Hive Fleet Cthulhu HQ
2x Twin Linked Devourers, toxin sacs, enhanced senses, shadow in the warp, toxic miasma
2x tyrant guard (retinue)
Tactics: form a solid foundation to the army. Tyrant guard stay in cover to give the tyrant a cover save. Move up the board to support fexes and termagants.
adrenal glands (i), extended carapace, feeder tendrils, flesh hooks, toxin sacs
+8 stealers (retinue) with scything talons, flesh hooks, toxin sacs
Tactics: outflanking squad of doooom! Go for hard stuff, but not tanks. Elites
toxin sacs, extended carapace, 3x deathspitters, 1x barbed strangler, 4x scything talons, adrenal glands (i)
Tactics: hide behind the boomfex and advance up the board. Mobile cover ftw.
2x twin linked devourers, enhanced senses
Tactics: sit next to the boomfex and near to devourer tyrant, pump out shots, provide mobile cover. Troops
Tactics: sit on an objective placed close to the board edge, refuse to give it up. In killpoints missions hide in cover, and DON'T come back on when they die. Objective should be placed in cover, so they can go to ground when shot at. T3 marines ftw.
Tactics: if KP missions, hide in cover and shoot anything that comes to try and kill them. Any other mission march behind the fexes for mobile cover and try and claim objectives further up the board.
scuttlers, flesh hooks, toxin sacs, scything talons
Tactics: another outflanking squad of doooom, should go for squads on objectives. Broodlord should target tougher targets. Fast Attack
n/a Heavy Support
barbed strangler, twin linked deathspitters, reinforced chitin (+1w), toxic miasma
Tactics: provide mobile cover and move up board, toss out a couple of blast templates every turn.
warp blast, synapse
Tactics: provide synapse where lacking, take potshots at tanks. At least one should stay back with spinegaunts in objectives missions. Total Points = 1497
Largely covered in the list, but a few other notes:
If killpoint missions, hide anything in cover that can benefit from it and don't assault until the stealers come on.
Against other nid players... bring the w/o number gaunts on in their turn as well. It's legal! (read the wording)
Don't do anything stupid.
Objective missions take second turn if at all possible. w/o number gaunts make objectives damn hard to take.