Post by nemrod on Aug 4, 2021 13:16:15 GMT
Heyo, what do u guys think of this list?
Neuro - Warlord Insidious Threat (<Jorm> at 3" ignore light cover) Power: Psychic Scream
Malanthrope - (-1 to be hitted <Jorm> at 6")
30x Termagants - 30x Devourers (In the Trygon Prime's tunnel)
30x Termagants - 29x Devourers 1x Fleshborer (1cp to let them outside the table)
10x Hormagaunts - (hidden in 1º turn, doing octarius and covering my zone vs deepstrikers)
10x Hormagaunts - (hidden in 1º turn, doing octarius and covering my zone vs deepstrikers)
6x Hiver Guard - 6x Impaler (killing hidden things or something in the obj)
Lictor - (Octarius, Engage, 1cp to display 30 termagaunts anywhere)
Maleceptor - Power: Lurking Maws (reroll to hit vs target unit <jorm> displayed this turn) (2cp -1str shots received at 6")
Barbed Hierodule
Barbed Hierodule
Trygon Prime - Murderous Size (need 8str), Adrenal Glands -> Arachnacyte Gland (3d6 charge selecting 2), Toxin Sacs, Toxinspike.
So my idea is that the enemy can only shoot Barbed Hierodule on turn 1 with -1 to hit, 2cp -1 to str (with T8), saving at 1+. Or maleceptor but thats worth too.
Turn 1 move forward (cuz i feel barbed hierodule can hit melee quite hard) and shoot with everything, 2cp +1Damage to one Barbed, 2cp to Double shoot with Hive Guard
Turn 2 display everything if needed bringing 190-280 no fp shots ignoring cover, maybe rerolling to hit (lurking maws) and rerolling 1s to wound.
Turn 3+ at this point im done or won
Neuro - Warlord Insidious Threat (<Jorm> at 3" ignore light cover) Power: Psychic Scream
Malanthrope - (-1 to be hitted <Jorm> at 6")
30x Termagants - 30x Devourers (In the Trygon Prime's tunnel)
30x Termagants - 29x Devourers 1x Fleshborer (1cp to let them outside the table)
10x Hormagaunts - (hidden in 1º turn, doing octarius and covering my zone vs deepstrikers)
10x Hormagaunts - (hidden in 1º turn, doing octarius and covering my zone vs deepstrikers)
6x Hiver Guard - 6x Impaler (killing hidden things or something in the obj)
Lictor - (Octarius, Engage, 1cp to display 30 termagaunts anywhere)
Maleceptor - Power: Lurking Maws (reroll to hit vs target unit <jorm> displayed this turn) (2cp -1str shots received at 6")
Barbed Hierodule
Barbed Hierodule
Trygon Prime - Murderous Size (need 8str), Adrenal Glands -> Arachnacyte Gland (3d6 charge selecting 2), Toxin Sacs, Toxinspike.
So my idea is that the enemy can only shoot Barbed Hierodule on turn 1 with -1 to hit, 2cp -1 to str (with T8), saving at 1+. Or maleceptor but thats worth too.
Turn 1 move forward (cuz i feel barbed hierodule can hit melee quite hard) and shoot with everything, 2cp +1Damage to one Barbed, 2cp to Double shoot with Hive Guard
Turn 2 display everything if needed bringing 190-280 no fp shots ignoring cover, maybe rerolling to hit (lurking maws) and rerolling 1s to wound.
Turn 3+ at this point im done or won