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I just picked up 40k after a few good years of not playing and I'm still getting adjusted to 5th edition.
Heavy Venon Cannon
16 Termagaunts 80
16 Hormagaunts w/ Toxin Sacs 128
8 Genestealers 112
3 Tyranid Warriors w/ Deathspitters
2 Hive Guards 100
2 Zoanthropes 120
4 Raveners 120
Grand Total 1000
If I made a change it would be to remove the Raveners at add couple Guards.
Any advice/critique, thanks
Last edited by Alzer; February 8th, 2010 at 01:25. Reason: Points Costs
Please do not bump your threads, this is against forum Rules.
Please do not post points costs of un-upgraded base unit, and upgrades, this is also against forum Rules.
EDIT: Come to think of it, have a read through of the forum Rules, conveniently placed in my signature, just so we're all on the same page.
Heya touji-za-nai, welcome to Librarium Online!
For working with 1k I feel this is a rather solid army list. Plenty of little bits to clog the guns, some heavy hitters to back them up. It may be a bit more challenging to use, as your units are all a bit specialized, but the list as a whole is very balanced and should work well enough. Be careful about synapse coverage though!
I've always been a fan of rending claws on my warriors, leave mass attacks to the hormagaunts, you need some more attacks that can rip through space marines, rending can really assist this.
Thank you for your advice and letting me know the rules.
Any to wound rolls of 6 cannot be saved. That really is a useful tool when fighting space marines especially when each warrior gets 3 attacks, but my only concern is getting the warriors close enough to do anything. They cannot infiltrate or deep strike, so unless the Ravener keep their men tied up long enough, they might just get shot before anything can be done. I mean yes, I can meat shield with termagaunts, but all they have to do is pass a leadership test to shoot at my warriors behind them and with a leadership of 10 most SM wont have trouble.
So if you would, please further explain the advantages of having rending claws. Thank you so much!
You should familiarize yourself with 5th edition. There is no longer a leadership check to shoot second-line units, now intervening units grant a 4+ cover save. Also with 3W and a 4+ save each, warriors are rather resiliant to line-bolter fire. I've never had an issue marching my warriors up the field behind a guant screen, especially now that the Run rule has been added, allowing them to gain extra movement when they are not shooting. Since warriors are (hopefully) there to provide synapse support for your gaunts, it shouldn't be a problem.
Another thing to consider, combat is usually reached around third turn, or maybe fourth turn in 5ed, and that extra punch is important to have once you're stuck in. You don't have to give them this upgrade, I just feel it is nice to have around, as I figure it is more effective than scything talons. If you really want to deal death with warriors, give them boneswords. Something to consider
Never thought about the bone swords... very enticing haha.
Thank you for the input : )