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Game Type: Seize Ground (3 objectives), Spearhead
Any unit that cannot regroup are now small enough to hide (i.e. immediately destroyed). Otherwise they cannot move off the table and so will hang around until they rally. Walls and pillars are solid, 12" high and nothing can park on them - but barrage can fire over everything.
Hive Fleet Macarbe deploy in the top left corner and go first.
Hive Fleet Macarbe
"Patronus" 2x Tyrant Guards w/ Lash Whips
"Tres Fatum" 3x Hive Guards
"Tres Fatum" 3x Hive Guards
"Bi Fatum" 2x Hive Guards
"Alma Mater" Tervigon w/ Catalyst, Cluster Spines, Toxin Sacs
"Turha" 13x Termagants
"Patta Mater" Tervigon w/ Catalyst, Cluster Spines, Toxin Sacs
"Turha" 12x Termagants
"Requiescat" 13x Genestealers
"Impatus" Tyrannofex w/ Cluster Spines, Desiccator Larvae, Rupture Cannon
"Amplus Ray" 3x Biovores
"Vexco Motus" 3x Biovores
Hive Fleet Aggamemnus
"The Harbinger of the Swarm" Swarmlord w/ 1 Tyrant guard
"The Banes of Perseron" 3 Hive guard
"The Hive protectors" 3 Hive guard
"The Watchers" 3 Hive guard
"Brood Mother" Tervigon w/ Adrenal Glands, Toxin sacs, Catalyst, Cluster Spines
"The Brood" 30 Termaguants w/ Fleshborers
"She Who Spawns" Tervigon w/ Adrenal Glands, Toxin sacs, Catalyst, Cluster Spines
"The Spawn" 30 Termaguants w/ Fleshborers
"The Hidden lurkers" 8 genestealers w/ Broodlord
"Death from Skies Above" Harpy w/ TL Heavy Venom Cannon, Adrenal Glands
"Last Shadow" Harpy w/ TL Heavy Venom Cannon, Adrenal Glands
Swarmlord centrally, on the other side of the L block. The 2 guant broods sit at the ends of the L, with tervigons behind. Hive guard, go just infront of tervigons and the 3rd brood behind the swarmlord. Genestealers will outflank. Harpies go towards the back of the L, ready to fly over.
The only real threats in the other army are the biovores and the swarmlord. Everything else my army either does better (guant broods, Tervigons, harpies) or can be dealt with easily (genestealers.)
The harpies will hide behind terrain to avoid the T-fex fire, flying over to snipe biovores, ignoring saves and inflicting ID. Hive guard and spawned guant broods will throw themselves at the swarmlord and tyrant guard, untill the lash whips are killed. When they die, my swarmlord will charge in with furious charge (So it goes first) and will probably inflict instant death due to wounding on 3's and forcing the invlunerable save to be re-rolled. From there the swarmlord will cut down tervigons, which will cause guants to detonate and take 3d6 hits if within 6". My genestealers will finish off any biovores and the T-fex, which will likly be towards the back.
The large guant broods can clean up, making use of FnP and furious charge to wipe out their inferior cousins and weight of numbers to kill the genestealers. Hive guard are a last prioritory, since they're only a dire threat to my hive guard, and can be quickly killed or locked up by guants, or tervigons incase of emergency.
Vote closes on Tuesday the 21st of June at 1800 PM. Votes as usual must be in bold, and posted along with a reason. It doesn't have to be good mind you, just written down. Crap reasons will have no negative repercussions aside from your peers thinking you are an idiot.
If no tactics have been submitted, please assume average skill level for that player.
Advantages of Hive Fleet Aggamemnus:
1. Has tactics and deployment.
2. 30 gants are more resilient than 10. They're also an offensive threat.
3. Slightly better ranged shooting thanks to harpies.
4. +1 hive guard. Also good for insta-killing biovores (that is, if they can get into range).
5. Slightly better offense in assault with 30-gant squads.
6. Better mobility with harpies.
7. Outflanking genestealers can get to biovores.
Advantages of Hive Fleet Macabre:
1. Going 1st. Has a better chance of reaching the central objective with their troops. Also, biovores will start damaging gants from turn 1.
2. Better anti-infantry shooting. Biovores are protected by staying out of LOS. At the same time, they can shoot without needing LOS. They'll be no way for Agamemnus to target them until the hive guards get within range, which will probably take at least 2 turns or possibly more.
3. Better Swarmlord. Macabre's Swarmlord more resilient and much deadlier in combat thanks to 2 lash whip tyrant guards. Agamemnus' Swarmlord is dead if he goes after Macabre's Swarmlord.
4. Lack of area terrain. That means termagants will never get cover against biovores, just FNP.
5. More genestealers. Macabre's outflanking stealers will force Agamemnus to divert more firepower/resources to deal with them than vice versa.
6. Tyrannofex will take a licking and then keep on ticking. Will tarpit any other tyranid unit not named the Swarmlord, but including 8 genestealers or 30 termagants (which will actually be around 15 or less by the time they get close). Just for kicks, he will ID the harpies.
Well, sorry Macabre, but it looks like Hive Fleet Aggamemnus wins 7-6.
Record: Win - Loss - Draw: Hive Fleet Pandora (New) 32-6-6 Space Wolf 7th Co. 52-11-6
Blood Angels 12-4-2 Daemonhunters 20-8-3
Imperial Guards 12-5-2 Daemons 8-3-2
I agree. Close win to Hive Fleet Aggamemnus
For the reasons posted above.
"Any job worth doing, is worth doing with a powerklaw."
I think I'm usually in agreement with most posters, except in this round.
And I think it has to do with the fact that I don't notice the map being taken into the account in people's analysis.
-Biovores are extrememly useful on this map, not only can they hide, but their targets are forced to bunch together due to how tight the map is. Their presence also forces Agammemnus to advance which gives Macarbe the advantage getting to shoot first and charge first even beyond getting first turn.
Another important thing to note is that there is no reason the genestealers should be able to get those biovores so easily. That L goes way over. It might not be possible to deploy all the biovores beyond 18 inches of the board edge and still have full cover, but it would be trivial to have them far enough in that a gaunt speedbump would completely spoil the stealers play. On a bad fleet roll the stealers might find themselves not even getting to eat the gaunts.
I would have prefirred if tactics had been posted confirming the biovor setup, but given the player uses stealers themselves I'd think "average" would do it for sure and "drunk as a skunk" would still probably manage that.