting 3 spells per turn and regenerating each time he gobbles up a squad, and each turn passively with the custom fleet adaptation.
Option 2: OOE and the Boys, all with the full drip, lumbering across the board. Definitely don't want this wrecking ball making it across.
Option 3: Blob 'o Psykers, as we all know can be difficult to remove with their invulns, spitting out lots of mortal wounds. These would probably make a good first target too, but considering what that decision would free up (see above), I expect these guys to get a lot of casts off.
Option 4: The Hive Battery, these would probably be my first target selection considering their reach and potential damage, particularly in a Kronos detachment with the Neuro putting Symbiostorm on the bigger unit, but as is tradition, these fellows will likely be out of line of sight, I don't intend to serve them up easily for counter shots.
Option 5: Hungry Harry and his Testicle Partybus, this is the coolest model in the codex, and I need him in my life. He's no joke either, with Murderous Size on his Ravenous Maw, making it 8Str -2AP and 1d3+1Dam, making him a MEQ grinding maniac. Combined with some very tasty stratagems (Feeding the Hunger for 1cp to reroll ALL hits, and he's already hitting on 3 instead of 4 due to Prey Sight, significantly mitigating his obvious biggest weakness, or the Adrenaline Surge/Overrun combo once he mulches the first MEQ unit he drops in next to), and this guy is likely to go on a complete rampage out of deep strike, all while still dealing with all of the above, since I don't anticipate any one of these threats will be handled in a single turn. (Famous last words...)
Honorable mention: Good old min ripper squads, holding down objectives, deep striking onto awkwardly placed ones, with my opponent unable to commit any resources to removing them. They may even get a bit of benefit from the 1 wound per turn auto-regen.
So what do y'all think. Should this work the way I've outlined? Gimme your thoughts! Thanks!
The usual clichés; getting back into the game, devouring all kinds of battle report and blog content, looking to carve open some pompous Primaris tin cans.
Here's what I've cooked up, primarily with Space Marine opponents in mind, so any feedback on other potentially problematic matchups (or maybe I'm terrible at list creation, and this wouldn't work against SM meta) would be appreciated.
++ Battalion Detachment +5CP (Tyranids) [46 PL, 7CP, 762pts] ++
+ Configuration +
Battle-forged CP [3CP]
Detachment CP [5CP]
Hive Fleet
. Other: Metamorphic Regrowth, Prey-sight
+ Stratagems +
Progeny of the Hive [-1CP]
+ HQ +
Hive Tyrant [11 PL, 219pts]: 2x Monstrous Scything Talons, Adrenal Glands, Power: Catalyst, Power: Onslaught, Power: Smite, Resonance Barb, Toxin Sacs, Wings
. Adaptive Physiology: Accelerated Digestion
Hive Tyrant [11 PL, 219pts]: 2x Monstrous Scything Talons, Adrenal Glands, Power: Psychic Scream, Power: Smite, Power: The Horror, Toxin Sacs, Wings
+ Troops +
Ripper Swarms [2 PL, 33pts]: 3x Ripper Swarm
Ripper Swarms [2 PL, 33pts]: 3x Ripper Swarm
Ripper Swarms [2 PL, 33pts]: 3x Ripper Swarm
+ Elites +
Haruspex [10 PL, 150pts]
. Adaptive Physiology: Murderous Size
+ Dedicated Transport +
Tyrannocyte [8 PL, 75pts]: 5x Deathspitter
++ Vanguard Detachment +1CP (Tyranids) [36 PL, 1CP, 717pts] ++
+ Configuration +
Detachment CP [1CP]
Hive Fleet: Kronos
+ HQ +
Neurothrope [4 PL, 90pts]: Power: Smite, Power: Symbiostorm, Warlord
+ Elites +
Hive Guard [7 PL, 129pts]
. 3x Hive Guard (Impaler): 3x Impaler Cannon
Hive Guard [13 PL, 258pts]
. 6x Hive Guard (Impaler): 6x Impaler Cannon
Zoanthropes [12 PL, 240pts]: Power: Paroxysm, Power: Smite, 6x Zoanthrope
++ Spearhead Detachment +1CP (Tyranids) [28 PL, 1CP, 521pts] ++
+ Configuration +
Detachment CP [1CP]
Hive Fleet
. Other: Hypermetabolic Acceleration, Metamorphic Regrowth
+ HQ +
Old One Eye [10 PL, 200pts]
+ Heavy Support +
Carnifexes [6 PL, 107pts]
. Carnifex: 2x Monstrous Scything Talons, Adrenal Glands, Bone Mace, Spore Cysts, Tusks
Carnifexes [6 PL, 107pts]
. Carnifex: 2x Monstrous Scything Talons, Adrenal Glands, Bone Mace, Spore Cysts, Tusks
Carnifexes [6 PL, 107pts]
. Carnifex: 2x Monstrous Scything Talons, Adrenal Glands, Bone Mace, Spore Cysts, Tusks
++ Total: [110 PL, 9CP, 2,000pts] ++
Created with BattleScribe
So yeah, a few threat compartments that require significant firepower to bring down.
Option 1: Twin Flyrants, one of which is equipped to stay alive forever, casting 3 spells per turn and regenerating each time he gobbles up a squad, and each turn passively with the custom fleet adaptation.
Option 2: OOE and the Boys, all with the full drip, lumbering across the board. Definitely don't want this wrecking ball making it across.
Option 3: Blob 'o Psykers, as we all know can be difficult to remove with their invulns, spitting out lots of mortal wounds. These would probably make a good first target too, but considering what that decision would free up (see above), I expect these guys to get a lot of casts off.
Option 4: The Hive Battery, these would probably be my first target selection considering their reach and potential damage, particularly in a Kronos detachment with the Neuro putting Symbiostorm on the bigger unit, but as is tradition, these fellows will likely be out of line of sight, I don't intend to serve them up easily for counter shots.
Option 5: Hungry Harry and his Testicle Partybus, this is the coolest model in the codex, and I need him in my life. He's no joke either, with Murderous Size on his Ravenous Maw, making it 8Str -2AP and 1d3+1Dam, making him a MEQ grinding maniac. Combined with some very tasty stratagems (Feeding the Hunger for 1cp to reroll ALL hits, and he's already hitting on 3 instead of 4 due to Prey Sight, significantly mitigating his obvious biggest weakness, or the Adrenaline Surge/Overrun combo once he mulches the first MEQ unit he drops in next to), and this guy is likely to go on a complete rampage out of deep strike, all while still dealing with all of the above, since I don't anticipate any one of these threats will be handled in a single turn. (Famous last words...)
Honorable mention: Good old min ripper squads, holding down objectives, deep striking onto awkwardly placed ones, with my opponent unable to commit any resources to removing them. They may even get a bit of benefit from the 1 wound per turn auto-regen.
So what do y'all think. Should this work the way I've outlined? Gimme your thoughts! Thanks!