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Post by kwisatzhaderach on Jul 16, 2020 23:27:41 GMT
UPDATED LIST ON PAGE 3
Here's the updated list, the stuff below this is from the original post.
The basic idea of this list is to overwhelm your opponent with the most efficient shooting in the Tyranid codex plus the most points efficient models in 3 Hive Tyrants. You have a strong objective game with 8 Obsec units, with 1 unit of 9 warriors forming a difficult-to-shift center or flank holder.
Weaknesses: Abhor the Witch.
Recommended Secondaries:
Supremacy -Domination (on boards with 5 objectives) -Behind Enemy Lines (you can use rippers for this) -Engage on All Fronts (pretty easy to get with flyrants and metabolic overdrive)
Shadow Operations -Raise the Banners High -Deploy Scramblers
++ Patrol Detachment 0CP (Tyranids) [43 PL, -1CP, 807pts] ++
+ Configuration +
Detachment CP
Hive Fleet: Kronos
+ Stratagems +
Progeny of the Hive [-1CP]
+ HQ +
Neurothrope [4 PL, 95pts]: Power: Smite, Power: Symbiostorm, Resonance Barb, Warlord
+ Troops +
Ripper Swarms [2 PL, 36pts]: 3x Ripper Swarm
Ripper Swarms [2 PL, 36pts]: 3x Ripper Swarm
+ Elites +
Hive Guard [13 PL, 300pts] . Adaptive Physiology: Enhanced Resistance . 6x Hive Guard (Impaler): 6x Impaler Cannon
+ Heavy Support +
Exocrine [11 PL, 170pts]
Exocrine [11 PL, 170pts]
++ Battalion Detachment -3CP (Tyranids) [61 PL, 9CP, 1,193pts] ++
+ Configuration +
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
Detachment CP [-3CP]
Hive Fleet: Leviathan
+ HQ +
Hive Tyrant [9 PL, 175pts]: Monstrous Rending Claws, Power: Catalyst, Power: Onslaught, Two Devourers with Slimer Maggots
Hive Tyrant [11 PL, 225pts]: Adrenal Glands, Monstrous Rending Claws, Power: Catalyst, Power: Psychic Scream, Two Devourers with Brainleech Worms, Wings
Hive Tyrant [11 PL, 225pts]: Adrenal Glands, Monstrous Rending Claws, Power: Catalyst, Power: Psychic Scream, Two Devourers with Brainleech Worms, Wings
+ Troops +
Termagants [3 PL, 50pts] . 10x Termagant (Fleshborer)
Termagants [3 PL, 50pts] . 10x Termagant (Fleshborer)
Termagants [3 PL, 50pts] . 10x Termagant (Fleshborer)
Termagants [3 PL, 50pts] . 10x Termagant (Fleshborer)
Tyranid Warriors [13 PL, 293pts] . Adaptive Physiology: Enhanced Resistance . Tyranid Warrior: Boneswords, Deathspitter . Tyranid Warrior: Deathspitter, Lash Whip and Bonesword . Tyranid Warrior: Deathspitter, Lash Whip and Bonesword . Tyranid Warrior: Deathspitter, Lash Whip and Bonesword . Tyranid Warrior: Deathspitter, Rending Claws . Tyranid Warrior: Deathspitter, Scything Talons . Tyranid Warrior (Bio-cannon): Boneswords, Venom Cannon . Tyranid Warrior (Bio-cannon): Boneswords, Venom Cannon . Tyranid Warrior (Bio-cannon): Boneswords, Venom Cannon
Tyranid Warriors [5 PL, 75pts] . Tyranid Warrior: Devourer, Scything Talons . Tyranid Warrior: Devourer, Scything Talons . Tyranid Warrior: Devourer, Scything Talons
++ Total: [104 PL, 8CP, 2,000pts] ++
This comes in at 1977 points...I'm thinking I might just upgrade my other Hive Tyrant to a flying one. Basically I'm going for Board control plus pressure with Leviathan, and Kronos Patrol is there to provide long range fire support, and also act as distractions for the Hive Tyrants hopefully. In terms of secondaries, I'm looking at Domination and Mental Interrogation. Maybe even Psychic Ritual depending on the matchup.
Pregame Stratagems Progeny of the Hive: 1 CP
Hive Fleet Leviathan Battalion Detachment HQ Hive Tyrant with Wings Dual Devourers, Monstrous Rending Claws, Adrenal Glands 225 Powers: Smite, Catalyst, Psychic Scream Hive Tyrant with Wings Dual Devourers, Monstrous Rending Claws, Adrenal Glands 225 Powers: Smite, The Horror, Psychic Scream Hive Tyrant Dual Devourers, Monstrous Rending Claws, 175 Powers: Smite, Catalyst, Onslaught Troops Tyranid Warriors 9x Warriors 189 6x Deathspitters 36 3x Venom Cannons 45 5x Boneswords 4x Lash Whip 27 Adaptive Physiology - Enhanced Resistance Tyranid Warriors 3x Warriors 63 3x Devourers 12 3x Lash Whip & Bonesword 9 Termagants 10x 50 Termagants 10x 50 Termagants 10x 50 Termagants 10x 50 Patrol Detachment Hive Fleet - Kronos HQ Neurothrope Warlord, Relic: Resonance Barb 95 Powers: Smite, Symbiostorm Troops Ripper Swarm 3x Rippers 36 Elites Hive Guard 6x 240 300 Impaler Cannons 60 Adaptive Physiology - Enhanced Resistance Heavy Support Exocrine 170 Exocrine 170
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Post by acehilator on Jul 17, 2020 9:44:26 GMT
Switch the Resonance Barb to one of the Tyrants? Rerolling 1s on the Neuro is good enough to reliably cast Symbiostorm.
Change the loadout on the Walkrant to dual Dev/DS + HVC with Pathogenesis and use him for Psychic Ritual?
With four units of Gants you can also use Raise the Banners high instead of Domination. Domination is one of the hardest secondaries, imho.
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Post by tallthor on Jul 18, 2020 6:52:30 GMT
This comes in at 1977 points...I'm thinking I might just upgrade my other Hive Tyrant to a flying one. Basically I'm going for Board control plus pressure with Leviathan, and Kronos Patrol is there to provide long range fire support, and also act as distractions for the Hive Tyrants hopefully. In terms of secondaries, I'm looking at Domination and Mental Interrogation. Maybe even Psychic Ritual depending on the matchup. Pregame Stratagems Progeny of the Hive: 1 CP Hive Fleet Leviathan Battalion Detachment HQ Hive Tyrant with Wings Dual Devourers, Monstrous Rending Claws, Adrenal Glands 225 Powers: Smite, Catalyst, Psychic Scream Hive Tyrant with Wings Dual Devourers, Monstrous Rending Claws, Adrenal Glands 225 Powers: Smite, The Horror, Psychic Scream Hive Tyrant Dual Devourers, Monstrous Rending Claws, 175 Powers: Smite, Catalyst, Onslaught Troops Tyranid Warriors 9x Warriors 189 6x Deathspitters 36 3x Venom Cannons 45 5x Boneswords 4x Lash Whip 27 Adaptive Physiology - Enhanced Resistance Tyranid Warriors 3x Warriors 63 3x Devourers 12 3x Lash Whip & Bonesword 9 Termagants 10x 50 Termagants 10x 50 Termagants 10x 50 Termagants 10x 50 Patrol Detachment Hive Fleet - Kronos HQ Neurothrope Warlord, Relic: Resonance Barb 95 Powers: Smite, Symbiostorm Troops Ripper Swarm 3x Rippers 36 Elites Hive Guard 6x 240 300 Impaler Cannons 60 Adaptive Physiology - Enhanced Resistance Heavy Support Exocrine 170 Exocrine 170 Looks really solid, after my first game I realized that rippers cant perform actions as they dont have the infantry keyword, so it is good to have more small squads of gaunts. Good on ya. I think this is very close to an optimized list for us after the new point changes. I would warn against psychic ritual though as it has to be the same psyker casting it 3 times to work. If it dies then you need another psyker to cast is 3 times.
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Post by kwisatzhaderach on Jul 19, 2020 16:26:21 GMT
Switch the Resonance Barb to one of the Tyrants? Rerolling 1s on the Neuro is good enough to reliably cast Symbiostorm. Change the loadout on the Walkrant to dual Dev/DS + HVC with Pathogenesis and use him for Psychic Ritual? With four units of Gants you can also use Raise the Banners high instead of Domination. Domination is one of the hardest secondaries, imho. Thanks for the feedback! I think you're right, Raise the Banners is much better. Plus I also have a unit of 3 warriors solely for objectives, and they're just as resilient. I ended up dropping some boneswords here and there from the Tyranid Warriors to fit in another unit of Rippers in the Kronos battalion. My only thing with the Resonance Barb is that Symbiostorm is such an important power, that I really can't afford for it to not happen. Looks really solid, after my first game I realized that rippers cant perform actions as they dont have the infantry keyword, so it is good to have more small squads of gaunts. Good on ya. I think this is very close to an optimized list for us after the new point changes. I would warn against psychic ritual though as it has to be the same psyker casting it 3 times to work. If it dies then you need another psyker to cast is 3 times. Hi Tallthor! I didn't realize that about Psychic Ritual, I didn't end up taking it so that's good. But I will be sure to remember that. As mentioned up above, I ended up dropping some boneswords from the smaller Warrior unit to make room for another unit of Kronos rippers, giving me 6 infantry Obsec and 2 swarm obsec. I appreciate your comments. Your list provided an amazing baseline, all I did was make some changes to accommodate what I have and also personal preference. The list felt quite "smooth", if that makes sense? Everything working together to achieve the primary and secondaries, and knock opponents off of objectives. I should have another game or two scheduled this week, so I'll be able to tweak it more. Thanks again!
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Post by tallthor on Jul 19, 2020 19:55:02 GMT
Switch the Resonance Barb to one of the Tyrants? Rerolling 1s on the Neuro is good enough to reliably cast Symbiostorm. Change the loadout on the Walkrant to dual Dev/DS + HVC with Pathogenesis and use him for Psychic Ritual? With four units of Gants you can also use Raise the Banners high instead of Domination. Domination is one of the hardest secondaries, imho. Thanks for the feedback! I think you're right, Raise the Banners is much better. Plus I also have a unit of 3 warriors solely for objectives, and they're just as resilient. I ended up dropping some boneswords here and there from the Tyranid Warriors to fit in another unit of Rippers in the Kronos battalion. My only thing with the Resonance Barb is that Symbiostorm is such an important power, that I really can't afford for it to not happen. Looks really solid, after my first game I realized that rippers cant perform actions as they dont have the infantry keyword, so it is good to have more small squads of gaunts. Good on ya. I think this is very close to an optimized list for us after the new point changes. I would warn against psychic ritual though as it has to be the same psyker casting it 3 times to work. If it dies then you need another psyker to cast is 3 times. Hi Tallthor! I didn't realize that about Psychic Ritual, I didn't end up taking it so that's good. But I will be sure to remember that. As mentioned up above, I ended up dropping some boneswords from the smaller Warrior unit to make room for another unit of Kronos rippers, giving me 6 infantry Obsec and 2 swarm obsec. I appreciate your comments. Your list provided an amazing baseline, all I did was make some changes to accommodate what I have and also personal preference. The list felt quite "smooth", if that makes sense? Everything working together to achieve the primary and secondaries, and knock opponents off of objectives. I should have another game or two scheduled this week, so I'll be able to tweak it more. Thanks again! Glad to be of help, there is a lot of doom and gloom going on right now for Tyranid players and collectors, and I want some to know we can still play games. Ebay has blown up with the number of people dumping their models. We will prevail! Best of luck on your games, ill be excited to see how they go.
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Post by iniquity on Jul 20, 2020 8:46:43 GMT
I’ve been playing a fairly similar list, am I the only one that feels like we’re just trying to imitate a space marine play style?
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Post by kwisatzhaderach on Jul 20, 2020 22:59:11 GMT
I’ve been playing a fairly similar list, am I the only one that feels like we’re just trying to imitate a space marine play style? You're not entirely wrong. Super tough, jack of all trades infantry: check Really good artillery: check Amazing HQs: check That being said, it's superficially similar, but ends up having a lot of differences especially movement wise. We could think that we're just a gribbly version of Marines, but we can come out ahead of them too. Where I honestly think this list comes out ahead is that, in many ways, Levi Tyranid Warriors are an fantastic meta call vs D2 weapons. I played against Dark Eldar today and my opponent was quite livid that his recently points-hiked Disintegrators could only do 1 damage to my Warriors with Unyielding Chitin. Sadly I lost 76-73 but it's more because of my misplays and the fact that going 2nd with Raise the Banner as a Secondary is the worst (please do not swear) thing ever. This was using the GT mission pack. Hive Guard, especially with Enhanced Resistance, are the toughest sob's when it comes to artillery. Hive Tyrants are still amazing even though they could use a 5th attack. And with wings they are far more mobile than Marines could ever hope to be. And let's not forget our humble Termagants and Rippers, who are cheap Obsec, and quite mobile with Metabolic Overdrive. So while this list does have some similarities, I think it has many strengths that Marines just don't have access to. Despite my loss to Dark Eldar, which is still one of our worst matchups, I still felt as if I had a fighting chance. Maybe has more to say about how bad the points hikes are for the dark kin. I think that had I played a bit tighter and chose better secondaries (mostly Raise the Banners), I could have easily won. But as you can tell it was a close game.
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Post by tallthor on Jul 21, 2020 2:46:43 GMT
I’ve been playing a fairly similar list, am I the only one that feels like we’re just trying to imitate a space marine play style? You're not entirely wrong. Super tough, jack of all trades infantry: check Really good artillery: check Amazing HQs: check That being said, it's superficially similar, but ends up having a lot of differences especially movement wise. We could think that we're just a gribbly version of Marines, but we can come out ahead of them too. Where I honestly think this list comes out ahead is that, in many ways, Levi Tyranid Warriors are an fantastic meta call vs D2 weapons. I played against Dark Eldar today and my opponent was quite livid that his recently points-hiked Disintegrators could only do 1 damage to my Warriors with Unyielding Chitin. Sadly I lost 76-73 but it's more because of my misplays and the fact that going 2nd with Raise the Banner as a Secondary is the worst (please do not swear) thing ever. This was using the GT mission pack. Hive Guard, especially with Enhanced Resistance, are the toughest sob's when it comes to artillery. Hive Tyrants are still amazing even though they could use a 5th attack. And with wings they are far more mobile than Marines could ever hope to be. And let's not forget our humble Termagants and Rippers, who are cheap Obsec, and quite mobile with Metabolic Overdrive. So while this list does have some similarities, I think it has many strengths that Marines just don't have access to. Despite my loss to Dark Eldar, which is still one of our worst matchups, I still felt as if I had a fighting chance. Maybe has more to say about how bad the points hikes are for the dark kin. I think that had I played a bit tighter and chose better secondaries (mostly Raise the Banners), I could have easily won. But as you can tell it was a close game. Damn, that sounds like an absolute nail biter; and you are right, Dark ELdar is a SUPER tough match up for Tyranids with poison weapons. It is good that most people don't even know our whole tool kit like Unyielding Chitin for Warriors. What were your other secondaries? I actually retuned my list after seeing yours had more troops as well, so I have one with a Rupturefex and less infantry, and one without and a lot more infantry. Depends on the match up.
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Post by kwisatzhaderach on Jul 21, 2020 15:20:24 GMT
You're not entirely wrong. Super tough, jack of all trades infantry: check Really good artillery: check Amazing HQs: check That being said, it's superficially similar, but ends up having a lot of differences especially movement wise. We could think that we're just a gribbly version of Marines, but we can come out ahead of them too. Where I honestly think this list comes out ahead is that, in many ways, Levi Tyranid Warriors are an fantastic meta call vs D2 weapons. I played against Dark Eldar today and my opponent was quite livid that his recently points-hiked Disintegrators could only do 1 damage to my Warriors with Unyielding Chitin. Sadly I lost 76-73 but it's more because of my misplays and the fact that going 2nd with Raise the Banner as a Secondary is the worst (please do not swear) thing ever. This was using the GT mission pack. Hive Guard, especially with Enhanced Resistance, are the toughest sob's when it comes to artillery. Hive Tyrants are still amazing even though they could use a 5th attack. And with wings they are far more mobile than Marines could ever hope to be. And let's not forget our humble Termagants and Rippers, who are cheap Obsec, and quite mobile with Metabolic Overdrive. So while this list does have some similarities, I think it has many strengths that Marines just don't have access to. Despite my loss to Dark Eldar, which is still one of our worst matchups, I still felt as if I had a fighting chance. Maybe has more to say about how bad the points hikes are for the dark kin. I think that had I played a bit tighter and chose better secondaries (mostly Raise the Banners), I could have easily won. But as you can tell it was a close game. Damn, that sounds like an absolute nail biter; and you are right, Dark ELdar is a SUPER tough match up for Tyranids with poison weapons. It is good that most people don't even know our whole tool kit like Unyielding Chitin for Warriors. What were your other secondaries? I actually retuned my list after seeing yours had more troops as well, so I have one with a Rupturefex and less infantry, and one without and a lot more infantry. Depends on the match up. So using the GT Mission Pack, we got mission 33 - Priority Target. This is a bit of an odd one. After setup, you and your opponent go back and forth shifting the 4 objectives besides the main one. The first player positions one, the second player repositions two, then the first player repositions the last one. Also, the diagonal is super weird, too. Threw both of us off, lol. Anyway, here were my secondaries:Bring It Down - Against Dark Eldar, this is a pretty easy auto max. I feel a bit bad for them to be honest, being forced to go transport heavy with vulnerable transports that can no longer stack -1s. Ended up maxing this one. Domination - I know people say not to take this one as it’s hard to max, and they are right. But all secondaries are pretty hard to max. I ended up scoring 12 on this. Had I been more aggressive and advanced with my Warriors Turn 1, I could have pretty easily maxed it. Raise The Banners - I hate this secondary so much. There’s so much wrong with it, and there are so many restrictions, for so little upside. On paper it seems fine - you capture objectives with infantry, then you do actions and you score more VP. What a sweet win, right? Well, here’s the part that blows: You only score those points at the beginning of your next command phase. And lucky you, you score points at the end of the game. This one is just not worth it, in my opinion. I only scored 6 with it I believe. It’s much too swingy. What I should have chosen - Priority Targets (Progressive) I would have pretty easily gotten 9 points to secure a tie, and with a little extra work, gotten 12 to secure a win. This is a pretty easy 9 to 12 pointer. Also, this priority objective will pretty much always be the one that’s in your DZ. I got 40 on the primary. A key moment was my Tyranid warriors with Catalyst tanking a combined assault of an Archon, Drazhar, and a Succubus in order to get me a 15 on the Primary during the 3rd turn. Something I’ve come to realize is that even without a Prime, tyranid warriors put out a decent number of firepower and in CC they’re quite scary with -2 AP from bone swords. My opponent brought bring it down (only managed to kill 2 hive tyrants), the priority targets (which he easily maxed), and engage on all fronts (pretty easy for Dark Eldar), which he also maxed. In retrospect, I was so worried about his razorwing jets that I fired on them too often, same with his ravagers. I really should have been knocking more troops off of objectives. I did now and then, but had I focused more on that, I could have denied him even 5 more points which would have been the win for me. At the end of the game, both of my Exocrines were still at their top bracket, yet I barely had any troops, which tells me that I wasn’t sticking them in harm’s way often enough. And this was definitely the difference between winning and losing - the movement phase. One thing that I hadn’t considered is that we should be able to still take actions with our troops after using Metabolic Overdrive, which could be nice for certain objectives.
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Post by acehilator on Jul 22, 2020 18:35:20 GMT
I don't see the problem with Raise the banners. The unit that did the action can die or move away and you still get to keep the banner as long as you keep control of that objective. Unless you get totally stomped, that should be an automatic 10VP on five of the seven battleplans (exception being "Battle Lines" and "Vital Intelligence").
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Post by kwisatzhaderach on Jul 23, 2020 0:23:10 GMT
I don't see the problem with Raise the banners. The unit that did the action can die or move away and you still get to keep the banner as long as you keep control of that objective. Unless you get totally stomped, that should be an automatic 10VP on five of the seven battleplans (exception being "Battle Lines" and "Vital Intelligence"). My problem is that when you go 2nd, your opponent knows exactly which objectives to gun for to deny you secondaries. I had this happen twice - I would "raise the banner", but my opponent was so mobile he could just advance a transport onto it and shoot my guys off. This might have been a special case of how bad the Dark Eldar matchup for us is. However, it significantly colored my opinion of it.
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Post by gorsameth on Jul 23, 2020 10:08:27 GMT
Yeah not many armies can put a venom with 5 warriors in your backfield for only 120 points. I guess that is where you need to put more units on your objectives to prevent it. But I don't have a lot of experience in the matchup myself.
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Post by garg on Jul 23, 2020 15:04:01 GMT
I'd consider dropping one of the hive tyrants. For some armies it will be easy points with abhor the witch combined with bring it down. It's good to hear it was a close game, i think we're in an okay position.
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Post by kwisatzhaderach on Jul 30, 2020 14:26:52 GMT
Yeah not many armies can put a venom with 5 warriors in your backfield for only 120 points. I guess that is where you need to put more units on your objectives to prevent it. But I don't have a lot of experience in the matchup myself. I think it's so bad, and they counter so much of what we do, that it's not even worth "teching" for. It's probably 20/80 in their favor. I'd consider dropping one of the hive tyrants. For some armies it will be easy points with abhor the witch combined with bring it down. It's good to hear it was a close game, i think we're in an okay position. After having played 4 games with the list now, I'll admit that the walkrant hasn't been the greatest use of points. However, it serves as an amazing counterpunch for enemy units trying to get into close range with my exocrines and hive guard gunline. Speaking of which, here's the list so far... ++ Patrol Detachment 0CP (Tyranids) [43 PL, -1CP, 807pts] ++ + Configuration + Detachment CP Hive Fleet: Kronos + Stratagems + Progeny of the Hive [-1CP] + HQ + Neurothrope [4 PL, 95pts]: Power: Smite, Power: Symbiostorm, Resonance Barb, Warlord + Troops + Ripper Swarms [2 PL, 36pts]: 3x Ripper Swarm Ripper Swarms [2 PL, 36pts]: 3x Ripper Swarm + Elites + Hive Guard [13 PL, 300pts] . Adaptive Physiology: Enhanced Resistance . 6x Hive Guard (Impaler): 6x Impaler Cannon + Heavy Support + Exocrine [11 PL, 170pts] Exocrine [11 PL, 170pts] ++ Battalion Detachment -3CP (Tyranids) [61 PL, 9CP, 1,193pts] ++ + Configuration + Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) Detachment CP [-3CP] Hive Fleet: Leviathan + HQ + Hive Tyrant [9 PL, 175pts]: Monstrous Rending Claws, Power: Catalyst, Power: Onslaught, Two Deathspitters with Slimer Maggots Hive Tyrant [11 PL, 225pts]: Adrenal Glands, Monstrous Rending Claws, Power: Catalyst, Power: Psychic Scream, Two Deathspitters with Slimer Maggots, Wings Hive Tyrant [11 PL, 225pts]: Adrenal Glands, Monstrous Rending Claws, Power: Catalyst, Power: Psychic Scream, Two Deathspitters with Slimer Maggots, Wings + Troops + Termagants [3 PL, 50pts] . 10x Termagant (Fleshborer) Termagants [3 PL, 50pts] . 10x Termagant (Fleshborer) Termagants [3 PL, 50pts] . 10x Termagant (Fleshborer) Termagants [3 PL, 50pts] . 10x Termagant (Fleshborer) Tyranid Warriors [13 PL, 293pts] . Tyranid Warrior: Boneswords, Deathspitter . Tyranid Warrior: Deathspitter, Lash Whip and Bonesword . Tyranid Warrior: Deathspitter, Lash Whip and Bonesword . Tyranid Warrior: Deathspitter, Lash Whip and Bonesword . Tyranid Warrior: Deathspitter, Rending Claws . Tyranid Warrior: Deathspitter, Scything Talons . Tyranid Warrior (Bio-cannon): Boneswords, Venom Cannon . Tyranid Warrior (Bio-cannon): Boneswords, Venom Cannon . Tyranid Warrior (Bio-cannon): Boneswords, Venom Cannon Tyranid Warriors [5 PL, 75pts] . Tyranid Warrior: Devourer, Scything Talons . Tyranid Warrior: Devourer, Scything Talons . Tyranid Warrior: Devourer, Scything Talons ++ Total: [104 PL, 8CP, 2,000pts] ++ As for a quick explainer: Well, the Kronos gunline is self-explanatory. Two Exocrines and Hive Guard with a Symbio Neuro is a silly amount of firepower. It's almost as if we're Admech or Space Marines with the amount of shots these guys put out. So far I haven't dropped a game versus power armor with this list - which granted, it's only 3 games, but still. Primaris, Terminators, Obliterators - if they have multiple wounds and power armor, they're crying. I'm curious how this list will do against the supposed "Intercessor spam" armies I've been hearing about. Rippers play a really key part in the army. They not only can help deal with enemy psychics with the Deepest Shadow stratagem, but as in 8th, they are victory point grabbers. The Leviathan Battalion: 3 Tyrants are hard to deal with. I've found that this army presents a massive threat overload - very few armies are prepared to deal with 2 exocrines, hive guard, and then 3 hive tyrants. The walkrant is a support piece. Onslaught is actually quite good in this list because you can advance your Tyranid warrior blob and charge them if need be. He's there to be flexible and help me adapt to whatever the enemy is doing. Meanwhile the two flyrants are more aggro. Psychic Scream is an amazing power versus power armor. You can be spitting out tons of mortals and clearing away screens so that you can charge in there. The warrior blob tends to go in the center and hold it. Versus most armies, I'll put catalyst on them and have them hold the line, and from there they can help break through, or hold a center objective if there is one. Termagants, there to perform actions and hold objectives. The 3 man unit of Warriors is there to provide synapse support for backlines. Overall this list is quite adaptable, as befits the Tyranids. It does shooty far better than stabby, but the stabby elements of it are not to be underestimated. It has the best part of CC this edition, which is in clearing enemies off of objectives. The army plays remarkably well to the mission. It does bleed two secondaries: bring it down, and potentially abhor the witch. However, I've yet to have a game where bring it down was maxed against me. I tend to prioritize removing anti-tank with my monsters and hive guard. At some point I'd like to do a writeup on how your opponent's secondaries are actually your "tertiaries" - in the sense that, where you can, you should actively prevent them from scoring points. Maybe people in the ITC and the like have already done that though.
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Post by frostknife on Aug 2, 2020 8:11:59 GMT
Hi kwisatzhaderach, thanks for the writeup. I gave your exact list a spin in TTS against Custodes and won by like 3 points. We played the mission Scorched Earth and I took Mental Interrogation, Linebreaker, and Slay the Warlord. The Gants were great for grabbing objectives and the psychic in this list did way more than I expected!
I actually felt pretty underwhelmed by the warriors as they just got melted. How do you typically set up your warriors and what strategies do you use to get the most out of them?
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