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Playing in a tournament in about a months time, this is the list I am thinking of using maybe with changes to the gaunts. I have two friendly games coming up against Sisters and Ravenwing so any help against these would be great as I have never met either before.
Hive Tyrant 121pts
TL-Dev, TL-Dev, ES, TS
Hive Tyrant 143pts
ST, ST, TS, Wings
3 Warriors 99pts
TS, ES, 3 DS, 3 ST
6 Genestealers 114pts
9 Termagaunts 81pts
8 Hormagaunts 88pts
8 Hormagaunts 88pts
TL-Dev, TL-Dev, ES
VC, BS, ES, SB
Thanks in advance for any suggestions.
Interesting list. Unfortunately I haven't had experience with either of those two yet first-hand, but in treating them like your standard Marine I can offer a bit of advice.
HQs: Two solid builds, but you may want to throw some protection on your walking Tyrant with some Guard or a Warp Field. Otherwise things like rockets and lascannons will juice him before he can do a whole lot of damage. If the points are there and you have nothing else you can spend them on, you may as well give your Flyrant Warp Field, too, though I always seem somewhat loathe to say so for some reason...
Elites: Only three Warriors means this is a small, squishy ball of vunerable Synapse destruction. The build is pretty classic but unless you give them Extended Carapace and/or Gaunt protection and/or more in number I fear that you will see them easily reduced to goo in one round of fire.
Troops: Vanilla scuttling 'Stealers aren't bad. If you can drop one of your Tyrants I'd suggest Infiltrating a Broodlord and retinue. It's some pretty intense damage right there. If you can't, no biggie. But be very careful because without Extended Carapace, your Genies will die disappointingly easily. On that note...Gaunts!
Without Number will be free and abundant Victory/Kill Points for your opponent if you are playing with those rules. If not then it isn't so bad. If you just intend to give cover to other units or squat on objectives, you may as well save some points and make them into Spinegaunts. As for Hormagaunts...eh, they have a good use of clogging up units in combat...but Genestealers can do it better. Especially because to be really effective you'd want to give your Hormies AG-WS, AG-I, and Toxin Sacs.
Heavy Support: Two classic builds which should net the results you seek and hopefully draw some fire off other units.
Human beings, while exceptional in the ability to learn from the mistakes of others, are also remarkable for their apparent disinclination to...
A little advice with Sisters. Firstly, you will definitely want Tyrant Guard. A Canoness can, and probably will, kill a Tyrant in a single combat phase. In my last game, mine took out a Landraider, a Chappie, Pedro Cantor, some and some Sternguard: do not let the Canoness near your Synapse! If you add Tyrant Guard, you opponent will be less inclined to send her in alone, possibly risking putting her with the Seraphim. This allows you to tie the Seraphim in combat, where they can be more easily crushed.
You will probably want more long-range anti-vehicle too. Given the chance, Sisters will do drive-by flamings all day long. Once you pop a Rhino, however, they will be easily slaughtered by Stealers. As such, you will want more Stealers. Two units would be great. An Outflanking Broodlord only if you need him to take out the Exorcists. Taking a Rhino out in close combat is a bad idea too, as the Sisters will now be standing point-blank with your Flyrant, who can expect to take 16 Bolter Shots, and then Flame and/or Melta blasts. With the way I play, you could guarantee your Flyrant would be dead in my next Shooting Phase, with squads to spare on any nearby Stealers and/or Gaunts. A few Bardbed Stranglers would probably be your best option.