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Post by No One on Apr 15, 2021 8:39:33 GMT
Starting this thread up again, because why not. I might steal kaz' idea to actually have a contents page, but for the moment, two (and a half) lists: First list is flyrants, because pts drop is nice. In theory, should function similarly-ish to dima, except less damage (obviously), but actually being able to benefit from obscuring is great, and you get a critical mass of psychics to go along with it. Then hive guard (because they're great), and a pile of chaff scorers based on what models I have (no lictor: is on the list to source, but it's been a pretty low priority). Exo could also be a good addition as well, but don't have and am less likely to be motivated enough to source/paint than a lictor . Leviathan for the chaff and most of the flyrants, to give a bit more durability: think that durability's going to be the biggest issue, but Kraken for fall back and charge and a bit more reliability on the advances may also be nice (also gives me cham access, which...maybe?).
Anyway, list: Kronos Patrol HQ Flyrant (heavy venom cannon, monstrous rending claws, toxin sacs, adrenal glands) 215 Powers: Catalyst, onslaught Relic: Resonance barb HQ Neurothrope 95 Powers: Symbiostorm Troops 3 rippers 36 Troops 3 rippers 36 Troops 3 rippers 36 Elite 6 Hive Guard 270 Leviathan Battalion HQ Swarmlord 270 Powers: Onslaught, scream HQ Flyrant (2xscything talons /w monstrous size, toxin sacs, adrenal glands) 215 Powers: Horror, psychic scream HQ Flyrant (2xscything talons /w monstrous size, toxin sacs, adrenal glands) 215 Powers: Catalyst, paroxysm Troops 20 devilgants 140 Troops 27 horms 162 Troops 30 terms 150 Troops 3 warriors (scy tals, AG) 54 Troops 3 warriors (scy tals, AG) 54 Troops 10 terms 50 Total: 1998
20 man devilgant and 10 man go into strat reserves, latter for scramblers. Also had a tournament with a 1500 pt version of this:[/div] Kronos Patrol HQ Neurothrope 95 Troops 3 rippers 36 Elite 6 Hive Guard 270 Leviathan Battalion HQ Swarmlord 270 HQ Flyrant (2xscy tal, TS, AG) 215 HQ Flyrant (2xscy tals, TS, AG) 215 Troops 20 devilgants 140 Troops 25 hormagaunts 150 Troops 3 warriors (scy tals) 51 Troops 10 termagants 50 Total: 1492
Went OK, 2-2, but the wins (pure termi DA, and VVet/BGV/erads ravenguard with some troops) were pretty comfortable wins, while the losses (DG with termis and 2 plagueburst, BT with 2 redemptors, 2 BGV and odds and sods) I felt were maybe/definitely winnable if I played better respectively. Flyrants felt good: usually durable and difficult to remove, 16" move left them just jump basically whatever I wanted, while smiting to fill gaps when they didn't really want to engage. Not sure how well it'd extend to 2k, having only 2 adapts over 3 flyrants is eh, and you're getting up to issues with psychic saturation. But still, seems OK. Was able to complete scramblers every game, but can definitely see that being a problem: needed to use metabollic once and had to bank on the 10 man surviving.
Other list is unfortunately TTS only, but lots of fun: Bladed Cog Battalion HQ Magus /w familiar 100 Powers: Mass Hypnosis, Might from Beyond, Undying Vigour Relic: Crouchling HQ Alphus 75 Warlord: Single-Minded Obsession Troops 20 Acolytes, 5 saws /w icon 220 Troops 14 Acolytes, 4 saws /w icon 162 Troops 5 Acolytes 40 Elite Nexos 55 FA 3 Ridgerunners 210 FA 3 Ridgerunners 210 FA 3 Ridgerunners 210
Brood Brothers Patrol HQ Death rider commander 45 HQ Death rider commander 45 Troops Scions 45 FA Death riders (10) 150 FA Death riders (10) 150 Slotless Death rider command squadron 60 Slotless Death rider command squadron 60 Elite Combat engineers 80 Elite Combat engineers 80 2000
Horsies for objectives and move blocking, ridgerunners to shoot anything that they can see, engineers/acos for close range murder. Also only 2-2 with it, but considering I have 0 experience with most of the list, pretty happy with that . Horsies and war crimes are quite silly how good they are, and ridgerunners give a nice firebase with SMO which doesn't fold easy. Only thing I've been mixed on is the acos, not sure how best to use them, and they've sometimes just bounced off stuff.
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Post by bestaltan on Apr 15, 2021 16:43:40 GMT
That first list has me really interested! Are you basically using all those hive tyrants as less killy but more tanky dimachaerons?
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Post by kwisatzhaderach on Apr 15, 2021 23:40:52 GMT
Love that "horses and war crimes" list. Seems like a lot of fun to play. Regarding the acolytes, honestly I think you'd be better off with different weapons. There is so much -1 damage that saws are just not ideal right now, especially vs Death Guard where you're still wounding on 3's and it takes 2 to finish off a single plague marine, much less a terminator.
Heavy Rock Cutters are kind of rough with the -1 to hit, but the ability to do D3 damage (and also potentially kill off weakened C'tans or other models without a save) is tasty. They're also the same amount of points so you don't have to trade around anything.
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Post by No One on Apr 16, 2021 13:00:31 GMT
That first list has me really interested! Are you basically using all those hive tyrants as less killy but more tanky dimachaerons? Sort of: they're not tankier than dimas (4++, but dima has more wounds, and is thus same except for if one has a 5+++, or better if AP0). But they've got similar output, and similar mobility. The big difference is they benefit from obscuring, and the psychic MW output gives you a nice middle option if there's no dangerous shooting before engaging. They also sort of have more inherent mobility (16"+AG), but once you get into onslaught+opportunistic that closes. So yeah, dima-ish to shove a murder blender in their face and ideally kill something key, but can also operate as smite+gank squads, and hide midfield a bit more freely.
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Post by bestaltan on Apr 17, 2021 13:30:11 GMT
Let me ask you another question......In the age of -1 to hit, -1 damage that seemingly everybody can field, are hive guard still a go-to for shooting?
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Post by No One on Apr 17, 2021 13:54:26 GMT
Fortunately I haven't run into much -1 to hit: if you are, you lose a lot, so yeah, at that point they're of questionable worth (of course, I don't have any other even decent shooting options, so...). But they're not too bad into -1D with D3 dam, but they can still kill ~4 DG termis or a redemptor with double tap. It's once you get into stuff like a plagueburst or telemon that it gets really bad.
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Post by piersonsmuppet on Apr 19, 2021 14:15:03 GMT
Do you find Toxin sacs worth it on STs? I'm not often taking Tyrants into T8 or W5+ stuff, and the TS wouldn't have made a difference when I did. Also, I think a third 3x Wars in reserve would be better than the gants. Smaller footprint, and AG's improve the range they could contest an objective if they live after entering (no morale tests make it more likely). I'm not saying this would be great, but Tyrant Guard could have a place in the list w/ 4 Tyrants. However bad they are, they could help keep SL and the 2 Adapted Tyrants at top table until they engage. I would cut the Kronos Tyrant to make room, but I'm biased against MRC w/o Adapt or plain HVC (Pathogenesis or nothing!).
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Post by No One on Apr 19, 2021 15:00:08 GMT
Do you find Toxin sacs worth it on STs? I'm not often taking Tyrants into T8 or W5+ stuff, and the TS wouldn't have made a difference when I did. Borderline: it's a 'nice to have' against Chars/vehicles/FNP, and it's 10 pts. But yeah, something I should look at cutting a bit more than I do (for this list I don't think there's anything I could take, model/reserves constrained as I am). 4 PL vs 3, so an extra CP for strat reserve. Hmm...I agree that the Kronos flyrant's the weakest of the bunch. But still an OK bully unit and res barb is great. I just don't see t-guard keeping up or do anything other than maybe soak a few shots that'll go through the T5 3+ much easier, and I'd prefer another flyrant than a few wounds saved on the size flyrants/Swarmlord.
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Post by piersonsmuppet on Apr 19, 2021 16:55:12 GMT
Ah that's right you already have 6 PL in reserve for the DevGants. Do you have any Pyrovores? You could put 2x1 Pyro in the list and have them be pseudo lictors. Would allow your Wars/Gaunts freedom to advance towards objectives. T-Guard could give you a much stronger position if going second, and won't be taking direct shots often if hidden (3 isn't too hard). Non-LOS shooting now has to choose HG or them, so they have the potential to soak shots for the HG.
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Post by No One on May 18, 2021 15:42:28 GMT
Had a couple of games with the flyrant list/variants: have finally got around to converting a lictor and will hopefully be able to get hold of an exo, which makes the list feel a lot more cohesive. Game 1: Pretty sure it was the list exactly as above. Played vs Custodes, basically double telemon+support, one squad of venetari, unkillable shield cap on bike, and rest in sagitarium/shield guard. Went reasonably: struggled to kill stuff, but (despite some misplays on my part that almost cost me the game) was basically able to lock almost the entirety of his army in his deployment zone. Flyrants+Swarmlord killed off the venetarii+one flank unit of sagitarium, psychic+shooting eventually killed off shield cap as well to secure that flank and leave him with only the stuff locked in his DZ until final turn. He basically tabled me bar hive guard, still had both telemons+Chars, most of the shield guard and another unit of sagitarium left. But couldn't catch up on scoring in time. Game 2: Swapped the Kronos flyrant for a Levi barbed. Vs Ad Mech: he basically castled on a piece of dense, exploded 'dule and the 30 blob T1 (DoW with no true LoS blockers in my DZ: could have maybe deployed out of range/LoS respectively if I'd counter deployed better, but didn't have the drops to really manage that effectively). But my home objectives were out of LoS, Swarmy double moved onto a midfield objective out of LoS, and flyrant+hive guard killed his token scoring on his flank home objective. He conceded T3 with no real way to effectively push me off any of my objectives. Game 3: Current list variant, swapping the flyrant for exo. Vs 'Crons: basically Nightbringer, warrior block, and a bunch of cryptek/destroyer stuff, all (non custom) obsec Dynasty. Pretty comfortable game: he had nothing to challenge the exo, who just sat there picking off a unit or two with symbio every turn. Gaunts contested objectives early, while exo+hive guard just picked up units. One flyrant got whittled down by a bunch of stuff after killing off some destroyers, Swarmy got murdered by Nightbringer after he failed to kill a kitted CCB, but he just didn't have the units to do anything. Conceded bottom of 3: he had Nightbringer and the warrior block+chars left while I'd basically only lost Swarmlord+flyrant and the chaff gaunts, with a big scoring lead. Anyway, list: ++ Battalion Detachment 0CP (Tyranids) [71 PL, 11CP, 1,318pts] ++ Hive Fleet: Leviathan
Progeny of the Hive [-1CP]
+ HQ + Hive Tyrant [11 PL, 215pts]: 2x Monstrous Scything Talons, Adrenal Glands, Power: Catalyst, Power: The Horror, Resonance Barb, Toxin Sacs, Warlord, Wings . Adaptive Physiology: Murderous Size
Hive Tyrant [11 PL, 215pts]: 2x Monstrous Scything Talons, Adrenal Glands, Power: Paroxysm, Power: Psychic Scream, Toxin Sacs, Wings . Adaptive Physiology: Murderous Size
The Swarmlord [14 PL, 270pts]: Power: Catalyst, Power: Onslaught
+ Troops + Hormagaunts [9 PL, 150pts] . 25x Hormagaunt: 25x Scything Talons
Termagants [9 PL, 210pts] . 30x Termagant (Devourer): 30x Devourer
Termagants [9 PL, 150pts] . 30x Termagant (Fleshborer): 30x Fleshborer
Tyranid Warriors [4 PL, 54pts]: Adrenal Glands 3 Tyranid Warrior: 2x Scything Talons
Tyranid Warriors [4 PL, 54pts]: Adrenal Glands 3 Tyranid Warrior: 2x Scything Talons
++ Patrol Detachment -2CP (Tyranids) [34 PL, -2CP, 680pts] ++ Hive Fleet: Kronos
+ HQ +
Neurothrope [5 PL, 95pts]: Power: Symbiostorm
+ Troops + Ripper Swarms [2 PL, 36pts] . 3x Ripper Swarm: 3x Claws and Teeth
Ripper Swarms [2 PL, 36pts] . 3x Ripper Swarm: 3x Claws and Teeth
Ripper Swarms [2 PL, 36pts] . 3x Ripper Swarm: 3x Claws and Teeth
+ Elites + Hive Guard [12 PL, 270pts] . 6x Hive Guard (Impaler): 6x Impaler Cannon
Lictor [2 PL, 37pts]
+ Heavy Support + Exocrine [9 PL, 170pts]
++ Total: [105 PL, 9CP, 1,998pts] ++
Basic idea is pressure board with flyrants, and just hide/smite if no worthwhile targets. Gaunts for forward objective pressure, warriors for holding objectives and scramblers, and hive guard+exo murder stuff. Leviathan's felt solid so far just for that extra bit of durability.
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Post by haazelthorn on May 19, 2021 5:43:40 GMT
Hi!
I love this list! Mainly because it has no FW models, but still love it!
I do however have a question. Because I always try to equip the Neuro in the Kronos patrol with the Barb so I have a better chance of getting that Symbiostorm of. How did it go without the +1 to cast? I know that the Barb is excellent on the Tyrant as it can cast 3 spells with a +1, and lately a Walkrant with a Cannon and the Barb is a mainstay in my army lists, I'm just thinking of adding a second HQ to my list (I play games up to 1000 thus I have 1 HQ), and I was thinking how will a neuro with no relic do.
And another question, have you ever fancied putting the lictor to the same detachment as the 30 devilgaunts? This combo has potential I think.
Best regards,
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Post by No One on May 19, 2021 8:28:35 GMT
I do however have a question. Because I always try to equip the Neuro in the Kronos patrol with the Barb so I have a better chance of getting that Symbiostorm of. How did it go without the +1 to cast? I know that the Barb is excellent on the Tyrant as it can cast 3 spells with a +1, and lately a Walkrant with a Cannon and the Barb is a mainstay in my army lists, I'm just thinking of adding a second HQ to my list (I play games up to 1000 thus I have 1 HQ), and I was thinking how will a neuro with no relic do. Neuro did just fine: failed once in the last game, but passed on the CP rr. Don't think it failed in the previous 2 games (though also not sure if I cast every turn due to -1s). Did some maths and estimated it at 85% to cast with a neuro base, and that lines up with my experience with it: generally pass, and (especially since I only had the HG previously) not worth the barb. Flyrant meanwhile I think passed every power, casting 3 (though horror didn't really matter), and even got a super smite thanks to +1. Lictor doesn't need to be the same hive fleet, so is Kronos for shadows.
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Post by zimko on May 19, 2021 12:32:50 GMT
I suggest putting Onslaught on the Res Barb Tyrant instead of the Horror. If you need to advance to reach a target, it's the most important power that must go off so you should give it the highest chance of success.
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Post by No One on May 19, 2021 13:36:55 GMT
Yeah, the psychic powers are the thing I'm most unsure about. On the one hand, yeah onslaught failing when I really want it to will suck. On the one hand, I want to max my 'useful' powers, especially with the barb. And with the 16" move and +1 to charge, I often find myself not needing it, or as a 'nice to have' for an advance on the sling, but not necessary. e.g. Out of those 3 games, I cast it...I think on the turn I engaged game 1, never game 2 (might've wanted if we'd played the full 5 turns, depending on if I engaged or just chilled: again though, think it would've been a 'nice to have'), and once game 3, where again it was 'nice to have' to get a horm unit into combat, but I already had enough on the objective to contest, which was all they were really there for anyway.
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Post by piersonsmuppet on May 19, 2021 16:48:49 GMT
I suggest putting Onslaught on the Res Barb Tyrant instead of the Horror. If you need to advance to reach a target, it's the most important power that must go off so you should give it the highest chance of success. In a detachment with Kraken I'd agree, but the lack of Opportunistic Advance and less consistency in advancing makes it a medium priority spell in Leviathan. There is also the option to spend 1 CP to let the Tyrant know it for a turn for the rare times it becomes a must cast. No One, what are your thoughts on Xenogenic for the non-relic Tyrant? Normally I'm not big on it, but I decided to try it out on a whim and it worked better than expected. The extra reach of 5+ vs 6+ made the 5pts for TS more meaningful, and increased the Tyrants ability to wipe multi-model units. Killed a dread with 2 MW's that were both on 5's...would've ate the swing-back w/ normal TS, and was able to wipe a 5-man Heavy Intercessor squad with 2 MW's and Implant Attack. Still need more games to see if it is consistently worth 1 CP, but I'm not disappointed so far. Granted I run full Leviathan, so maybe the 2 CP cost of the patrol makes an additional 1 CP tax for the list too heavy.
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