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For casually-competitive play.
HQ ([ 2 5 0 ])
Hive Tyrant [ 2 5 0 ]
+Bonesword & Lash Whips, Heavy Venom Cannon
+Hive Commander, Regeneration
+Life Leech, Paroxysm
Elites ([ 1 3 0 ])
Doom of Malan'Tai [ 130 ]
Troops ([ 6 3 5 ])
Tervigon [ 225 ] x2
+Toxin Sacs, Adrenal Glands, Regeneration
Termagaunts [ 65 ] x2
Termagaunts [ 55 ]
+ 11x Gaunts
Fast Attack ([ 1 5 0 ])
Spore Mine Cluster [ 50 ] x3
+5x Spore Mines
Heavy Support ([ 5 8 5 ])
Mawlock [ 195 ] x3
It's rather gimmicky, I feel, and I'm not a fan of using so many biomorphs on MC's. But the decision to do so arose from a recent thread. Six MC's should be about right for 1,750 points, putting just enough pressure on the opponent to keep the game interesting, but not so much that it becomes frustrating. The inclusion of regeneration may push that over the edge though, but I suspect that it won't see much use except to skew circumstantial scenarios in my favor.
Generally speaking, the spore mine clusters will be used to influence my opponent's deployment -- splitting forces, or forcing them to pack together. In anticipation for the eventual FAQ, my group has decided to allow Mawlocks to be placed over a unit before rolling to deep strike (it's best to learn how to play with/against 'Nids as they will be played, and not take advantage of / become complacent with the current lack of clarification). Considering this, the first time the Mawlocks deploy (and Doom, if the opponent isn't mech'd up, or if the Mawlocks' deployment successfully popped a few transports) should have a dizzying effect.
Termagaunts will remain outside of 6" of the Tervigons, unless I anticipate a charge or assault with them. I wanted to test the Tervigon's Brood Progenitor special rule.
The list lacks any reliable means of popping armour, outside of deep striking Mawlocks, or charging with MC's. This was intentional, as I feel it would keep the game interesting. It's no fun playing against an opponent who has no chance of winning, after all, and given the current meta-game, it'd be a tough battle for either player to win.. exactly how I like it!
Thoughts, concern, criticism, complaints, praise? What do you think? Does the list effectively accomplish what I described I wanted it to?
2 small points, the first being to get the lashwhip and bonesword off the tyrant and replace with tallons, its just useless on him, the tallons will do far more good.
The only main critisicsm i have is the lack of hive guard, id at least try and get 2, just to help with transports a little and open them up for the mawlocs, otherwise i can just see it being close, but youll be chasing them up and down the feild all game.
Other than that, good list should do well for you.
Your friendly neighbourhood gargantuan creature
I really think that an all-comers list need some hive guards. Nowadays, most decent players have mech of some sort. You really could use the help of more AT. Plus, hide them behind terrain and they can't be shot at. One of the best things I find about them is that the mech player who thinks his rhino gets a cover save because he is hiding behind another rhino or even a land raider is in for a rude awakening. Hive guards are absolutely fabulous against mech lists. If you want more challenge, get rid of 1 of the mawlocks and get yourself some hive guards.
Also, I'm not completely sure, but I think spore mines still have the same problems that they did with 4th nids in that each is worth a kill point. So if all 15 detonate, that's potentially 15KP's you're giving up!
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
Thanks for the tips!
I was considering adding Hive Guard, but I'd like to see how the list plays without any apparent AT. Our games tend to be a lot more strategical movement, and I rarely ever see anybody chasing anything.. if a transport wishes to run away, that's fine.. they'll have to confront me eventually. But still, it was the hardest decision designing the list, excluding Hive Guard (I wanted 4, had 2 initially, but dropped them to help afford Regen, which I feel is an all-or-nothing upgrade).. and if it doesn't turn out quite how I expect, they'll be the first thing to be added back.
I like the Bone Sword on my Tyrant. Partially because of the Lash Whips that accompany it, but also because any Librarians (which locally, are the most popular HQ) wishing to assault him will have to risk being ID'd as well. Which, with 5 other TMCs on the board pretty much disqualifies him from assault, at least until they've been taken care of. I'll try it out both ways, though, and see if re-rolling '1's makes up for the loss of his Lash Whips.
Chances are, if mech is much of a problem, I'll drop Doom. He won't be much use except as a fire magnet if everything is in a transport when he lands. If so, I'd drop Hive Commander, 3 Gaunts, and 3 Spore Mines. There's enough for four Hive Guard. But for now, I'm going to see how it plays as is.
Regarding Spore Mines = KP (which I believe as RAW they do), our group is following the same logic as I described with the Mawlock. Generally speaking, if there's anything we are confident will be FAQ'd, we'll play as though it already were.
Here's the second iteration of the list. If / when I get the chance to play them, I'll try to write up bat-reps for each... But my time's been rather pressed lately.
HQ ([ 2 1 5 ])
Hive Tyrant [ 215 ]
+Bonesword & Lash Whips, Heavy Venom Cannon
+Life Leech, Paroxysm
Elites ([ 2 0 0 ])
Hive Guard [ 100 ] x2
+2x Hive Guard
Troops ([ 5 3 0 ])
Tervigon [ 190 ] x2
Termagaunts [ 75 ] x2
Fast Attack ([ 1 2 0 ])
Spore Mine Cluster [ 40 ] x3
+4x Spore Mines
Heavy Support ([ 6 8 5 ])
Mawlock [ 195 ] x2
Tyrannofex [ 295 ]
+Rupture Cannon, Cluster Spines, Desiccator Larvae
It goes a long way to solve the lack of anti-vehicle, and is a bit less gimmicky than the first list, with fewer spore-mines (albeit only 3) and one fewer Mawlock. Which is fine, as this list will be played if the gimmick proves ineffective.
I must admit, though, if I were to start playing 'Nids I'd go with the second list, if only for the opportunity to convert a TFex... the prospect of which looks to be a lot of fun! A third iteration of the list, which I had considered, uses 1 Hive Guard brood, 2 broods of 5 Ymgarl 'Stealers, 2 Spore Clusters and a Harpy, and 2 Mawlocks.