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Post by Joelercoaster on Sept 17, 2017 19:47:20 GMT -6
Heh, just noticed that Battlescribe has the Malanthrope as 10 PL, but 90 puntkes. They cray.
Enough of my chatter - on to business.
-HQ-
Hive Tyrant Wings, 2x Deathspitter, Monstrous RC's, Adrenal Glands, 2x Psy Powers (probably catalyst & onslaught)
Broodlord (probably The Horror) Malanthrope (probably Warlord)
-Elites-
4x Hive Guard (I think they come in broods of up to 6 now, if not this is 2 units of 2)
-Troops-
15 Genestealers 30 Hormagaunts - Adrenal Glands 30 Termagants - 15 Devourers, 15 Fleshborers
-Fast Attack-
Harpy - Stranglethorn Cannons 5x Shrikes - Boneswords, Spinefists, Flesh Hooks, Adrenals (seriously that's like 5 shots in combat, plus 4 Ap -2 sword attacks... love this unit)
-Heavy- 3x Biovore Carnifex - Stranglethorn, Deathspitters, Bio-plasma, Thresher Scythe (because apparently 4d3 attacks with this tail weapon? Unless 'scribed did a snafoo on the rules) Exocrine
That's 2k on the nose, conveniently. General idea is that Exocrine, Biovores, and Hive Guard will set up shop "centrally" around the malanthrope - probably with termagant screens - to be a general "can't hit this" bubble (well, -1 at least). BL & Stealers are pretty autonomous. Harpy will likely float between synapse bubbles of Shrikes/Tyrant, and Hormies would need to fit in there too. Pretty big 'Charge on T2' feel, with 'stealers, Tyrant, and Onslaught'd Hormies easily crashing the gates then. Oh, plus the Carnifex. I keep forgetting about the Carnifex. It shoots things. Cool.
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Post by Nick P on Sept 18, 2017 7:12:11 GMT -6
Yeah the thresher scythe is 1d3 each time you attack with it instead of 1, so for a 4 attack carnifex you get 4d3 attacks - but you have to use the thresher profile, which is only S4 Damage 1...so its OK at infantry fighting, but not great for taking on anything T5+ including vehicles.
In my games with Nids, it seems like redundancy is key. 1 flyrant is a target, 2 of them are harder to bring down. 1 Broodlord is good, 2 are phenomenal. 1 unit of hive guard can be tarpitted - 2 or even 3 are more difficult to manage, and are easily (along with the exocrine) our best units in my opinion.
The termagant screen doesn't really work anymore - units don't provide cover to other units anymore, only terrain does. So sure, they would be able to block your malanthrope from being targeted, but that's about it. Everything else can be shot over top of the termagants without any penalty to their shooting or bonuses to the Nid saves. You're better off using those Gants to go tarpit some vehicles and force them to retreat turn after turn.
Also just watch out for how much alpha strike is in this game. Beta strikes are not as reliable as they used to be - most armies have a very strong turn 1 deep strike/charge mechanic in one build or another, so be ready for that and deploy accordingly. Using the blobs to control the board and force them to deep strike in the midfield or even in their own deployment zone is going to be key.
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Post by Joelercoaster on Sept 18, 2017 7:24:03 GMT -6
Yeah, the 'gaunt screen' is about blocking charges to keep those units not tied up, rather than provide cover.
You're right about Alpha striking, Or even armies that just hold a lot in Reserves in general... I'm pretty much just putting my cards on the table here and hoping the speed of certain units along with their general ferocity will do the trick. Will def have to practice my defensive deployment rather than just plopping stuff down.
I think the thresher scythe is kinda cool... since the fex doesn't have any proper melee weapons, the tail is basically a light deterrent vs tarpits. And I had a spare 5 points to upgrade, so figure I may as well try it out. But "slight deterrent" is all I expect it to be, not a "horde muncher".
And yeah, on redundancy... I'll have to play a few games with this style of list and see how it goes. With nids especially I try to have redundancy of purpose, without redundancy of Units. Hive Guard and Exocrine are both basically our best long range anti-tank (and probably just the best, most reliable anti-tank we have in general). I at least have 2 flyers, that can both dish out some nastiness in their own way, so hopefully that causes some choices (and keeping Warlord off the Tyrant removes that particular bullseye). But yeah, Tyrants being non-hiding really sucks... Tyrant Guard are cheaper, but they've always seemed like an expensive but basically mandatory way to add wounds to a character that otherwise just goes down to a single round of firing... sad.
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Post by Eric formerly Eric on Sept 18, 2017 9:38:30 GMT -6
Yeah so redundancy is something i struggle with too because i like buying different models/units. I think you have good redundancy of purpose for your backline artillery, but its your frontline that will need work. If you can get 2 units of stealers or a good way of transporting the stealers/hormagaunts, then you can really weight down your opponenent. The carnifex is in a weird spot right now. With mediocre ws/bs, he not great at anything. However, a melee fex is cheap and decently survivable without diminishing stats (T7, 8w). So i typically look at taking 2-3 to charge downfield, often with old one eye. I guess 1 might work as a distraction carnifex, but the shooty loadout is a lot of points and the strangler/venomcannons are not good at the moment. (Hopefully they get beefed up in the codex.)
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Post by Joelercoaster on Sept 18, 2017 9:45:58 GMT -6
Yeah, just trying to test out the fex as a walking gunline... d6 + 6 S7 shots (ish). It's a "cheap" MC... not that MC really means much on its own right now.. ha. But yeah, basically a "had the points" deal.
Front line... yeah... hormies, stealers, Tyrant, Shrikes... shrug. Will have to play around and see... really this list is mid-range shooting with some decent CC support units, I guess. Nids?
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