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Post by cmob208 on Nov 28, 2021 3:05:13 GMT
I think you're right to put the Hive Guard as Kronos if you have the Kronos patrol. Having only 6 CP is quite low, so you're not going to want to spend it on exploding 6's for a Leviathan unit of HG. An alternative option would be to move the whole Kronos detachment back to Leviathan - you'd save some CP and wouldn't need the neurothrope, but would lose a bit of shotting accuracty with the HG.
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Post by zimko on Dec 12, 2021 23:33:00 GMT
I took this to an RTT yesterday.
Levi Battalion: HQ - Swarmlord: Catalyst, Onslaught: 240 - Tyranid Prime: ANLobe, Syanaptic Link, Swarm Leader, Strategic Adaptation: 90 Troops - 12 Genestealers: 156 - 12 Genestealers: 156 - 12 Genestealers: 156 - 30 Termagants: Devourers: 210 Elites - Lictor: 37 Kronos Patrol HQ - Neurothrope: Resonance Barb, Symbiostorm: 95 Troops - 3 Warriors: Synaptic Link: 1 Lashwhip/Bonesword 69 - 3 Warriors: Synaptic Link: 1 Lashwhip/Bonesword 69 Elites - 6 Hive Guard: 270 - 6 Hive Guard: 270 GSC Patrol HQ - Magus: Mass Hypnosis, Mind Control: 85 Troops - 5 Acolyte Hybrids: 5 Hand Flamers: 55 - 5 Acolyte Hygrids: 40
6 cp, 1998 pts
I went 2 and 1, losing to Black Templar. But, it wasn't the list that lost, it was me. I made a critical mistake in deployment that exposed my hive guard. Other than that, the list felt great.
Game 1 vs Thousand Sons. He had a dreadnought (the fancy one that does mortals on 6s), a bunch of rubric marines, 2 units of 5 terminators, 2 rhinos and some characters. The mission was 12, Scorched Earth. (Dawn of War deployment, 6 objectives) My Secondaries were: Banners, Stranglehold and To The Last. His were: Banners, Wrath of Magnus (land more mortals in psychic phase than opponent for 3 points... incredibly easy for TS), ... I don't remember his 3rd objective. Anyway, my opponent felt very inexperienced with 40k. I think his list was ok, he certainly was able to pump out a lot of mortals. He killed 10 genestealers in 1 psychic phase for example, but I was just able to dominate the majority of the board. I focused on 1 flank and wiped him out on that side, destroyed his rhinos, and used genestealers to keep him pinned in 1 corner. Final score was 100 to 50 in my favor.
Game 2 vs Custodes. This opponent frequently wins our local RTTs so it was a harder matchup and good test. Today he played a dreadnaught list. 1 Telemon, 3 Contemptors, 2 jetbike captains, 2x3 Jumppack custodes, 1x5 Jumppack Custodes, 3 footman custodes, and a character dreadnaught that looked like a contemptor. The mission was 21, Surround and Destroy (Dawn of War, 6 objectives). I decided Banners would be too risky against Custodes since I felt that taking mid would be difficult against Custodes, so I'd be getting 10 points most likely. Stranglehold tho I felt I could do since I just needed to suicide some obsec onto midfield objectives. My Secondaries: Stranglehold, To The Last and Retrieve Octarious. His Secondaries: Stranglehold, Banners, No Prisoners. He deployed almost his entire army in a piece of dense cover. I deployed most of my army across from his. He left 1 unit of 3 jumppack dudes in the far corner to do banners while I put a unit of genestealers and acolytes in a corner to do the same and to threaten the middle objective on that side. Amusingly, neither of us touched that middle objective. My genestealer unit stayed within striking distance of it but never took it. And because those genestealers were there... my opponent never committed to taking it. Instead, we fought over the other middle objective in order to achieve Stranglehold. My Hive Guard focused their entire attention on removing the Jumppack Infantry to reduce his mobility and volume of attacks. They also removed the jetbike Captain when the opportunity to do so arrived. I took the middle objective on turns 1 and 2 with genestealers, then piled in the devgants to clog it up with bodies. The dreadnoughts didn't have quite enough volume to remove them all and take back the objective, which allowed me to deny stranglehold a couple times. At the end of the game, I killed all but a couple dreadnoughts and a unit of jumppacks. Final score: 92 to 70 in my favor.
Game 3 vs Black Templar. 3 Plasma Redemptor Dreads, Impulsor with 5 Bladeguard, 10 Vanguard vets, a stupid 8 wound character with 14 attacks (wtf?), a chaplain biker, an infultrator squad, a few regular infantry squads, a techmarine and an apothecary. Sweep and Clear (table quarter deployment, 5 objectives) I went first, which is the first time this tournament I went first. As I mentioned earlier, I made a mistake in deployment by deploying too close with my hive guard. I put them inside some ruins, but all my opponent needed to do to shoot them was touch some ruins in the middle of the board and he could see them. Anyway, I shot up the vanguard vets on turn 1 with the hive guard. The survived with 2 models. He was then able to use an apothecary to restore 1 of those models (after moving them 12" towards me), and was able to put that model 2 inches ahead of the lead vanguard, giving them about 4" extra reach. He then was able to charge my warriors and badtouch my devgants. It's a trick I could avoid in multiple ways (by taking lashwhips and by deploying back) but I just hadn't seen it before. 2 of his dreadnoughts got LOS of my hive guard and killed 4 of them. After that, I made some mistakes in screening and eventually lost the rest of my hive guard to bladeguard, then lost the swarmlord to dreadnoughts. So I had 0 'To the Last'. I could have won this game but I made mistakes. Final score: 79 to 85 in favor of the Black Templar.
So it was still a great performance. As far as tweaks to the list... the flamers on the acolytes was useless except against Thousand Sons where I killed a chaos spawn. But it wasn't needed, it was just a 'hey they did something!' moment. Those points instead could be used to give the Warriors full Lashwhips. There were a couple places I could have used that in both the Custodes game and the Black Templar game. The potential impact of denying consolidation is much better I think than the occasional usefulness of 5 hand flamers.
With the incoming change to RoD requiring units of 5 or 6, I was looking closely at whether the Lictor was still useful. I only took RoD in one of my games and I did not need the Lictor to accomplish it. 2 units of Acolytes is sufficient to accomplish RoD in my opponent's side of the board. The Lictor though was useful for Banners since his larger movement allowed him to reach a middle objective on turn 1. A unit of Hormagaunts could accomplish the same task but they're 23 more points. So at the moment I feel like 1 Lictor in the list is still fine.
Updated list:
Levi Battalion: HQ - Swarmlord: Catalyst, Onslaught: 240 - Tyranid Prime: ANLobe, Syanaptic Link, Swarm Leader, Strategic Adaptation: Boneswords 93 Troops - 12 Genestealers: 156 - 12 Genestealers: 156 - 12 Genestealers: 156 - 30 Termagants: Devourers: 210 Elites - Lictor: 37 Kronos Patrol HQ - Neurothrope: Resonance Barb, Symbiostorm: 95 Troops - 3 Warriors: Synaptic Link: 3 Lashwhip/Bonesword 75 - 3 Warriors: Synaptic Link: 3 Lashwhip/Bonesword 75 Elites - 6 Hive Guard: 270 - 6 Hive Guard: 270 GSC Patrol HQ - Magus: Mass Hypnosis, Mind Control: 85 Troops - 5 Acolyte Hybrids: 40 - 5 Acolyte Hygrids: 40
6 cp, 1998 pts
Having Hive Guard in Kronos was really nice. It's a self-sufficient patrol that doesn't require any buffs or CP to operate. 12 Hive Guard with 2+ rerolling 1s is very reliable output and Symbiostorm with Resonance Barb is a reliable buff. The only CP I needed was for shooting twice and sometimes giving a Levi unit obsec or super obsec. I used the tesla strat on devgants a couple times but I didn't use it on the Genestealers except once. Genestealers with full rerolls to hit and 6s autowound was sufficient for most of the things I threw them at. And most of the time I just needed the genestealers to steal an objective. Whether they killed the thing they charged didn't matter as much as just surviving and existing on an objective.
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Post by piersonsmuppet on Dec 13, 2021 17:11:11 GMT
Out of curiosity, why the BS vice AG on the Prime? I assume the goal is to keep it out of the fight until ~T4. Does 1-2 turns of impactful Prime BS combat come up more than an impactful 1” on advance/ charge for you?
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Post by zimko on Dec 13, 2021 17:41:44 GMT
Out of curiosity, why the BS vice AG on the Prime? I assume the goal is to keep it out of the fight until ~T4. Does 1-2 turns of impactful Prime BS combat come up more than an impactful 1” on advance/ charge for you? Yes. He's mostly sitting back providing buffs and barely needs to move to do so. When he does get close enough to fight something, an extra 1" doesn't matter but having AP 2 certainly helps for when he does fight. He doesn't need either buff to be honest. I had 5 points left to spend and figured I'd give him some Boneswords so he'd look cool and maybe kill something occasionally. I could give 1 unit of Warriors Adrenal Glands but then I'd have to keep track of which had glands and which didn't. I could give 1 acolyte a hand flamer... that's possibly more likely to come up as useful. But in the end it really doesn't matter. It's just flavor.
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