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Ok so im going to the Great Devourer tounament soon and i wanted some feedback on this list. Thx
AG (ws), EC, Bio-plasma, IA, TS, TM, 2 ST Shadow of the warp, 2 tyrant guard - 258
FT, TS, FH
8 Genestealer retinue with Scutlers and ST - 270
3 Warriors X2
Ec spinefist, spinefists - 126
2X 20 spineguants -200
20 flesh guants- 120
20 hormaguants with TS -240
2 rending ravenors -80
AG (both) RC, EC, BE, Sythe tail TS, TM, Tusked, Crushing claws and Sythe tallons - 222
ES EC RC Tl devourers - 153
General tactics are to Infiltrate broodlord at 18 inches, scout 6 and then get first turn assault, or just to outflank, tyrant and fex act as killers or tank hunters. Second fex supports. Hormaguants, ravenors and lictor assault the same target to get full efect of the Feeder tendrils and other guants seek objectives.
Im not 100% sure on this so any advice is welcome. Thx all
Last edited by Heirodule; January 21st, 2009 at 19:10. Reason: Because i cant type.
Just a couple things I wanted to point out and ask about here.
First off, you're Broodlord's retinue does not need scuttlers to outflank. That ability is granted to them by the Broodlord and his infiltrate. I'd also drop the Scything Talons and use those points to give the retinue Feeder Tendrils.
Next, the warrior broods. Why Spinefists? If you wanted CC Warriors, why not give them ST? Or if you wanted shooty, maybe I could convince you to take Death spitters (for horde armies) or a Venom cannon for stunning tanks, with two twin linked Devourer for rerolls on the to-hit and to-wound rolls. 2 models, 16 attacks usually add up to some dead units.
I'd also suggest replacing the Hormagaunts with more Genestealers. Nothing scares a unit of terminators as much as a charging horde of genestealers. Rending claws count as power weapons when you roll a six on the to-hit phase. The 2+ armor save just became a 5+invuln save. And when assualting tanks, not only do genestealers always attack the rear armor, rolling a six allows you to roll a 1-3 to add to our penetrating score. 9+base models strength of 4 will penetrate almost any armor.
Ok so to try to awnser your queiries.
The reason i gave the stealer scuttlers is for the following. If a broodlord infiltrates with a LOS then he sets up at 18" away. However with the scuttle rule they would move 6 inches in the fisr turn. Should this be mine then i would have a first turn assault unit, should this not be mine they would be outflanking. Im not totaly sure if im allowed to do this however as im a little confused on the ruling. In the Independant character rule it says that rules such as stubborn on the character are given to the unit but the rules on the unit arn't. Eg putting Pedro cantor with scouts means they can't outflank. But scince the broodlord isn't counted as an independant character unitll the retinue is dead what rules apply? Unless he is an independant charcter that simply cant move units. Any clarification is welcome here. Oh and feeder tendrils are given to any unit with a model within 2" so i put them on the brodlord already (FT) The spinefist warriors are there because i only want them for synapse and find them too fragile otherwise, and spinefists are cheapest. Personal preference thing. lastly i prefer the sped that a hormaguant offers with ist 12" charge. yeah a stealer will scare the hell out a terminator or tank witch is exactly why they allways get vindicator nuked very quickly. Theres a lot of pieplates out there with at least AP4. Hope this clear it up, feel free to correct me if im wrong, as ive said im not 100% certain on certain rulings. thx
Ok probably best to ignore the stealer broodlord rule thing (although if anyone does no please tell me) as im changing the list. The lictor, broodlord and daaka fex have gone, and the tyrant has changed. They are now,
Wings, warpfield Adrenal glnds (both) TM TS IA 2sythe tallons
Shadow of the warp, ES EC TS 2TL devourers, 2 tyrant guard.
Stealers are still there as is everything else apart from 1 spine guant.
This is roughly 1750, ill work oput the exact total later but it should be manipulateable to serve my needs. Ok so any comments are aprechated thx.
In my opinion, for your two tyrants, I would take thw wings off of the cc tyrant and give it to the shooty, and give the 2 tyrant guard to the cc tyrant so that you would wreck combat with three models, while your flying shooting tyrant will be able to shoot almost anything deadly on the table.
"How ironic it is that as fast as we spread progress and hope throughout the galaxy, the Tyranids spread death and despair."
- Aun'shi of the Tau
Not a bad idea however i tend to find that the tyrant (CC) hits things such as devastaors, or Crisis suits which he can deal with on his own but will take some catching, hence the speed. The dakka rant will hit mid horde units such as Tau or eldar then folow up with an assault in whitch the Tyrantguard are useful. also as he'll be out of CC for a while it helps to have some shots to soak up the las and plasma fire that comes his way. but ill have to try it out sometime. Thx
If you give scuttlers to the stealers you are able to infiltrate and the scout with the whole unit
Ah thx i was worndering about that.
Im hoping the scilence means thet no one has any complaints, not that the list is too boring to comment on...
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