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Post by harryf on Nov 30, 2012 9:55:26 GMT -5
also I have a 2nd ed copy.... which means no options for 4 bonesword
on another note, 20 hormagaunts outflanking vs 20 devourer gaunts? devogants can shoot.. and almost guarentee damage, while the hormies will just eat shots for a turn. but hormies cant get into cc reliably if they are moving forward with the army, while devogants can get buff from the tervigon..
decisions decisions...
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Post by Frosty the Pirate on Nov 30, 2012 10:10:17 GMT -5
I don't see why you NEED to outflank either of them. Why not simply move both up with your army as a block?
The option to otuflank could be used depending on who you are facing
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Post by harryf on Nov 30, 2012 10:16:23 GMT -5
I see.. what's funny is that I didn't consider using outflank as a possibility instead of a definite option.. lol..... suppose I'll move them up as a blob in the situation of a drop list like danny's or a hybrid list like marines, outflank with hormies when facing a assault list to either distract them or force a retreat, and use devogants vs shooty list to hit their lines. thoughts?
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Post by Jack Shrapnel on Nov 30, 2012 10:43:17 GMT -5
I'd send the hormagaunts as outflanking against any gunline with the Aegis defense line. Hormagaunts are great for getting in threatening position against anything static (whereas the devourer gaunts will just ping off the aegis cover more or less). The hiding unit either has the choice to shoot hormagaunts or the rest of your army, because with their "super fleet" run, move through cover, and fleet, they will for sure overrun the Aegis on the next turn.
I would never, ever outflank devourer gaunts. If you roll the wrong side (1/3 of the time) they will hide and lurk without the range to be effective against anything. points wasted. If you are lucky and roll the right side, they will undoubtably be out of synapse, which means they're one very low leadership test away from running out of position. All you need to do is kill five gaunts to force that test. Know how hard it is to kill five gaunts? only thing easier to kill in the game is grots... lol...
and you aren't getting any tervigon buffs... they're only a 6" range... your tervigon does not outflank with the gaunts, it's one or the other... so no buffs for them....
Now Devourer gaunts in a mycetic spore is a completely different animal... because they can drop reliably wherever you need them and unleash maggoty hell upon something pretty reliably with 60 S4 shots! Oh sorry long fangs... you need to make 15 saves on those five guys... good luck with that!
I'd also second Ray's point about the swarmlord... in another list he works fantastic, but he's super expensive because you HAVE to give him at least one guard or he dies way too easily... I'm only running one guard because I've trimmed off every point I could and couldn't get another one and I feel rather vulnerable about it... I normally don't run him any less than two guards, so around the 400+ point level depending on load out... to run swarmlord you really need to build your list around it just because it's a huge point investment... and you were having trouble freeing up the points for one tyrant guard, so I'd advise against it....
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Post by harryf on Nov 30, 2012 10:46:54 GMT -5
a pod... pod...... since I got a MC base off of danny, I can make a pod on top of that.... provided im allowed to play your tervigon without a base. I'd be in huge trouble if it mishaps though
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Post by Jack Shrapnel on Nov 30, 2012 11:16:20 GMT -5
pods can't mishap... they drop to the next closest legal space as per the rules of a drop pod...
so no problem at all as long as you can avoid dropping off the table!
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Post by Frosty the Pirate on Nov 30, 2012 12:05:37 GMT -5
Well, that's not quite true.
Pods CAN mishap.
(Long version) If their original placement (prior to rolling their deepstrike scatter) is a safe landing zone, you cannot mishap, unless of course there is not enough room for the unit to disembark in that location. You CANNOT simply place your pod on top of an enemy unit and then land as close as possible. If you did this, and rolled a hit on the scatter, or did not scatter into a safe landing area, the unit would automatically mishap. You are also forced to move the pod in a straight line from it's final scatter point, directly back towards its original location. You can't wiggle from that line to land in a preferred spot.
(Short Version) Point is, as long as you don't try to "thread the needle" and pod into the middle of someones army, your safe. (in addition to staying safely away from table edges)
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Post by Jack Shrapnel on Nov 30, 2012 12:22:45 GMT -5
Yeah...as long as you don't cheat they don't mishap... you have to pick a legal landing spot!
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Post by danydaigle24 on Nov 30, 2012 12:27:50 GMT -5
Yeah...as long as you don't cheat they don't mishap... you have to pick a legal landing spot! Lol haha very short version
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Post by Frosty the Pirate on Nov 30, 2012 12:43:24 GMT -5
Just saying that because I've seen lots of SM Vulkan Drop lists in battle reports where people counter-castle by just dropping on top of a unit and "minimizing their scatter to the closest safe spot", and then just flammbe them with TL flamers and melta. (Which of course is cheating) but people seem to think it's ok because they mis-read or don't fully understand the drop pod safe landing rule. (in regards of how to land safely in the event of a "mishap")
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Post by calitom on Nov 30, 2012 12:58:02 GMT -5
If the pod scatters off the board it still mishaps.
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Post by Jack Shrapnel on Nov 30, 2012 13:18:23 GMT -5
so no problem at all as long as you can avoid dropping off the table! yeah Tom, what I said
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Post by harryf on Dec 1, 2012 10:19:51 GMT -5
dropped 1 ymgarl, adrenal on the tervigon, and a hormagant to make room for a spore, this way, the termagants could still get toxin, which in this case is better in CC than adrenal
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Post by Jack Shrapnel on Dec 1, 2012 10:50:05 GMT -5
good choice
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Post by harryf on Dec 2, 2012 18:50:51 GMT -5
final build for december, 2009 points HQ hive tyrant with armored shell, TL devourers, and hive commander tervigon with catalyst elite 2*2 hive guard 8 ymgarls troop 21 hormagants, may or may not be outflanking 20 devogants in a pod tervigon with catalyst 3 tyranid warriors with deathspitters heavy support trygon with regen and adrenal trygon with regen and adrenal
big changes is obviously the dropping of the t-fex and adding a tervigon. with two things giving FNP, should be in better shape problems being of course that.... i have no termagant stockpile........
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