Post by zimko on Jul 26, 2020 17:51:45 GMT
After trying a more traditional list at a recent 9th tournament, I've learned a lot about 9th secondaries and how the meta is shifting. So here's a list idea to take advantage of the current state of 9th.
Leviathon Battalion
- Neurothrope: Warlord, Catalyst 95
- Broodlord: Psychic Scream 125
- Malanthrope 135
- 3x Rippers 36
- 3x Rippers 36
- 3x Rippers 36
- 6x Zoanthropes: The Horror 270
- 6x Zoanthropes: The Horror 270
- 6x Zoanthropes: The Horror 270
Kronos Patrol
- Neurothrope: Resonance Barb, Symbiostorm 95
- 3x Rippers 36
- 5x Hive Guard 250
- Exocrine: Voracious Ammunition 170
- Exocrine: Voracious Ammunition 170
Total 1994 pts, 9 CP
I'm leaning heavily on Zoanthropes here. With the meta being all about super resilient units, mortal wounds are very valueable. Leviathon I think is the best choice for Zoanthropes just to give them a little bit more survivability. The Malanthrope of course is providing them with -1 to hit.
The Broodlord is in there to score Psychic secondaries. I found him to be excellent at either Psychic Ritual or Pierce the Veil depending on the map. His speed allows him to begin using the psychic actions on turn 1. He could also be decent at Teleport Homer with Outflank if your opponent is playing a low model count army which seems to be very common right now.
Ripper Swarms were awesome at Linebreaker. People don't have the models to cover their deployment zone for 3 turns. Everyone is fighting for the middle. So it's extremely easy to get 15 points from 2 units of Rippers deep striking behind LOS terrain in the corner of the map.
I found that the primary objective is not that hard to max. If you can hold 2 objectives the entire game, then you're already getting 40 points. The maximum is 45. So if you can just get 1 turn of holding more, then you can max. The hard part comes when your opponent is able to remove your models from objectives. This is why I want to try Zoanthropes. 3 units can spread across two objectives, and they have the staying power to stick around. Rippers are also very small and can hide on some objectives.
I went with Voracious Ammunition on the Exocrines for a couple reasons. For one, this list isn't going to be great at killing units with a lot of models. So I at least want the Exocrines to be able to deal a few extra mortals. Plus, against very resilient units, those 3 extra mortals are good value. The other reason though, is because I don't think Dermic Symbiosis is worth it anymore. With so many lists tooling towards killing resilient units, the Exocrine just can't survive the punishment that can be thrown their way, with or without a 5++. Outflanking is the best option for making sure they get their shots in. With that in mind, we might as well make sure they get the most bang for their buck and go with an offensive adaptation rather than a defensive one.
Hive Guard are in a similar situation. In two of my games they weren't touched by anything shooting. In the Nurgle Death Guard game, my opponent took 3 plagueburst Crawlers and they managed to kill 3 Hive Guard on turn 1 despite ignoring AP -2. (Sidenote, Plagueburst Crawlers are extra nasty now since they can fire their flamers in melee. I can no longer just touch them with Genestealers to turn them off. The Genestealers get torn apart by the flamers. Touching them with a Monster though still works ok.) So I decided to just double down on Exocrines offense and stop taking defensive adaptations. Hive Guard are a scare tactic, and my opponents are certainly afraid of them... but their damage output in this meta is pretty lackluster. It feels really bad spending 2 CP to shoot again and only dealing a few damage. They're still in the list because there's still good utility in having LOS ignoring fire, but I'm ok dropping 1 to fit in another Exocrine and to keep my Zoanthrope units at max 6 models.
I wont have another tournament until later next month, but I like the look of this list for 9th missions.
Leviathon Battalion
- Neurothrope: Warlord, Catalyst 95
- Broodlord: Psychic Scream 125
- Malanthrope 135
- 3x Rippers 36
- 3x Rippers 36
- 3x Rippers 36
- 6x Zoanthropes: The Horror 270
- 6x Zoanthropes: The Horror 270
- 6x Zoanthropes: The Horror 270
Kronos Patrol
- Neurothrope: Resonance Barb, Symbiostorm 95
- 3x Rippers 36
- 5x Hive Guard 250
- Exocrine: Voracious Ammunition 170
- Exocrine: Voracious Ammunition 170
Total 1994 pts, 9 CP
I'm leaning heavily on Zoanthropes here. With the meta being all about super resilient units, mortal wounds are very valueable. Leviathon I think is the best choice for Zoanthropes just to give them a little bit more survivability. The Malanthrope of course is providing them with -1 to hit.
The Broodlord is in there to score Psychic secondaries. I found him to be excellent at either Psychic Ritual or Pierce the Veil depending on the map. His speed allows him to begin using the psychic actions on turn 1. He could also be decent at Teleport Homer with Outflank if your opponent is playing a low model count army which seems to be very common right now.
Ripper Swarms were awesome at Linebreaker. People don't have the models to cover their deployment zone for 3 turns. Everyone is fighting for the middle. So it's extremely easy to get 15 points from 2 units of Rippers deep striking behind LOS terrain in the corner of the map.
I found that the primary objective is not that hard to max. If you can hold 2 objectives the entire game, then you're already getting 40 points. The maximum is 45. So if you can just get 1 turn of holding more, then you can max. The hard part comes when your opponent is able to remove your models from objectives. This is why I want to try Zoanthropes. 3 units can spread across two objectives, and they have the staying power to stick around. Rippers are also very small and can hide on some objectives.
I went with Voracious Ammunition on the Exocrines for a couple reasons. For one, this list isn't going to be great at killing units with a lot of models. So I at least want the Exocrines to be able to deal a few extra mortals. Plus, against very resilient units, those 3 extra mortals are good value. The other reason though, is because I don't think Dermic Symbiosis is worth it anymore. With so many lists tooling towards killing resilient units, the Exocrine just can't survive the punishment that can be thrown their way, with or without a 5++. Outflanking is the best option for making sure they get their shots in. With that in mind, we might as well make sure they get the most bang for their buck and go with an offensive adaptation rather than a defensive one.
Hive Guard are in a similar situation. In two of my games they weren't touched by anything shooting. In the Nurgle Death Guard game, my opponent took 3 plagueburst Crawlers and they managed to kill 3 Hive Guard on turn 1 despite ignoring AP -2. (Sidenote, Plagueburst Crawlers are extra nasty now since they can fire their flamers in melee. I can no longer just touch them with Genestealers to turn them off. The Genestealers get torn apart by the flamers. Touching them with a Monster though still works ok.) So I decided to just double down on Exocrines offense and stop taking defensive adaptations. Hive Guard are a scare tactic, and my opponents are certainly afraid of them... but their damage output in this meta is pretty lackluster. It feels really bad spending 2 CP to shoot again and only dealing a few damage. They're still in the list because there's still good utility in having LOS ignoring fire, but I'm ok dropping 1 to fit in another Exocrine and to keep my Zoanthrope units at max 6 models.
I wont have another tournament until later next month, but I like the look of this list for 9th missions.