Post by TheDeepestShadow on Nov 28, 2020 5:01:22 GMT
Apologies in advance for people viewing this on their phones, this is gonna be a long one.
As I am firmly on the FW update hype train, I've been scheming to find the best balance of playing the mission and being killy enough to scare some Space Marines and hopefully some of the other top armies. Here are 3 lists that I currently think have a good shot:
Melee Skew
++ Battalion ++
Hive Fleet: Kraken
Progeny of the Hive [-1CP]
+ HQ +
Neurothrope - Power: Onslaught, Resonance Barb, Warlord
The Swarmlord: Power: Catalyst Power: Synaptic Lure
+ Troops +
3x Ripper Swarm
3x Ripper Swarm
5x Tyranid Warriors: 2x Scything Talons
. Adaptive Physiology: Enhanced Resistance
+ Elites +
Lictor
Lictor
3x Venomthrope
4x Zoanthropes - Power: Psychic Scream
4x Zoanthropes- Power: Paroxysm
+ Fast Attack +
Dimachaeron
Dimachaeron
Dimachaeron
+ Heavy Support +
Scythed Hierodule
. Adaptive Physiology: Dermic Symbiosis
++ Total: [104 PL, 11CP, 2,000pts] ++
Posted a near identical one to this in another thread and very similar to the Nidzilla list that zimko posted, trading out 1 Dule, the Maleceptor, and the Hormas for some Zoeys and Warriors. I'm still on the fence about how necessary the Maleceptor aura is to keep the Dimas alive, and wanted to include some more durable infantry to cover the board better. I figure the chances of most lists killing more than one of the big beasties in the first turn is unlikely, so there should be enough redundancy to get some damage in. The ScytheDule was a Super Flyrant, but it was pointed out that hordes would be an issue so the Acid Spray is my meager attempt to address that. Body count is a little low so it may have issues on DoW deployment missions where everything is spread out, but should be able to get Engage or Linebreaker decently enough. I almost always take Deploy Scramblers, so the only tough one is what to pick for the last secondary, but that's always the case for me.
As far as secondaries this gives up, it requires killing all the big bugs + Swarmy to max Bring It Down, and all the Psykers to max Abhor the Witch (much more achievable I think), so not too bad. If I'm losing that much the game was already over.
Shooting Skew
++ Battalion Detachment ++
Hive Fleet: Kronos
Progeny of the Hive [-1CP]
+ HQ +
Broodlord - Power: Symbiostorm, Resonance Barb
Malanthrope
Neurothrope - Power: Catalyst, Warlord
+ Troops +
3x Ripper Swarm
10x Termagant (Fleshborer)
10x Termagant (Fleshborer)
+ Elites +
5x Hive Guard (Impaler)
Lictor
Lictor
5x Zoanthropes - Power: Psychic Scream
5x Zoanthropes - Power: Onslaught
+ Heavy Support +
Barbed Hierodule
. Adaptive Physiology: Dermic Symbiosis
Barbed Hierodule
. Adaptive Physiology: Dermic Symbiosis
Exocrine
++ Total: [101 PL, 11CP, 2,000pts] ++
The other end of the spectrum focusing almost entirely on shooting and the Zoey squads are a little bigger to make them that much harder to shift. The Broodlord hangs back to Symbiostorm and act as counter charge in case the backline is threatened.
"Why not bring more Exocrines instead of Barbed Dules?" I hear you ask, and I understand since I was always bringing at least two before. The problem I always had was getting both to shoot at full efficiency at the same time. If I hid them both enough to not get shot on turn one, then one would be doing significantly less damage. If I left one out, even with Dermic Symbiosis I would often have it get destroyed before it could do anything. If I put one in reserve, even by turn 2 it would often be very difficult to place in a way that would not get subsequently charged. These all combined with the fact that only one could get Symbiostorm'd and/or Symbiotic Devestation'd which led me to just having one to enjoy all the buffs. I do not consider the BarbeDules to be a direct replacement for more Exocrines; rather, I see them as mobile Hive Guard (obviously not a complete replacement here either) that are ok with getting charged and can also function as screens for the Hive Guard and Exocrine due to the incredibly large base. They are not something most armies can ignore and can draw fire away from the much less imposing Exocrine.
For secondaries I don't think much actually changes compared to the other list, I guess While We Stand becomes a viable option for the elusive 3rd secondary due to the fairly durable BarbeDules. It gives up Bring It Down but that's not maxable, which is something, and same conditions to max Abhor the Witch.
All Rounder
++ Battalion Detachment ++
Hive Fleet: Kraken
Progeny of the Hive [-1CP]
+ HQ +
Broodlord - Power: Onslaught, Resonance Barb, Warlord
The Swarmlord - Power: Catalyst, Power: Synaptic Lure
+ Troops +
3x Ripper Swarm
3x Ripper Swarm
3x Ripper Swarm
+ Elites +
Lictor
Lictor
4x Venomthrope
+ Fast Attack +
Dimachaeron
Dimachaeron
Dimachaeron
++ Patrol Detachment ++
Hive Fleet: Kronos
+ HQ +
Neurothrope - Power: Symbiostorm
+ Troops +
17x Termagant (Fleshborer)
+ Elites +
5x Hive Guard (Impaler)
. Adaptive Physiology: Enhanced Resistance
+ Heavy Support +
Exocrine
. Adaptive Physiology: Dermic Symbiosis
++ Total: [109 PL, 9CP, 1,999pts] ++
A combination of the two lists above, at the expense of my beautiful brain bugs Less CP to have both solid shooting and melee, while still having Smites in case I end up with a C'Tan in my face. I feel that getting Onslaught off is more important than Symbiostorm, so that's why the Broodlord has the ResBarb. Swarmy can cast Synaptic Lure from literally anywhere, so he can slingshot a Dima from a safe location. Screen for the shooty stuff is bigger so should be able to keep them safe from charges for a while. Venoms still seem necessary for first turn protection for the Dimas, added another just in case they get targeted and to let me spread out deployment a little more.
Again no real change to secondaries, so that's a bit of a rut for me. I just really don't see any that can be scored more consistently across all matchups compared to Engage/Linebreaker and Deploy Scramblers. The third one is basically up to the matchup as per usual. The secondary advantage this list has against the others is that Abhor is much harder to score for most opponents IMO, despite being maxable.
C&C appreciated as always, and thanks for reading my brainspill!
As I am firmly on the FW update hype train, I've been scheming to find the best balance of playing the mission and being killy enough to scare some Space Marines and hopefully some of the other top armies. Here are 3 lists that I currently think have a good shot:
Melee Skew
++ Battalion ++
Hive Fleet: Kraken
Progeny of the Hive [-1CP]
+ HQ +
Neurothrope - Power: Onslaught, Resonance Barb, Warlord
The Swarmlord: Power: Catalyst Power: Synaptic Lure
+ Troops +
3x Ripper Swarm
3x Ripper Swarm
5x Tyranid Warriors: 2x Scything Talons
. Adaptive Physiology: Enhanced Resistance
+ Elites +
Lictor
Lictor
3x Venomthrope
4x Zoanthropes - Power: Psychic Scream
4x Zoanthropes- Power: Paroxysm
+ Fast Attack +
Dimachaeron
Dimachaeron
Dimachaeron
+ Heavy Support +
Scythed Hierodule
. Adaptive Physiology: Dermic Symbiosis
++ Total: [104 PL, 11CP, 2,000pts] ++
Posted a near identical one to this in another thread and very similar to the Nidzilla list that zimko posted, trading out 1 Dule, the Maleceptor, and the Hormas for some Zoeys and Warriors. I'm still on the fence about how necessary the Maleceptor aura is to keep the Dimas alive, and wanted to include some more durable infantry to cover the board better. I figure the chances of most lists killing more than one of the big beasties in the first turn is unlikely, so there should be enough redundancy to get some damage in. The ScytheDule was a Super Flyrant, but it was pointed out that hordes would be an issue so the Acid Spray is my meager attempt to address that. Body count is a little low so it may have issues on DoW deployment missions where everything is spread out, but should be able to get Engage or Linebreaker decently enough. I almost always take Deploy Scramblers, so the only tough one is what to pick for the last secondary, but that's always the case for me.
As far as secondaries this gives up, it requires killing all the big bugs + Swarmy to max Bring It Down, and all the Psykers to max Abhor the Witch (much more achievable I think), so not too bad. If I'm losing that much the game was already over.
Shooting Skew
++ Battalion Detachment ++
Hive Fleet: Kronos
Progeny of the Hive [-1CP]
+ HQ +
Broodlord - Power: Symbiostorm, Resonance Barb
Malanthrope
Neurothrope - Power: Catalyst, Warlord
+ Troops +
3x Ripper Swarm
10x Termagant (Fleshborer)
10x Termagant (Fleshborer)
+ Elites +
5x Hive Guard (Impaler)
Lictor
Lictor
5x Zoanthropes - Power: Psychic Scream
5x Zoanthropes - Power: Onslaught
+ Heavy Support +
Barbed Hierodule
. Adaptive Physiology: Dermic Symbiosis
Barbed Hierodule
. Adaptive Physiology: Dermic Symbiosis
Exocrine
++ Total: [101 PL, 11CP, 2,000pts] ++
The other end of the spectrum focusing almost entirely on shooting and the Zoey squads are a little bigger to make them that much harder to shift. The Broodlord hangs back to Symbiostorm and act as counter charge in case the backline is threatened.
"Why not bring more Exocrines instead of Barbed Dules?" I hear you ask, and I understand since I was always bringing at least two before. The problem I always had was getting both to shoot at full efficiency at the same time. If I hid them both enough to not get shot on turn one, then one would be doing significantly less damage. If I left one out, even with Dermic Symbiosis I would often have it get destroyed before it could do anything. If I put one in reserve, even by turn 2 it would often be very difficult to place in a way that would not get subsequently charged. These all combined with the fact that only one could get Symbiostorm'd and/or Symbiotic Devestation'd which led me to just having one to enjoy all the buffs. I do not consider the BarbeDules to be a direct replacement for more Exocrines; rather, I see them as mobile Hive Guard (obviously not a complete replacement here either) that are ok with getting charged and can also function as screens for the Hive Guard and Exocrine due to the incredibly large base. They are not something most armies can ignore and can draw fire away from the much less imposing Exocrine.
For secondaries I don't think much actually changes compared to the other list, I guess While We Stand becomes a viable option for the elusive 3rd secondary due to the fairly durable BarbeDules. It gives up Bring It Down but that's not maxable, which is something, and same conditions to max Abhor the Witch.
All Rounder
++ Battalion Detachment ++
Hive Fleet: Kraken
Progeny of the Hive [-1CP]
+ HQ +
Broodlord - Power: Onslaught, Resonance Barb, Warlord
The Swarmlord - Power: Catalyst, Power: Synaptic Lure
+ Troops +
3x Ripper Swarm
3x Ripper Swarm
3x Ripper Swarm
+ Elites +
Lictor
Lictor
4x Venomthrope
+ Fast Attack +
Dimachaeron
Dimachaeron
Dimachaeron
++ Patrol Detachment ++
Hive Fleet: Kronos
+ HQ +
Neurothrope - Power: Symbiostorm
+ Troops +
17x Termagant (Fleshborer)
+ Elites +
5x Hive Guard (Impaler)
. Adaptive Physiology: Enhanced Resistance
+ Heavy Support +
Exocrine
. Adaptive Physiology: Dermic Symbiosis
++ Total: [109 PL, 9CP, 1,999pts] ++
A combination of the two lists above, at the expense of my beautiful brain bugs Less CP to have both solid shooting and melee, while still having Smites in case I end up with a C'Tan in my face. I feel that getting Onslaught off is more important than Symbiostorm, so that's why the Broodlord has the ResBarb. Swarmy can cast Synaptic Lure from literally anywhere, so he can slingshot a Dima from a safe location. Screen for the shooty stuff is bigger so should be able to keep them safe from charges for a while. Venoms still seem necessary for first turn protection for the Dimas, added another just in case they get targeted and to let me spread out deployment a little more.
Again no real change to secondaries, so that's a bit of a rut for me. I just really don't see any that can be scored more consistently across all matchups compared to Engage/Linebreaker and Deploy Scramblers. The third one is basically up to the matchup as per usual. The secondary advantage this list has against the others is that Abhor is much harder to score for most opponents IMO, despite being maxable.
C&C appreciated as always, and thanks for reading my brainspill!