Post by Kilmor on Feb 11, 2021 14:03:51 GMT
Been away for two editions or so (six years give or take, always lurking). Getting into 9th with my Tyranids. My local group organizers have decided that due to the pandemic and the relatively new edition a crusade league would be better than any events. This allows people to meet up in pairs and play safer than having a lot of people show up to one location. We are split into three teams; Xenos, Imperial, Chaos. Necrons, Marines, and Deathguard make up about half of each time to no surprise. It is using the Necrons flashpoint Beyond the Veil setting. I'm enjoying it a lot so far. After looking into the crusade rules of the newer codexes (specially the deathguard create a plague rules!) I'm super excited to see what our codex will give us.....when ever that finally happens.
While everyone else has been adding to their army I was busy upgrading most of my units. I also decided to try a slightly different play style from what my main lists had been. So my fleet is Jormangundr for this crusade.
After two weeks this is what I have so far.
Broodlord - The Phantom Claw
Mind eater - Warlord trait, Ymgarl Factor -Codex relic, Unnatural Reactions - Adaptive Physiology, Frenzon Injector - Crusade relic, Artisan Bionics - Crusade relic, Nano-Meds - Crusade relic [Crusade relics renamed with Bio-Nid sounding stuff
(yeah, he's a beast and gives out almost 5 bonus command points to my opponent cause he's STACKED. But I've built him a custom model and he's fun.)
Warrior Prime - Experiment RD-07-7 "Red Seven"
Insidious Threat - Warlord trait, Laurels of Victory - Crusade Relic
9x Warriors - Synaptic Hunters
Deathspitters x6, Venom cannons x3, Enhanced Resistance - Adaptive Physiology, Cool-headed - Crusade trait
20x Hormaguants - Skittering Horde
Dynamic Camouflage - Adaptive Physiology, Fleet - Crusade trait, Disgraced - Battle scar
10x Termagaunts - [New unit, unnamed]
Devourers x10
6x Raveners - The Slithering Curse
Deathspitters and Rending claws x6, Head-hunters - Crusade trait, Shell shocked - Battle scar
3x Hive guard - The Menace
... nothing, they miss and have had bad luck.
Scythed Hierodule - The Frenzied Hulk
Dermic Symbiosis - Adaptive Physiology, Regenerate - Crusade Trait, Frenzied - Crusade trait, +6" on acid spray - Weapon Enhancement
I've played three games against Imperial players. One being a loss to Sisters who had a lot of high damage weapons in both shooting and melee. I've played two games against Chaos. The Deathguard player I was crushing played the mission to a draw and won the tie breaker (painting).
I'm really enjoying Jormangunr, though I have to constantly fight the urge to not advance. I am sorely missing having flying hive tyrants, I may have been too dependent on them. I'm thinking of adding a Trygon prime next, for forward Synapse and fits the tunneling theme.
I think this crusade is exactly what my gaming group needed. It keeps the energy up for the game, pushes the narrative and lets people play at a speed, venue and size that they feel comfortable with.
Has anyone else played in crusade with their Nids?
While everyone else has been adding to their army I was busy upgrading most of my units. I also decided to try a slightly different play style from what my main lists had been. So my fleet is Jormangundr for this crusade.
After two weeks this is what I have so far.
Broodlord - The Phantom Claw
Mind eater - Warlord trait, Ymgarl Factor -Codex relic, Unnatural Reactions - Adaptive Physiology, Frenzon Injector - Crusade relic, Artisan Bionics - Crusade relic, Nano-Meds - Crusade relic [Crusade relics renamed with Bio-Nid sounding stuff
(yeah, he's a beast and gives out almost 5 bonus command points to my opponent cause he's STACKED. But I've built him a custom model and he's fun.)
Warrior Prime - Experiment RD-07-7 "Red Seven"
Insidious Threat - Warlord trait, Laurels of Victory - Crusade Relic
9x Warriors - Synaptic Hunters
Deathspitters x6, Venom cannons x3, Enhanced Resistance - Adaptive Physiology, Cool-headed - Crusade trait
20x Hormaguants - Skittering Horde
Dynamic Camouflage - Adaptive Physiology, Fleet - Crusade trait, Disgraced - Battle scar
10x Termagaunts - [New unit, unnamed]
Devourers x10
6x Raveners - The Slithering Curse
Deathspitters and Rending claws x6, Head-hunters - Crusade trait, Shell shocked - Battle scar
3x Hive guard - The Menace
... nothing, they miss and have had bad luck.
Scythed Hierodule - The Frenzied Hulk
Dermic Symbiosis - Adaptive Physiology, Regenerate - Crusade Trait, Frenzied - Crusade trait, +6" on acid spray - Weapon Enhancement
I've played three games against Imperial players. One being a loss to Sisters who had a lot of high damage weapons in both shooting and melee. I've played two games against Chaos. The Deathguard player I was crushing played the mission to a draw and won the tie breaker (painting).
I'm really enjoying Jormangunr, though I have to constantly fight the urge to not advance. I am sorely missing having flying hive tyrants, I may have been too dependent on them. I'm thinking of adding a Trygon prime next, for forward Synapse and fits the tunneling theme.
I think this crusade is exactly what my gaming group needed. It keeps the energy up for the game, pushes the narrative and lets people play at a speed, venue and size that they feel comfortable with.
Has anyone else played in crusade with their Nids?