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Post by harryf on Dec 10, 2012 21:26:29 GMT -5
February draws near! and when time comes near, ideas spring up, I have come up with THREE additional lists, and I would appreciate feedbacks: list 1: malentai drop HQ HT, old adversary, armored shell, lash/bone sword, TL devourer tyrant guard with scything talons
elite 2X2 HG doom in a pod
troop 24 hormagaunts with adrenal/toxin 2X10 ermagants 2X tervigon, catalyst, adrenal, toxin 3 warriors with deathspitter
heavy 2Xtrygon prime with toxin,
list 2: ymgarl CC HQ HT, hive commander, armored shell, lash/bone sword, TL devourer
elite 3 HG 2X8 ymgarls
troop 25 hormagaunts with adrenal/toxin 2X10 ermagants 2X tervigon, catalyst, adrenal, toxin, scything talons
heavy 2Xtrygon prime with toxin
list 3: stealer broodlord HQ HT, old adversary, armored shell, lash/bone sword, TL devourer tyrant guard with scything talons
elite 2X2 HG
troop 25 hormagaunts with adrenal/toxin 2X10 termagants 2X tervigon, catalyst, adrenal, toxin, 16 genestealers, broodlord, toxin/ heavy 2Xtrygons, toxin, regen?
any thoughts? if you want, just refer to them as list 1, 2, and 3, sorry for the text wall
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Post by harryf on Dec 10, 2012 21:57:28 GMT -5
personally, I'm leaning towards the second build
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Post by Jack Shrapnel on Dec 10, 2012 22:00:19 GMT -5
list one: drop prime upgrades and regen on trygons to get tyrant guard for your walking tyrant, since he's walking you could take a venom cannon... a S9 blast isn't that much better than the 6 S6 of course, but gives you a credible threat to armor with the new blast rules, and mitigates the pitiful range of the devourer
list two: the only one where the hive commander upgrade makes any sense.
list three: stealers in a pod isn't a great idea... they cannot assault the turn they drop in so sit there to get boltered to death. infiltrate allows you to get better position and actually get a turn two assault. you have way too many upgrades on your stealers... toxin is all they need... use the points saved to buy more stealers, toxin for the trygons, or a tyrant guard
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Post by harryf on Dec 10, 2012 22:05:56 GMT -5
list one: ymgarls can be quite reliable for taking out mech with a weak rear armor.. like russes or rhinos... im mainly using the tyrant as a anti-infantry... actrually considering dropping CC alrogether.. but definately considering guards also, Hive commander is for possible outflanker and DS trygon list Two: not much here List Three: oh right.. infiltrate lets it outflank.... lol.. forgot that... with that and hive commander outflanking gaunts.. should be nice... scything talons and adrenal.. are not that powerful, so yeah, should probably look into that.
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Post by Jack Shrapnel on Dec 11, 2012 6:37:18 GMT -5
your first list doesn't have any ymgarls.....
I'm not a fan of outflanking hormagaunts, but that's just my personal preference. low leadership, no synapse on your flanks, no ability to assault from outflank...
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Post by Frosty the Pirate on Dec 11, 2012 9:11:37 GMT -5
First list: Switch Hive Commander for Old Adversary to give all the stuff around your tyrant preferred enemy. Otherwise not bad, the regen on the primes is probably worth dropping tho.
Second list: Don't assault tanks with Ymgarls. This is like, literally the worst thing you can do with them. (It makes them die)
Third List: Those genestealers will never make combat coming out of a pod. Basically a free pair of kill points for your opponent.
Lists One and Three: Hive Commander is useless. Take something else. (Old Adversary)
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Post by harryf on Dec 11, 2012 10:07:59 GMT -5
hmm.. I've never figured out how to handle ymgarls.... what would be a good way to use them? also the genestealers, if I do use them, I'll be outflanking/infiltrating
new changes up
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Post by Hizack on Dec 11, 2012 10:21:21 GMT -5
I've seen a unit of 8 be the most typical number for them. Though I think 7 or 6 might be okay, you'll want to run them into Tac marines that have about 8-10 guys in them. Or, if they're not a MEQ you'll want bigger numbers maybe 16-20 average that should allow you kill the units by the time their combat phase comes around if my math is right.
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Post by harryf on Dec 11, 2012 10:24:41 GMT -5
let' see.. I charge in with +1 T to shake off their attacks and overwatch, on their turn, take +1 attack to maximize rend and kill marines, next turn, take +1 T again.. repeat until ymgarls dead?
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Post by Frosty the Pirate on Dec 11, 2012 10:28:55 GMT -5
First list looks good now, you could always switch between Doom/Pod and Ymgarls in that list if one isn't working for you.
The other still seem kinda iffy. Not sure tho.
With Ymgarls I actually prefer the +1 Str over +1 A. But yeah, anything with a strong overwatch, the +1 T is perfect to shake it off.
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Post by harryf on Dec 11, 2012 10:30:30 GMT -5
the second one is essentially what I ran against you the first time we played,.... he third one's the most iffy, I'll work out the points later, but infiltrating with stealers and using cover could get me a second turn assault
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Post by Frosty the Pirate on Dec 11, 2012 12:13:40 GMT -5
Play the first one as listed now, and I think you will like it. The only guy who might not be that good is the doom, and you can just swap him for yummies if you don't like the doom. (I'm pretty sure you can get ~6-7 yummies for the price of the doom + pod.)
OA Shellrant I think is one of the strongest HQ choices in the dex, very durable, especially with 1 or 2 guards.
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Post by harryf on Dec 11, 2012 16:01:49 GMT -5
I've always liked the models of carnefexes.....
list 1: MC nids HQ HT, old adversary, armored shell, lash/bone sword, TL devourer tyrant guard with scything talons
elite 3 HG 8 ymgarls
troop 24 hormagaunts with adrenal/toxin 2X10 ermagants 2X tervigon, catalyst, onslaught
heavy trygon prime with toxin 2 carnefexes with double TL devourer
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Post by LizardTau on Dec 11, 2012 16:58:08 GMT -5
id give the tyrant guard lash whips, so you can make more people int one verses your HQ unit, id also drop the adrenal on the hormagaunts to take anouther hive guard so you can have two units of 2 so they can fire at different vehicles. last id drop the extra psychic power on the tervigons and take toxin sacs so your termagaunts will have toxin sacs. droping the extra powers for the cheaper toxin gives you the points for the other up grades.
now unless your going to take biomancy on the tervigons the extra power is useless since they only have mastery 1 and catalyst on your mc's would be great have the trygon and the carnifex's carnefexen? (what ever the pural for carnifex is) out front with other stuff getting cover behind them
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Post by harryf on Dec 11, 2012 18:51:57 GMT -5
right how do you feel about dual TL devourer fexes over all?
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