Post by Nick P on Nov 24, 2015 15:35:29 GMT -6
Reading rumors of new nids potentially in January has really gotten me jazzed about my first love once again, and got me thinking about building the one type of army list that I just can't really build - a close combat heavy list, focusing on closing the gap quickly and getting off turn 2 charges.
I feel like there are really just a few units that are usable for such a list, but one of them provides an amazing modeling opportunity: Shrikes.
Because overwatch is a thing, and combat is tough to do well in 6th and 7th edition, the list will rely heavily on following strict tactical doctrine to allow for gribblies to take overwatch, block charge lanes that I don't want, and eventually capture objectives should they survive long enough. The army will focus on fighting the battles that I need/want, rather than just fighting to fight - picking and choosing where to strike, and limiting my opponent's options as much as possible.
It's going to be fun/hard mode.
Here's the list:
CAD + Formations - Tyranids - 1850
Flying Hive Tyrant - lashwhip/bonesword, old adversary, adrenal glands
Flying Hive Tyrant - lashwhip/bonesword, old adversary, adrenal glands
Malanthrope
Malanthrope
11 Hormagants
11 Hormagants
5 Shrikes - rending claws, flesh hooks, adrenal glands
5 Shrikes - rending claws, flesh hooks, adrenal glands
Dimachaeron
Formation: Manufactorum Genestealers, Sporefield
The list also uses a great deal of board control. The 25 genestealers within 6" of the enemy on turn 1 means that one way or another, you're getting a bunch of turn 2 charges. Either your genestealers are shot at, giving your hive tyrants and shrikes time to gain ground, or they ignore the genestealers meaning you have 70 S4 rending attacks coming their way.
Dimachaeron are just fun to use, frankly, and have a ton of S8 ID on a 4+ to kill MCs and GCs.
Deployment is going to be key, to make sure that the tyrants and shrikes are all within range of the malanthropes till they charge in. Giving the tyrants 2+ jink while they glide into combat is huge - by moving and running the malanthropes before running the tyrants, I can ensure that they always stay within the 6" range of the shrouding. And with the +D3" run on the hormies, they should be easily moving 10" a turn to keep their role as intervening models/mobile cover/charge lane blockers.
At any rate, this will be a fun experiment.
I feel like there are really just a few units that are usable for such a list, but one of them provides an amazing modeling opportunity: Shrikes.
Because overwatch is a thing, and combat is tough to do well in 6th and 7th edition, the list will rely heavily on following strict tactical doctrine to allow for gribblies to take overwatch, block charge lanes that I don't want, and eventually capture objectives should they survive long enough. The army will focus on fighting the battles that I need/want, rather than just fighting to fight - picking and choosing where to strike, and limiting my opponent's options as much as possible.
It's going to be fun/hard mode.
Here's the list:
CAD + Formations - Tyranids - 1850
Flying Hive Tyrant - lashwhip/bonesword, old adversary, adrenal glands
Flying Hive Tyrant - lashwhip/bonesword, old adversary, adrenal glands
Malanthrope
Malanthrope
11 Hormagants
11 Hormagants
5 Shrikes - rending claws, flesh hooks, adrenal glands
5 Shrikes - rending claws, flesh hooks, adrenal glands
Dimachaeron
Formation: Manufactorum Genestealers, Sporefield
The list also uses a great deal of board control. The 25 genestealers within 6" of the enemy on turn 1 means that one way or another, you're getting a bunch of turn 2 charges. Either your genestealers are shot at, giving your hive tyrants and shrikes time to gain ground, or they ignore the genestealers meaning you have 70 S4 rending attacks coming their way.
Dimachaeron are just fun to use, frankly, and have a ton of S8 ID on a 4+ to kill MCs and GCs.
Deployment is going to be key, to make sure that the tyrants and shrikes are all within range of the malanthropes till they charge in. Giving the tyrants 2+ jink while they glide into combat is huge - by moving and running the malanthropes before running the tyrants, I can ensure that they always stay within the 6" range of the shrouding. And with the +D3" run on the hormies, they should be easily moving 10" a turn to keep their role as intervening models/mobile cover/charge lane blockers.
At any rate, this will be a fun experiment.