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Post by Jack Shrapnel on Aug 18, 2012 10:35:53 GMT -5
RAWRRRR!!!!! HQ: Tervigon - Catalyst, cluster, toxin Tervigon - Catalyst, cluster, toxin Troops: Tervigon - Catalyst, cluster, toxin Tervigon - Catalyst, cluster, toxin 10 termagants 10 termagants Elite: 3 hive guard 3 hive guard 3 hive guard Heavy: Trygon - adrenals, toxin Trygon - adrenals, toxin Tyrannofex - rupture cannon, beetles, cluster 1995 points, 7 MC Shooting - 2 S10, 18 S8, 12 S5, 5 S5 large blast 60 T6 wounds.... .... yes I said 60
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Post by fritzthedwarf on Aug 18, 2012 13:39:17 GMT -5
Nasty. Is the T-fex with rupture cannon worth it now? I mean 2 BS3 shots for the points while vehicles are easier to glance/destroy. I wonder if the other T-fex options would be better (acid spray or whatever it is called so it is a 2+ save beast moving straight into combat). But then you have so many gribblies for CC from the tervigons - not sure.
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Post by Jack Shrapnel on Aug 18, 2012 18:54:53 GMT -5
Tried it today... I think they're still worth it if there's any heavy armor on the field... but if not it's a total waste and today I would have been much better off with a third Trygon....
I'm going to retool this one a bit I think....
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Post by Jack Shrapnel on Aug 18, 2012 19:05:02 GMT -5
think this might be better:
HQ:
Tervigon - Catalyst, cluster, toxin Tervigon - Catalyst, cluster, toxin
Troops:
Tervigon - Catalyst, cluster, toxin Tervigon - Catalyst, cluster, toxin 10 termagants 10 termagants
Elite:
2 hive guard 2 hive guard 3 zoanthropes
Heavy:
Trygon prime - adrenals, toxin Trygon prime - adrenals, toxin Trygon prime - adrenals, toxin
basically I didn't miss the S10 shots... if I really need it that's what the zoans are for... otherwise I can swap their powers out for biomancy/telepathy powers
found my trygons actually shoot a lot more with the changes to fleet... so the 18 extra S5 shots may be more useful.... and extra synapse allows them to range further out...
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Post by calitom on Aug 18, 2012 22:10:39 GMT -5
Yeah, really like the newer incarnation of the list- lost of FNP to go around, and it really seems like if you aren't worried about flyers for the most part (with hive guard and even trygon primes being able to affect MOST of the flyers out currently...) you don't really need dakka-fexes, which frees up a lot of points for the trygons and zoans from the list I was looking at similarly built.
With hitting vehicles on a 3+ and smash the trygons can really do some work I'd think, though I'm still wondering if regen would be worth it on the trygons due to the ability to take biomancy on the zoans and try for endurance? (the FNP, EW and it won't die power) so you can stack the possible wound regeneration rolls...
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Post by LizardTau on Aug 19, 2012 4:54:18 GMT -5
ouch, just ouch, i usually have a hard time with MC's as it is, maybe ill start bringing my Grey knights again lol JK
But honestly MC's are great in this edition this can do a lot of damage and baring grey knights, tonnes of poison attacks or Trevors 55 lascannons they are going to be hard to take down.
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Post by Jack Shrapnel on Aug 19, 2012 8:44:50 GMT -5
One of the reasons I upgraded to primes is that if I'm facing force weapons usually that insta-kills Trygons easily as they're usually out of SITW range... but with primes, they're bringing a little shadow with them, which is much better protection.... I've decided with nids just to basically ignore this flyer thing... last edition it was land raiders I basically just had to suck up and ignore for the most part, this time it's flyers... nids are fairly resilient to much of what flyers bring to bear anyways... with this list I'll just flood the board and take away all their landing zones... being unable to land means you're gonna have to hover or scoot off to somewhere that isn't very dangerous... zoans are so much better now that they can swap psychic powers... puppet master is just nasty
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