hive fleet alittlebit - jormungandr painting blog
Apr 5, 2021 19:10:24 GMT
icetyrant and naviedzony like this
Post by heyhey on Apr 5, 2021 19:10:24 GMT
i wanted to try posting pics on a proper tyranid forum; for motivation etc to get these done
its my first time trying out the contrast colors and i must admit i like them
to get this scheme on my test models i used the following;
- prime corax white
- drybrush silver
- (ahriman blue, warp lightning, leviadon blue, shyish purple) for the shells
- (volopus pink, nazdreg yellow) on the skin
i googled scarab beetle and saw this image, so thats where my color pallet comes from
as for the list.... basically max kitted out all units i have minus a non EC genestealer bunch for tactical reasons....
i never ordered anything, just spent more at the local store to get things right away and here i am....
hive fleet jormungandr 1246 pts
swarmlord - 270
broodlord - 125
ripper swarm (4) w spinemaws - 60
termagants (12) w devourers, toxin sacs, adrenal glands - 108
genestealers (8) w rending claws, EC, toxin sacs - 176
genestealers (8) w rending claws, toxin sacs - 160
mawloc w adrenal glands, toxin sacs - 131
tyrannofex w rupture cannon, toxin sacs, adrenal glands - 216
essentially there are 8 units therefore 4 start the game on the board and 4 in tunnels. because jormungandr, for 3x1CP the mawloc can now tunnel the broodlord, termagants and genestealers with EC turn 2. the broodlord for synapse for the shooty termagants and hes ok with the genestealer in plate armor who care not about advancing here, smite, etc. the mawloc and termagants have an 8" charge, broodlord and genestealers have 9". on turn 3 if the mawloc fails his charge and did not die, he can burrow and then turn 4 mortal wound etc. if the termagants all die or 5 genestealers die, i can use CP to bring em back.
the swarmlord pairs with the rippers and the genestealers not in EC pair with the tyrannofex. the big guy tries to position himself to not move and double shoot; maybe use slime strat for 2CP. i double move (not advance) the rippers using swarmy to ensure they get on one of the close objectives so they can start banners. i use 1CP to double move (not advance) the genestealers to do the same thing on the other close objective. Turn 2 it is all out advance charge to support the deep striking guys. 4 infestation nodes to deal with deep striking units (for 3CP bring back 5 genestealers).
so this is the 1246pt army to date with is entirely not points efficient. i know this. the starting force is 706 pts (56%) and the deep striking force is 540 pts (43%).
i am also building 36 space marines and 1 drop pod (3 tactical, 1 assault, 1 devastator and primaris lieutenant with storm shield + cptn w storm shield, lieu, 3 vets w combat shields, 5 sternguard in a drop pod). i want to be able to have games at home with armies i own because why not
basically everything in this tyranid army does +1 damage on wound rolls of 6 because of toxin sacs or some other cool weapon. for going against marines that is needed i guess
all i need to do is base the tyrannofex and finish the non EC genestealers, prime, then i plan on batch painting this tray of bugs.
i never ordered anything, just spent more at the local store to get things right away and here i am....
hive fleet jormungandr 1246 pts
swarmlord - 270
broodlord - 125
ripper swarm (4) w spinemaws - 60
termagants (12) w devourers, toxin sacs, adrenal glands - 108
genestealers (8) w rending claws, EC, toxin sacs - 176
genestealers (8) w rending claws, toxin sacs - 160
mawloc w adrenal glands, toxin sacs - 131
tyrannofex w rupture cannon, toxin sacs, adrenal glands - 216
essentially there are 8 units therefore 4 start the game on the board and 4 in tunnels. because jormungandr, for 3x1CP the mawloc can now tunnel the broodlord, termagants and genestealers with EC turn 2. the broodlord for synapse for the shooty termagants and hes ok with the genestealer in plate armor who care not about advancing here, smite, etc. the mawloc and termagants have an 8" charge, broodlord and genestealers have 9". on turn 3 if the mawloc fails his charge and did not die, he can burrow and then turn 4 mortal wound etc. if the termagants all die or 5 genestealers die, i can use CP to bring em back.
the swarmlord pairs with the rippers and the genestealers not in EC pair with the tyrannofex. the big guy tries to position himself to not move and double shoot; maybe use slime strat for 2CP. i double move (not advance) the rippers using swarmy to ensure they get on one of the close objectives so they can start banners. i use 1CP to double move (not advance) the genestealers to do the same thing on the other close objective. Turn 2 it is all out advance charge to support the deep striking guys. 4 infestation nodes to deal with deep striking units (for 3CP bring back 5 genestealers).
so this is the 1246pt army to date with is entirely not points efficient. i know this. the starting force is 706 pts (56%) and the deep striking force is 540 pts (43%).
i am also building 36 space marines and 1 drop pod (3 tactical, 1 assault, 1 devastator and primaris lieutenant with storm shield + cptn w storm shield, lieu, 3 vets w combat shields, 5 sternguard in a drop pod). i want to be able to have games at home with armies i own because why not
basically everything in this tyranid army does +1 damage on wound rolls of 6 because of toxin sacs or some other cool weapon. for going against marines that is needed i guess
all i need to do is base the tyrannofex and finish the non EC genestealers, prime, then i plan on batch painting this tray of bugs.
you have no idea how excited i am to have all this completed and if i batch paint itll be all done at once
if you have these models already could you play test the list? its a strange one, but its the only one i gots
cheers
update 2 days later or so....
so i was working on the space marine side of things and i must say, they are very killy at 1250pts....
so even though i started modelling this stuff i decided to make some changes
hive fleet jormungandr 1244 pts
swarmlord - 270
broodlord - 125
ripper swarm (4) - 48
termagants (12) w devourers, toxin sacs, adrenal glands - 108
genestealers (11) w rending claws, EC, toxin sacs - 242
genestealers (5) w rending claws - 75
trygon prime w adrenal glands, toxin sacs - 175
tyrannofex w acid spray, toxin sacs, adrenal glands - 201
8 units, 84 wounds, 70 Power Level
- insta hit weapon on the tyrannofex who can now keep up wtih swarmlord and get buffs
- this means genestealers (5) and scarabs control backfield objectives
- trygon prime deals more damage and gets to transport a troop unit free of CP
- more genestealers on the charge to +1 attack if 10 survive overwatch
now the greatest thing is how to get to 1500 pts.... ill need to add most of 1 termagant box and 1 exocrine to the above list
- termagants (8) + 3 devourers - 62 - added to make them 20 and take advantage of RR 1s in shooting
- ripper swarm (2) - 24 - since i get 2 bases worth in the termagant box i get to have two units of 3 and a 9th unit
- exocrine - 170 - just because and a 10th unit meaning i can deep strike another unit
10 units, 110 wounds, 81 Power Level
so even though i started modelling this stuff i decided to make some changes
hive fleet jormungandr 1244 pts
swarmlord - 270
broodlord - 125
ripper swarm (4) - 48
termagants (12) w devourers, toxin sacs, adrenal glands - 108
genestealers (11) w rending claws, EC, toxin sacs - 242
genestealers (5) w rending claws - 75
trygon prime w adrenal glands, toxin sacs - 175
tyrannofex w acid spray, toxin sacs, adrenal glands - 201
8 units, 84 wounds, 70 Power Level
- insta hit weapon on the tyrannofex who can now keep up wtih swarmlord and get buffs
- this means genestealers (5) and scarabs control backfield objectives
- trygon prime deals more damage and gets to transport a troop unit free of CP
- more genestealers on the charge to +1 attack if 10 survive overwatch
now the greatest thing is how to get to 1500 pts.... ill need to add most of 1 termagant box and 1 exocrine to the above list
- termagants (8) + 3 devourers - 62 - added to make them 20 and take advantage of RR 1s in shooting
- ripper swarm (2) - 24 - since i get 2 bases worth in the termagant box i get to have two units of 3 and a 9th unit
- exocrine - 170 - just because and a 10th unit meaning i can deep strike another unit
10 units, 110 wounds, 81 Power Level
this adds up to 256 pts + 1244 pts is exactly 1500 pts
so on the table in the backline will be the exocrine, tyrannofex, swarmlord, holding primary objectives will be rippers and rippers: 5 units
in the tunnel will be trygon prime, broodlord 1CP, termagants (20) 1CP, genestealers (11) 0CP: 4 units
i also get those 5 base genestealers in either infestation nodes or available for call the brood at 3CP: 1 unit
anyways
i need to fix some things here before i paint....
so on the table in the backline will be the exocrine, tyrannofex, swarmlord, holding primary objectives will be rippers and rippers: 5 units
in the tunnel will be trygon prime, broodlord 1CP, termagants (20) 1CP, genestealers (11) 0CP: 4 units
i also get those 5 base genestealers in either infestation nodes or available for call the brood at 3CP: 1 unit
anyways
i need to fix some things here before i paint....