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Post by Jack Shrapnel on Dec 12, 2012 12:10:07 GMT -5
A list celebrating the awesomness that is the devourer...
HQ:
Tyrant - wings, double devourer, biomancy Tyrant - wings, double devourer, biomancy
Troops:
15 termagants - devourers, spore 12 termagants - devourers, spore tervigon - catalyst, toxin tervigon - catalyst, toxin
Heavy:
2 carnifex with double devourers 2 carnifex with double devourers
2000 points, 8 MC's two of which are flyers, miminum six scoring units, two of which pod near objectives and lurk.
72 S6 twin linked and 81 S4 shots per turn, with a couple S5 large blasts. Plus I'm shooting maggots at you. Ever been shot by giant maggot guns? Bet it's freakin scary as hell!
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Post by LizardTau on Dec 12, 2012 15:39:37 GMT -5
yummy, im not going to look at nid guns the same again
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Post by thesanityassassin on Dec 12, 2012 23:32:10 GMT -5
Eww. Wormses.
I would be intrigued to fight this with the Scars some time.....I'm assuming your anti-vehicle is simply MC's in combat?
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Post by Jack Shrapnel on Dec 13, 2012 6:37:01 GMT -5
yup... anti-vehicle is either drown in maggots (light mech up to AV12)
or charge with carnifex (AV 12-14)
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Post by Jack Shrapnel on Dec 16, 2012 11:08:00 GMT -5
Bit of a change.....
Temagants become two ten strong broods with fleshborers which frees me enough points to add 11 toxin stealers with a scything talon broodlord
Takes some targetting pressure off the MC's
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Post by Jack Shrapnel on Jan 6, 2013 10:19:10 GMT -5
Need to use those warriors I've got too... might as well put them in here as they're targets for the same high strength weaponry that is going against fexes, tervigons and tyrants so may actually survive to walk across the table.... or die gloriously so something better than them can live to eat something HQ: Hive Tyrant - wings, double devourers, biomancy Hive Tyrant - wings, double devourers, biomancy Troops: Tervigon - cluster spines, toxin sacs, catalyst Tervigon - cluster spines, toxin sacs, catalyst 10 termagants 10 termagants 5 Tyranid warriors - devourers, toxin sacs, lash whip & bonesword Heavy: 2 Carnifex - double devourers 2 Carnifex - double devourers 2,000 points 8 MC's, 36 T6 wounds 5 CC units (warriors, 2 tyrants, 2 carnifex broods) plus tarpits shooting = 72 twin linked S6, 2 S5 blasts, 35 S4, shots /turn
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Post by Jack Shrapnel on Feb 23, 2013 10:45:54 GMT -5
Been thinking about taking biomancy on tervigons too (yes, and give up FNP... thinking they're alot of points to just hand out FNP and poop babies) to make it really work I'd need to buy both additional powers... which actually gives them three rolls on the table each! (because they automatically come with dominion)... iron arm makes tervigons pretty awesome.. and if I can get endurance or any of the other powers, they can do their original role or debuff the enemy... only problem with this plan is the expense of course warriors are pricey, but I really, really like the model, and if they're going to soak S8+ shots for all the big guys, well that's worth something too basically they're my give away... because I could get quite a bit more for those 220 points... but whatever, sometimes you just have to play with what you think is cool So here's how the list shakes out: HQ: Hive Tyrant - wings, double devourers, biomancy Hive Tyrant - wings, double devourers, biomancy Troops: Tervigon - cluster spines, toxin sacs, catalyst, dominion, onslaught, biomancy Tervigon - cluster spines, toxin sacs, catalyst, dominion, onslaught, biomancy 10 termagants 10 termagants 4 Tyranid warriors - devourers, toxin sacs/adrenals lash whip & bonesword Heavy: 2 Carnifex - double devourers 2 Carnifex - double devourers 2,000 points 8 MC's, 36 T6 wounds 5 CC units (warriors, 2 tyrants, 2 carnifex broods, possibly tervigons with iron arm) plus tarpits shooting = 72 twin linked S6, 2 S5 blasts, 32 S4, shots /turn
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Post by Jack Shrapnel on Feb 23, 2013 19:17:36 GMT -5
slight update after reminding myself why I don't generally put warriors in lists...
dropped the warriors and onslaught on both tervigons (so two powers each) to instead add:
doom in a pod 2 zoanthropes (will take telepathy for shrieking or puppet master)
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Post by nsc on Feb 23, 2013 19:38:56 GMT -5
I thought PM wasn't very good? Also you don't like taking the two rolls on tervis? Just catalyst is better?
Like the doompod strat though!
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Post by Jack Shrapnel on Feb 23, 2013 21:59:46 GMT -5
they come with dominion for free, so plus catalyst is two rolls on biomancy, or just sticking with the FNP (which in my tests today, I really was unimpressed with anything other than endurance or iron arm on them)
still needs more testing to see if I need to just stick with the base powers or not...
puppet master is a good secondary power to shriek... as you can make a model with a special weapon or anti-tank gun take a shot for you... unfortunately can't keep lance and swap out blast for shriek or I totally would... it's all or nothing...
if my opponent has landraiders and such, I might just keep the base zoey powers...
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Post by nsc on Feb 23, 2013 22:16:58 GMT -5
Yeah I feel that zoeys are best as their consistent psychic shooting rather than dabble around with the other non-sense.
Tom's convinced that just catalyst is best for tervis but I've heard that the three bio rolls are best because Iron arm makes the tervi's a giant threat and with three rolls you should get either ironarm or endurance...
It definitely warrants testing though
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