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Post by dc0315 on Apr 13, 2022 8:59:29 GMT
Here, I'll show you what im excited to give a shot to. ++ Battalion Detachment 0CP (Tyranids 9th Temp) [112 PL, 8CP, 2,000pts] ++ + Configuration + [Reference] Synaptic Imperatives Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points) Detachment Command Cost Hive Fleet . Jormungandr: Adaptive Adaptation (Jormungandr) + Stratagems + Rarefied Enhancements [-2CP]: 2x 1 Extra Bio-artefact + HQ + Tervigon [11 PL, 215pts]: Massive Scything Talons, Power: Catalyst, Power: Lurking Maws, Power: Smite, Relic: Resonance Barb, Warlord, Warlord Trait: Direct Guidance Tervigon [11 PL, -1CP, 215pts]: Massive Scything Talons, Power: Lurking Maws, Power: Paroxysm, Power: Smite, Relic: Gestation Sac, Stratagem: Hive Predator, Warlord Trait: Alien Cunning Tervigon [11 PL, -1CP, 215pts]: Massive Scything Talons, Power: Lurking Maws, Power: Onslaught, Power: Smite, Relic: The Maw-claws of Thyrax, Stratagem: Hive Predator, Warlord Trait: Heightened Senses + Troops + Termagants [12 PL, 210pts]: Fleshborer, 30x Termagants Termagants [12 PL, 210pts]: Fleshborer, 30x Termagants Termagants [12 PL, 210pts]: Fleshborer, 30x Termagants Termagants [12 PL, 210pts]: Fleshborer, 30x Termagants Termagants [12 PL, 210pts]: Fleshborer, 30x Termagants + Elites + Venomthropes [5 PL, 105pts] . 3x Venomthrope: 3x Toxic Lashes Zoanthropes [14 PL, 200pts]: Power: Lurking Maws, Power: Psychic Scream, Power: Smite, 4x Zoanthrope ++ Total: [112 PL, 8CP, 2,000pts] ++ You can play around or remove Relics/WLTs as you see fit
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Post by yoritomo on Apr 13, 2022 12:49:50 GMT
I think 3 tervigons is overkill. I’d drop one and a couple gaunts for a neurenthtope and malceptor.
This gives you another synaptic imperative and more mortal wound potential.
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Post by dkng on Apr 13, 2022 14:22:05 GMT
Sweet Jesus XD Tyranid Prime would also be a nice addition with the exploding 6's for shooting. And you will have something that fights in CC and can for example Heroically Intervene Fun list but seems very susceptible to T1 assault and being tied. Consider something to screen forward of the Termies... like some Rippers. Definitely consider switching one Tervi for a HT with Shardgullet. Some tanks or other beefy guys can make your life sad. Oh and if you're feeling ballsy go for Kronos - longer range and a spell to give 1 str to shooting is... well... ballsy
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Post by suxlord on Apr 13, 2022 14:43:53 GMT
looks like a brutal list for both players! would love to try it out though. overload the board with objective secure. what list could reasonably kill enough models to make a difference while staying competitive against other armies in a tournament? Tau? 180 gaunts to kill over a game, and the big bugs on top of that. I could see it going well, just don't expect to make any friends.
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Post by dc0315 on Apr 15, 2022 7:24:11 GMT
Ok so I've updated the list. Seeing that i dont need venomthropes since jorm innately gives your gants -1 to hit and the tervis will be untargetable and even if snipers are against you, from 18" you still have -1 to hit, i dont need them. I also removed 1 zoanthrope and a 3 gants to manage to fit in a Maleceptor. An extra SI and a great one for this list.
I didnt include a neurothrope because the point of this list was to fill the board with max Ob sec and replenish and add more units of termagants.
I might switch out the adaptive trait since halving a unit of 30 gants to 15 for blast still gives opponent max shots for the 1 that allows you to move 6" at the start of game. Gives space for the 10 man units to come out from and you basically already covered 2/3 of the board, if he then comes within 12" to remove -1 hes then in charge and maleceptor range.
++ Battalion Detachment 0CP (Tyranids 9th Temp) [109 PL, 10CP, 1,999pts] ++
+ Configuration +
[Reference] Synaptic Imperatives
Battle Size [12CP]: 3. Strike Force (101-200 Total PL / 1001-2000 Points)
Detachment Command Cost
Hive Fleet . Jormungandr: Adaptive Adaptation (Jormungandr)
+ Stratagems +
Rarefied Enhancements [-1CP]: 1 Extra Bio-artefact
+ HQ +
Tervigon [11 PL, 215pts]: Massive Scything Talons, Power: Catalyst, Power: Lurking Maws, Power: Smite, Relic: Resonance Barb, Warlord, Warlord Trait: Direct Guidance
Tervigon [11 PL, -1CP, 220pts]: Massive Scything Talons, Power: Lurking Maws, Power: Paroxysm, Power: Smite, Relic: Gestation Sac, Stratagem: Hive Predator, Toxin Sacs, Warlord Trait: Alien Cunning
Tervigon [11 PL, 215pts]: Massive Scything Talons, Power: Lurking Maws, Power: Onslaught, Power: Smite
+ Troops +
Termagants [12 PL, 210pts]: Fleshborer, 30x Termagants
Termagants [12 PL, 210pts]: Fleshborer, 30x Termagants
Termagants [12 PL, 203pts]: Fleshborer, 29x Termagants
Termagants [12 PL, 203pts]: Fleshborer, 29x Termagants
Termagants [12 PL, 203pts]: Fleshborer, 29x Termagants
+ Elites +
Maleceptor [9 PL, 170pts]: Power: Lurking Maws, Power: Neuroparasite, Power: Psychic Scream, Power: Smite
Zoanthropes [7 PL, 150pts]: Power: Lurking Maws, Power: Psychic Scream, Power: Smite, 3x Zoanthrope
++ Total: [109 PL, 10CP, 1,999pts] ++
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Post by dkng on Apr 15, 2022 9:18:21 GMT
Jorm gives you Dense Cover. Venoms give a straight up -1 to hit vs ranged. They are not the same and can quite frequently work in unison. Venoms do not care about range so will work against shooting from within 18/12 inches. They also work against "ignore cover" attacks. They will also work if the shooting unit has +1 to hit so it will still have -1 to hit if both rules (Jorm and Foul Spores) are in effect. And if/when the enemy comes close you still have them to fight in CC (imo they are decent in CC especially against high T units) Perhaps this is just a matter of personal taste but I wouldn't give up on them that easily.
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Post by dc0315 on Apr 15, 2022 9:33:41 GMT
Jorm gives you Dense Cover. Venoms give a straight up -1 to hit vs ranged. They are not the same and can quite frequently work in unison. Venoms do not care about range so will work against shooting from within 18/12 inches. They also work against "ignore cover" attacks. They will also work if the shooting unit has +1 to hit so it will still have -1 to hit if both rules (Jorm and Foul Spores) are in effect. And if/when the enemy comes close you still have them to fight in CC (imo they are decent in CC especially against high T units) Perhaps this is just a matter of personal taste but I wouldn't give up on them that easily. A great observation, this could be solved when they bring gants to 6pts. Till then its venomthropes or a maleceptor and an extra useful SI. Hmmmmmm....
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Post by dc0315 on Apr 15, 2022 9:50:18 GMT
I think if i go with venomthropes, i should switch to kronos though, the feed adaptives are almost all awesome on a big swarm...
I mean Relentless hunger is awesome. Move 6+advance, 12" charge? Declare it, fail it and just keep covering ground by moving an extra 3"...on an objective, into dense or for board control....
Unstoppable swarm to ignore modifiers if opponent has stuff to half movement for example.
Wreathed in shadow stopping overwatch is a good option depending on match up for anything including a swarm.
Exoskeletal stabilisation allows every unit of gangs to advance and fire normally...., 4 of the 5 units will be hitting on 3s due to direct guidance and the terv synaptic link.
Stabilising membranes getting exploding 6s needs no introduction.
If i go jorm and take a maleceptor that opens up the hunt list.
The lurk ones both fleets get are mostly good too.
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Post by dkng on Apr 15, 2022 10:16:41 GMT
Stabilising Membranes + Tyranid Prime SI You cannot advance and declare a charge so RH is not that awesome. Exoskeletal sounds nice. The rest is more melee orientated and, besides tarpitting, charging with Termas is not a good idea
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Post by dc0315 on Apr 15, 2022 10:24:14 GMT
Stabilising Membranes + Tyranid Prime SI You cannot advance and declare a charge so RH is not that awesome. Exoskeletal sounds nice. The rest is more melee orientated and, besides tarpitting, charging with Termas is not a good idea Yeah RH with this list doesnt rly work ur right. Meeeh the charge onto an objective with some no overwatch could be useful in some matchups though.
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Post by dc0315 on Apr 15, 2022 10:28:09 GMT
Stabilising Membranes + Tyranid Prime SI You cannot advance and declare a charge so RH is not that awesome. Exoskeletal sounds nice. The rest is more melee orientated and, besides tarpitting, charging with Termas is not a good idea SM+PRIME SI is the most bonkers though, agreed! 🤣🤣
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Post by lordsia on Apr 20, 2022 11:16:03 GMT
Three Tervigons are still overkill, says I, who actually ran a list like that in 8th 😅
Try to squeeze in a Broodlord, Light Cover for infantry is not bad in a list like this.
You might want a couple of gargoyles for screening and perhaps planting spore nodes as your secondary (because you're not going to be getting a lot of synaptic kills or melee kills).
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Post by bigpig on Apr 21, 2022 16:53:30 GMT
Three Tervigons are still overkill, says I, who actually ran a list like that in 8th 😅 Try to squeeze in a Broodlord, Light Cover for infantry is not bad in a list like this. You might want a couple of gargoyles for screening and perhaps planting spore nodes as your secondary (because you're not going to be getting a lot of synaptic kills or melee kills). Yeah, light cover plus naturalized camo gives you 3+ gaunts if running jormungander and they are actually in cover. I will say that with 150 gaunts you may find yourself coming up short on bodies. I ran a 300 model horde army in early 8th including some horms and gargs. While I did bodies over bullets a lot of opponents, against some armies it just wasn’t enough. You may also find that you have trouble coordinating keeping the three tervigon on position to replenish the right units and still stay protected. I like the idea of ditching one and maybe taking a prime for the SI and get more little guys.
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