Post by Jack Shrapnel on Apr 16, 2011 16:57:09 GMT -5
After the conversation Mark and I had today... here's a thought... (would probably work better at 2k, but here's the 1850 version at least)
HQ:
Swarmlord
Hive Tyrant - Hive commander, armored shell, regen, leech essence, paroxysm, heavy venom cannon
2 tyrant guards with lash whips (both join these guards making one unit - the only one that starts on the board)
troops:
8 toxin genestealers (outflanking)
8 toxin genestealers (outflanking)
18 toxin hormagaunts (hive commander makes outflank)
Elite:
2 zoanthropes in spore
2 zoanthropes in spore
Heavy:
Trygon
Trygon
1846 12KP
So basically everything comes in on a 2+ on the second turn - zoans and trygons try to get armor, and block tanks with spores, trygons go for turn three assault
In the shooting phase, the swarmlord and the hive tyrant can both try paroxysm (to beat those pesky hoods) and swarmlord can give preferred enemy. Early wounds are put on the tyrant to hopefully regen back later (if he fails the 2+)... once in combat everyone touching the tyrant and guards strikes at I1,
the heavy weapon cannon is an extra, and I certainly don't rely on it, but an extra S9 is always handy.
stealers either grab objectives or go for any targets off the flanks (given swarmlord gives them reroll for flanks)
hormagaunts fleet towards any infantry on foot or that has been de-meched turn two (range is theoretically 18" from board edge - fairly reliable due to getting to roll three dice for the fleet roll)
--------------
expensive point sink for the HQ's... but someday I wanna try this out.... ;D
HQ:
Swarmlord
Hive Tyrant - Hive commander, armored shell, regen, leech essence, paroxysm, heavy venom cannon
2 tyrant guards with lash whips (both join these guards making one unit - the only one that starts on the board)
troops:
8 toxin genestealers (outflanking)
8 toxin genestealers (outflanking)
18 toxin hormagaunts (hive commander makes outflank)
Elite:
2 zoanthropes in spore
2 zoanthropes in spore
Heavy:
Trygon
Trygon
1846 12KP
So basically everything comes in on a 2+ on the second turn - zoans and trygons try to get armor, and block tanks with spores, trygons go for turn three assault
In the shooting phase, the swarmlord and the hive tyrant can both try paroxysm (to beat those pesky hoods) and swarmlord can give preferred enemy. Early wounds are put on the tyrant to hopefully regen back later (if he fails the 2+)... once in combat everyone touching the tyrant and guards strikes at I1,
the heavy weapon cannon is an extra, and I certainly don't rely on it, but an extra S9 is always handy.
stealers either grab objectives or go for any targets off the flanks (given swarmlord gives them reroll for flanks)
hormagaunts fleet towards any infantry on foot or that has been de-meched turn two (range is theoretically 18" from board edge - fairly reliable due to getting to roll three dice for the fleet roll)
--------------
expensive point sink for the HQ's... but someday I wanna try this out.... ;D