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my list was as follows
HT all upgrades wings 2x st extcar and wb
3 warriors ren clw all cc upgrades extcar and leaping and st
gaunt squad a 17 with HN
gaunt squad b ag ws leap ag i and st 14 with hn
spinegaunts 24, 1 with hn
3 units of 1 ravener st and devourers
fex all upgrades 2 vc
his was 15 bloodclaws in landraider
10 grey hunters
9 grey hunters with lord
take and hold alpha rules
my spinegaunts were right behind a forest in the front of mid deployment area
my fex was to their left behind some trees with gaunt squad b and to the fathest left was my stealers and ravners to the right of the spine gaunts was the HT warrior unit and the gaunt squad a
his was land raider and dreadnought were deployed across from my ht warriors and gaunt squad a his 9 strong squad with lord was behind a rubble heap (which my lictor was in) his 10 strong was by the land raider and his exterminator tank was on the side with my fex
my army moves forward my fex shoots and immobilizes and shakes his exterminator his army moves with no shooting
my army moves again my fex fails to stop his exterminator but it has no los to anything anyway his lr kills 4 gaunts my lictor behind the rubble jumps over it and wounds his lord 2 times of 3 then dies.
my fex pops his tank his LR and dread wipe out rest of squad a he shoots 11 of my spinies with RF my spinegaunts and b leapers charge his lord squad and kill his lord plus 2 more
he kills 5
my HT wbs his other squad his bloodclaws get out I charge his grey hunters and my fex imobilises his dread right next to the objective.
then i had to go he called a draw even though he probly won
this was my first battle so any help plz give
first of all whyd it take your gaunts 3 turns to get to CC? same for your winged HT
You need to work on your deployment too.
If your stealers met one of his squads thered be bodies all over the place and if they coordinated with the HT to attack to bloodclaws then thered be pure carnage even though he has 60 attacks mostd be dead from your charge hmm lets see an average marine squad would lose 4 from HT and hed have 4 left on average rolls that wont even wound the HT it might kill some stealers and i don't kno xact stats for BCs right now tho
Next time give your raveners ST renclw its th only way to go and work some biovores into you list
Hivefleet Omalancho 1/0/0 my current army
Don't bother with Biovores against SM's.
Would rather do 6 leaping warriors instead of the raveners.
SW in particular will be able to bury tons of Power Fists in squads. Rushing a HT in is not necessarily smart but you had the right idea by using Genestealers. Tie up then hammer.
Good job on Lictor, thats what he is supposed to do.
Gaunts could potentially take 3 turns or more to reach cc if an opponent stays away or there is a good amount of cover in the way. Despite the Fast and Deadly rule, cover can still slow you down.
Consider dropping the winged Tyrant next time and take a walker with Guards. This is especially true with a defensive game like Take and Hold. The other reason is because the SW player can have SO many power fists in squads that you need to be able to keep the HT from getting singled out. If he has Guards he'll be a little more durable as well as the fists getting less attacks from lash whips.
I can't comment on deployment because I don't know distances or anything.
I don't see how he would have won unless you ignored the objective.
Sounds like Carnifex earned his pay.
bioacid mines do wonders to marines
Hivefleet Omalancho 1/0/0 my current army
Not really. 5+ isn't enough of a sure thing for that many points. Also need to be really lucky on the previous two dice rolls as well, effecting at most 6-8 marines total. If a player is being anywhere near smart he'll back away from you and so therefore will be near the table edge. Mines are going to have a very sizable chance to just leave the board or better yet drift into your way as you assault.
Bio acid can work against light vehicles, again with a good amount of luck. But its no where NEAR as effective as they are against tau/ig/ork/de/eldar with Poison.
If I ever fight SM and we're doing a special list for that fight, I never take them. Thats 10 Genestealers. Or 32 Spinegaunts. Also they are dead for sure if you get attacked by any deep striking unit, like terminators or any assault squad with jump packs, or a land speeder. Having no liabilities to protect makes Tyranids immune to Deep Striking surprises.
Wonders? No. A lucky kill every once in a while? Sure. Never bank on luck just to off a couple of marines. Bank on a sure thing, sweeping from squad to squad unchallenged.
Coincidentally for the Battle for the Lonestar GT tournament here in Houston I'll be fielding 3 Biovores in a 1875 list. IG/Tau/Ork/DE/Eldar make up at least half the opposition, and having the Biovores there with Poison AND Bio Acid is key to wiping them off the table. Against SM the only hope for them is to place them in cover that is 6" deep, but closer to the lines so they will be protected by the wave, discouraging DS'ing near me.
you can't take extended carapace with wings on ur HT
40k Record W-L-T
Soul Reapers Necrons 8-14-2 Hive Fleet Behemoth Tyranids 21-7-1 Raven Guard Marines 12-6-5