Post by zimko on Apr 13, 2023 17:19:32 GMT
Hi. It's been a while but I'm getting back into the competitive scene for the last few months of 9th. I've had 2 RTTs with variants of this list and it has now evolved into what it is.
I'll post the latest version and then go over the RTTs with the variants. I'm ramping up for 2 Majors next month (Richmond Open and Maryland Open) and have 1 more RTT to practice at. The Richmond Open will be GW terrain, while the Maryland Open is also preplaced but not GW.
Leviathan, 1999 pts, 1 CP
HQ
- Neurothrope: Resonance Barb, Catalyst, Onslaught, Psychic Scream
- Tervigon: Maw-Claws of Thyrax, Hieghtened Senses, Crushing Claws, Adrenal Glands, Paroxysm
- Tervigon: Synaptic Lynchpin, Searhive, Scything Talons, Adrenal Glands, Toxin Sacs, Paroxysm
TROOP
- 29 Termagants
- 29 Termagants
- 29 Termagants
ELITE
- 3 Pyrovores
- 3 Pyrovores
- 3 Pyrovores
- 3 Zoanthropes: Nueroparasite
HEAVY
- Exocrine: Voracious Ammunition
The original list that I took to my first RTT recently was not Leviathan. It was a custom Fleet with +1 save in cover and Fallback and shoot. It had a 2nd Exocrine instead of the Zoanthropes.
Game 1 I faced Goffs, winning solidly with effective screening and termagant respawning.
Game 2 I faced the meta Dark Angel list with 20 terminators, 10 desolation, 2 talonmasters and some other things but thats the core of the list. Piloted by a good player I couldn't do much except score as many points as I could. He even had Azuel giving the Desolation marines a 4++. I did 5 wounds with an Exocrine and he passed 4 of then. So its just awful. I lost 93 to 66.
Game 3 I faced Blood Angels. +1 cover did nothing and I didn't play as well as I could have so we tied.
Lessons learned from this RTT: Warp Ritual and Banners are solid secondaries but the third one is rough. I decided to drop the 2nd Exocrine in favor of 2 units of Genestealers to try and give me Engage as a decent option. I also decides I'd rather have 3+ transhuman than +1 cover since the cover does nothing against melee armies and most of the shooting armies have ways to negate cover (like Dark Angels).
So for RTT 2 I took genestealers instead of the current iteration's Zoanthropes.
Game 1 I faced World Eaters. Just like the Ork matchup, effective screening beats melee. Pyrovores and the Tervigons did work. The Claw Tervigon is especially good at killing anything up to knights and greater deamons.
Game 2 I faced Astra Militarum with Kaserkins, Russes, Scout Sentinels, infantry and Mortars. He did manage to wipe out 2 squads of gants with his volume of shooting but I was able to wrap his sentinels midfield with the 3rd squad and he had no way to deal with that. I was able to hold the mid objectives and protect a Tervigon with 1 unit of gants. I reserved all the Pyrovores and the Exocrine so he had no good targets turn 1 and I was able to choose my targets on arrival. I basically outplayed him and won 96 to 56.
Game 3 vs Iron Hands piloted by a guy I've faced many times and often loves lists that delete his opponents. That's basically what happened. He had 10 Desolation marines, 10 Devestators with Grav cannons in a drop pod, 10 terminators for objectives, 3 Storm Speeders with scouts for mobile firepower, buff characters and some primarus. On turn 1 he killed 50 Termagants, 10 genestealers and a Tervigon, all despite transhuman. And he had to kill all 50 Termagants and 10 genestealers before he could target the Tervigon. What do you do against that kind of firepower? Well... Im going to look forward to a rematch on GW terrain. This game was player placed and the terrain pieces were not effective for hiding large units of gants. Anyway... at the end of turn 3, I only had my Neurothrope left so I moved off an objective so that he couldnt max Shock Tactics just so that I would be his only opponent that day that prevented him from scoring 100, lol. 63 to 97 loss.
So now we get to the current version where I'm adding Zoanthropes. The game is very deadly right now so 5++ across the board for a turn and on one unit on all the other turns should help a bit. And their mortal output is still desirable.
I've had more fun playing this list than I thought I would. I think the key is to bring your own chess clock. My games are so much less stressful when I'm on a clock because I know I will finish the game. I skip shooting the gants sometimes because their shooting doesn't matter sometimes. I just pass the turn and let my opponent spend their time shooting. The Ork game was definitely not going to finish unless we had a clock. My opponent ran out of time and I still had 20 minutes left at the end of turn 3.
I'll post the latest version and then go over the RTTs with the variants. I'm ramping up for 2 Majors next month (Richmond Open and Maryland Open) and have 1 more RTT to practice at. The Richmond Open will be GW terrain, while the Maryland Open is also preplaced but not GW.
Leviathan, 1999 pts, 1 CP
HQ
- Neurothrope: Resonance Barb, Catalyst, Onslaught, Psychic Scream
- Tervigon: Maw-Claws of Thyrax, Hieghtened Senses, Crushing Claws, Adrenal Glands, Paroxysm
- Tervigon: Synaptic Lynchpin, Searhive, Scything Talons, Adrenal Glands, Toxin Sacs, Paroxysm
TROOP
- 29 Termagants
- 29 Termagants
- 29 Termagants
ELITE
- 3 Pyrovores
- 3 Pyrovores
- 3 Pyrovores
- 3 Zoanthropes: Nueroparasite
HEAVY
- Exocrine: Voracious Ammunition
The original list that I took to my first RTT recently was not Leviathan. It was a custom Fleet with +1 save in cover and Fallback and shoot. It had a 2nd Exocrine instead of the Zoanthropes.
Game 1 I faced Goffs, winning solidly with effective screening and termagant respawning.
Game 2 I faced the meta Dark Angel list with 20 terminators, 10 desolation, 2 talonmasters and some other things but thats the core of the list. Piloted by a good player I couldn't do much except score as many points as I could. He even had Azuel giving the Desolation marines a 4++. I did 5 wounds with an Exocrine and he passed 4 of then. So its just awful. I lost 93 to 66.
Game 3 I faced Blood Angels. +1 cover did nothing and I didn't play as well as I could have so we tied.
Lessons learned from this RTT: Warp Ritual and Banners are solid secondaries but the third one is rough. I decided to drop the 2nd Exocrine in favor of 2 units of Genestealers to try and give me Engage as a decent option. I also decides I'd rather have 3+ transhuman than +1 cover since the cover does nothing against melee armies and most of the shooting armies have ways to negate cover (like Dark Angels).
So for RTT 2 I took genestealers instead of the current iteration's Zoanthropes.
Game 1 I faced World Eaters. Just like the Ork matchup, effective screening beats melee. Pyrovores and the Tervigons did work. The Claw Tervigon is especially good at killing anything up to knights and greater deamons.
Game 2 I faced Astra Militarum with Kaserkins, Russes, Scout Sentinels, infantry and Mortars. He did manage to wipe out 2 squads of gants with his volume of shooting but I was able to wrap his sentinels midfield with the 3rd squad and he had no way to deal with that. I was able to hold the mid objectives and protect a Tervigon with 1 unit of gants. I reserved all the Pyrovores and the Exocrine so he had no good targets turn 1 and I was able to choose my targets on arrival. I basically outplayed him and won 96 to 56.
Game 3 vs Iron Hands piloted by a guy I've faced many times and often loves lists that delete his opponents. That's basically what happened. He had 10 Desolation marines, 10 Devestators with Grav cannons in a drop pod, 10 terminators for objectives, 3 Storm Speeders with scouts for mobile firepower, buff characters and some primarus. On turn 1 he killed 50 Termagants, 10 genestealers and a Tervigon, all despite transhuman. And he had to kill all 50 Termagants and 10 genestealers before he could target the Tervigon. What do you do against that kind of firepower? Well... Im going to look forward to a rematch on GW terrain. This game was player placed and the terrain pieces were not effective for hiding large units of gants. Anyway... at the end of turn 3, I only had my Neurothrope left so I moved off an objective so that he couldnt max Shock Tactics just so that I would be his only opponent that day that prevented him from scoring 100, lol. 63 to 97 loss.
So now we get to the current version where I'm adding Zoanthropes. The game is very deadly right now so 5++ across the board for a turn and on one unit on all the other turns should help a bit. And their mortal output is still desirable.
I've had more fun playing this list than I thought I would. I think the key is to bring your own chess clock. My games are so much less stressful when I'm on a clock because I know I will finish the game. I skip shooting the gants sometimes because their shooting doesn't matter sometimes. I just pass the turn and let my opponent spend their time shooting. The Ork game was definitely not going to finish unless we had a clock. My opponent ran out of time and I still had 20 minutes left at the end of turn 3.