Post by zimko on Sept 10, 2020 14:05:37 GMT
I've played a few experimental lists now (posted on this forum) such as Genestealer sling, Flyrant Spam and Mortal Wound spam. So now I think it's time to fine tune a list built for 9th missions. First, here's the list I have in mind.
Battalion: Custom Fleet: Adaptive Exoskeleton (6++ to terms, horms and gargs), Membranous Mobility (-1 to hit in melee for units with fly)
HQ
Malanthrope, Warlord - 135 pts
Neurothrope, Psychic Scream - 95 pts
Troops
22 Hormagaunts - 132 pts
22 Hormagaunts - 132 pts
10 Hormagaunts - 60 pts
10 Termagants - 50 pts
10 Termagants - 50 pts
10 Termagants - 50 pts
Elites
Lictor - 37 pts
Lictor - 37 pts
4 Zoanthropes, Onslaught - 180 pts
6 Zoanthropes, Catalyst - 270 pts
Fast Attack
29 Gargoyles - 203 pts
Patrol: Kronos
HQ
Neurothrope, Symbiostorm, Resonance Barb - 95 pts
Troops
3 Ripper Swarms - 36 pts
3 Ripper Swarms - 36 pts
Fast Attack
3 Meiotic Spores - 60 pts
Heavy Support
Exocrine: Dermic Symbiosis - 170 pts
Exocrine: Dermic Symbiosis - 170 pts
To play to the mission, you need ob sec troops. I learned that no matter how resilient your models are, if they're not ob sec then you can easily be forced to only getting 5 pts a turn on the primary. So I've included 8 ob sec troops, 6 of which are infantry. You also need bodies. If both players have obsec on an objective, then total number of bodies wins. Thus I've included a decent number of bodies. The Gargoyles, despite not being ob sec, can also body block with their fast movement and largish bases, and as long as at least one ob sec troop is on an objective, then the number of gargoyles counts towards holding that objective.
Normally, the play for such a detachment is to go Leviathon for 6+++. However, I think 6++ is going to come out better. For one thing, you dont need to stay within 6" of a synapse creature (granted this wont be hard though). But more importantly, 6++ works much better on multi-damage attacks which are very common in melee. Most of the 'brawlers' used by Imperium and Chaos all have multi-damage melee attacks which makes Leviathon's 6+++ almost non-existent. A 6++ though will possibly make the difference between a squad being wiped, and having just that 1 ob sec model still alive at the end of the turn. The only downside with this fleet trait is that Zoanthropes won't benefit from it. However, Membranous Mobility makes up for this by making the Zoanthropes more difficult to kill in melee. It also helps the Gargoyles in melee by essentially always having their ability active (and lets it face it, that ability never activates where you want it anyway). So altogether I feel like this custom fleet is better for overall resilience than Leviathon. If I were using Warriors then Leviathon would be the play... but I'm not so here we are.
The Kronos detachment of course includes 2 Exocrines who's main job is to kill units that will do the most damage to the swarm. The Meiotic Spores give me board presence vs infiltrators and make a nice platform to use the Kronos Stratagem from.
For secondary objectives, the 2 Lictors and 2 Ripper Swarms will get me the most points. Scramblers is a very easy 10 points with Lictors. Engage on all Fronts or Linebreaker are an easy 8 to 15 pts. The third secondary objective is a bit more risky and may depend on the mission. If the mission has an objective based secondary then it will probably be preferred. But if it doesn't, then I'll probably take Psychic Ritual. The Neurothrope in the first battalion is ideal for Psychic Ritual. He can be protected by the Zoanthropes and little gribblies, and his power isn't important. I've had good luck with Psychic Ritual so far. Zoanthropes are exceedingly annoying to kill and are usually easily able to protect the Neurothrope for 3 turns. So that accounts for all 3 secondaries.
Thoughts on the hive fleet choice? Spot any other easy to achieve secondaries?
Battalion: Custom Fleet: Adaptive Exoskeleton (6++ to terms, horms and gargs), Membranous Mobility (-1 to hit in melee for units with fly)
HQ
Malanthrope, Warlord - 135 pts
Neurothrope, Psychic Scream - 95 pts
Troops
22 Hormagaunts - 132 pts
22 Hormagaunts - 132 pts
10 Hormagaunts - 60 pts
10 Termagants - 50 pts
10 Termagants - 50 pts
10 Termagants - 50 pts
Elites
Lictor - 37 pts
Lictor - 37 pts
4 Zoanthropes, Onslaught - 180 pts
6 Zoanthropes, Catalyst - 270 pts
Fast Attack
29 Gargoyles - 203 pts
Patrol: Kronos
HQ
Neurothrope, Symbiostorm, Resonance Barb - 95 pts
Troops
3 Ripper Swarms - 36 pts
3 Ripper Swarms - 36 pts
Fast Attack
3 Meiotic Spores - 60 pts
Heavy Support
Exocrine: Dermic Symbiosis - 170 pts
Exocrine: Dermic Symbiosis - 170 pts
To play to the mission, you need ob sec troops. I learned that no matter how resilient your models are, if they're not ob sec then you can easily be forced to only getting 5 pts a turn on the primary. So I've included 8 ob sec troops, 6 of which are infantry. You also need bodies. If both players have obsec on an objective, then total number of bodies wins. Thus I've included a decent number of bodies. The Gargoyles, despite not being ob sec, can also body block with their fast movement and largish bases, and as long as at least one ob sec troop is on an objective, then the number of gargoyles counts towards holding that objective.
Normally, the play for such a detachment is to go Leviathon for 6+++. However, I think 6++ is going to come out better. For one thing, you dont need to stay within 6" of a synapse creature (granted this wont be hard though). But more importantly, 6++ works much better on multi-damage attacks which are very common in melee. Most of the 'brawlers' used by Imperium and Chaos all have multi-damage melee attacks which makes Leviathon's 6+++ almost non-existent. A 6++ though will possibly make the difference between a squad being wiped, and having just that 1 ob sec model still alive at the end of the turn. The only downside with this fleet trait is that Zoanthropes won't benefit from it. However, Membranous Mobility makes up for this by making the Zoanthropes more difficult to kill in melee. It also helps the Gargoyles in melee by essentially always having their ability active (and lets it face it, that ability never activates where you want it anyway). So altogether I feel like this custom fleet is better for overall resilience than Leviathon. If I were using Warriors then Leviathon would be the play... but I'm not so here we are.
The Kronos detachment of course includes 2 Exocrines who's main job is to kill units that will do the most damage to the swarm. The Meiotic Spores give me board presence vs infiltrators and make a nice platform to use the Kronos Stratagem from.
For secondary objectives, the 2 Lictors and 2 Ripper Swarms will get me the most points. Scramblers is a very easy 10 points with Lictors. Engage on all Fronts or Linebreaker are an easy 8 to 15 pts. The third secondary objective is a bit more risky and may depend on the mission. If the mission has an objective based secondary then it will probably be preferred. But if it doesn't, then I'll probably take Psychic Ritual. The Neurothrope in the first battalion is ideal for Psychic Ritual. He can be protected by the Zoanthropes and little gribblies, and his power isn't important. I've had good luck with Psychic Ritual so far. Zoanthropes are exceedingly annoying to kill and are usually easily able to protect the Neurothrope for 3 turns. So that accounts for all 3 secondaries.
Thoughts on the hive fleet choice? Spot any other easy to achieve secondaries?