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Post by kwisatzhaderach on Aug 2, 2020 18:27:12 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? Hi Frostknife, First off, congrats on the win! Custodes seem to be one of the most competitive factions in 9th, so that's amazing. Would love to hear more about how the game went if you have a chance to write it up. Regarding the warriors - I tend to be quite aggressive with the unit of 9. I use them as a bully unit, where they can pick off just about anything smaller than them without any fear of massive retaliation. They are a midrange unit - use them to shoot up the choppy guys, and chop up the shooty guys. Putting Onslaught on them seriously boosts their utility. Generally my strategy for the unit of 9 is to have them move forward and take control of the center, and if I expect they will be taking a lot of attacks (Especially when on an objective) I'll put Catalyst on them. Melee is their weak point vs more dedicated melee troops, hence why I have so many lash whips. However, if I feel they'll be outmatched, I will put them on a flank and have them take over that side of the board. I have done this versus Space Marines before. I will admit that I am not super familiar with Custodes as a faction, but I think this would be one matchup where the Warriors are outmatched. Looking through a lot of the Custodes weapons, I notice a lot of Damage 2 weapons. If you think that your Warriors are going to be focused on a lot in the shooting phase, definitely pop the Unyielding Chitin stratagem on them if it will save even 1 guy. In combat, I think you're just going to lose with them unfortunately, unless you can gang up on a unit that just has 1 or 2 guys in it. With the smaller unit of 3 warriors, I tend to have them try and take an objective near me and hold it as best they can, while providing synapse support where necessary. And yes, I think this particular build has the longest psychic phase of any army I've ever played.
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Post by frostknife on Aug 7, 2020 6:51:17 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? Hi Frostknife, First off, congrats on the win! Custodes seem to be one of the most competitive factions in 9th, so that's amazing. Would love to hear more about how the game went if you have a chance to write it up. Regarding the warriors - I tend to be quite aggressive with the unit of 9. I use them as a bully unit, where they can pick off just about anything smaller than them without any fear of massive retaliation. They are a midrange unit - use them to shoot up the choppy guys, and chop up the shooty guys. Putting Onslaught on them seriously boosts their utility. Generally my strategy for the unit of 9 is to have them move forward and take control of the center, and if I expect they will be taking a lot of attacks (Especially when on an objective) I'll put Catalyst on them. Melee is their weak point vs more dedicated melee troops, hence why I have so many lash whips. However, if I feel they'll be outmatched, I will put them on a flank and have them take over that side of the board. I have done this versus Space Marines before. I will admit that I am not super familiar with Custodes as a faction, but I think this would be one matchup where the Warriors are outmatched. Looking through a lot of the Custodes weapons, I notice a lot of Damage 2 weapons. If you think that your Warriors are going to be focused on a lot in the shooting phase, definitely pop the Unyielding Chitin stratagem on them if it will save even 1 guy. In combat, I think you're just going to lose with them unfortunately, unless you can gang up on a unit that just has 1 or 2 guys in it. With the smaller unit of 3 warriors, I tend to have them try and take an objective near me and hold it as best they can, while providing synapse support where necessary. And yes, I think this particular build has the longest psychic phase of any army I've ever played. Ok so I played another round against custodes, this time a resounding victory thanks to a few key mistakes by my opponent. I did end up shifting enhanced resistance to the warriors. (Which Actually did very little since a ton of custodes have ap -3, but I wanted to pretend like I didn't know what I would be up against) I'll do a brief writeup of this game with two experimental variants of this list I'd like to try. So stay tuned! Oh and one more thing, you take progeny of the hive right? Which adaptive physiology do you go with other than enhanced resistance? Am I blind?
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Post by N.I.B. on Aug 7, 2020 11:19:18 GMT
Why Deathspitters on Flyrants? Especially with the smaller boards you'd think Devourers would be the go-to choice for a unit with M16"?
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Post by tallthor on Aug 7, 2020 22:36:59 GMT
Hi Frostknife, First off, congrats on the win! Custodes seem to be one of the most competitive factions in 9th, so that's amazing. Would love to hear more about how the game went if you have a chance to write it up. Regarding the warriors - I tend to be quite aggressive with the unit of 9. I use them as a bully unit, where they can pick off just about anything smaller than them without any fear of massive retaliation. They are a midrange unit - use them to shoot up the choppy guys, and chop up the shooty guys. Putting Onslaught on them seriously boosts their utility. Generally my strategy for the unit of 9 is to have them move forward and take control of the center, and if I expect they will be taking a lot of attacks (Especially when on an objective) I'll put Catalyst on them. Melee is their weak point vs more dedicated melee troops, hence why I have so many lash whips. However, if I feel they'll be outmatched, I will put them on a flank and have them take over that side of the board. I have done this versus Space Marines before. I will admit that I am not super familiar with Custodes as a faction, but I think this would be one matchup where the Warriors are outmatched. Looking through a lot of the Custodes weapons, I notice a lot of Damage 2 weapons. If you think that your Warriors are going to be focused on a lot in the shooting phase, definitely pop the Unyielding Chitin stratagem on them if it will save even 1 guy. In combat, I think you're just going to lose with them unfortunately, unless you can gang up on a unit that just has 1 or 2 guys in it. With the smaller unit of 3 warriors, I tend to have them try and take an objective near me and hold it as best they can, while providing synapse support where necessary. And yes, I think this particular build has the longest psychic phase of any army I've ever played. Ok so I played another round against custodes, this time a resounding victory thanks to a few key mistakes by my opponent. I did end up shifting enhanced resistance to the warriors. (Which Actually did very little since a ton of custodes have ap -3, but I wanted to pretend like I didn't know what I would be up against) I'll do a brief writeup of this game with two experimental variants of this list I'd like to try. So stay tuned! Oh and one more thing, you take progeny of the hive right? Which adaptive physiology do you go with other than enhanced resistance? Am I blind? Holy moly, 2 wins Vs Custodes, I gotta go back and read what you had in the list. EDIT: Alright, had a look and that is very close to my comptitive list, I take a Rupturefex and 4 Zoanthropes instead of the warriors, maybe I should add more Termas to the list.
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Post by frostknife on Aug 8, 2020 4:03:17 GMT
Tyranids vs Custodes 2: Electric Boogaloo, the CliffNotes
We played Sweep and Clear. I chose the optional secondary objective Direct Assault as well as Assassinate, and Engage on All Fronts (or was it Domination? Eh same difference pretty much).
I deployed first, but it didn't matter because he had placed part of his already-tiny army in reserve.
I placed the unit of three warriors and a squad of gants on the left side (the short side of the board) and a unit of gants toward the middle followed by the 9-man warrior squad just behind them. One flyrant with Catalyst and Paroxysm (Instead of a second onslaught because I think paroxysm is somewhat ok in this edition) was deployed inside of the ruins right up against the deployment zone and just to the left of the gants. On the right side, I set up a gant squad right up against the deployment zone toward the long end of the board. Behind those gants, I deployed two Exocrenes in the woods for free cover with the walkrant right next to them acting as babysitter.
Finally, I dropped my Hive Guard squad and Neurothrope in the back left corner ruins with a maximum-coherency-range-spaced gant squad forming a crescent shape behind them to deny sneaky deep-strikers.
This is my second game playing with this list and my opponent's first with his.
I know my psykers are in for a rough ride when I read his Culexus assassin's datatsheet for the first time. Like, GW wtf? -2 to casts + immune to psychic + only gets hit on 6+? Resonance barb came in clutch multiple times here.
My opponent has a unit of 4 custodian guards sitting on the far right objective in his ruins, a Telemon, Shield Captain on Dawneagle Jetbike and Culexus sitting in the large ruin near the center of the board (And I think a regular Shield Captain too? Though he may he deepstruck him in later...), and a squad of 4 Vertus Praetor bikes poised to strike at the near right corner objective. His 5 Venatari, 5 Allarus Custodians, and a Contemptor Achilles Dreadnought are
Disclaimer: The details are bit fuzzy as I played a few days ago, but I'll give you the highlights...
In turn 1:
My flyrant moves up the board and drops down right behind his Telemon Dreadnought and lil Culexus, digging into the dreadnought, and shooting/knocking a few wounds off of him. My Hive Guard firing twice with single minded annihilation absolutely decimates his Vertus Praetors, leaving him with a bike or two on low health. I chose them because they are fast attacks WITH obsec, leaving him without his most mobile obsec unit. It's even more important I got rid of them because you do NOT need to leave a unit on the objective to secure it in Sweep and Clear.
My Termagants all spread out toward the nearest objectives with the 3 warriors walking up with the far left gants and the 9 warrior hovering near the center of the board on my side.
I basically lost all of my gants near the middle of the board to some big dakka and my flyrant takes heavy hits from the Telemon and jetbiker shield captain (which can consolidate long distances away from enemy units after he fights which (please do not swear) insane). His Culexus disengages and tries to spread his anti-psyker aura over a wider range. His last Vertus Praetor runs up to my Exocrene and does like 6 damage to it with a lucky melta shot. Crazy (please do not swear).
In turn 2/3:
Unfortunately for our brave Praetor, I can now fire in combat this edition. Boom. Dead biker gang. My gants grab the left and right corner objectives and my Hive Guard shoots a bunch of holes in the telemon or shield captain biker can't remember which. My Flyrant goes down to Telemon and Co, but he's already hurt the thing pretty decent. I drop in my 2nd Flyrant, armed with Psychic Scream and The Horror on the far right with the Custodes dropping their Venatari as close as they can to the far right objective. My warriors get engaged in combat with Culexus in the middle which felt like watching a bunch of wacky inflatable tub men duke it out, hardly wounding each other. The walking captain also gets in close with my 9 man warrior unit.
I'm protecting a huge swath of the board from deepstrike so he decides not to drop his Achilles or Allarus squad on T2 which may have been a mistake, but they would have been far from any good action anyway so I'm not sure. I also get my rippers down on his backline to contest an objective and project my deepstrike protection even further. His Teletubbymon goes down to my Flyrant or something. Sweet, sweet revenge for his fallen brood bro.
In turn 3/4:
I kill his Shield Cap biker and his walking shield captain with some symbiostorm artillery and some great smites thanks to the resonance barb. Stupid Culexus (still engaged with my warriors) made me reroll a few times though.
My two Tyrants move up the center of the board, the flying one running up to harrow the backline unit of Custodian Guards, ripping them apart with claws and very good 3-wound smite. My shooty things knock off some Venatari. They turn around and promptly kill my gant squad taking the far right objective. He finally drops in his Allurus squad next to my remaining flyrant and walkrant and a bloody melee ensues but not this turn because he fails the 9in. charge. Oof. His Achilles drops in on the left ripps through my gant squad there and gets intercepted by the gants that were protecting my Hive Guard from deepstrikes. It manages to break through but by the time he arrives near my backline he is on the bottom bracket.
Oh also I think the Telemon or, Shield Captain butt-blast my 3 man warrior squad at some point before they die, just cannot remember exactly when.
Turn 5 Begins:
My entire gunline is intact so its pretty much over. He ends up conceding because I've been scoring the middle of the board the secondary Direct Assault and now was getting the 5-point-total bonus for having his backline AND the center objective secured. I've also taken more objectives than him every round (thanks disposable fodder gants) and killed two of his character for Assassinate. By default, engage on all fronts (or was it domination) was also easy because I was so spread out.
Landslide Victory!
After-game Thoughts:
In hindsight, maybe choosing Assassinate was bad because I didn't get his Calexus and he only had 3 total characters. What would you have chosen?
Denying deepstrike and controlling the board is something the list does well and the warriors + mobile tyrants are able to project the Leviathan "feel no pains" pretty well to the entire blob.
It's no surprise that our shooting was the MVP and the Tyrants make great synaptic distractions for the enemy.
I think enhanced resistance is probably best on the Hive Guard, I'll be moving it back there for sure. Didn't use that adaptive physiology all game, but I heard that there are other units in the game that can shoot without LOS plus there's always the mirror matchup (haha I'm probably dreaming) so defending them should be the highest priority. Does anyone have examples of other units that can do this shooting without sight thing?
The warriors still felt kinda bad, but maybe not for my original reason for my saying so. I think they're actually pretty good, beefy troops that project synapse, so maybe they should be just that: having minimal equipment and using those points elsewhere?
I'm pretty new to the game so any constructive criticism is welcome!
I'll be adding my two list variants that I'm considering pivoting to next so stay tuned!
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Post by frostknife on Aug 8, 2020 4:05:14 GMT
Why Deathspitters on Flyrants? Especially with the smaller boards you'd think Devourers would be the go-to choice for a unit with M16"? Wait I think they are devourers aren't they?
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Post by N.I.B. on Aug 8, 2020 17:31:38 GMT
Why Deathspitters on Flyrants? Especially with the smaller boards you'd think Devourers would be the go-to choice for a unit with M16"? Wait I think they are devourers aren't they? Check out the updated list.
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Post by frostknife on Aug 8, 2020 19:03:43 GMT
Wait I think they are devourers aren't they? Check out the updated list. Ah yeah, I decided to run devourers on mine.
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Post by kwisatzhaderach on Aug 8, 2020 23:26:23 GMT
Ok so I played another round against custodes, this time a resounding victory thanks to a few key mistakes by my opponent. I did end up shifting enhanced resistance to the warriors. (Which Actually did very little since a ton of custodes have ap -3, but I wanted to pretend like I didn't know what I would be up against) I'll do a brief writeup of this game with two experimental variants of this list I'd like to try. So stay tuned! Oh and one more thing, you take progeny of the hive right? Which adaptive physiology do you go with other than enhanced resistance? Am I blind? Hi Frostknife, I do take Progeny of the Hive. I put Enhanced Resistance on the Hive Guard and on the unit of 9 Warriors. Not sure why that didn't show up on my list. But, I did read your battle report. I'm very impressed, sounds like they had a tough time standing up to all of the threats. As for choice of secondaries, Assassinate seemed fine. Against hyper elite armies there aren't very many good picks I've noticed. A secondary that would theoretically get you around 9-12, which is more than fine. Life has been pretty busy so I haven't been able to play any games this past week so it was nice to read a report from another player using a similar army! Why Deathspitters on Flyrants? Especially with the smaller boards you'd think Devourers would be the go-to choice for a unit with M16"? Hi N.I.B., it was purely a misclick on Battlescribe that I did not notice until now. They are meant to be Devourers. Here's the full list, hopefully free of errors: ++ 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 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] ++
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Post by kinginyellow on Aug 9, 2020 23:35:12 GMT
Would making a hive tyrant the warlord and save a cp be beneficial? If the fire power is to high, you can deep strike the warlord, definitely if they take slay the warlord. Unsure how common slay the warlord is as you can't get full points from it.
Or is the plan to overwhelm them with the tyrants and so deep strike isn't worth the 1 cp cost?
Also, is it worth it to you to spend a cp to give dermis symbiosis to an exocrine?
Edit: I didn't see enhanced reaction on hive guard. My bad.
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Post by frostknife on Aug 12, 2020 1:08:57 GMT
Would making a hive tyrant the warlord and save a cp be beneficial? If the fire power is to high, you can deep strike the warlord, definitely if they take slay the warlord. Unsure how common slay the warlord is as you can't get full points from it. Ooh true... You may have a point. Does it save a cp or does it cancel out all 3?
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Post by kinginyellow on Aug 12, 2020 3:54:15 GMT
Would making a hive tyrant the warlord and save a cp be beneficial? If the fire power is to high, you can deep strike the warlord, definitely if they take slay the warlord. Unsure how common slay the warlord is as you can't get full points from it. Ooh true... You may have a point. Does it save a cp or does it cancel out all 3? Currently your list has a free patrol but the battalion costs 3 cp. Swapping the warlord to a tyrant will make the battalion free but the patrol will cost 2 cp. So overall save 1 cp. (I would recommend picking the walking tyrant only out of aethestics) I love the ideas for this list btw and plan to use this as a base, if that's okay?
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Post by sleep on Aug 12, 2020 12:15:30 GMT
What do you think about tyranid prime? You are heavily invested in warriors.
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Post by kwisatzhaderach on Aug 12, 2020 15:22:48 GMT
Ooh true... You may have a point. Does it save a cp or does it cancel out all 3? Currently your list has a free patrol but the battalion costs 3 cp. Swapping the warlord to a tyrant will make the battalion free but the patrol will cost 2 cp. So overall save 1 cp. (I would recommend picking the walking tyrant only out of aethestics) I love the ideas for this list btw and plan to use this as a base, if that's okay? That is a good point about making the walking tyrant the warlord, rather than the Neuro. My concern is that I really don't want to have to deepstrike it if someone chooses slay the warlord, especially if there isn't a lot of terrain on the battlefield. Now, if you do tend to play with a decent amount of LOS blocking terrain, you can definitely choose it and save the 1 CP. Indeed, as to your other post, a big idea with the Tyrants is that you're just going on threat overload. You have the 3 tyrants plus 2 exocrines and the hive guard that your opponent has to deal with, spitting out tons of efficient firepower. Also, regarding the Adaptive Physiologies on the Hive Guard vs Exocrine, it's a total meta call. I tend to play vs other artillery or other opponents that know how strong hive guard are, so I like to have them a bit more protected. As for planning to use this list as a base, go for it! Anything that helps the Hive Mind secure some more biomass and wins. I got the original idea for the 3x Tyrants from tallthor, and just added some of my own personal favorite units (9x warriors). What do you think about tyranid prime? You are heavily invested in warriors. I have thought about it, but on later inspection, the whole idea of the warriors in this list is to just be a hard to kill unit, and not necessarily use them for their combat ability (which isn't even that great even with a Prime). One unit of warriors is purely there for synapse and objectives, with the other meant as a tough-to-kill unit that can hold the center or flank if need be. A Prime doesn't help with either of those goals.
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Post by frostknife on Aug 14, 2020 3:27:47 GMT
++ Battalion Detachment -3CP (Tyranids) [65 PL, 8CP, 1,229pts] +++ Configuration +Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) Detachment CP [-3CP]Hive Fleet: Leviathan + Stratagems +Progeny of the Hive [-1CP]+ HQ +Hive Tyrant [9 PL, 180pts]: Adrenal Glands, Monstrous Rending Claws, Power: Catalyst, Power: Paroxysm, Two Devourers with Brainleech Worms Hive Tyrant [11 PL, 225pts]: Adrenal Glands, Monstrous Rending Claws, Power: Psychic Scream, Power: The Horror, Two Devourers with Brainleech Worms, Wings The Swarmlord [15 PL, 270pts]: Power: Catalyst, Power: Onslaught, Power: Smite + Troops +Termagants [3 PL, 50pts]. 10x Termagant (Fleshborer): 10x Fleshborer Termagants [3 PL, 50pts]. 10x Termagant (Fleshborer): 10x Fleshborer Termagants [3 PL, 50pts]. 10x Termagant (Fleshborer): 10x Fleshborer Termagants [3 PL, 50pts]. 10x Termagant (Fleshborer): 10x Fleshborer Tyranid Warriors [13 PL, 279pts]. 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, Scything Talons . Tyranid Warrior: Deathspitter, Scything Talons . Tyranid Warrior: Deathspitter, Scything Talons . Tyranid Warrior (Bio-cannon): Scything Talons, Venom Cannon . Tyranid Warrior (Bio-cannon): Scything Talons, Venom Cannon . Tyranid Warrior (Bio-cannon): Scything Talons, Venom Cannon Tyranid Warriors [5 PL, 75pts]. Tyranid Warrior: Devourer, Scything Talons . Tyranid Warrior: Devourer, Scything Talons . Tyranid Warrior: Devourer, Scything Talons ++ Patrol Detachment 0CP (Tyranids) [41 PL, 771pts] +++ Configuration +Detachment CPHive Fleet: Kronos + HQ +Neurothrope [4 PL, 95pts]: Power: Symbiostorm, Resonance Barb, Warlord + Troops +Ripper Swarms [2 PL, 36pts]. 3x Ripper Swarm: 3x Claws and Teeth + 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]++ Total: [106 PL, 8CP, 2,000pts] ++Created with BattleScribeAlrighty, Here's what I'm thinking: We change one flyrant to good ole swarmy for the extra oomph that tyrants desperately need while gaining the ability to launch our warriors, gaunts, or himself into the fray if needed. Is he expensive? Yes. Will he go down in a blaze of glory? Definitely. But he's going to wreak some havoc before he goes down OR absorb every anti-tank bolt that could be smacking your Exocrines. The Leviathan saves should help him a little bit as well. We do lose a bit of mobility, but his fling ability might make up for it? Ok so what's the cost for this bad boy? Well essentially we lose a bunch of gear for our 9-man warrior squad. All but three of our warriors in this squad go down to scything talons, but it hardly matters anyway. They can't kill anything tough in combat, and the stuff they can kill, will be just fine with talons. We also lose a ripper swarm. This one kinda hurts because every bit of board control is good. I also might ditch paroxysm for a second psychic scream like the original list but I can't decide.
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