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Hive Tyrant | Venom Cannon and Scything Talons
3 warriors | All have scything talons | Venom Cannon | 2 devourers
12 genestealers | Scything talons
16 Termagants | Hive Node
8 Hormagants | Hive Node
4 ripper bases
Carnifex 'Old One Eye'
As well as comments on the army i would like some advice too.
Tactics against way too many Bolters and against necrons.
Note: Biovore and 18 spore mines are being built and painted/are waiting to be delivered.
Won/Drawn/Lost (Only counting games 1500pts and over)
Space Marines -- Emperor's Legion (3/0/0)
Orks (0/0/0) --Not Yet Ready--
--- I suggest making it a Mutable Genus Tyrant.Originally posted by baros@Mar 28 2004, 04:37
Hive Tyrant | Venom Cannon and Scything Talons
Biomorphs, essential: AdrG WS, EnhSen, ToxSac, AdrG I, ExtCar
Biomorphs, suggested: ImpAtt, FlsHks
Bioweapons: As is (VC + ST)
Hive Mind Powers: As is
This would make the Tyrant more accurate with the VCannon, give it a better save, more lethal against multiwounders and better against enemy in cover.--- You want them to survive Bolter fire? Then add ExtCar. Warriors should never leave the Hive without it!3 warriors | All have scything talons | Venom Cannon | 2 devourers
The range is too short to really be practical, thus I'd rather pick DSpitters instead of Devourers.
Also, to save a few points, make them Mutable Genus:
Biomorphs, essential: EnhSen, ToxSac, ExtCar
Bioweapons: ST for all, 2x DSpitter, 1x VCannon
Thus they'd be as efficient as they can be in shooting, and You're not spending points on CC Biomorphs.--- I'd advise against the ScyTal. Upgraded 'Stealers are way too slow and fragile compared to their points.12 genestealers | Scything talons
Use the points to field more Gaunts, so as to ensure that You can tie up the enemy from shooting the 'Stealers, ensuring more 'Stealers will arrive in CC.
You can get 4 Genestealers for the price of those ScyTals, and have a few points to spend on Gaunts. With those, make 2x8 Genestealer broods.--- I prefer Spinegaunts, being cheaper, and You could spend more points on Hormagaunts, which are more essential in tying up enemy troops.16 Termagants | Hive Node
But Termagaunts are ok, since they have an ok chance to wound SM/Necron types.--- More of them. They're the fastest stuff You have, and You'd rather have more of them to ensure the 'Stealers get there.8 Hormagants | Hive Node
Also, a Gaunt brood of 8 isn't very survivable.--- Drop these for more points on Gaunts.4 ripper bases--- If You like slow-as-heck CC 'Fexes, go right ahead. It's ok, with the Regen and all, but be certain You deploy it correctly, so that the enemy will actually try to shoot it because he'll think the OOE will be a threat.Carnifex 'Old One Eye'
I prefer Vcannon 'Fexes myself, though against Necrons a BStrangler might prove useful every now and then.--- Against SM/CSM/Necron, these won't be doing much more than be an annoyance.Note: Biovore and 18 spore mines are being built and painted/are waiting to be delivered.
Against a SM Whirlwind, Bio-Acid will hopefully prove useful.
Against everything else, almost essential. Though I wouldn't spend points on just one, suggest at least two.--- Well, against those You need TMCs and RenClws.Tactics against way too many Bolters and against necrons.
Two TMCs should be enough in 1000pts, even if I question the usefulness of a purely CC-'Fex.
Your 'Stealers unfortunately won't make it, unless You have more Hormagaunts to throw at the enemy to keep'em busy.
Remember, even with ExtCar shooty Warriors should stay in Cover. If You want Your Warriors able to deal with SM/CSM/Necrons in CC, as well as be shooty, then consider the next:
Biomorphs: AdrG WS, EnhSen, ToxSac, AdrG I, ExtCar
Bioweapons: 3x RenClw, 2x DSpitter, 1x VCannon
They will be rather more expensive, though, and I personally find Warriors more effective when specialized for either shooty or CC.
"The meat things seek to destroy ourselves. They hunt us as we hunt them but they are weak and uncertain. The inferior flesh will be entirely destroyed, all biomatter consumed. Ourselves will fight to the last, all weak flesh must be devoured."
against necrons you need loads of rending claw attacks, dont use biovores against necrons, if the bioacid does hit it has a poor chance to wound (no save is a plus however) any necrons that do fall will most likely get back up again. Aganst marines you use spores to annoy them maybe a couple will die, but if you are going to use biovores against marines and necrons Id advice using 3 biovores 1 just isnt going to be affective.
Genestealers tear through necrons, on 6s to hit no armour and no saves for WBB, horray! but the necron player will know this and will shoot at your stealers like mad! To avoid this get more hormagaunts so theyre a big threat to him and move the stealers behind them, true the necron player can still shoot at stealers because os STBO however he is more likely to shoot at the faster, closer and larger squad of hormagaunts. Once the horms are in combat theres one squad of crons not shooting you, move the stealers to this squad behind the combat so other units cant fire. When the stealers get into combat they will slice the necrons, use the horms to grab another unit and keep doing this tactics, it should work quite well. This tactic works wel against marines aswel, it just owns crons though.
At 1010 pts the necron player wont be fielding many things at all. Most payers wont use a monolith or a god in such slim points. He/she will most likely field alot of warriors and things which count as necron to stop phasing out. I gurantee that he/she wont use pariahs unless he/she is an idiot. Watch out for destroyers! they kill warriors far to easily and are very fast so watch the flanks.
Things to look out for in marines are whirlwinds and heavy bolters, your opponent will most likely sit at the other end of the board and shoot the crap out of you so you need a fast army to get into combat fast!
I think thats it... good luck in the battle!
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