First experience with Crushing Stampede - No Hive Guard!
Dec 26, 2021 12:59:28 GMT
forthehive likes this
Post by windwalkerranger on Dec 26, 2021 12:59:28 GMT
I have some romantic flaws that prevent me from doing the stuff everyone does, and the hive mind now being crazy in love with the Hive Guard, I'm actively trying NOT to play them. Last night had an amazing game with my friend, who faced me playing Grey Knights. He was playing the army for the first time, and I was playing the Crushing Stampede after a couple days of theorycrafting for a non-HG list. I wanted to test so many things, and yet there were only so much points. This is always the case but with Crushing Stampede the issue seemed amplified. Below is my list:
++ Battalion Detachment 0CP (Tyranids) [105 PL, 11CP, 1,998pts] ++
+ Configuration +
Army of Renown - Crusher Stampede
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
Detachment Command Cost
Hive Fleet: Leviathan
+ HQ +
Neurothrope [5 PL, -1CP, 95pts]: Power: Catalyst, Power: Onslaught, Power: Smite, Relic: The Void Crown, Stratagem: Alpha Leader-Beast, Warlord, Warlord Trait: Raging Influence
The Swarmlord [14 PL, 240pts]: Power: Paroxysm, Power: Smite, Power: The Horror
+ Troops +
Tyranid Warriors [13 PL, 276pts]: Adrenal Glands, Synaptic Link: Bioweapon Bond
. Adaptive Physiology: Enhanced Resistance
. Tyranid Warrior: Deathspitter, Lash Whip and Bonesword
. Tyranid Warrior: Deathspitter, Lash Whip and Bonesword
. Tyranid Warrior: Deathspitter, Lash Whip and Bonesword
. Tyranid Warrior: Deathspitter, Lash Whip and Bonesword
. Tyranid Warrior: Deathspitter, Lash Whip and Bonesword
. Tyranid Warrior: Deathspitter, Lash Whip and Bonesword
. Tyranid Warrior (Bio-cannon): Scything Talons, Venom Cannon
. Tyranid Warrior (Bio-cannon): Scything Talons, Venom Cannon
. Tyranid Warrior (Bio-cannon): Scything Talons, Venom Cannon
Tyranid Warriors [4 PL, 51pts]
. Tyranid Warrior: 2x Scything Talons
. Tyranid Warrior: 2x Scything Talons
. Tyranid Warrior: 2x Scything Talons
Tyranid Warriors [4 PL, 51pts]
. Tyranid Warrior: 2x Scything Talons
. Tyranid Warrior: 2x Scything Talons
. Tyranid Warrior: 2x Scything Talons
+ Elites +
Haruspex [9 PL, 170pts]
. Adaptive Physiology: Murderous Size
Maleceptor [9 PL, 170pts]: Power: Aggressive Surge, Power: Smite
Zoanthropes [15 PL, 310pts]: Power: Psychic Scream, Power: Smite, Synaptic Link: Psychic Channeling
. 6x Zoanthrope: 6x Claws and Teeth
+ Heavy Support +
Scythed Hierodule [12 PL, 235pts]
Scythed Hierodule [12 PL, 235pts]
+ Flyer +
Harpy [8 PL, 165pts]: 2x Heavy Venom Cannon
++ Total: [105 PL, 11CP, 1,998pts] ++
Created with BattleScribe
One of the issues with several of the lists I thought about was the lack of synapse, which doesn't mean too much in a Crushing Stampede list, but it takes away the potential of synaptic link chains. Another issue was lack of mobility, All those crazy carnifex lists trodging along the board would have given so much time to the opponent for any plan, but also would have handed over the initiative. Basically with a slow list, no matter how durable you are, you let the opponent make the game plan. Hive guard represent a great exception to this rule, as they would be so annoying to the opponent that it would be challenging to act the way they would want to. But I don't play hive guard so here we are.
To solve the issue, despite finding him overrated beforehand, the swarmlord had a solid spot this time on the list. His double move I felt was going to be essential. I thought about and tested a few list ideas to implement tyrant guard to protect it, but later decided duty eternal, great invuls, and potential application of fnp would be enough. But swarmlord alone was not enough. And I liked the harpy/crone even before the new AoR ruleset, so I tried to include a Harpy. Later, I wished I had used the crone in this specific case.
Going against Grey Knights I knew there was going to be tens of psykers on the board, and I was going to get denied all my powers if I didn't do something about it. This was the sole reason why I included the neurothroph/zoanthrophs combination. I wanted to give the zoey psy-link power to the neurothroph to reliably cast essential powers of onslaught and catalyst on whatever needed them. Later in the game I decided that I was going to play this combination against everyone and everything. The zoeys did so much smite damage against GK -despite their 5+++ against it- that they outshone every other unit in the game.
I also imagined 2 scythed hiredoules running towards the enemy with a maleceptor in the middle would create a nice anvil. Scythed H's were good, I felt like I didn't pay enough respect to their flamer until now. Ap-2 on that flamer is impactful. Thoughout the game I always averaged with the flamer, and opponent saved average as well, and it was still good.
BUT, with that particular map it was hard to deploy 2 hierodules and a maleceptor in a good position, let alone run them towards the enemy. Hier's are simply too large, and maleceptor is not small either, and there's simply not enough space to reliably move them. Deployment shennanigangs change everything, so early on I decided to split the hierodules (playing reconnaisance, maybe deployment being limited to a quarter amplified the issue). I still left room for maneuvering that, if needed, they could join in the middle of the board along with the maleceptor, but it never got there.
My friend made a list that included a Grand Master in Nemesis Dreadknight, and 2 more Dreads, with a dedicated techmarine. Also the Kaldor Draigo. These represented the hitters. There were several groups of Strike and Interceptor squads, all 5- man with the exception of 1x6 Interceptors. Also a group of purgators or whatever they are called, and a unit of terminators. One Dread, termins, purgators, and the librarian were set to reserve and we rolled and I got to go first.
THE GAME
The board was the new standard terrain layout. Each quarter had a large square ruin, and there were two smaller ruins in the middle. Also four smaller pieces in the middle of each edge that you'd be forgiven for thinking they are insignificant, but in this particular game they played major role.
My opponent got the monster-killing secondary, engage on all fronts, and the mission-specific recon. I got recon, octarius, and foolishly, warp ritual. I basically banked on the void crown + zoanthroph link on the neurothroph to reliably do the ritual, but as is well known by the wise people, plans tend to fail the first contact with the enemy.
My friend placed everything that didn't go into reserves in or behind the large area piece. Only exception was two small interceptor units, because the mission rules suddenly made fast attack units obsec. These units instead went to the small pieces I mentioned earlier, along the board edge. These were ready to advance into the two no-mans objectives at the first opportunity. I mush hand it over to my opponent, he always deploys perfectly and I've yet to see him giving me an opening in the first round. (He's also mastered the craft of touching-not touching in the combat phase to maximize the movement potential through pile ins and consolidates.)
I immediately noticed two things: his two dreadknights on the baord were going to pop-out and/or teleport to gain great los to all the important lanes, and I was going to have a hard time running 2 hierodules together. There simply werent enough space between the ruins. One was always going to stay behind, and even was going to fail to find a path to charge around the first one, if it came to combat. Grudgingly I split them to two, each ready to go to one free objective.
Then we rolled and I got to go first.
I was happy with this, in this instance, because I knew that I had to park on these objectives and try to lure my opponent to react to what I was doing, instead of playing reactively myself. So I decided on a big alpha strike. Both hierodules went their seperate ways, one in particular advanced and turned around the middle ruins. The swarmlord charged to safety in there to launch it. neurothoph retreated outside of the deny range and applied onslaught and catalyst to my misile. Maleceptor tried to keep up but fell short, still grandted d3 extra attacks to it. Zoanthrophs also found a line to one of the interceptor squads on the edge. Everything went well, and after spraying some hierodule acid and big smite from zoeys and one charge later, I killed one interceptor squad (hierodule overrun to relative safety), reduced the other to 1 man (which became significant later) and was sitting on no-mans objectives. Alpha strike complete. I had the choice to try to charge the GMNK but it was risky 8. Oh well.
Opponent round saw some retaliation shots against the hierodule reducing it to 12 wounds, and that was basically it. Some shuffling around, however, and the lone survivor interceptor found its way to the objective captured by my scyhted.
Turn 2 on my play, I used the 1-cp to make it obsec strategem on my hierodule to capture back the objective BEFORE the points are calculated and this flipped the game around. I scored 15. On his turn he got 5. This repeated in the next round as well, and opened the points gap large enough. I charged in with the wounded hierodule to kill another interceptor squad that came out to play, and killed a brotherhood squad that teleported towards my other heirodule through the combination of hierodule + haruspex. This move however carried both of my monsters far away from the action and it was evident by now that, one hierodule was going to die and the other was so far away from the maleceptor that the bubbe-plan was never going to get realized. The wounded hierodule charged in and wounded GMND down to 8 hp, but that was it. A small warrior group killed the lone intereptor as well. I did some recon, and some octarius in both turns too!.
Turn 2 on his play something spectacular happens and shadow in the warp essentially denies ALL his psychic phase. Only a single power was cast, which was denied by the swarmlord. This was a major swing point. Still, serious shooting and combat saw my hierodule dead (fought again to bring the GMND to 4). Draigo also got botched his casting and dropped to 4 wounds. My maleceptor was shot to 6 wounds, and my warrior group sitting on home objective doing actions was first shot and than charged down to 3 warriors remanining.
Turn 3 on my side I did everything right except roling 10 or so 1's and 2's to wound, and despite using the reroll to wound strat, I failed to kill anything. Swarmy failed psy-action again. But by now the points gap was too large. And it was 5 am in the morning. My opponent did some calculations and even in the best case scenario for him it was going to end 68-63, so he conceded to save us time.
AFTERTHOUGHTS:
* The Maleceptor bubble: Though I love the idea, I will have to give up on this for now. Especially for hierodules running forward. Maybe it's better in a gun-line scenario.
* The Harpy: was amazing, scored my points through recon, and charged up to finish GMND and failed. Its mines did 1 mortal to kaldor, but its HVC did nothing, so I felt that Crone would have done so much better in this specific case. I think I will always play a flier.
*Zoanthrophs: Most of the damage to 3++ opposition came from smites, and zoeys were the primary casters. Also helped spread the synaptic link +1 to hit to the other side of the board. I always loved them and I think they still have a place in Crushing Stampede lists.
*Big warrior group: I had to use them as action monkeys, they did 0 damage, so I could have used cheaper variations.
*Haruspex: was good! killed some, and endured, and almost captured enemy home objective.
*Scythed hierodules: I love them now.
Will add more when I have the time.
++ Battalion Detachment 0CP (Tyranids) [105 PL, 11CP, 1,998pts] ++
+ Configuration +
Army of Renown - Crusher Stampede
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
Detachment Command Cost
Hive Fleet: Leviathan
+ HQ +
Neurothrope [5 PL, -1CP, 95pts]: Power: Catalyst, Power: Onslaught, Power: Smite, Relic: The Void Crown, Stratagem: Alpha Leader-Beast, Warlord, Warlord Trait: Raging Influence
The Swarmlord [14 PL, 240pts]: Power: Paroxysm, Power: Smite, Power: The Horror
+ Troops +
Tyranid Warriors [13 PL, 276pts]: Adrenal Glands, Synaptic Link: Bioweapon Bond
. Adaptive Physiology: Enhanced Resistance
. Tyranid Warrior: Deathspitter, Lash Whip and Bonesword
. Tyranid Warrior: Deathspitter, Lash Whip and Bonesword
. Tyranid Warrior: Deathspitter, Lash Whip and Bonesword
. Tyranid Warrior: Deathspitter, Lash Whip and Bonesword
. Tyranid Warrior: Deathspitter, Lash Whip and Bonesword
. Tyranid Warrior: Deathspitter, Lash Whip and Bonesword
. Tyranid Warrior (Bio-cannon): Scything Talons, Venom Cannon
. Tyranid Warrior (Bio-cannon): Scything Talons, Venom Cannon
. Tyranid Warrior (Bio-cannon): Scything Talons, Venom Cannon
Tyranid Warriors [4 PL, 51pts]
. Tyranid Warrior: 2x Scything Talons
. Tyranid Warrior: 2x Scything Talons
. Tyranid Warrior: 2x Scything Talons
Tyranid Warriors [4 PL, 51pts]
. Tyranid Warrior: 2x Scything Talons
. Tyranid Warrior: 2x Scything Talons
. Tyranid Warrior: 2x Scything Talons
+ Elites +
Haruspex [9 PL, 170pts]
. Adaptive Physiology: Murderous Size
Maleceptor [9 PL, 170pts]: Power: Aggressive Surge, Power: Smite
Zoanthropes [15 PL, 310pts]: Power: Psychic Scream, Power: Smite, Synaptic Link: Psychic Channeling
. 6x Zoanthrope: 6x Claws and Teeth
+ Heavy Support +
Scythed Hierodule [12 PL, 235pts]
Scythed Hierodule [12 PL, 235pts]
+ Flyer +
Harpy [8 PL, 165pts]: 2x Heavy Venom Cannon
++ Total: [105 PL, 11CP, 1,998pts] ++
Created with BattleScribe
One of the issues with several of the lists I thought about was the lack of synapse, which doesn't mean too much in a Crushing Stampede list, but it takes away the potential of synaptic link chains. Another issue was lack of mobility, All those crazy carnifex lists trodging along the board would have given so much time to the opponent for any plan, but also would have handed over the initiative. Basically with a slow list, no matter how durable you are, you let the opponent make the game plan. Hive guard represent a great exception to this rule, as they would be so annoying to the opponent that it would be challenging to act the way they would want to. But I don't play hive guard so here we are.
To solve the issue, despite finding him overrated beforehand, the swarmlord had a solid spot this time on the list. His double move I felt was going to be essential. I thought about and tested a few list ideas to implement tyrant guard to protect it, but later decided duty eternal, great invuls, and potential application of fnp would be enough. But swarmlord alone was not enough. And I liked the harpy/crone even before the new AoR ruleset, so I tried to include a Harpy. Later, I wished I had used the crone in this specific case.
Going against Grey Knights I knew there was going to be tens of psykers on the board, and I was going to get denied all my powers if I didn't do something about it. This was the sole reason why I included the neurothroph/zoanthrophs combination. I wanted to give the zoey psy-link power to the neurothroph to reliably cast essential powers of onslaught and catalyst on whatever needed them. Later in the game I decided that I was going to play this combination against everyone and everything. The zoeys did so much smite damage against GK -despite their 5+++ against it- that they outshone every other unit in the game.
I also imagined 2 scythed hiredoules running towards the enemy with a maleceptor in the middle would create a nice anvil. Scythed H's were good, I felt like I didn't pay enough respect to their flamer until now. Ap-2 on that flamer is impactful. Thoughout the game I always averaged with the flamer, and opponent saved average as well, and it was still good.
BUT, with that particular map it was hard to deploy 2 hierodules and a maleceptor in a good position, let alone run them towards the enemy. Hier's are simply too large, and maleceptor is not small either, and there's simply not enough space to reliably move them. Deployment shennanigangs change everything, so early on I decided to split the hierodules (playing reconnaisance, maybe deployment being limited to a quarter amplified the issue). I still left room for maneuvering that, if needed, they could join in the middle of the board along with the maleceptor, but it never got there.
My friend made a list that included a Grand Master in Nemesis Dreadknight, and 2 more Dreads, with a dedicated techmarine. Also the Kaldor Draigo. These represented the hitters. There were several groups of Strike and Interceptor squads, all 5- man with the exception of 1x6 Interceptors. Also a group of purgators or whatever they are called, and a unit of terminators. One Dread, termins, purgators, and the librarian were set to reserve and we rolled and I got to go first.
THE GAME
The board was the new standard terrain layout. Each quarter had a large square ruin, and there were two smaller ruins in the middle. Also four smaller pieces in the middle of each edge that you'd be forgiven for thinking they are insignificant, but in this particular game they played major role.
My opponent got the monster-killing secondary, engage on all fronts, and the mission-specific recon. I got recon, octarius, and foolishly, warp ritual. I basically banked on the void crown + zoanthroph link on the neurothroph to reliably do the ritual, but as is well known by the wise people, plans tend to fail the first contact with the enemy.
My friend placed everything that didn't go into reserves in or behind the large area piece. Only exception was two small interceptor units, because the mission rules suddenly made fast attack units obsec. These units instead went to the small pieces I mentioned earlier, along the board edge. These were ready to advance into the two no-mans objectives at the first opportunity. I mush hand it over to my opponent, he always deploys perfectly and I've yet to see him giving me an opening in the first round. (He's also mastered the craft of touching-not touching in the combat phase to maximize the movement potential through pile ins and consolidates.)
I immediately noticed two things: his two dreadknights on the baord were going to pop-out and/or teleport to gain great los to all the important lanes, and I was going to have a hard time running 2 hierodules together. There simply werent enough space between the ruins. One was always going to stay behind, and even was going to fail to find a path to charge around the first one, if it came to combat. Grudgingly I split them to two, each ready to go to one free objective.
Then we rolled and I got to go first.
I was happy with this, in this instance, because I knew that I had to park on these objectives and try to lure my opponent to react to what I was doing, instead of playing reactively myself. So I decided on a big alpha strike. Both hierodules went their seperate ways, one in particular advanced and turned around the middle ruins. The swarmlord charged to safety in there to launch it. neurothoph retreated outside of the deny range and applied onslaught and catalyst to my misile. Maleceptor tried to keep up but fell short, still grandted d3 extra attacks to it. Zoanthrophs also found a line to one of the interceptor squads on the edge. Everything went well, and after spraying some hierodule acid and big smite from zoeys and one charge later, I killed one interceptor squad (hierodule overrun to relative safety), reduced the other to 1 man (which became significant later) and was sitting on no-mans objectives. Alpha strike complete. I had the choice to try to charge the GMNK but it was risky 8. Oh well.
Opponent round saw some retaliation shots against the hierodule reducing it to 12 wounds, and that was basically it. Some shuffling around, however, and the lone survivor interceptor found its way to the objective captured by my scyhted.
Turn 2 on my play, I used the 1-cp to make it obsec strategem on my hierodule to capture back the objective BEFORE the points are calculated and this flipped the game around. I scored 15. On his turn he got 5. This repeated in the next round as well, and opened the points gap large enough. I charged in with the wounded hierodule to kill another interceptor squad that came out to play, and killed a brotherhood squad that teleported towards my other heirodule through the combination of hierodule + haruspex. This move however carried both of my monsters far away from the action and it was evident by now that, one hierodule was going to die and the other was so far away from the maleceptor that the bubbe-plan was never going to get realized. The wounded hierodule charged in and wounded GMND down to 8 hp, but that was it. A small warrior group killed the lone intereptor as well. I did some recon, and some octarius in both turns too!.
Turn 2 on his play something spectacular happens and shadow in the warp essentially denies ALL his psychic phase. Only a single power was cast, which was denied by the swarmlord. This was a major swing point. Still, serious shooting and combat saw my hierodule dead (fought again to bring the GMND to 4). Draigo also got botched his casting and dropped to 4 wounds. My maleceptor was shot to 6 wounds, and my warrior group sitting on home objective doing actions was first shot and than charged down to 3 warriors remanining.
Turn 3 on my side I did everything right except roling 10 or so 1's and 2's to wound, and despite using the reroll to wound strat, I failed to kill anything. Swarmy failed psy-action again. But by now the points gap was too large. And it was 5 am in the morning. My opponent did some calculations and even in the best case scenario for him it was going to end 68-63, so he conceded to save us time.
AFTERTHOUGHTS:
* The Maleceptor bubble: Though I love the idea, I will have to give up on this for now. Especially for hierodules running forward. Maybe it's better in a gun-line scenario.
* The Harpy: was amazing, scored my points through recon, and charged up to finish GMND and failed. Its mines did 1 mortal to kaldor, but its HVC did nothing, so I felt that Crone would have done so much better in this specific case. I think I will always play a flier.
*Zoanthrophs: Most of the damage to 3++ opposition came from smites, and zoeys were the primary casters. Also helped spread the synaptic link +1 to hit to the other side of the board. I always loved them and I think they still have a place in Crushing Stampede lists.
*Big warrior group: I had to use them as action monkeys, they did 0 damage, so I could have used cheaper variations.
*Haruspex: was good! killed some, and endured, and almost captured enemy home objective.
*Scythed hierodules: I love them now.
Will add more when I have the time.