Welcome to Librarium Online!
I made this nearly finished list and would like some critique on it
HQ - Flies up with the bulk of the army providing synapse for the hormy's
Twin-linked devourer+ brainleech
2 Hive Guard - hive guards for taking down transports
2 Hive guard
2 Zoanthropes - zoanthropes without spore, cuz i find it rather expensive. but maybe it's a neccestiy?
12 Hormagaunts - 2 units of hormagaunts to try and get in cc as quick as possible
5 Warriors - These outflank and mow down tougher oppenents
4 Warriors - Sit on objective and provide synapse for hive guards
10 Gargoyles - come in deepstriking
Got a 100 points to spare. Been thinking about some stuff, i guess the hormy's could use some extra guys. I have played the zoanthropes only once up til now without the spore and i wasn't too happy about their range. not too sure 'bout the gargoyles either but i really like the models and think that's quite important too (same goes for the hormy's) i also played the Trygon once.... and it actually stood in reserve until turn 5.... and then the game ended with him shooting once (i wanted to try and deepstrike him)
So please, give me some help and tell me what you guys think is good and what's not. thx
I'd try to fit in 1 squad of tervigon+termagaunts. They're really good in objectives games. Maybe trade in your shooty warriors for them. Otherwise, it's a decent list.
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