Post by beldaren on Jun 29, 2022 14:00:43 GMT
Hi everyone,
Below is the list I'm building for competitive tournaments. I really just want some feedback on my choices and what you would do differently to improve it. Thank you in advance for any advice you're willing to give.
HQ
Broodlord (120)
Powers: Smite, Synaptic Lure, Onslaught
Trait: One Step Ahead
This is primarily used for psychic interrogation. Also a feeder Tendrils model for "Cranial Feasting" if needed, and Engage on all Fronts can be more easily achieved on the first turn, however leaving this model on its own might make it an easy target (T5, W7, 4+/4++).
Neurothrope (100)
Powers: Smite, Synaptic Lure, Onslaught, Catalyst
Trait: Synaptic Tendrils
This is a pretty standard auto include in the list, 3D6 for both the Neurothrope and the Broodlord when the enemy could deny Psychic Interrogation, or for the Zoanthropes when more damage is needed. Being the warlord means this will likely be placed near the back of the board to ensure synaptic imperatives are always active.
Trygon Prime (175)
Equipment: Adrenal Glands (15), Biostatic Rattle.
Relic: The Passenger
Trait: Adaptive Biology
Generally this model will start on the board and use its 11" movement, 5+D3 advance (Or 10") and 2D6+2 charge to engage on first turn where possible. 12 attacks at S8 AP-4 D2 on the charge is pretty nasty, especially if you have more Trygons or warriors to support. Turning off re-rolls in the current meta is a HUGE deal. I always thought this model was worse than a flyrant, but with the issues with flyrants needing to be your warlord and no longer having imperatives without them.
Troop
10 Gargoyles (80)
Just designed to fly onto and sit on an objective on turn 1, they are fairly expendable and make a good blocking unit. Their stratagem "Blinding Venom" is also very useful at times.
9 Warriors (270)
3 Venom Cannons (15), 6 Deathspitters
9 Dual Boneswords
Adrenal Glands (15)
The primary beat stick of the army. Although lacking the Leviathan Transhuman, this unit is surprisingly resilient when in cover. They can move and advance quickly, raise banners where required and allow synaptic link range to be increased all over the board. Despite their 5pt price hike, they're still one of the best units in the army.
4 Warriors (120)
1 Venom Cannon (5), 3 Deathspitters
4 Dual Boneswords
4 Warriors (120)
1 Venom Cannon (5), 3 Deathspitters
4 Dual Boneswords
These two smaller units are designed to be able to take and hold objectives, raise banners and be strong enough to fight most medium/small threats. I'm still unsure how the lack of transhuman will hurt these units, but the increased advancing speeds will help. If anyone knows how the kraken adaptive advancing works I'd love to know if it prevents you from charging/raising banners. It seems to be worded as though it just adds movement.
3 Zoanthropes (150)
These are the most surprising to me that they didn’t get a points increase. With the number of mortals they can output and the synaptic imperative they offer they’re an auto include in all armies!
Trygon (145)
Biostatic Rattle
Trygon (145)
Biostatic Rattle
Trygon (145)
Biostatic Rattle
These three Trygons will be the main focus for the enemy to deal with. Their biostatic rattles are excellent at making other armies fight "fair" without re-rolls. The imperative of 4+ Invulnerable is also huge for these units. I would love to have the Lurk imperative making these Ob Sec and counting as 5 models, but it's not available in the Kracken Hive Fleet.
Harpy (175)
Stranglethorn Cannons
Synaptic Enhancement (10)
Harpy (175)
Stranglethorn Cannons
Voracious Ammunition (15)
Due to the points nerfs, I can't justify the Heavy Venom Cannons, the Synapse is extremely useful for spreading imperatives to both harpies, and they're still one of the best flyers in the game.
Thanks for reading everyone, comments are really appreciated.
Below is the list I'm building for competitive tournaments. I really just want some feedback on my choices and what you would do differently to improve it. Thank you in advance for any advice you're willing to give.
HQ
Broodlord (120)
Powers: Smite, Synaptic Lure, Onslaught
Trait: One Step Ahead
This is primarily used for psychic interrogation. Also a feeder Tendrils model for "Cranial Feasting" if needed, and Engage on all Fronts can be more easily achieved on the first turn, however leaving this model on its own might make it an easy target (T5, W7, 4+/4++).
Neurothrope (100)
Powers: Smite, Synaptic Lure, Onslaught, Catalyst
Trait: Synaptic Tendrils
This is a pretty standard auto include in the list, 3D6 for both the Neurothrope and the Broodlord when the enemy could deny Psychic Interrogation, or for the Zoanthropes when more damage is needed. Being the warlord means this will likely be placed near the back of the board to ensure synaptic imperatives are always active.
Trygon Prime (175)
Equipment: Adrenal Glands (15), Biostatic Rattle.
Relic: The Passenger
Trait: Adaptive Biology
Generally this model will start on the board and use its 11" movement, 5+D3 advance (Or 10") and 2D6+2 charge to engage on first turn where possible. 12 attacks at S8 AP-4 D2 on the charge is pretty nasty, especially if you have more Trygons or warriors to support. Turning off re-rolls in the current meta is a HUGE deal. I always thought this model was worse than a flyrant, but with the issues with flyrants needing to be your warlord and no longer having imperatives without them.
Troop
10 Gargoyles (80)
Just designed to fly onto and sit on an objective on turn 1, they are fairly expendable and make a good blocking unit. Their stratagem "Blinding Venom" is also very useful at times.
9 Warriors (270)
3 Venom Cannons (15), 6 Deathspitters
9 Dual Boneswords
Adrenal Glands (15)
The primary beat stick of the army. Although lacking the Leviathan Transhuman, this unit is surprisingly resilient when in cover. They can move and advance quickly, raise banners where required and allow synaptic link range to be increased all over the board. Despite their 5pt price hike, they're still one of the best units in the army.
4 Warriors (120)
1 Venom Cannon (5), 3 Deathspitters
4 Dual Boneswords
4 Warriors (120)
1 Venom Cannon (5), 3 Deathspitters
4 Dual Boneswords
These two smaller units are designed to be able to take and hold objectives, raise banners and be strong enough to fight most medium/small threats. I'm still unsure how the lack of transhuman will hurt these units, but the increased advancing speeds will help. If anyone knows how the kraken adaptive advancing works I'd love to know if it prevents you from charging/raising banners. It seems to be worded as though it just adds movement.
3 Zoanthropes (150)
These are the most surprising to me that they didn’t get a points increase. With the number of mortals they can output and the synaptic imperative they offer they’re an auto include in all armies!
Trygon (145)
Biostatic Rattle
Trygon (145)
Biostatic Rattle
Trygon (145)
Biostatic Rattle
These three Trygons will be the main focus for the enemy to deal with. Their biostatic rattles are excellent at making other armies fight "fair" without re-rolls. The imperative of 4+ Invulnerable is also huge for these units. I would love to have the Lurk imperative making these Ob Sec and counting as 5 models, but it's not available in the Kracken Hive Fleet.
Harpy (175)
Stranglethorn Cannons
Synaptic Enhancement (10)
Harpy (175)
Stranglethorn Cannons
Voracious Ammunition (15)
Due to the points nerfs, I can't justify the Heavy Venom Cannons, the Synapse is extremely useful for spreading imperatives to both harpies, and they're still one of the best flyers in the game.
Thanks for reading everyone, comments are really appreciated.