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Post by Joelercoaster on Nov 7, 2017 22:02:06 GMT -6
Doing a bit of revamp, with "more accurate" codex info, and wanting to take advantage of some of the strategems/reserves tricks (tempted to play Jormungandr just to pop everything up from tunnels).
Anyway. Aiming for 2k, budding from Hive Fleet Kraken (as per my fluff for the past while). It's broken into 2 Battalions for 9 CP total, despite being all lumped into one shindig here.
= HQ = (Warlord) - Relic: Adaptive Camo, Trait: After taking dmg, all future dmg is -1 (min 1) Hive Tyrant - 2 Devourers with fancy grubs, Monstrous Rending Claws, Adrenal Glands, Pincer Tail Tyranid Prime - Deathspitter, Boneswords, Flesh Hooks, Adrenal Glands Neurothrope Neurothrope
= Elite = 5 Hive Guard - Shockcannons Lictor Lictor 3 Venomthropes
= Troops = 5 Warriors - Deathspitters, Boneswords 12 Genestealers - 3 Acid Maw 12 Genestealers - 3 Acid Maw 30 Termagants - 10 Devourers 30 Termagants - 10 Devourers 3 Ripper Swarms
= Heavy Support = Carnifex - 4 Devourers, Acid Maw, Adrenal Glands, Spore Cysts Trygon - Adrenal Glands, Pincer Tail
This still leaves about 78 points to play with - originally had an HVC harpy, but wanted the Trygon's tunnel for one brood of gaunts to clear bubblewrap. Stealers will plan to deploy via Pheremone Trail. It's a massive 15 drops, so I'm def giving up first turn, but a lot of heavy hitters are starting in reserves to help reduce pain from that. Venomthropes should be able to give their bubble to everything on setup, so Warlord will be -2 to hit until one of them drops.
As mentioned, definitely plan to use CP to deploy stealers, and also plan to burn through a lot using the Trygon to hit vehicles (1 CP to re-roll wounds in fight phase). With 9 to start and stealers/Lictors(/and technically venomthropes) adding to the count with dead characters, I feel like I have a solid count.
I'm hoping the Warriors will be worth keeping around now that weapons are significantly cheaper - and by proxy the Prime (if not, I'll be tempted to throw them in a Pod and drop down for backfield Synapse, or just go back to Shrikes). Wish I had points for another Carnifex (or another 4th ed model), I'm loving what they do for around 120 points now.
Thoughts for the last points? I want to keep a mobile theme going, so avoiding biovores initially. Considering Carapace on the 'Stealers since they're coming from Reserves, could up to 6 Hive Guard (as they're the main ranged anti-tank)... more Rippers for random DS'ing to objectives? 3rd Lictor? Appreciate thoughts on what you think it may be light on.
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Post by Eric formerly Eric on Nov 8, 2017 11:17:12 GMT -6
Looks interesting. And obviously I don't know how things will actually play on the table and I don't know points totals. But here are some observations: 1. More anti tank. I've found that nids have lots of trouble popping even rhinos. I think a 6th hive guard will help ensure that, but you may want something else too. 2. Since neurothropes are now solo, i wonder how they will perform as solo psykers without you putting additional zoans around them to be buffed. 75 points isnt nothing but im excited to see use get more reliable smite spam. 3. Since you have the dakkafex, shouldnt you give it enhanced senses for the +1 bs?
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Post by Joelercoaster on Nov 8, 2017 13:19:06 GMT -6
1 - This is probably my default as well - a 6th Hive Guard will mean 6d3 shots, at S7 dmg d3, with extra mortal wounds on a 4+. And they benefit from the CP ability to shoot twice, which is gravy. Trygon is meant to be anti-tank duty as well (requiring CP to reliably wound), while hordes of S6 dev shots fill in gaps. At least, that's the idea. I may simply need to add in some HVC's for more ranged capability.
2 - It's something I'm wanting to try out. For one, I have 2 2nd ed Zoey models, so it gives me a good reason to pull them out. The Neuro has the same casting potential as a brood of 4 Zoanthropes (and doesn't go down by losing one model), and it's still a <Zoanthrope> so it gets all its own buffs (self healing smite machines!). Granted I don't think it gets the Warp Blast ability for super-charged smite, but frankly the extra range doesn't interest me that much as you have to target the nearest model anyway (which is what makes me care less about Zoanthropes, generally speaking).
3 - A valid point, and may be worth swapping out the Acid Maw... however I think Acid Maw allows a dakkafex to be deadly in combat (ap -5 dmg d3 attacks), and with its buff on the charge, and Kraken's ability to keep charging, it turns this guy into an all-round hard hitter. I'm hoping the dual-threat, particularly with Kraken's trait, will be worth the few missed shots... but only time will tell!
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Post by Nick P on Nov 8, 2017 16:06:37 GMT -6
I echo Eric's concerns - you're going to clear chaff and infantry like a pro, but T6+ is going to be hell. The shock cannons are ok, but frankly the impaler cannon and trying to find room for an exocrine is going to give you the most heavy lifting as far as anti tank is concerned. Though, smite from 3/4 of your HQs will help as will psychic scream.
I'm of the opinion (eric knows this already lol) that the tyrgon tunnel/alpha strike with genestealers shebang should be an all or nothing type deal. 1 trygon with 30 gaunts is ok, but 2 or 3 with gaunts or genestealers is a game winner. Right now it feels like part of your army is artillery (carnifex and hive guard) part of it is swarmy board control (gants, warriors), part of it is smite spam (neuros), and part of it is alpha strike, but not enough of any of them to do them really really well.
When I'm building my lists I try to do 2 of them really really well - artillery + alpha strike works, board control + smite spam works, etc.
Also point of fact - GW mentioned in a community post that it was coming in either an FAQ or chapter approved (or is it already out in an FAQ? not sure) that first turn isn't going to be a flat "if you deploy first you go first" - instead its just a +1 to the roll off. So go nuts with drops, at worst you'll be at a disadvantage if you and your opponent tie the roll, but that doesn't happen that often.
EDIT: Also, though you're right the acid maw helps make him an all arounder, your carnifex has 4 devourers - he WANTS to be shooting. Giving him an upgrade that makes you decide whether he should be in combat or not just limits the effectiveness of the other options you've given him. If I'm a dakkafex, I want to run from combat and then be able to shoot - I don't care about being able to charge back in necessarily. Is there something we can take that lets us do that? A stratagem perhaps?
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Post by Joelercoaster on Nov 9, 2017 9:01:50 GMT -6
Fair points - I am definitely dabbling in a little bit of everything - although I think in part that's because I'm still in the 'single-digit' era of 8th ed games, and am trying to figure out not just what works, but what I like.
Speaking of anti-tank, how many vehicles are people seeing on the regular these days? As expensive as they became, you'd think there'd be a general reduction. Maybe less so, though.
So the Trygon in this list was originally an HVC Harpy, but I wanted to back up the Lictors/Stealers with more 'DS in your face' units. Currently this gives me 6, with a mix of distraction (Lictors), chaff-clearers (gaunts), anti-tank (trygon), and "yes" (genestealers).
If I decide to pull away from this (or maybe the Lictors/Stealers are effective on their own), the Trygon could morph back into the gun-toting Harpy, or one of the other gun-beasts using some of the spare points - my only issue there is that as is the army is fully mobile - I'd have to dedicate a babysitter, and likely a blob of charge-protection as well (a small-ish squad can tie up the Exo/T-fex in combat long enough to be a pain). Doable, but would probably have to redo more of the list to make some of those changes (probably a malanthrope in place of one of the Neuro's, for instance).
That's another reason for the Acid Maw, actually (although again, this will be one of the first things to be looked at carefully in terms of swapping). Most armies are going to have something that can charge through an 18" bubble - either through charging after DS, just being fast, whatever. Units like the dakkafex are *perfect* targets for that. It's something you want to kill, but even if you don't you can shut down it's shooting (aka only purpose). Throwing AP -5 means its attacks are going to translate into kills for when that happens, and d3 Dmg means tanks (which care a lot less about those devourer shots) are starting to see some real threat from this thing that can charge in and finish them off.
Hopefully that makes sense - it's less about "I want a fex that is decent in combat too" (single-purpose means better at that purpose, afterall), and more about protecting its ability to shoot, while shoring up a valid weakness of not just the unit, but the army as a whole.
Yeah, mostly need to play it and see how quickly it all falls apart xD
As far as the extra points go, I think a 6th Hive Guard is a gimme (plus, a great unit to fire twice with a couple times), which still leaves me with another 30 or so... could do a 4th Venomthrope (which would leave me needing 2 of those models -_-), or add a 6th Warrior just for kicks? Maybe try to squeeze in another ripper brood to grab far-off objectives (or techinically pop strats to lower Ld, I guess xD)?
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Post by Joelercoaster on Nov 9, 2017 10:54:28 GMT -6
If I do shift over to one of the big Gun-Beasts - how are people feeling about the Exocrine vs Tyrannofex option?
Exo's gun is more versatile (and less swingy), but the T-fex is a rare source of S10 (not to mention ranged d6 dmg). Both want to stand still and shoot (and the Tyranno's range helps more with this), but even so, the Exo is hurt more on turns it needs to move (dropping quickly to a 5+ to hit).
And Acid Spray is still a viable option - cheaper, only S7 but 2d6 shots (auto-hitting) is going to lead to plenty of 5's vs heavy armor. Plus makes the choice of assaulting the thing to shut down its shooting a little more painful (well, a lot more painful).
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Post by Nick P on Nov 9, 2017 12:03:30 GMT -6
I'm loving the exocrine, haven't used a tyrannofex in years but the new changes do have me intrigued. I still think the exocrine is going to be a better all around artillery beast - able to deal with squads of elites, light vehicles, and big vehicles with relative ease while the tyrannofex will work better vs T8+ but about the same vs light vehicles and worse vs squads of elite infantry due to lack of shots.
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Post by Nick P on Nov 9, 2017 12:17:00 GMT -6
Quick math hammer - sitting still, shooting twice:
Exocrine - 4 dead MEQs, 6.67 dead GEQs, 4.44 wounds on a LR, 6.67 wounds on a rhino, 8.89 wounds vs multi-wound models (crisis suits in this example)
tyrannofex with rupture cannon - 2 dead MEQs, 2.5 dead GEQs, 5.83 wounds on a LR and Rhino, 7.29 wounds vs multi-wound models (crisis suits in this example)
So basically the exocrine is the way to go based on weight of shots, since it will do more damage overall except against the very toughest targets like LR and Imperial Knights etc. And even then, its not SO far off.
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Post by Joelercoaster on Nov 9, 2017 22:52:20 GMT -6
Yeah, Exocrine is still a great beast. Rupture cannon may still be iffy for the cost. Other weapons do offer some interesting options though. Also its only fair to point out that on the move, the Tyrannofex has a big advantage in BS (although obviously both of these you want to squat & shawt(tm)).
I really may have to try a forward-facing Acid Spray. I'm just really feeling mobility right now, plus having a built-in assault-deterrent... will take some games & tweaking to find the right balance, I'm sure.
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Post by Nick P on Nov 10, 2017 8:41:55 GMT -6
The acid spray is great if you want to be on the move thanks to the auto-hits, so BS5+ doesn't matter at all - and if you need to buckle down for a charge, you can stop moving and through out 4d6 shots to roast dudes. Pretty solid, I think I might pick up a tyrannofex and magnetize that som bitch
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Post by Joelercoaster on Nov 10, 2017 10:05:30 GMT -6
Well, Mr T is still bs4 walking.. but auto hits are even better. I think the spray is considerably cheaper as well.
Hmmm do i really need that trygon?
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Post by Nick P on Nov 10, 2017 10:56:21 GMT -6
Aren't his weapons Heavy? therefore -1?
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Post by Joelercoaster on Nov 10, 2017 12:06:49 GMT -6
Yes, but he has the "doesn't take the penalty from moving" rule. So while he doesn't get to fire twice, he's still BS4 on the move (which is why mobile T-Fex is so much better than mobile Exocrine).
Again, you want him standing still to shoot twice, but for the two shorter-ranged guns it allows you to take a turn or two to move into mid-field position, and just dare anyone to come close.
Goodness, if that flamer was Assault, a Kraken SprayFex would be DIRTY. Advance best-of-3d6 and auto-hit from 18" turn 1, and then you'd basically be in a solid position to hold tight for most of the rest. Alas, yon heavy weapons are heavy.
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Post by Joelercoaster on Nov 10, 2017 13:12:53 GMT -6
PARADIGM SHIFT
So I decided that Kraken loves wings, since wings mean you get to shoot after falling back in addition to re-charging. Huzzahr.
Still rolling with 2 Battalions, or somesuch, for 9 CP
=HQ= <Warlord> - Adaptive Camo, Redudant Organs or whatever (-1 dmg after 1st dmg) Tyrant - Wings, Monstrous Rending Claws, Devourers, Adrenal Glands Malanthrope Neurothrope Neurothrope
=Elites= Hive Guard (6) - Shockcannons Lictor Lictor
=Troops= Termagaunts (30) - 10 Devourers Termagaunts (30) - 10 Devourers Genestealers (16) - 4 Acid Maws Genestealers (16) - 4 Acid Maws Ripper Swarms (3) Ripper Swarms (3)
=Fast Attack= Shrikes (5) - Deathspitters, Boneswords, Flesh Hooks, Adrenal Glands
=Heavy Support= Carnifex - 4 Devourers, Monstrous Acid Maw, Spore Cysts, Mace Tail
=Flyer= Harpy - Heavy Venom Cannons
As much as I love the idea of rolling up with an acid-spray T-fex, I think a Harpy and 6th Hive Guard may be a better use of points (as is, this list is at 1990). The harpy's sonic screech thing is pretty cool as a support move, and again with the jumping from combat to combat, shooting & bombing... and especially re-screeching, now that I think about it. Yeah, I think that's going to be better (not to mention 2 HVC's for more anti-tank work).
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Post by rogerspacem on Nov 11, 2017 9:13:11 GMT -6
Joel you posted the wrong list. Not seeing a harpy or 6th guard
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