Post by gribblybaby on Aug 9, 2020 10:36:05 GMT
Hey guys, I’ve been working on a list idea for a while that’s I would like to show you.
The intention of the list is to be super annoying to remove with some scoring units that are hyper scary on mid that are walking up whilst also having some very threatening shooting.
so I’ll do a mini explanation for each unit below the list.
Battalion - Jorgomundr (1448)
Battalion No CP cost thanks to Warlord.
HQ: 526
Prime (Warlord) (Death spitter, Scything talons) (81)
Walkrant (Onslaught, Catalyst) (heavy Venom Cannon, Rending Claws),
(Venom Thorn Parasite) (175)
Swarmlord (Catalyst, Psychic Scream) (270)
Troops: 608
Warrior x9 (3x Venom Cannon, Lashwhips and Boneswords, 6x deathspitter) (Enhanced Resistance) (297)
Warrior x3 (1 Venom cannon, 3x BoneSwords, 2x deathspitters) (99)
Genestealers x14 (210)
Elites: 314
Tyrant Guard x3 (Crushing Claws) (144)
Maleceptors x1 (170) (The Horror)
————————-
Patrol (-2 CP) Kronos (551)
Progeny of the Hive -1 CP
HQ: 95
Neurothrope (Symbiostorm)
Troops: 36
Ripper swarm x3 (36)
Elites: 250
Hiveguard x5 (Impaler Cannon) (250)
Heavy Support: 170
Exocrine x1 (170) (Dermic Symbiosis)
————————-
Right so this is the theory, kronos first cause that’s pretty cookie cutter.
The idea here is they shoot stuff off the board and either have an invuln save (Dermic Symbiosis) or can be reliably out of line of site. And that’s how they’re maintaining stickiness. Their main defence however comes in the form of the Jorm group which should be more threatening as they’re closer and will be scoring and their for require the opponents attention.
now onto the Jorm list.
first up the warriors and the prime, used to sit on mid and score and be insanely annoying to remove. enhanced resistance is like a pseudo invuln, Jorm means they’re saving on 3+, and they’re the unit I’ll be putting catalyst on. The swords and whips are to punish people baited into charging them. All this plus the fact I can reduce incoming wounds by one means they can be very spongy.
First turn they’re a candidate to be hive commandeered so I can plop them on a mid field objective without advancing.
The Swarmlord, Tyrant Guard, Maleceptor and Walkrant operate as a sort of monster hero ball. Which all hinges on the Maleceptor strategy Encephalic difusion which makes these T5,6,7 monsters with their 2+ jorm saves and invulns, very annoying to remove.
This blob walks up smiting, screaming, shooting and hive commanding t1. But most importantly catalisting And the horroring, hence catalyst is doubled up and the Maleceptor has the horror cause he’s very reliable. T2 the Swarmlord and the Tyrant Guard will break off and go murder something t2.
now the horror works in tandom with Genestealers, who are a bit of a flexi unit. They have two roles in the army.
1) the ideal scenario, they’re hive commandeered into their front line and kill something, doesn’t super matter what, then use overrun to spread out as much as possible and use savaged distraction. Planting a -1 to shooting 6inch blob in their front line. Ideally separated from whatever got “the horrored”.
2) if there got no good charges/are out of range/it’s a mostly combat army. Then you play cagey with them and use the, as a counter charge unit t2.
What do you think?
The intention of the list is to be super annoying to remove with some scoring units that are hyper scary on mid that are walking up whilst also having some very threatening shooting.
so I’ll do a mini explanation for each unit below the list.
Battalion - Jorgomundr (1448)
Battalion No CP cost thanks to Warlord.
HQ: 526
Prime (Warlord) (Death spitter, Scything talons) (81)
Walkrant (Onslaught, Catalyst) (heavy Venom Cannon, Rending Claws),
(Venom Thorn Parasite) (175)
Swarmlord (Catalyst, Psychic Scream) (270)
Troops: 608
Warrior x9 (3x Venom Cannon, Lashwhips and Boneswords, 6x deathspitter) (Enhanced Resistance) (297)
Warrior x3 (1 Venom cannon, 3x BoneSwords, 2x deathspitters) (99)
Genestealers x14 (210)
Elites: 314
Tyrant Guard x3 (Crushing Claws) (144)
Maleceptors x1 (170) (The Horror)
————————-
Patrol (-2 CP) Kronos (551)
Progeny of the Hive -1 CP
HQ: 95
Neurothrope (Symbiostorm)
Troops: 36
Ripper swarm x3 (36)
Elites: 250
Hiveguard x5 (Impaler Cannon) (250)
Heavy Support: 170
Exocrine x1 (170) (Dermic Symbiosis)
————————-
Right so this is the theory, kronos first cause that’s pretty cookie cutter.
The idea here is they shoot stuff off the board and either have an invuln save (Dermic Symbiosis) or can be reliably out of line of site. And that’s how they’re maintaining stickiness. Their main defence however comes in the form of the Jorm group which should be more threatening as they’re closer and will be scoring and their for require the opponents attention.
now onto the Jorm list.
first up the warriors and the prime, used to sit on mid and score and be insanely annoying to remove. enhanced resistance is like a pseudo invuln, Jorm means they’re saving on 3+, and they’re the unit I’ll be putting catalyst on. The swords and whips are to punish people baited into charging them. All this plus the fact I can reduce incoming wounds by one means they can be very spongy.
First turn they’re a candidate to be hive commandeered so I can plop them on a mid field objective without advancing.
The Swarmlord, Tyrant Guard, Maleceptor and Walkrant operate as a sort of monster hero ball. Which all hinges on the Maleceptor strategy Encephalic difusion which makes these T5,6,7 monsters with their 2+ jorm saves and invulns, very annoying to remove.
This blob walks up smiting, screaming, shooting and hive commanding t1. But most importantly catalisting And the horroring, hence catalyst is doubled up and the Maleceptor has the horror cause he’s very reliable. T2 the Swarmlord and the Tyrant Guard will break off and go murder something t2.
now the horror works in tandom with Genestealers, who are a bit of a flexi unit. They have two roles in the army.
1) the ideal scenario, they’re hive commandeered into their front line and kill something, doesn’t super matter what, then use overrun to spread out as much as possible and use savaged distraction. Planting a -1 to shooting 6inch blob in their front line. Ideally separated from whatever got “the horrored”.
2) if there got no good charges/are out of range/it’s a mostly combat army. Then you play cagey with them and use the, as a counter charge unit t2.
What do you think?