Post by zimko on Oct 18, 2021 12:42:11 GMT
Battalion
HQ
- Broodlord: Onslaught; RELIC: 5+ CP; SYNAPSE: give cover; WARLORD TRAITS: redeploy 2 units AND give rerolls to hit to Infantry: 140
- Swarmlord: Catalyst, Onslaught: 240
- Hive Tyrant: Paroxysm, Psychic Scream; Wings, MBSwords, LWhip + Bonesword; Murderous Size; RELIC: ignore invuls: 215
Troops
- 27 Devgants: 189
- 27 Devgants: 189
- 3 Warriors: talons, talons, a.glands; SYNAPSE: +1 to hit: 69 (nice)
- 3 Warriors: talons, talons, a.glands; SYNAPSE: +1 to hit: 69 (nice)
Elites
- 6 Hive Guard: 270
- 6 Hive Guard: 270
- Lictor
- Lictor
Heavy
- Barbed Hierodule: 275
9 CP, 2000 pts
So there's a lot to breakdown with the Levi buffs but I think this utilized a lot of the good combos we got.
For the most part, the Warriors will stick near the Hive Guard to give them +1 to hit. But on turn 1, when HG may be outranged, they can provide the Hierodule with +1 to hit.
I like the redeploy warlord trait for turn 1. There are sometimes more 'forward' positions to put Hive Guard that are risky if you don't go first. With this, I have the option of deploying in those positions, thus covering more of the board with their range (onslaught and not being kronos anymore means they're much more effective on the move, increasing their effective threat range to 41 inches), and if I don't win first turn then I can redeploy defensively. Optionally, I can also aggressively deploy the devgants and either redeploy them OR put them in strategic reserves. OR if there's a juicy target for the flyrant (like a grand master dreadknight) then I deploy him and the Swarmlord aggressively and redeploy them back if I don't get first turn or at least force my opponent to turtle up. No matter the case, this will force a smart opponent to deploy defensively, which has it's own advantages of giving us more breathing room on turn 1 and protecting us from alpha strikes.
The Hierodule gives me a long reaching ranged threat that can target aircraft on turn 1 before they move. With a +1 to hit and 3 cp for exploding 6s and +1 damage, he has a very good chance at downing aircraft. He's also an excellent target for the Broodlord's cover ability, giving him a 1+ save in both shooting and melee.
The devgants as many have mathed can put out a stupid amount of damage with the new tesla stratagem. Not being kraken tho hurts their mobility and threat range. However, if the Hive Guard and Hierodule can drop some Raiders, then the devgants will be very good in the drukhari matchup which has always given me trouble. 27 devgants on it's own could drop 2 raiders with rerolls and exploding 6s. In addition to this, they can hold objectives with weight of bodies and provide bodyguards for the Broodlord. Warp Ritual is a strong candidate for a secondary for me since the Broodlord can provide his synapse buff and WLT buff in the command phase AND still perform a psychic action after moving.
I've considered dropping the flyrant, but having that melee beatstick is so important for turn 1. It forces your opponent to protect his valuable models in a way that reduces his flexibility in deployment and movement. It's also such a neat counter to dreadknights, especially the grand master dreadknight with his 3+ invul and practical immunity to ranged weapons for a turn. He also trades very nicely into demons. And if my opponent doesn't have a great way to kill him in shooting, then the lash whip allows him to deal more damage when charged. It also of course allows him to trade into drukhari better in case they make him fight last.
Space Marines are good at the alpha strike. And this list is decent at hiding on turn 1. I don't think there's much more to say about that matchup. The Barbed Hierodule probably won't survive going 2nd but it has a low enough profile that there could be a place for him to hide as well.
HQ
- Broodlord: Onslaught; RELIC: 5+ CP; SYNAPSE: give cover; WARLORD TRAITS: redeploy 2 units AND give rerolls to hit to Infantry: 140
- Swarmlord: Catalyst, Onslaught: 240
- Hive Tyrant: Paroxysm, Psychic Scream; Wings, MBSwords, LWhip + Bonesword; Murderous Size; RELIC: ignore invuls: 215
Troops
- 27 Devgants: 189
- 27 Devgants: 189
- 3 Warriors: talons, talons, a.glands; SYNAPSE: +1 to hit: 69 (nice)
- 3 Warriors: talons, talons, a.glands; SYNAPSE: +1 to hit: 69 (nice)
Elites
- 6 Hive Guard: 270
- 6 Hive Guard: 270
- Lictor
- Lictor
Heavy
- Barbed Hierodule: 275
9 CP, 2000 pts
So there's a lot to breakdown with the Levi buffs but I think this utilized a lot of the good combos we got.
For the most part, the Warriors will stick near the Hive Guard to give them +1 to hit. But on turn 1, when HG may be outranged, they can provide the Hierodule with +1 to hit.
I like the redeploy warlord trait for turn 1. There are sometimes more 'forward' positions to put Hive Guard that are risky if you don't go first. With this, I have the option of deploying in those positions, thus covering more of the board with their range (onslaught and not being kronos anymore means they're much more effective on the move, increasing their effective threat range to 41 inches), and if I don't win first turn then I can redeploy defensively. Optionally, I can also aggressively deploy the devgants and either redeploy them OR put them in strategic reserves. OR if there's a juicy target for the flyrant (like a grand master dreadknight) then I deploy him and the Swarmlord aggressively and redeploy them back if I don't get first turn or at least force my opponent to turtle up. No matter the case, this will force a smart opponent to deploy defensively, which has it's own advantages of giving us more breathing room on turn 1 and protecting us from alpha strikes.
The Hierodule gives me a long reaching ranged threat that can target aircraft on turn 1 before they move. With a +1 to hit and 3 cp for exploding 6s and +1 damage, he has a very good chance at downing aircraft. He's also an excellent target for the Broodlord's cover ability, giving him a 1+ save in both shooting and melee.
The devgants as many have mathed can put out a stupid amount of damage with the new tesla stratagem. Not being kraken tho hurts their mobility and threat range. However, if the Hive Guard and Hierodule can drop some Raiders, then the devgants will be very good in the drukhari matchup which has always given me trouble. 27 devgants on it's own could drop 2 raiders with rerolls and exploding 6s. In addition to this, they can hold objectives with weight of bodies and provide bodyguards for the Broodlord. Warp Ritual is a strong candidate for a secondary for me since the Broodlord can provide his synapse buff and WLT buff in the command phase AND still perform a psychic action after moving.
I've considered dropping the flyrant, but having that melee beatstick is so important for turn 1. It forces your opponent to protect his valuable models in a way that reduces his flexibility in deployment and movement. It's also such a neat counter to dreadknights, especially the grand master dreadknight with his 3+ invul and practical immunity to ranged weapons for a turn. He also trades very nicely into demons. And if my opponent doesn't have a great way to kill him in shooting, then the lash whip allows him to deal more damage when charged. It also of course allows him to trade into drukhari better in case they make him fight last.
Space Marines are good at the alpha strike. And this list is decent at hiding on turn 1. I don't think there's much more to say about that matchup. The Barbed Hierodule probably won't survive going 2nd but it has a low enough profile that there could be a place for him to hide as well.