Post by shudmell on Mar 6, 2020 11:40:24 GMT
Hello Hive.
After playing some games with GSC and with the book BoB, i want to play with nids again so, i have developed an idea for a list that tries to work on both ITC and ETC rules.
It started with the above list that I tried against Druhkari + Harlequins.
Battalion Detachment +5CP (Tyranids)
Hive Fleet Leviathan
Progeny of the Hive
Bounty of the hive fleet
HQ:
Hive Tyrant
Adrenal Glands, Monstrous Rending Claws, Two Devourers with Brainleech Worms, Wings
Bio-artefact:
Resonance Barb
Hive Tyrant
Adrenal Glands, Monstrous Rending Claws, Two Devourers with
Brainleech Worms, Warlord, Wings
Adaptive Physiology:
Murderous Size
Hive Tyrant
Adrenal Glands, Heavy Venom Cannon, Monstrous Rending Claws
Bio-artefact:
The Venomthorn Parasite
Troops:
3x Ripper Swarm
3x Ripper Swarm
3x Ripper Swarm
Battalion Detachment +5CP (Tyranids)
Hive Fleet Leviathan
HQ:
Malanthrope
Old One Eye
Troops:
3x Ripper Swarm
3x Ripper Swarm
3x Ripper Swarm
Elites:
Maleceptor
Battalion Detachment +5CP (Tyranids)
Hive Fleet Kronos
HQ:
Neurothrope
Symbiostorm
Neurothrope
Symbiostorm
Troops:
3x Ripper Swarm
14x Termagant (Fleshborer)
14x Termagant (Fleshborer)
Elites:
6x Hive Guard (Impaler)
Adaptive Physiology:
Enhanced Resistance
Heavy Support:
Exocrine
The idea is to have a strong center, advancing on the table in order to control the central objectives and put pressure on the opponent's lines. In the middle of the list goes Malanthrope, Maleceptor and a Neurothrope, surrounded by OOE, the 2 Flyrants, the walktyrant and the Exocrine. In cover in order to achieve distance to the central objectives (if possible) the Hive Guard unit with the second Neurothrope surrounded by the gaunts' screen. The Rippers are in reserve in order to score in the objectives that are isolated, or in the case of the ITC in the secondary Behind enemy lines and recon.
The idea is every turn, Neurothrope cast the symbiostorm in the Hive guard and if it is necessary to double tap the unit in order to destroy targets that are threats to the control of objectives but always with the hypothesis of being able to use the second neurothrope to make the sybiostorm in the exocrine, in case it has better targets or the guard does not have them.
The Maleceptor while alive uses the Encephalic deffusion and the Exocrine, to keep pace with the center, uses the Symbiotic Devastation.
As soon as the center is controlled, the flyrants and the OOE press the enemy lines with directed charges to make it more difficult for the most dangerous units to reach the central objectives, as well as pressing the opponent's back objectives.
Against Drukhari the tactic had to undergo some changes because my battle partner was much more offensive than I expected advancing with several units above the central objectives (the mission was the front line warfare of CA19) which led to the majority of the army to engage in the first round with harlequins, flyers, raiders, with Scourges and Mandrakes in reserve who in the second round tried to appear in my deployment zone.
The game went well, although Encephallic defusion is a bit useless against the amount of poison shot that came from the other side. In the third round, the game was controlled, with the OOE as MVP because it alone destroyed Raiders, Archon, Warriors and a Solitaire.
In general I liked the performance of the list although the walktyrant was slightly below my expectations. I decided to remove it to try another variation.
Battalion Detachment +5CP (Tyranids)
Hive Fleet Leviathan
Progeny of the Hive
HQ:
Hive Tyrant
Adrenal Glands, Monstrous Rending Claws, Two Devourers with Brainleech Worms, Wings
Bio-artefact:
Resonance Barb
Hive Tyrant
Adrenal Glands, Monstrous Rending Claws, Two Devourers with
Brainleech Worms, Warlord, Wings
Adaptive Physiology:
Murderous Size
Troops:
3x Ripper Swarm
3x Ripper Swarm
3x Ripper Swarm
Battalion Detachment +5CP (Tyranids)
Hive Fleet Leviathan
HQ:
Malanthrope
Old One Eye
Troops:
3x Ripper Swarm
3x Ripper Swarm
3x Ripper Swarm
Elites:
Maleceptor
Battalion Detachment +5CP (Tyranids)
Hive Fleet Kronos
HQ:
Neurothrope
Symbiostorm
Neurothrope
Symbiostorm
Troops:
3x Ripper Swarm
11x Termagant (Fleshborer)
11x Termagant (Fleshborer)
Elites:
6x Hive Guard (Impaler)
Adaptive Physiology:
Enhanced Resistance
5xZoanthropes
Heavy Support:
Exocrine
I played against Imperial Fists with 4 Impulsors each with an Intercessor squad, 2 eliminator units, 3 smash captains, 2 TFC and 2 hyperion plus 1 intercessor squads on foot and 2 infiltrator squads.
We played the mission Ascension from CA19 and the game was balanced until the end of 2nd round, from then on i was unable to control the side objectives because i lost too many troops.
The shots from the TFC and the Hyperions was tremendous. In one turn killed all my Guard.
Again, the OOE was the MVP, alone controls the centerpiece objective by destroying 2 impulsors and their squads.
The super flyrant failed miserably to kill a smash captain when he charged (my opponent made all the saves), and was killed in the next shooting phase.
I felt numerous difficulties in controlling the side objectives from the moment they were occupied by enemy troops, because with the loss of the Hive Guards in the second round I stopped having shots that threatened these troops, so the rippers could not do their job with efficiency.
Today i'm going to play a new game, i'm thinking of removing the zoanthropes that did nothing relevant in the previous game (they killed 3 marines and put 3 wounds in an impulsors). What do you think I should put with the 200 points left?
Or is the list completely absurd and the idea is not valid and should I give it up?
Thanks Hive
After playing some games with GSC and with the book BoB, i want to play with nids again so, i have developed an idea for a list that tries to work on both ITC and ETC rules.
It started with the above list that I tried against Druhkari + Harlequins.
Battalion Detachment +5CP (Tyranids)
Hive Fleet Leviathan
Progeny of the Hive
Bounty of the hive fleet
HQ:
Hive Tyrant
Adrenal Glands, Monstrous Rending Claws, Two Devourers with Brainleech Worms, Wings
Bio-artefact:
Resonance Barb
Hive Tyrant
Adrenal Glands, Monstrous Rending Claws, Two Devourers with
Brainleech Worms, Warlord, Wings
Adaptive Physiology:
Murderous Size
Hive Tyrant
Adrenal Glands, Heavy Venom Cannon, Monstrous Rending Claws
Bio-artefact:
The Venomthorn Parasite
Troops:
3x Ripper Swarm
3x Ripper Swarm
3x Ripper Swarm
Battalion Detachment +5CP (Tyranids)
Hive Fleet Leviathan
HQ:
Malanthrope
Old One Eye
Troops:
3x Ripper Swarm
3x Ripper Swarm
3x Ripper Swarm
Elites:
Maleceptor
Battalion Detachment +5CP (Tyranids)
Hive Fleet Kronos
HQ:
Neurothrope
Symbiostorm
Neurothrope
Symbiostorm
Troops:
3x Ripper Swarm
14x Termagant (Fleshborer)
14x Termagant (Fleshborer)
Elites:
6x Hive Guard (Impaler)
Adaptive Physiology:
Enhanced Resistance
Heavy Support:
Exocrine
The idea is to have a strong center, advancing on the table in order to control the central objectives and put pressure on the opponent's lines. In the middle of the list goes Malanthrope, Maleceptor and a Neurothrope, surrounded by OOE, the 2 Flyrants, the walktyrant and the Exocrine. In cover in order to achieve distance to the central objectives (if possible) the Hive Guard unit with the second Neurothrope surrounded by the gaunts' screen. The Rippers are in reserve in order to score in the objectives that are isolated, or in the case of the ITC in the secondary Behind enemy lines and recon.
The idea is every turn, Neurothrope cast the symbiostorm in the Hive guard and if it is necessary to double tap the unit in order to destroy targets that are threats to the control of objectives but always with the hypothesis of being able to use the second neurothrope to make the sybiostorm in the exocrine, in case it has better targets or the guard does not have them.
The Maleceptor while alive uses the Encephalic deffusion and the Exocrine, to keep pace with the center, uses the Symbiotic Devastation.
As soon as the center is controlled, the flyrants and the OOE press the enemy lines with directed charges to make it more difficult for the most dangerous units to reach the central objectives, as well as pressing the opponent's back objectives.
Against Drukhari the tactic had to undergo some changes because my battle partner was much more offensive than I expected advancing with several units above the central objectives (the mission was the front line warfare of CA19) which led to the majority of the army to engage in the first round with harlequins, flyers, raiders, with Scourges and Mandrakes in reserve who in the second round tried to appear in my deployment zone.
The game went well, although Encephallic defusion is a bit useless against the amount of poison shot that came from the other side. In the third round, the game was controlled, with the OOE as MVP because it alone destroyed Raiders, Archon, Warriors and a Solitaire.
In general I liked the performance of the list although the walktyrant was slightly below my expectations. I decided to remove it to try another variation.
Battalion Detachment +5CP (Tyranids)
Hive Fleet Leviathan
Progeny of the Hive
HQ:
Hive Tyrant
Adrenal Glands, Monstrous Rending Claws, Two Devourers with Brainleech Worms, Wings
Bio-artefact:
Resonance Barb
Hive Tyrant
Adrenal Glands, Monstrous Rending Claws, Two Devourers with
Brainleech Worms, Warlord, Wings
Adaptive Physiology:
Murderous Size
Troops:
3x Ripper Swarm
3x Ripper Swarm
3x Ripper Swarm
Battalion Detachment +5CP (Tyranids)
Hive Fleet Leviathan
HQ:
Malanthrope
Old One Eye
Troops:
3x Ripper Swarm
3x Ripper Swarm
3x Ripper Swarm
Elites:
Maleceptor
Battalion Detachment +5CP (Tyranids)
Hive Fleet Kronos
HQ:
Neurothrope
Symbiostorm
Neurothrope
Symbiostorm
Troops:
3x Ripper Swarm
11x Termagant (Fleshborer)
11x Termagant (Fleshborer)
Elites:
6x Hive Guard (Impaler)
Adaptive Physiology:
Enhanced Resistance
5xZoanthropes
Heavy Support:
Exocrine
I played against Imperial Fists with 4 Impulsors each with an Intercessor squad, 2 eliminator units, 3 smash captains, 2 TFC and 2 hyperion plus 1 intercessor squads on foot and 2 infiltrator squads.
We played the mission Ascension from CA19 and the game was balanced until the end of 2nd round, from then on i was unable to control the side objectives because i lost too many troops.
The shots from the TFC and the Hyperions was tremendous. In one turn killed all my Guard.
Again, the OOE was the MVP, alone controls the centerpiece objective by destroying 2 impulsors and their squads.
The super flyrant failed miserably to kill a smash captain when he charged (my opponent made all the saves), and was killed in the next shooting phase.
I felt numerous difficulties in controlling the side objectives from the moment they were occupied by enemy troops, because with the loss of the Hive Guards in the second round I stopped having shots that threatened these troops, so the rippers could not do their job with efficiency.
Today i'm going to play a new game, i'm thinking of removing the zoanthropes that did nothing relevant in the previous game (they killed 3 marines and put 3 wounds in an impulsors). What do you think I should put with the 200 points left?
Or is the list completely absurd and the idea is not valid and should I give it up?
Thanks Hive