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Post by niiai on Mar 1, 2020 11:41:49 GMT
Of the new hivefleet adaptions in blood of ball what are good combinations?
Also, it seems more like certain traits are tailored for spesific units. What traits and units have you had luck with?
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Post by hivefleetkerrigan on Mar 1, 2020 16:21:15 GMT
I've been playing around with synaptic augmentation and metamorphic regrowth. I've been running lots of small warrior squads with venom cannons. It's decent, but I've often found myself wanting jormungandr as I thought it would be better for survivability than metamorphic regrowth.
I think Matt blowers has been running 6+ invul save gaunt carpet while also using pack hunters.
I also want to try out +1 to hit for monsters. I'm not sure what the second trait would be.
Have you tried any custom fleets? If so, what?
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Post by kazetanade on Mar 1, 2020 19:09:32 GMT
The only combination worth using is actually 6++ & Pack Hunters, on Hormagants to make them extra hooky. Same reason why Bladed Cog is good, except gaunts dont have guns.
Pack Hunters + Feral Instinct + Aggressive Adaptation or whatever the few things are gives Hormagants an ap-3 scy-tal, making their melee attacks chew through anything that's T3, assuming they survived the charge. If you can roll 5+, it will kill even Marines. But for reference, a standard unit assuming all in gets:
60A, 35H, 14W, ap-2 for 10W taken.
Behemoth gaunts get:
60A, 35H, 21W, ap-1 for 11W taken.
So a lot more comparable than I thought. Behemoth Gaunts get the benefit on the charge with that strategem and rr charges I guess, but otherwise, that setup is actually superior to the behemoth one. If you use it as just a potential threat rather than an actual one then you dont even need an SL to get them in.
Anyway, all the other Custom Fleet combinations are pretty terrible. Fexes get one to reroll the HVC but you're better off Jorm or Leviathan for increased survivability anyway if you're doing the mass HVC route.
The other combination that would have been worth using was rr 1 psychic + rr 1 shot on Flyrants, or rr 1 psychic + heal 1 wound for free for Zoeys and Flyrants. However, as it stands, the psychic one is below bottom barrel trash tier as the ONLY CHAPTER TACTIC IN THE GAME, that can only affect 1 model a turn, so no, nothing else is worthwhile.
Very bummed that only Space Marine Successors get to use their father chapter stuff. A fair bit more stuff would be usable in BoB if Nids got the same treatment to be honest.
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Post by nackanid on Mar 2, 2020 7:07:08 GMT
6++ and -1 AP if you outnumber the opponent is a good combo. Instead of hormagants i usally use termagaunts for points. Add in Malle and Mally and you have a carpet whick is sort of deadly and hard to shift.
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Post by niiai on Mar 2, 2020 10:29:59 GMT
I have not had any experience with the custom hivefleets.
I usually run leviathan because that is what they are painted as. And I play so rarely I fo not want to complicate the rules unessaserarly.
My usual opponent is an Ork. I have a huuuuge problem going melee against him. He runs T8 melee vehicles (who bust everything in melee) and huge blobs of orks. The blobs eat stealers on the overwatch. And their cheap cost means stealers are no good vs them. And I can only have 1 unit in combat a turn or he uses the 'fight now' stratagem and wrecks me. Claws in blobs means my monsters are not very good in melee either. (Old one eye is good, but he had no saves.)
I think the sence of outer darknes can bee good to fight ork overwatch. Also I wanne try out the MSU re roll one hit trait.
(I have really enjoyed the new artifacts and alternative to warlordtraits. Those are great.)
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Post by cyaneye on Mar 2, 2020 16:54:43 GMT
I personally have two major quips with the build-a-bug hive fleets that get in the way of me using them. The first one is the fact that a majority of the traits will affect either monsters or infantry, but not both, which feels like no matter what you take, you're not getting the most out of your chosen traits. The other qualm is that they go on introduce the build-a-bug system only to then introduce new psychic powers that are only available if you skip build-a-bug and go with the book hive fleets. The whole thing is a bit schizophrenic, don't you think?
That being said, I can see a couple neat little combos you can pull off by combining two traits. Here are some of my personal favorites: -Hypermetabolic Acceleration + Morphic Senews = General mobility increase for the whole army and removes the shooting penalty for dakkafexes, adding flexibility. -Biometalic Cysts + Pack Hunters = Big fun for little guys dealing with armored targets, especially for warriors, shrikes, and raveners -Prey Sight + Biometalic cysts = Gives a much needed bump to cc monsters, and gives the mawloc something resembling a threat in cc since it has scything talons -Prey Sight + Pack Hunters = Probably what I'll run most of the time, since it gives a slight edge to the smaller guys irrespective of scything talons and lets the monsters be all around more consistent, especially the harpies which I almost always run
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Post by zimko on Mar 2, 2020 18:23:53 GMT
I'm thinking of running a double Scythed Hierodule list with "Prey-sight" for 2+ to hit on charge/charged and "Spawns of the Outer Dark" to ignore wounds in overwatch on 4+. The list would include Swarmlord and Old One Eye (who also really loves another +1 to hit) and a Malanthrope in a Supreme Command. Both Hierodules would of course get Dermic Symbiosis too.
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Post by niiai on Mar 2, 2020 22:58:41 GMT
I personally have two major quips with the build-a-bug hive fleets that get in the way of me using them. The first one is the fact that a majority of the traits will affect either monsters or infantry, but not both, which feels like no matter what you take, you're not getting the most out of your chosen traits. The other qualm is that they go on introduce the build-a-bug system only to then introduce new psychic powers that are only available if you skip build-a-bug and go with the book hive fleets. The whole thing is a bit schizophrenic, don't you think? That being said, I can see a couple neat little combos you can pull off by combining two traits. Here are some of my personal favorites: -Hypermetabolic Acceleration + Morphic Senews = General mobility increase for the whole army and removes the shooting penalty for dakkafexes, adding flexibility. -Biometalic Cysts + Pack Hunters = Big fun for little guys dealing with armored targets, especially for warriors, shrikes, and raveners -Prey Sight + Biometalic cysts = Gives a much needed bump to cc monsters, and gives the mawloc something resembling a threat in cc since it has scything talons -Prey Sight + Pack Hunters = Probably what I'll run most of the time, since it gives a slight edge to the smaller guys irrespective of scything talons and lets the monsters be all around more consistent, especially the harpies which I almost always run I do bot think your two points is a problem. You now can make custom hive fleets, and the old once get a psykick power. This only means your old hive fleets got a bonus if you do not want to build your own hive fleet. Meaning blood of baal has something for everyone. Second, boosting only big things or only small things is not bad. Instead they are good when you boost only smallbor big things twice. Custom hivefleets seems to be for when you build around a speseific unit. Want mass scream killers? Give them all + 1 to hit on the charge. Want to run genestealers, mawlocks, gaunts, or warriors? Give them scything tallons AP1. It is a great supplement. I just want to hear what people run.
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Post by harry4tw on Mar 3, 2020 15:27:28 GMT
Of the new hivefleet adaptions in blood of ball what are good combinations? Also, it seems more like certain traits are tailored for spesific units. What traits and units have you had luck with? I think a lot of these options are considered a little suboptimal. A lot of people who write about 40k on internet forums are dedicated tournament players concerned with building take all comers lists which exploit our cheesiest options in a hyper-competetive meta. So you can't blame them for loving kraken or kronos. Some of these bonuses, relics and spells are just really good. Like our codex in general though I think this list of options is a real boon to the beer and pretzels player or the semi competitive crowd of people who run the models they like. There really aren't many totally useless options. Membrabous mobility and senses from the outer dark is a funny mix. The former stacks with blinding venom, allowing gargoyles to break through overwatch, and massively debuff enemy melee afterwards. It's also potentially good for flyrants.
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Post by cyaneye on Mar 3, 2020 16:42:27 GMT
Of the new hivefleet adaptions in blood of ball what are good combinations? Also, it seems more like certain traits are tailored for spesific units. What traits and units have you had luck with? I think a lot of these options are considered a little suboptimal. A lot of people who write about 40k on internet forums are dedicated tournament players concerned with building take all comers lists which exploit our cheesiest options in a hyper-competetive meta. So you can't blame them for loving kraken or kronos. Some of these bonuses, relics and spells are just really good. Like our codex in general though I think this list of options is a real boon to the beer and pretzels player or the semi competitive crowd of people who run the models they like. There really aren't many totally useless options. Membrabous mobility and senses from the outer dark is a funny mix. The former stacks with blinding venom, allowing gargoyles to break through overwatch, and massively debuff enemy melee afterwards. It's also potentially good for flyrants. My gosh, you're making me want to try an annoying list of almost entirely flying models designed to get in your face and be irritatingly hard to kill. Harpies, a melee flyrant, gargoyles, shrikes, hell - even skyslashers would have a home here. I'm not sure how good of a list it would be, but it would be funny
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Post by hivefleetkerrigan on Mar 3, 2020 16:45:18 GMT
Throw in venomthropes or malanthropes too. You'll then always be at a -1 to hit in both shooting and melee. It would be hilarious, but probably not the most effective list.
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Post by harry4tw on Mar 3, 2020 17:20:57 GMT
Throw in venomthropes or malanthropes too. You'll then always be at a -1 to hit in both shooting and melee. It would be hilarious, but probably not the most effective list. I think it's worth thinking about, even if it's more of a thought experiment. You might be able to pull something passably decent out of the idea. This type of list potentially decimates orks for instance. Orks already struggle to hit us at a range with venomthrope support, that much is clear from fighting my brother. You could put venomthropes towards the front of the army as a sort of charge and deep strike/da jump bubble wrap. This makes them fairly inevitable options for ork charging. They're actually likely to survive due to the -1 to hit bonus from membranous mobility, and if you can stack the horror on top of that you're golden. Keep a unit of shrikes or two close, ensuring that they have the 6' heroic intervention adaptive physiology. Intervene after the ork charge move and wail on the unit with that nifty -1 melee protection. This is one of those rare cases where you want spinefists, flesh hooks work pretty well too. The enemy will spend his turn getting beaten half to death and you'll spend yours finishing the job.
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Post by foypen on Mar 3, 2020 21:14:13 GMT
My play group is more casual, but I've had a good time with a Nidzilla list with Metamorphic Regrowth (heal 1 wound at beginning of turn) and Synaptic Augmentation (re-roll hit within 6" of psyker or synapse). People have been playing very anti-horde against me lately, so surprising them with a monster list that heals has been especially fun!
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Post by harry4tw on Mar 4, 2020 13:35:21 GMT
My play group is more casual, but I've had a good time with a Nidzilla list with Metamorphic Regrowth (heal 1 wound at beginning of turn) and Synaptic Augmentation (re-roll hit within 6" of psyker or synapse). People have been playing very anti-horde against me lately, so surprising them with a monster list that heals has been especially fun! I want to like metamorphic regrowth. But don't opponents just focus down your squads one by one to prevent the ability from working?
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Post by hivefleetkerrigan on Mar 4, 2020 14:46:39 GMT
My play group is more casual, but I've had a good time with a Nidzilla list with Metamorphic Regrowth (heal 1 wound at beginning of turn) and Synaptic Augmentation (re-roll hit within 6" of psyker or synapse). People have been playing very anti-horde against me lately, so surprising them with a monster list that heals has been especially fun! I want to like metamorphic regrowth. But don't opponents just focus down your squads one by one to prevent the ability from working? They can. I've played three games with it. It was helpful in two games. In the third game, I was playing against thousand sons and if I moved into 24" my squads evaporated. Generally, the chances of them perfectly killing a squad are low. They're either going to be wasting shots as they put too many into one squad and have overkilled it or that they didn't put enough into your squad and it lives and regenerates. Regardless, you're forcing your opponent down a very specific path, which is generally the best way to play nids.
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