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The Swarmlord w Tyrant Guard
3x Hive Guard
Tervigon with catalyst
Trygon with Adrenal Glands
Basically, the Swarmlord buffs the list with Alien Cunning whilst proving to be a pain for my opponent to get rid off (especially considering there are two trygons also munching up his lines from turn three, hopefully). The guard and gaunts give him a nice 4+ cover save that should tick off lascannon/missle laucher/plasma weapon users the world over.
The Hive guard and Zoanthropes are an intimate mobile anti-mech firebase. Rhino's and the like should be annihilated by the six impaler shots, and the Guard should be saved from being killed by the passangers shortly after by a few warp blasts from the Zoanthropes. Also, the zoeys give valuable synapse to the Guard, making sure that they don't run away and hide in a bush around 50% of the time.
The Genestealers are just a great troop to have. Alien cunning makes thier outflank move highly viable, and they remain the godly CC monsters that they were in past editions. Basically, these guys are a clean up crew that will follow in the wake of the trygons, or attack an outlying objective/unit that the rest of the force wouldn't normally be able to get to effectivly.
The Termagants exist simply to validate the Tervigon and give the Swarmlord his coversave. They will die... like they're supposed to.
The Tervigon is almost a compusory unit. I'll use him to hang onto the "home objective". he should be nigh unmovable, with his waves of Feel no Pain gaunts intercepting any threats that escape the rest of the army.
The Trygons are central to my doctrine of "Aggesive denial". If the enemy has no units capable of holding objectives... how can he win? This pair will deepstrike and target (you guessed it) enemy troops. Failing that, they'll target that which might threaten my own troops. Their also enourmously handy in Kill Point missions.
I think it's pretty damn good... but what do you think?
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Ehhhhh, realistically, in a 1500 game, the swarmlord is a bit meh, even with his abilities, Zoanthropes arent that great on foot, dont bother with trygons unless you have two tyrants with commander, and If you have two tyrants with commander, give them wings and get you some pods.
the tervigon? Personally I think theyr only good in pairs or trio's giving FnP to valuable units, and with the two hive commanders I suggested they can outflank if they are a troop option.
I just don't really see this as a competitive list :p
It would be fun in friendly games, but you need to give thaught to how much you actually NEED a certain unit, what it will DO and if there is anything that can do it better.
give it some more thaught I think.
I suppose your the sort of person who, when presented with any ChaosSM list, says:
This isn't right.
Where are the lash princes? And you really need nine oblits to be effective. I've never had luck with bezerkers, so replace everything with Plague Marines and your list will be better. Right now it's just not any good at all.
I'm not running a "competitive" (read as: cheese) list. If I were I would have The Doom in a pod. I like the Swarmlord despite realising that other HQ options would allow me to field a more devistating force, so he's there.
I'll ask you, did you not read how I do things and see some credibility in my tactics? And what's the point of puting Zoey's in a pod if thier a support unit for the foot-slogger Hive Guard? They were fine on foot last edition, what makes them so different now (and don't just say "Deepstrike, then shoot". People find Hive Guard to be just fine and they can't do that)?
In relation to thinking what things can do what, I know what I want to do, and have subsiquently selected the best units to do it. I wished to include the swarmlord because he appeals to me, so he's there. Two trygons and the swarmlord provide a perplexing tactical situation for most opponents, and the focus on troop annihlation means the list functions rather well against most opponents. i could easily slot biovores in the place of zoanthropes should I be facing orks, and replace the genestealers with hormagaunts should I be facing any oppnents with a low save. I'm currently facing MEq so that flavours my decisions above those of simply having a good game
Comment on how I can make my list better, don't just give me your list... and before you say "I made your list better!"... no you didn't... you replaced my list, with something far, far different.
Last edited by GhostSock; February 24th, 2010 at 07:08.
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I feel like removing 1 Stealer and giving the 2nd Trygon Adrenal Glands would be more beneficial to you. MEQs and the like have an average of initiative 4, do they not? That combined with the Trygon's initiative of 4 just isn't easy enough for my liking. Can help with tanks too should they be required/no more squishies to eat.
I think that if you can keep the Swarmlord alive and the Tervigon than you can take on quite a significant amount and pull out victoriously.
Looks like it will be fun to play with.
Mm, I guess your right, and actually I like my chaos with a side of Khorne thank you.
Im not saying that the swarmlord isnt great, but for his points or less I can have a flying near-swarmlord(implant attack on a tyrant?)
But I would really make the room fot two tervigons if I were you, unless its not the termagaunts producing that is the main reason you are taking them?
i dont think you really need two tyrants with two trygons a 3+ for deepstriking isn't that bad. and two flyrants with hive command is WAY to costly in these in these points.
Your point on the wings and pods takes away from the feel of this army list, he's not using a reserve list hence no need for them.
In personal experience with the tervigon, one is more then enough in these points. You dont need more then one, They never die cause they are just beasts and FnP with his tactics will only be spend on his termigants anyway (Great use of it actually i think, termigants that don't die are wicked!).
Im not to sure you really even need adrenal on your trygons. you probably wont be facing 14 armour vehicles and even if you do you have zoanthropes and hive guard. In my experience the trygon is usually in combat by the time his turn two on the board comes around anyway because the opponent usually charges him in fear of being charged so you might not even get any use out of it. If you do how ever plan to keep it i would figure out a way to put it on both of the trygons instead of just one. No sense in giving your opponent a reason to target one instead of the other, force him to split the fire instead of focusing that way they live longer.
I think your list is just fine. in fact the only thing i would change is dropping adrenal on the trygons and using the points for adrenal on your tervigon for your spawned units. One problem i did find how ever is with the termigant tactics, you say you want to use them for a cover save on your tervigon. its not actually possible as the tervigon is a MC and 50% of the model needs to be covered for the save. However I don't think this should cause you any problems anyway because as mentioned before the Tervigons are almost indestructible
Just my thoughts anyway
Oh and BTW I dont think you need to spore your zoanthropes either. I'v recently footed them up the board and they actually cause more damage then they would of had i dropped them. #1 because of the 3+ invulnerable save they just didn't die until round two in combat after being charged by an (orc boyz unit)#2 because you then have a template as well that can be used until your close enough to the tanks (what happens if you drop them and have no tanks to shoot at? they are left in the open with no support and in the middle of the opponents army they are almost guaranteed to die! Personally i like my stuff to live)
Hope you succeed with this list I think it looks very solid
Last edited by klondiker; February 25th, 2010 at 02:29.
I Like your list and agree, the swarmlord can be great in 1500pts, also that people do go a bit overboard with pods (sometimes 1st/2nd turn support can b life saving for nids rather than a quick shot that isn't guaranteed on turn 2/3).
Seems a pretty solid list, the only thing i may consider is swapping a venomthrope for one hive guard since you list is slightly lacking in troops (with a decent save) and is especially good for monstrous creatures since moving directly to the enemy rather than over 50% has to be covered in terrain and wandering the battle field for a chance of protection kinda move towards the enemy seems better (not to mention the other benefits).
+ have u considered just running with the trygons. They can shoot in the 1st turn and be in combat by the 2nd thaks to fleet, rather than combat on turn 3/4. also makes for a good bullet magnet that, for the points, is really effective.
@ Catdevil and Klond
Glands on the Trygons is a highly situational biomorph renderered near usless most of the time due to the lack of assault grenades in this new dex (Grrr... Crud-arse was having a laugh there... ruined flesh hooks completly... I won't start). Also, to use his bio-electricity is to be within assaulting distance, which also negates the bonus. I'll keep it as is, the one without can go for enemies in cover, the one with can go for enemies in the open. Also, the enemy will focus on one trygon regardless of it's biomorphs, with one even slightly better than the other I can control which one he targets either by plonking Glandy in a high priority zone or keeping him alive by making non-glandy a major pain. It's only 10pts too, so no great loss.
@ just klond
I never said I wanted a cover save for the Tervigon. His FNP Gaunts are for interception, which should keep him alive 'till the end of the game.
@ Soul of Brood
One tervigon will suffice. Gaunt production is not his primary purpose. His purpose is to hold my sure-fire objective. My doctrine is to simply deny the enemy a single objective and win by fortifying one in a spot that is easy for me to defend/hard for the enemy to rout. The genestealers will hopefully grab a second objectiveto make things a little safer, but the Swarmlord and Trygons should see that the enemy has very little left that can actually hold things. Also, if a KP mission rocks up, I'm not as screwed when it comes to the free KP gaunt broods spawning every turn.
@ bob the fat
Venomthropes were considered in my (very long) list gestation period (this isn't the first site I've gotten feedback from), but were dropped because they arn't nessecary. It isn't durable enough to support the Deep striker Trygons or the outflanking stealers, the tervigon is already accounted for with it's intercept gaunts, the swarmlord gets a save from the Hive Guard being behind gaunts and the Zoeys and hive guard will probably be in cover once a threat to them surfaces.
I'm very happy at the moment.I've heard different opinions but can't find anything wrong with my list. It's not highly competative, but it'll do well. Thanks y'all! I'm still interested in hearing more opinions, one can never have too much knowledge!
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